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<hr />
<div>==Namekians==<br />
Namekians, also commonly known as nameks, are a race from the far-away planet of Namek.<br />
<br />
===Physiology===<br />
{{5e Image|float:right|https://i.imgur.com/cQKusmA.png|Various namekians of the dragon clan and the warrior type. [http://ultradragonball.wikia.com/wiki/Namekians Source]}}<br />
Namekians are green-skinned, {{5e|Human}}-sized humanoids with several characteristics reminiscent of slugs, including a pair of slug-like antennae protruding from their foreheads, and light green skin almost completely devoid of hair. Pink or pale yellow patches appear uniformly across their body, most notably on the abdomen, biceps, forearms, thighs, and calves. Namekians universally have {{5e|Elf}}-like pointed ears, and usually have sharp nails ending in points. Most namekians are hairless, but an exceedingly rare few grow white-colored facial hair.<br />
<br />
Namekians reproduce asexually by producing eggs, which for most of them is an act they can perform willingly but sparsely. A young namekian born from its egg is remarkably similar in mentality and mannerism to a human child, albeit with namekian physical traits. It reaches maturity at a rate comparable to humans, appearing to be an adult in less than 20 years. A namekian will begin to show signs of advanced age&mdash;such as darker green and wrinkled skin, faded patches, and deterioration of body&mdash;after 100 to 200 years, but can still live to see five centuries or more.<br />
<br />
Due to their unique biology, nameks can seemingly survive on nothing but water, air, and rest. They are nonetheless capable of eating, many choose to do so, as this may be required for gaining strength or reproducing after reaching adulthood.<br />
<br />
Unlike most races of this planet, namekians have a natural aptitude for manipulating a natural energy they usually refer to as either "ki" or simply "energy." This energy comes from within them, and supposedly all living beings, and they are able to use it to achieve feats indistinguishable from magic&mdash;including regenerating limbs, hurling destructive blasts of force, or even attaining magical flight.<br />
<br />
As namekians reproduce asexually, they only have one gender. This gender is generally referred to as male.<br />
<br />
===History===<br />
Less than three centuries ago, the namekian home planet of Namek was met with catastrophe, and utterly destroyed. Before its demise, the race had mastered esoteric and advanced magic, and through it was even capable of interstellar flight. The handful of namekians surviving today are those who were either off-planet at the time of its destruction, or were able to survive at the last minute.<br />
<br />
Because this world has a very similar, albeit slightly warmer climate than Namek, many if not all namekians who survived migrated to this planet with what little remained of their interstellar-traveling magic. Only a few generations at most have passed since then. Most of their advanced magic has been lost or eroded over the years. The few survivors and their descendants have managed to persist on this world, alien to them, and have mostly adapted to cultural norms. Many have even greater mastery over the Common tongue than their original language.<br />
<br />
===Society===<br />
As namekians have no home world, and have only come to this planet haphazardly, their society is sparse at best. The few societies of namekians that persist today are small, and usually descended from one or a handful of survivors who reproduced the entire clan asexually. Consequently, any given gathering of namekians can vary wildly depending on the surviving parent. They will often find refuge among other races, particularly {{5e|Human}}s.<br />
<br />
=== Namekian Names===<br />
For reasons unknown, namekians of the Demon Clan are usually named after Common names for musical instruments. Most namekians not of this clan tend to avoid such names, and instead choose something with meaning from their native tongue. Namekians generally lack surnames.<br />
<br />
'''Demon Clan Names:''' Banjo, Bongos, Cymbal, Drum, Piano, Piccolo, Tambourine<br />
<br />
'''Traditional Namekian Names:''' Dende, Guru, Katas, Moori, Nail, Tsuno<br />
<br />
===Namekian Traits===<br />
{{5e Image|float:right|https://i.imgur.com/9lLs5CK.png|A typical warrior type namekian. [http://ultradragonball.wikia.com/wiki/Nail Source]}}<br />
{{5e Racial Traits<br />
|summary= These green-skinned humanoids hail from a far-away planet, and are renowned for their regenerative capabilities and manipulation of ki.<br />
|abilities= Your {{5a|con}} score increases by 2.<br />
|age= Namekians mature quickly, reaching maturity at age four and are capable of living to the ripe age of 500 years.<br />
|alignment= Namekians keep hold of tradition and will fight to keep evil beings from gaining power. Warrior-types and those of the Dragon Clan have a strong tendency towards lawful good.<br />
|size= Your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1= Ki Blast<br />
|description1= You know the ''{{5e|Eldritch Blast}}'' cantrip. {{5a|con}} is your spellcasting ability for it. <br />
|trait2= Alien Metabolism<br />
|description2= You can survive without food, but still must drink water.<br />
|trait3= Limb Regeneration<br />
|description3= If a limb or other body part is severed from your torso, but you remain conscious, you can regenerate the lost limb by the end of a short rest by expending one Hit Die specifically to do so. A Hit Die expended in this manner does not recover hit points as normal.<br />
|languages= You can speak, read, and write both Common and Namekian. Rarely if ever is a creature not of the sparse namekian race able to understand anything from the Namekian tongue.<br />
|subrace= Demon Clan, Dragon Clan, and Warrior Type<br />
}}<br />
<br />
====Demon Clan====<br />
Namekians of the Demon Clan are a minority, and seemingly can only be produced by the rare evil-hearted namekian. Unlike others of their race, they are often of monstrous appearance, and may have seemingly random physical mutations that resemble demons or dinosaurs&mdash;such as horns, vestigial wings, tails, or uncanny accents. Like their dark-hearted parent, namekians of the Demon Clan have a tendency towards evil and chaos. As truly evil namekians are rare, so too are members of this clan.<br />
<br />
Unlike most namekians, a member of this clan often matures to adulthood in only a few years, but rarely lives beyond a century.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|cha}} score increases by 1.<br />
|trait1= Demonic Magic<br />
|description1= You learn one of the following spells of your choice: ''{{5e|Comprehend Languages}}, {{5e|Feather Fall}},'' {{5h|s|Endure Elements}}, or ''{{5e|Find Familiar}}''. You can cast the chosen spell once with this racial trait, and regain the ability to do so when you complete a long rest. <br />
|trait2=Menacing<br />
|description2=You have proficiency in the {{5s|Intimidation}} skill.<br />
}}<br />
<br />
====Dragon Clan====<br />
Members of the dragon clan are those capable of innate magical abilities, and a particular aptitude for magic in general. According to legend, members of this clan were once able to create magical artifacts capable of summoning dragons and granting wishes. Members of this clan tend to slightly less muscular than Warrior-type namekians, but are otherwise visibly indistinguishable from them.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|wis}} score increases by 1.<br />
|trait1=Dragon Spells<br />
|description1= You know one cantrip from the {{5e|Cleric Spell List}}. {{5a|wis}} is your casting ability for this spell.<br />
|trait2=Sound Judgement<br />
|description2=You have proficiency in the {{5s|Insight}} skill.<br />
}}<br />
<br />
====Warrior Type====<br />
Warrior-type namekians incorporate those of advanced physical abilities, who usually have an inherent aptitude for hand-to-hand combat and athleticism. The majority of surviving namekians at the time of Namek's demise were of this subrace, and consequently, they remain the most common variety.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|str}} score increases by 1.<br />
|trait1= Martial Arts<br />
|description1=Your {{5e|Unarmed Strike}} inflicts bludgeoning damage equal to 1d4 + your {{5a|str}} modifier. You can make an unarmed strike even if your hands are occupied.<br />
|trait2= Limb Stretch<br />
|description2= As an action, you can stretch your arms up to 10 feet, and can make an unarmed strike with a reach of 10 feet. As an action, you can make a melee weapon attack as if its reach was 5 feet greater than normal, but you have disadvantage on the attack roll.<br />
|trait3=Natural Athlete<br />
|description3=You have proficiency in the {{5s|Athletics}} skill.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{| class="5e" style="text-align: left;"<br />
! Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5′ 6″ || +2d12 || 120 lb. || &times; (1d4) lb.<br />
|}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br/><br />
{{Copyright Disclaimer|franchise=Dragon Ball|owner=Funimation}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Humanoid Type]]</div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Namekian_(5e_Race)&diff=1824061Namekian (5e Race)2024-03-21T21:17:10Z<p>Green Dragon: Reverted edits by 64.72.96.245 (talk) to last revision by Guy</p>
<hr />
<div>==Namekians==<br />
Namekians, also commonly known as nameks, are a race from the far-away planet of Namek.<br />
<br />
===Physiology===<br />
{{5e Image|float:right|https://i.imgur.com/cQKusmA.png|Various namekians of the dragon clan and the warrior type. [http://ultradragonball.wikia.com/wiki/Namekians Source]}}<br />
Namekians are green-skinned, {{5e|Human}}-sized humanoids with several characteristics reminiscent of slugs, including a pair of slug-like antennae protruding from their foreheads, and light green skin almost completely devoid of hair. Pink or pale yellow patches appear uniformly across their body, most notably on the abdomen, biceps, forearms, thighs, and calves. Namekians universally have {{5e|Elf}}-like pointed ears, and usually have sharp nails ending in points. Most namekians are hairless, but an exceedingly rare few grow white-colored facial hair.<br />
<br />
Namekians reproduce asexually by producing eggs, which for most of them is an act they can perform willingly but sparsely. A young namekian born from its egg is remarkably similar in mentality and mannerism to a human child, albeit with namekian physical traits. It reaches maturity at a rate comparable to humans, appearing to be an adult in less than 20 years. A namekian will begin to show signs of advanced age&mdash;such as darker green and wrinkled skin, faded patches, and deterioration of body&mdash;after 100 to 200 years, but can still live to see five centuries or more.<br />
<br />
Due to their unique biology, nameks can seemingly survive on nothing but water, air, and rest. They are nonetheless capable of eating, many choose to do so, as this may be required for gaining strength or reproducing after reaching adulthood.<br />
<br />
Unlike most races of this planet, namekians have a natural aptitude for manipulating a natural energy they usually refer to as either "ki" or simply "energy." This energy comes from within them, and supposedly all living beings, and they are able to use it to achieve feats indistinguishable from magic&mdash;including regenerating limbs, hurling destructive blasts of force, or even attaining magical flight.<br />
<br />
As namekians reproduce asexually, they only have one gender. This gender is generally referred to as male.<br />
<br />
===History===<br />
Less than three centuries ago, the namekian home planet of Namek was met with catastrophe, and utterly destroyed. Before its demise, the race had mastered esoteric and advanced magic, and through it was even capable of interstellar flight. The handful of namekians surviving today are those who were either off-planet at the time of its destruction, or were able to survive at the last minute.<br />
<br />
Because this world has a very similar, albeit slightly warmer climate than Namek, many if not all namekians who survived migrated to this planet with what little remained of their interstellar-traveling magic. Only a few generations at most have passed since then. Most of their advanced magic has been lost or eroded over the years. The few survivors and their descendants have managed to persist on this world, alien to them, and have mostly adapted to cultural norms. Many have even greater mastery over the Common tongue than their original language.<br />
<br />
===Society===<br />
As namekians have no home world, and have only come to this planet haphazardly, their society is sparse at best. The few societies of namekians that persist today are small, and usually descended from one or a handful of survivors who reproduced the entire clan asexually. Consequently, any given gathering of namekians can vary wildly depending on the surviving parent. They will often find refuge among other races, particularly {{5e|Human}}s.<br />
<br />
=== Namekian Names===<br />
For reasons unknown, namekians of the Demon Clan are usually named after Common names for musical instruments. Most namekians not of this clan tend to avoid such names, and instead choose something with meaning from their native tongue. Namekians generally lack surnames.<br />
<br />
'''Demon Clan Names:''' Banjo, Bongos, Cymbal, Drum, Piano, Piccolo, Tambourine<br />
<br />
'''Traditional Namekian Names:''' Dende, Guru, Katas, Moori, Nail, Tsuno<br />
<br />
===Namekian Traits===<br />
{{5e Image|float:right|https://i.imgur.com/9lLs5CK.png|A typical warrior type namekian. [http://ultradragonball.wikia.com/wiki/Nail Source]}}<br />
{{5e Racial Traits<br />
|summary= These green-skinned humanoids hail from a far-away planet, and are renowned for their regenerative capabilities and manipulation of ki.<br />
|abilities= Your {{5a|con}} score increases by 2.<br />
|age= Namekians mature quickly, reaching maturity at age four and are capable of living to the ripe age of 500 years.<br />
|alignment= Namekians keep hold of tradition and will fight to keep evil beings from gaining power. Warrior-types and those of the Dragon Clan have a strong tendency towards lawful good.<br />
|size= Your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1= Ki Blast<br />
|description1= You know the ''{{5e|Eldritch Blast}}'' cantrip. {{5a|con}} is your spellcasting ability for it. <br />
|trait2= Alien Metabolism<br />
|description2= You can survive without food, but still must drink water.<br />
|trait3= Limb Regeneration<br />
|description3= If a limb or other body part is severed from your torso, but you remain conscious, you can regenerate the lost limb by the end of a short rest by expending one Hit Die specifically to do so. A Hit Die expended in this manner does not recover hit points as normal.<br />
|languages= You can speak, read, and write both Common and Namekian. Rarely if ever is a creature not of the sparse namekian race able to understand anything from the Namekian tongue.<br />
|subrace= Demon Clan, Dragon Clan, and Warrior Type<br />
}}<br />
<br />
====Demon Clan====<br />
Namekians of the Demon Clan are a minority, and seemingly can only be produced by the rare evil-hearted namekian. Unlike others of their race, they are often of monstrous appearance, and may have seemingly random physical mutations that resemble demons or dinosaurs&mdash;such as horns, vestigial wings, tails, or uncanny accents. Like their dark-hearted parent, namekians of the Demon Clan have a tendency towards evil and chaos. As truly evil namekians are rare, so too are members of this clan.<br />
<br />
Unlike most namekians, a member of this clan often matures to adulthood in only a few years, but rarely lives beyond a century.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|cha}} score increases by 1.<br />
|trait1= Demonic Magic<br />
|description1= You learn one of the following spells of your choice: ''{{5e|Comprehend Languages}}, {{5e|Feather Fall}},'' {{5h|s|Endure Elements}}, or ''{{5e|Find Familiar}}''. You can cast the chosen spell once with this racial trait, and regain the ability to do so when you complete a long rest. <br />
|trait2=Menacing<br />
|description2=You have proficiency in the {{5s|Intimidation}} skill.<br />
}}<br />
<br />
====Dragon Clan====<br />
Members of the dragon clan are those capable of innate magical abilities, and a particular aptitude for magic in general. According to legend, members of this clan were once able to create magical artifacts capable of summoning dragons and granting wishes. Members of this clan tend to slightly less muscular than Warrior-type namekians, but are otherwise visibly indistinguishable from them.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|wis}} score increases by 1.<br />
|trait1=Dragon Spells<br />
|description1= You know one cantrip from the {{5e|Cleric Spell List}}. {{5a|wis}} is your casting ability for this spell.<br />
|trait2=Sound Judgement<br />
|description2=You have proficiency in the {{5s|Insight}} skill.<br />
}}<br />
<br />
====Warrior Type====<br />
Warrior-type namekians incorporate those of advanced physical abilities, who usually have an inherent aptitude for hand-to-hand combat and athleticism. The majority of surviving namekians at the time of Namek's demise were of this subrace, and consequently, they remain the most common variety.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|str}} score increases by 1.<br />
|trait1= Martial Arts<br />
|description1=Your {{5e|Unarmed Strike}} inflicts bludgeoning damage equal to 1d4 + your {{5a|str}} modifier. You can make an unarmed strike even if your hands are occupied.<br />
|trait2= Limb Stretch<br />
|description2= As an action, you can stretch your arms up to 10 feet, and can make an unarmed strike with a reach of 10 feet. As an action, you can make a melee weapon attack as if its reach was 5 feet greater than normal, but you have disadvantage on the attack roll.<br />
|trait3=Natural Athlete<br />
|description3=You have proficiency in the {{5s|Athletics}} skill.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{| class="5e" style="text-align: left;"<br />
! Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5′ 6″ || +2d12 || 120 lb. || &times; (1d4) lb.<br />
|}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br/><br />
{{Copyright Disclaimer|franchise=Dragon Ball|owner=Funimation}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Humanoid Type]]</div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Shadow_Monarch_(5e_Class)&diff=1824054Shadow Monarch (5e Class)2024-03-21T21:00:02Z<p>Green Dragon: Reverted edits by 2605:A601:A562:DB00:516A:523:64D6:5AC5 (talk) to last revision by Melhorjv</p>
<hr />
<div>{{needsbalance|See {{t}}.}}<br />
<br />
=== Shadow Monarch ===<br />
<br />
There was once an Absolute Being that created two powerful races, the Rulers, and the Monarchs. The Rulers were creatures of creation, the Monarchs were creatures of destruction. Due to their natures, they waged war on each other for centuries. Eventually, With the destruction of the last Monarch, the Rulers found out that the Absolute Being had made the Rulers and Monarchs to fight each other for his own amusement. Angered and filled with grief from the gruesome war, the Rulers banded together and killed the Absolute Being. Only one out of the Rulers was still loyal to the Absolute Being and tried to protect it against the angered Rulers. Unfortunately despite his effort, he was outnumbered and killed. <br />
<br />
While within the shadowy void of death this Ruler realized that the Absolute Being had planted a fragment inside of it's most faithful servant, as a contingency for when everything went wrong. A powerful and terrifying power capable of ending everything. True power over Death. Realizing that his faith and sacrifice had been nothing more than a final pawn for the Absolute Being game and amusement was too much. With this final betrayal, the rulers mind shattered and was corrupted; becoming the first Shadow Monarch. Consumed by the fragment and corrupted, he went out to kill the Rulers who had betrayed the Absolute Being. After succeeding, he wandered death for eternity until drawn to a mortal connected to death. Appearing before them he passed his power to a mortal to do with as they saw fit before finally dispersing within death. YOU are that Mortal.<br />
<br />
=== The Power of Death ===<br />
<br />
Shadow Monarchs are beings that use the power of death gifted to them from a corrupted fragment of power left by the Absolute Being, a god from the dawn of time that had been betrayed and overthrown by his own creations. With a final act of betrayal the god took his most faithful and corrupted him, twisting him into a instrument of his final act of vengeance and amusement He became the first Shadow Monarch. The first Monarch didn't know why he remained within existence once his task was completed nor why they have the power to take the souls from the deceased and use their energy to form soldiers that can be stored within shadow. Wandering in the eternity of death, he seeks sought something unknown. Your character may not know the reason why they were chosen to be given the powers of the Monarch, and only with time may some of these answered be gleamed. But caution to those who stare within the abyss, for the when you stare within the abyss something always stares back.<br />
<br />
=== Creating a Shadow Monarch ===<br />
<br />
When you are creating a Shadow Monarch ask yourself why your character why do they want to use the power of the shadows? Is it to use the enemy forces against them for revenge? Do they want to see a loved one return? Why would the first Shadow Monarch give you this power? Were you walking on the edge of death all of your life for a good cause? Did he see you as worthy for your good deeds, maybe he gave it to you to try to fulfill your desires to conquer the world? <br />
When making a Shadow Monarch you are not relying on your soldiers, you are the leader of your soldiers, and your strength and speed defines such.<br />
<br />
;Quick Build<br />
You can make a Shadow Monarch quickly by following these suggestions. First,Wisdom should be your highest ability score, followed by Dexterity. Second, choose the [[Survivor_(5e_Background)|Survivor]] background. Third, choose a reason why you want the power of death.<br />
<br />
<div class="externalimage-holder" style="width:40%;float:right">{{5e Image|float:right|https://i.pinimg.com/236x/93/63/e4/9363e487dab527c25cd8c76801d27c89.jpg|[https://jaiminisbox.com/reader/series/solo-leveling/]}}</div><br />
<br />
{{5e Class Features<br />
|name= Shadow Monarch<br />
|summary= A sovereign with the power of death that forms Elite Soldiers that can serve his every whim.<br />
|hd=12<br />
|spellcasting=<br />
|armor=Light and Medium<br />
|weapons=Martial, Simple Weapons<br />
|tools=none<br />
|saves=Dexterity, Constitution and Wisdom<br />
|skills=Intimidation, Arcana, Religion, Stealth<br />
|item1a=Pair of short swords<br />
|item1b=Long Sword<br />
|item1c=2 Daggers<br />
|item2a=cloak<br />
|item2b=amulet (non-magical)<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=<br />
|item4b=<br />
|item4c=<br />
|wealth=20 Silver Coins, 10 gold Coins<br />
|classfeatures1={{inpage|Monarch's Touch}}, {{inpage|Fighting Style}}<br />
|classfeatures2={{inpage|Shadow Extraction}}<br />
|classfeatures3={{inpage|Shadow Infiltrator}}, {{inpage|Animating Shadows}}, {{inpage|Extra Attack}}<br />
|classfeatures4={{inpage|Shadow Weapon}}<br />
|classfeatures5={{inpage|Shadow Inventory}}<br />
|classfeatures6={{inpage|Shadow Exchange}}, {{inpage|Shadow Copy}}<br />
|classfeatures7={{inpage|Monarch's Aura}}, {{inpage| Monarch's Domain}} <br />
|classfeatures8={{inpage|Monarch's Domain}}<br />
|classfeatures9={{inpage|Black Heart}}, {{inpage|Evolution of the Hunter}}, <br />
|classfeatures10={{inpage|Evolutions of the Shadows}}, {{inpage|Soul Harvest}}<br />
|classfeatures11={{inpage|'Full Recovery'}}, {{inpage|Army General}}<br />
|classfeatures12={{inpage|Loyalty of the Shadows}}, {{inpage|Extra Attack}},<br />
|classfeatures13={{inpage|Naming Shadow}}<br />
|classfeatures14={{inpage|Shadow Armor}}<br />
|classfeatures15={{inpage|Shadow Infiltrator+}}, {{inpage|Stealth}},<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Arm the Faithful}}, {{inpage|Shadow shape}}<br />
|classfeatures18={{inpage|Realm of the Shadows of Death}}, {{inpage|Extra Attack}}<br />
|classfeatures19={{inpage|Monarch's Hallowed Elites}}, <br />
|classfeatures20={{inpage|Shadow Sacrifice}}<br />
}}<br />
====Monarch's Touch====<br />
As a bonus action, a floating, even invisible, spectral hand appears at a point you can choose within 60 feet of you. You can make the hand interact with any object or creature.<br />
<br />
You can use the spell although an object that is not bodied or bodied up to 30 feet in any direction, ends if the distance approaches the spell's range of 60 feet. The maximum weight you can maneuver is based on your carrying capacity multiplied by your Wisdom modifier.<br />
<br />
If used to attack a creature, it deals 1d8 necrotic damage, if armed with a weapon, it uses the weapon's normal damage, applies its effects, and deals an additional 1d4, and this damage is inflicted as necrotic damage.<br />
<br />
Your Spell Resistance DC = 8 + your proficiency bonus + your Wisdom modifier.<br />
<br />
Likewise, you can use this ability to force a creature with dark power. It can make a Wisdom saving throw or it will be able to be moved by the hands. An execution action on the initiative of an action takes on all execution actions of the attack. At the end of its turns, the creature can make a Wisdom saving throw to dispel the effect.<br />
<br />
You gain another spectral hand at 5th level and another at 10th and 15th level. You can command all of your spectral hands as a bonus action. Also, at 5th level the range of this effect will extend to 80 feet, and again at 10th level (100 feet) and 15th level (120 feet).<br />
<br />
==== Fighting Style ====<br />
You adopt a style of fighting as your specialty. Choose one of the following options.<br />
<br />
Archery:<br />
You gain a +2 to attack rolls you make with a ranged weapon.<br />
<br />
Dueling:<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
<br />
Great Weapon Fighting:<br />
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
Two-Weapon Fighting:<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. When a the damage dice Crits, the damage is doubled, also, you do not take penalties from dual-wielding<br />
<br />
Unarmed Fighting:<br />
Unarmed attacks deal d6 + Strength (or d8 + Strength if you have no other weapons or shield)<br />
<br />
Thrown Weapon Fighting:<br />
Draw thrown weapons with the attack action, and add +2 to damage<br />
<br />
Defensive:<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
Protection:<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.<br />
<br />
At levels 4 and 9 you may choose an additional fighting style besides one you have already chosen without penalty.<br />
<br />
====Shadow Extraction====<br />
Starting at 2nd level, you can resurrect the shadows of fallen creatures and keep them as soldiers to fight under your control. As an action, you can attempt to extract the shadow of a creature within 30 feet of you that has been dead for no longer than 168 hours, and that is not a construct or inorganic creature. Each Soul you extract will become a soldier that you can control. The shape of the summoned creature is the same as when they were alive, but the color is ink black with shadowy wisps rising from its body, and eyes that glow with eldritch blue light. Their base HP and armor class will be represented in the chart below. The attack of your summon is based on the summons unrestricted attack from when it lived. Your summon has any abilities it had while it lived and cannot be turned against you except my godly means. your Spell save DC = 10 + your proficiency bonus + your Wisdom modifier times 2 and if they gain control over it they will no longer use a storage space.<br />
<br />
Using your action, you can extract the soul of the creature, within 168 hour of its death (7 days). The way to extract a soul is by rolling based on the creature's CR rating relative to your level, with a DC of 10, Add d20 + your Wisdom modifier+ Proficieny Bonus, Subtract the level difference. You have 3 attempts when extracting. If you fail the third attempt you gain 1 level of exhaustion. Additionally, you cannot extract the souls of anything that would have either a god or entity protecting their souls (I.E warlocks who have made pacts with their patrons or loyal clerics and paladins following the will of their god).<br />
<br />
In battle, as an action, you can summon a soldier, unless you have learned skills that say otherwise, each of the soldiers will act at the end of the Monarch's turn following his orders. If they complete his order they will go back to defending the ruler. Passive order can also be given but must be made explicitly clear or the soldier will do what he believes the monarch would desire in the moment mixed with it's own personal view when making decisions. Upon death, your soldier will return to the sovereign's shadow and cannot be summoned again until they take a long rest. Upon resting, it's HP will be fully restored.<br />
<br />
You can store a number of soldiers equal to your level. At level 3 you can add your proficiency to the number of shadows stored. At level 7 you can add your wisdom modifier to the number of shadows stored. At level 18 you can double the total number of shadows you could have. Once extracted the soul will immediately be stored in your shadow, if there is no room you must choose to release a stored soldier into smoke or forfeit the new soul. At the 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th and 19th levels you increase your capacity to store shadows by by 2 units.<br />
<br />
; Attempts<br />
In order to attempt to extract the soul of a creature, you have to roll a check. the DC of the check is the creature's CR. You have three chances to extract a soul. If you fail 3 times, the soul is lost forever and cannot be attempted to be extracted ever again.<br />
<br />
; Shadow Energy<br />
You have the a number of energies equal to your current shadow storage times two, every hour you have a shadow summoned you expend an energy per shadow. You regain full energy on a long rest and a quarter of your maximum on a short rest. Additionally the Monarch has the ability to borrow the power of a soldier, twice a day you may cast a spell that one of you summons know by expending 2 energies for a level one spell, 3 for a level 2 spell, 5 for a level 3 spell, 6 for a level 4 spell, 7 for a level 5 spell, 9 for a level 6 spell, 10 for a level 7 spell, 11 for a level 8 spell, and 13 for a level 9 spell. <br />
<br />
; Army General<br />
At level 11 you can choose a Shadow to be the most loyal soldier and general of your army. The chosen shadow gains the passive ability that whenever it can be killed by an attack (must choose to do so before the damage roll) you can use a reaction to return him to his shadow unharmed, with his health fully restored. (You can only use this ability once per long rest). This does not provoke an attack of opportunity. Whenever you gain the Skill Score Enhancement class feature, your shadow's abilities also improve. Your shadow can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. This shadow can no longer be permanently destroyed unless released. If you choose a new shade. The old one lost all improvements. As the new general gets instead. the soldier chosen as general remembers details and information from before his death. They can communicate with you and other living beings using the languages you know, he can also use the language he knew before his death.<br />
<br />
; Soldier Enhancements<br />
Your servants now gain one of three passive abilities:<br />
: Option a: you can deploy three using your action where you could only deploy one previously<br />
: Option b: Soldiers may now make skill checks for you.<br />
: Option c: Soldiers remember details and information from before their death. They can communicate with you regardless of language, your shadows can communicate with other individuals if she is Rank 5 and up.<br />
<br />
At level 5 you may choose an additional passive ability for your shadows to gain, and again at level 10.<br />
<br />
<br />
; Soldier Levels<br />
after the extraction a shadow roll 1d100(00-99) to decide the level of the shadow. If you wish to level up a shadow, you must sacrifice one shadow per level. The higher level the sacrifice, the more exp the shadow gains. <br />
<br />
shadows of grand marshal level can keep original armor class if it is higher than 22.<br />
Shadows of Marshal rank and up are immune to non-magical damage <br />
1-19=1st, 20-40=2nd, 41-49=3rd, 50-59=4th, 60-68=5th, 69-75=6th, 76-81=7th, 82-86=8th, 87-91=9th, 92-96=10th, 97-100=11th.<br />
<br />
{| class="5e" style="text-align: left;"<br />
! Grades||HP||Armor Class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st-Normal||25% of original||11<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd-Infantry||35% of original||12<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd-Elite||50% of original||13<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th-Knight||60% of original||14<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th-Elite Knight||75% of original||15<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th-Commander||85% of original||16<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th-Colonel||100% of original||17<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th-General||110% of original||18<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th-Major General||125% of original||19<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th-Marshal||135% of original||20<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th-Grand Marshal||150% of original||22<br />
|}<br />
<br />
====Shadow Infiltrator====<br />
<br />
At level 3 you get the ability to infiltrate and store your soldiers in the shadow of other people. As an free action, you can choose a creature within 30 feet of you and infiltrate a single soldier in his shadow. The soldier is imperceptible to normal senses and in total cover unless you choose the soldier to leave the shadow of the creature or return to you.<br />
<br />
As an action you can see what your soldiers see in the perspective of inside other people's shadow, during this time, you are deafened and blinded of your own senses. While in the shadow of another creature, he still counts in the number of your stored shadows. If the shadow is over 5 miles away from you, stay in another creature for over 2 days or is destroyed, the connection is lost and the Shadow return to your storage. You can communicate with your servants at any distance to discuss plans and you can now allow them to use magic items. Items given to a shadow become part of the shadow and will remain with them unless you remove them or if they are destroyed while in use by the shadow.<br />
<br />
Shadow Infiltrator+ - At level 15, the soldier no longer loses the connection after being 5 miles away and can stay in a creature for at least 30 days.<br />
<br />
====Animating Shadows==== <br />
<br />
Starting at level 3, using your bonus action you can bring to life the shadow of a creature you can see within 30 feet. . The target must make a Wisdom saving throw against your spell save DC or your shadow animates on a malevolent attacker. The shadow constantly attacks him, granting advantage on all attacks against him. In addition, the shadow deals an extra 1d6 necrotic damage at the start of each target's turn this damage increases to 2d6 at 6th level, 3d6 at 9th level, than 4d8 at 12th level. At the end of each turn, the target can attempt a Wisdom saving throw against your spell DC to dispel the shadow and end the effect. If the target dies while its shadow is linked, it becomes part of the caster's army. If the summoned shadow is from an ally, the shadow attacks the nearest enemy in sync with the shadow's owner. At the 6th 9th and 12th level you gain one more use of this ability<br />
<br />
====Ability Score Improvement====<br />
<br />
When you reach the 4th level, and again at 6th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Shadow Weapon====<br />
<br />
In the 4th level, you shadow starts to take shape as per your will, as an action, you're able to produce 2 different weapons that you are proficient with from your shadow, each having the same dice damage from a normal weapon but dealing necrotic damage to anyone hit by it. If thrown you may use a bonus action to pull them back to you. You can also imbue a normal weapon with your shadows and add 1d8 necrotic damage to the weapon original damage, the shadow weapons also deal additional damage. At level 14 this becomes 1d12.<br />
<br />
==== Extra Attack ====<br />
<br />
Starting at 3rd level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three at 12th level, and four at 18th level.<br />
<br />
====Shadow Inventory====<br />
<br />
Beginning at 5th Level, the darkness now makes way for you and provides a safe space for you, whenever you are NOT in combat you can slip into your shadow and enter a pocket dimension that has an area of 15ft x 15ft, height limit of 20 feet. You can place any item in there that you are holding/touching. You cannot bring another creature with you until level 10, at which point the room expands to 30ft x 30ft, height limit of 20 feet, and you can bring in up to 4 people/creatures (including yourself). While in this room, nobody can cast spells.<br />
<br />
You can only throw or withdraw items from the inventory if you are in battle. if you want, you can just put the items or remove them from the inventory without having to enter the shadow dimension.<br />
<br />
====Shadow Exchange====<br />
<br />
At level 6, as a bonus action, or as a reaction in response to being hit by a weapon attack or magic attack, you can switch places with a shadow soldier, no matter the distance. You cannot do this if there is an area where the spell is negated, or if for some circumstance the shadow is impossible to locate because it is destroyed. You can only use this ability once per 12 hour period.<br />
<br />
At 16th level, you gain a number of uses equal to your constitution + Proficiency Modifier.<br />
<br />
you and a creature that is cuddled with you can swap places with a shadow, if you want to swap places without taking the creature even cuddled with you.<br />
<br />
====Shadow Copy====<br />
<br />
At level 6 as an action the caster is able to summon a copy of himself made of shadows, this shadow has half the stats of the monarch, it is friendly to allies and immune to mind control or magical suggestion spells and always acts after the caster. Only one use per day.<br />
It can store half the number of shadows as the monarch rounded down and there can only be 3 copies of the monarch at any given time.<br />
There is no discernable difference between the copies and the monarch, magical or otherwise and the copies see themself as an extension of the monarch himself.<br />
<br />
====Monarch's Aura====<br />
<br />
At level 7, you begin to grasp the power of a true monarch. The power flowing in you can be felt for anyone around you. As a bonus action, you create a 30 foot aura around yourself. Once per turn you can make an intimidation check against an enemy within your aura, if your enemy fails, they'll fall into a deep fear and will start hallucinating for 1d4 turns. While hallucinating they cannot attack you or your allies/minions and will either attack their allies or run away in extreme fear or freeze while hallucinating. <br />
<br />
Additionally your shadows within your aura get +1 to their ac, +2 to hit and an extra 1d6 to their total damage. <br />
<br />
Monarch's Aura + <br />
At the 12th level, your aura is more expressive and now it can hurt more than your enemy's mind. At the start of your turn, you deal 1d8 psychic damage to each enemy within your aura.<br />
<br />
Your shadows can't have disadvantage on any of their checks or attacks while in your aura.<br />
Enemies targeted with this that cannot be intimidated fly into a fury attacking you and all of your allies/minions with the intent to kill until the hallucinations end. (this does not force the enemy to attack their allies, but does make them willing to hurt their allies if it means doing damage to you or your allies)<br />
<br />
====Monarch's Domain====<br />
<br />
At level 8, rule now as a monarch who has more mastery of your power. You expand your domain, as an action, to a radius of 30 plus your (wisdom modifier times 10), commanding your most powerful soldiers, your soldiers gain 1d4 damage reduction, +1 armor class, and add a 1d6 to your attacks and damage. You can hide as a bonus action, have 20 higher movement speed, and can crit with 17-20 with melee attacks.<br />
This feature can only be used after a long rest.<br />
At 12th level the damage reduction changes to 2d4, and at 18th level the die changes to 2d8, at 20th level it can be used after a short rest.<br />
Additionally, anyone considered to be an enemy, while inside your domain, the use of teleportation, gates, or otherwise dimensional jumping are nullified.<br />
The use of similar domains/auras can combat the effects of yours and should be decided by the two opposing forces competing in a roll of their spellcasting modifiers.<br />
Additionally the monarch gains advantage on concentration rolls.<br />
The domain can not be moved and lasts until released or until an outside force dispels or otherwise cancels it.<br />
Shadows inside the domain cannot leave while it is active.<br />
<br />
====Black Heart====<br />
<br />
At the 9th level, you have spent so much time dealing with shadows/undead and the forces that animate them that you have become partially immune to some of their worst effects. You gain resistance to necrotic and poison damage, and your hit point maximum can't be reduced.<br />
<br />
King of the dead:<br />
the king of the dead skill is a trait.<br />
To activate this trait, you must have been fully killed once. your character instead of dying for good activates this trait and stabilizes.<br />
Other enemy undead creatures that see you for the first time must make a constitution saving throw against your power (level+proficency) , on a failure the creature becomes paralyzed in necrotic fear for 1d6 turns, during this state of fear you may roll a wisdom check (creatures cr+6) on a success the creature will submit to your authority, becoming a shadow if you will it.<br />
<br />
====Evolution of the Hunter====<br />
<br />
At 9th level, you become more powerful the more you and your shadow soldiers kill or comrades kill. You get the following bonuses below per kill (Only for player, not soldiers.). You must be the one to kill or participate, watching will not count. You now have life-or-death training and access to titles, evolved abilities, and appearances that kill.<br />
<br />
<br />
; A Walk with Death<br />
Killing living creatures grants temporary hitpoints equal to the creature's cr. Killing 50 creatures with a cr 2 or higher within a 7 day period grants 1 permanent Natural AC for every 50 killed (this bonus is capped at +3 ac). <br />
<br />
Your strikes are deadly. Killing 50 living creatures with a cr of 2 or above within a 7 day period will give you +1 to all your attack and damage rolls ( this bonus is capped at +4)<br />
<br />
If you kill a creature of cr 10 or above gain the ability shadow regeneration<br />
<br />
At the start of your turn heal 1d4 hit points. <br />
<br />
If you kill a creature of cr 20 or above gain the ability Necrotic life<br />
Whenever you deal necrotic damage you heal for half of that damage dealt. Additionally, the first time you would die instead cast false life on yourself and heal back to full hit points you can only use this ability once every 7 days. <br />
<br />
If you kill a creature above cr 30 or above gain the ability shadow annihilation:<br />
Once every day you channel all of your energy into one ultimate attack, Create a large magical shadow blade, the attack roll is your level+ your proficiency, the damage is xd12 where x is your level. <br />
<br />
; Weapons of Destruction<br />
Choose your weapon of death. You can get another at level 12.<br />
<br />
; Short Swords<br />
Give additional 1d12 damage on each attack. The short sword's damage is doubled if your opponent's level is higher than yours and you are fighting him alone (Your shadows do not count). Damage triples if there is more than one opponent. If you have 2 or more allies with you (Shadows do not count) the additional damage of 1d12 changes to 1d8. Dual wielding counts as its own attack, so it would be 1d12 times whatever it was for each. Gives you proficiency in athletics, if you have already had proficiency, it becomes expertise.<br />
<br />
; Daggers<br />
Give additional 1d8 damage. The dagger's damage is doubled if your opponent's level is higher than yours. The damage amount won't decrease with up to 4 allies (Your shadow do not count) but more than that and the bonus rolls cannot be applied. Daggers do an additional 1d12 if thrown. They cannot be taken out of it hits the target until the target dies, unless the dagger hits a weak spot or you remove it by your self. Dual wielding counts as its own attack so it would be 1d8 per dagger. Daggers have a bonus depending on what the dagger is made out of it can have a chance to do an additional effect to the opponent. Gives you proficiency in stealth, if you have already had proficiency, it becomes expertise. Increases your movement by 20 feet<br />
<br />
; Long Swords<br />
Gives an additional 1d20 damage, this goes to 1d12 if you have 3 allies with you, 1d8 for 4 allies, and 1d4 for anything above. Can be dual wielded but its damage is per turn, not attack. Dual wielding lowers the additional damage by 5 if the damage is above that, but gives an extra attack afterward. Using 2 hands to grab the sword allows you to do an additional 1d20 damage, however, ALL opponents now get to act first if they plan to attack you. Gives you proficiency in intimidation, if you have already had proficiency, it becomes expertise. Increases your movement by 10 feet<br />
<br />
; Pole weapons <br />
Allow you to attack twice for attack action and deal an additional 1d4 per successful hit and give a choice on each turn, you can either not attack and study 1 opponent to find the spot that would induce the most pain dealing damage equals to your shadow monarch level, attack once and hide or escape combat if the area allows it. When hiding / escaping the opponents closest to your attack will have to roll perception to see where you went, if the opponent has a very good sight and see you, you will be hidden from everyone except for them. Gives you proficiency in Perception, if you already had proficiency, it becomes expertise. Increasses your movement by 30 feet and you can Dash as a bonus action.<br />
<br />
; Great Swords and Clubs <br />
They do not give bonus damage but successful attacks that deal over 5 damage will knock the opponent back 10 feet, if they hit a wall they are stunned for their turn. If they fall after being hit they are stunned for 2 turns. If it does over 10 damage it will also deal damage to other enemies in the range of your swing dealing -2 stacking to each opponent the further they are from the initial target. Great swords do not follow that limitation but lower your movement by 10 feet, clubs to not. gives advantage on initiative.<br />
<br />
; Staffs and Spears<br />
They do not give bonus damage but they can disarm any opponent as long as the weapon is not an extension of their body as a bonus action. The opponent would have to roll against it but they have disadvantage. If their roll is successful they can grab your weapon and take it or pull you towards them. Gives +5 to initiative. Allows you to Dash.<br />
<br />
; Axes and Hammers <br />
They do not deal bonus damage but can cause opponents to stagger. If the opponent staggers, they lose their turn. If you deal the killing blow to the enemy with an axe you take their total health as damage and get a free attack on the next opponent. If that kills their health gets added so if the first opponent had 50 health and the second had 30 you are now dealing 80 damage to the next person for free. If the opponent is a higher level than you they can roll a save with disadvantage, if successful they take no damage. When killing with the hammer the first attack against any different opponent will stun and they will lose a turn. The more you kill with it, the more turns the opponent you hit gets skipped. If you hit the ground with 20+ damage using the hammer, all opponents in 30 feet are stunned and lose their turn. they have to roll with disadvantage to not be stunned. . Lowers movement by 10 feet, give an additional 10 feet of attack radius.<br />
<br />
; Life and Death Training<br />
your body has adapted and strengthened. you can gain one of the following attributes:<br />
<br />
: Longevity: All diseases, poisons, and status effects heal slowly, and sleeping will explosively increase regeneration ability. This is different from Full Recovery.<br />
: Eagle Eye: can spot the weak point of 1 target enemy in a fight and hit it with pinpoint accuracy. if successful no one can roll a save against the attack. can only use on another opponent if the first target has been killed or downed.<br />
: Dragon's Fear: any opponent or allies weaker than you will feel true fear if they look at you or are around you. This does not affect those that see you with affectionate eyes, those that are kind are not scared of you but are wary and will be reserved. If you are hidden or disguised they won't know where the source of their fear came from unless they have heightened senses or detection.<br />
<br />
You gain another at level 15 and 17.<br />
<br />
; Looks that Kill<br />
Your looks cannot be ignored, you are one of the most handsome / beautiful people anyone has ever seen. People are more willing to talk to you and open up to you. People will admire you up close and at a distance. You become the center of attention and the person of their dreams. Those weaker than you will believe anything you say, and you have an advantage on persuasion, performance, deception, and intimidation against anyone stronger than you. Those that are immune to such effects must make rolls with disadvantage and if successful they cannot be affected for 48 hours. Your voice whether talking or singing serenades the ears of those that hear it, and you have an easier time learning 2 other forms of entertainment. This does not work when walking using stealth or disguised as they can no longer see your face or body. Your voice remains the same unless you try to disguise it. <br />
<br />
; Titles<br />
Titles are accomplishments, that give bonus's. They are to be created by the DM and given when the player accomplishes it. An example from the source is: " Wolf Slayer," A title given to a hunter experienced in slaying wolves. (40% increased stats against beast-type monsters.) Or: " The One Who Overcame Adversity," A title given to those who overcame adversity heroically. (Your stats increase proportionally to your missing health. 1% stat increase every 1% HP missing.)This trait can only be used if the GM allows it to be used.<br />
<br />
====Evolutions of the Shadows====<br />
<br />
Beginning at 10th Level, you can change the species of all beast type soldiers to a larger, similarly shaped species at your DM's discretion. This also adds a passive ability to these shadows where they can change between their original and upgraded species. (ex: wolf shifts form to become a dire wolf). Now your shadows damage count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.<br />
<br />
====Soul Harvest====<br />
Starting at 10th level, by reaping life you are able to claim a fraction of those unfortunate creatures souls to regenerate your wounds and fortify your body. At the end of your turn, if you or any shadow under your control have killed one or more creatures you gain hit points equal to your Wisdom modifier + 1d10.<br />
<br />
===='Full Recovery'====<br />
<br />
Starting at 11th level, once per long rest, you can regain half your health and heal from all conditions as long as you're not incapacitated, but doing so induces 1 level of exhaustion. Along with this, you may recover one limb during a long rest but doing so will have you gain one exhaustion. If a limb is recovered, then you must wait 3 days before another limb can be restored.<br />
<br />
====Loyalty of the Shadows====<br />
<br />
At level 12, Your Soldiers have devoted themselves to you and they wish to be beside you at all times. Your current storage capacity is doubled. You have also learned how to summon all your army at once as a full action. However, doing so gives you 2 levels of exhaustion. After using this skill you can't use this feature again for 2 days.<br />
<br />
====Naming Shadow====<br />
Naming something isn't that much in many moments or places. But for your shadows, that value loyalty as the most important thing in their life, a name means more connection to its master and therefore, more power. At the 13th level you gain the ability to name your shadows. Changing their old selves and turning into something new, the shadow with a new name change appearance and abilities. <br />
; Pre requisites:<br />
To name a shadow it must have one of the three following requisites:<br />
:Being of the highest level, if the shadow has achieved its most powerful form it can emerge as stronger than before by receiving a name from its master (it gains powers based on the dms discretion)<br />
<br />
====Shadow Armor====<br />
<br />
At 14th level you can concentrate and command the shadows around you to generate jet-black armor increasing your Stealth, Initiative, and AC by 2 as an action. You do not need to roll to keep concentration as a result of being hit. You can also sacrifice a shadow soldier to form them into shadow armor on another creature.<br />
<br />
====Shadow Stealth====<br />
<br />
At the 15th level, you may take an action to go into complete invisibility, with your movements being concealed and unheard. Divination-type spells cannot detect you in any way shape or form. If you attack while in this form you lose the invisibility but if you successfully hit your target you deal an extra 4d10 damage with your attack. You may use this twice per long rest. You may conceal yourself for 2 minutes per charge, or you may consume both stealth charges to boost the concealment to last for 5 minutes.<br />
<br />
====Arm the Faithful====<br />
<br />
At level 17, Your soldier's devotion to you has reached a point where your shadows form into magical items. Each soldier at the elite knight level or above can use, attune, and wield magical items, they take magical items back to your shadow realm with them and attune to the item there.<br />
<br />
====Shadow shape====<br />
<br />
At 17th level, your body is now sustained by shadow. Parts of your figure seem to flicker with darkness when you move, and wispy tendrils of shade curl from your form. You gain the following benefits:<br />
You no longer need to eat, sleep, or drink.<br />
You stop aging and are immune to being aged magically.<br />
You are immune to necrotic and poison damage, as well as the poisoned condition.<br />
While in dim light your movement speed becomes 45ft.<br />
When your hitpoints drop to 5 or lower, while at 5 or lower you can only ever take 1 damage at a time for each instance of damage.<br />
<br />
====Realm of the Shadows of Death====<br />
<br />
At level 18 you may take an action to activate the Monarch's Dominion. This causes the floor within a 120ft radius in a point you choose within 60 feet to become dyed black in shadows. The area is treated as magical darkness, in which you and your soldiers can see perfectly in. You and your soldiers will also get your proficiency bonus added to their attack rolls and damage while they stay in the cone extending upward indefinitely. This stacks with their original proficiency. The territory will dissipate after one hour, and cannot be removed with light in anyway, including magical means. This ability can only be used once every 24 hours.<br />
<br />
====Monarch's Hallowed Elites====<br />
<br />
At 19th level you can take a bonus action that makes it so that your soldiers are cloaked in reflective shadow armor, making them seem to slip in and out of vision. This gives all enemies disadvantage on perception checks targeting them, as well as disadvantage on attack rolls while they are not constrained. The armor also augments their abilities, giving them advantage on strength and dexterity based checks, including attack rolls. Lastly, this gives all soldiers of General Grade or higher a single use of the spell Counterspell. If the opposing spell is of 4th level or higher, soldiers use your Intelligence Score as the spellcasting ability for the check. Soldiers may expend their use to up cast another Counterspell by 1. This lasts for 3 hours, and after which the Soldiers retreat to your shadow until the next short rest. This ability can only be used once every 48 hours<br />
<br />
==== Shadow Sacrifice ====<br />
<br />
When you reach 20th level, you can sacrifice your own Shadow Soldiers to preserve your life. If you are ever reduced to 0 hit points, you can choose to sacrifice one of your Shadow Soldiers (no action required). If you choose to sacrifice it this way, it ceases to exist and cannot be summoned again. Then, you regain a number of hit points equal to the sacrificed Shadow Soldier's current hit points before it died. To do so, the Shadow Soldier must be within 1 mile of you, and must be on the same plane of existence as you. <br />
Once used, this feature can't be used again until you finish a long rest.<br />
<br />
=== Multi classing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Shadow Monarch class, you must meet these prerequisites: 8 Wisdom, 12 Dexterity <br />
<br />
'''Proficiencies.''' When you multiclass into the Shadow Monarch class, you gain the following proficiencies: Armor: Light and Medium<br />
Weapons: Martial, Simple Weapons<br />
<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Shovel_(5e_Equipment)&diff=1824052Shovel (5e Equipment)2024-03-21T20:43:09Z<p>Green Dragon: Protected "Shovel (5e Equipment)": Excessive vandalism ([Edit=Allow only autoconfirmed users] (expires 20:43, 21 September 2024 (UTC)) [Move=Allow only autoconfirmed users] (expires 20:43, 21 September 2024 (UTC)))</p>
<hr />
<div>{|<br />
|style="width:75%"|<br />
{{5e Weapon<br />
|category=Simple Melee Weapon<br />
|weapon=Shovel<br />
|damage=1d4 slashing<br />
|cost=2 gp<br />
|weight=5 lb.<br />
|properties={{5H|Variant Rule|Destructive}}, versatile (1d6)<br />
|description=A wooden shaft with an iron spade on one end. While meant for cutting into dirt, this tool is surprisingly effective at cutting foes. In areas where traditional weapons are forbidden, the humble {{5e|Shovel}} is often permitted.<br />
<br />
{{:Destructive (5e Variant Rule)}}<br />
}}<br />
|<br />
<div class="externalimage-holder" style="width:100%">https://upload.wikimedia.org/wikipedia/commons/thumb/9/9d/B%C3%BCtgenbach_wapen.svg/536px-B%C3%BCtgenbach_wapen.svg.png<br />
</div><br/><center>[https://commons.wikimedia.org/wiki/File:B%C3%BCtgenbach_wapen.svg source]</center><br />
|}</div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Valiance_(5e_Creature)&diff=1824051Valiance (5e Creature)2024-03-21T20:42:32Z<p>Green Dragon: Reverted edits by 177.62.2.64 (talk) to last revision by Green Dragon</p>
<hr />
<div><!--[[Category:NPC]]--> <br />
<!--[[Category:Miscellaneous Creature]]--> <br />
==Valiance== <br />
{{5e Creature <br />
|size=Huge<br />
|type=celestial<br />
|race=cherubim<br />
|alignment=lawful good<br />
|ac=19<br />
|armor=natural armor<br />
|hp=270<br />
|hpdice=20d12 + 140<br />
|speed=40 ft., fly 50 ft.<br />
|str=28<br />
|dex=20<br />
|con=24<br />
|int=23<br />
|wis=23<br />
|cha=24<br />
|strmod=+9<br />
|dexmod=+5<br />
|conmod=+7<br />
|intmod=+6<br />
|wismod=+6<br />
|chamod=+7<br />
|saves=Int +12, Wis +12, Cha +13<br />
|skills={{5s|Athletics}} +15, {{5s|Perception}} +12<br />
|di=necrotic, poison<br />
|ci={{5c|Charmed}}, {{5c|Exhaustion}}, {{5c|Frightened}}, {{5c|Poisoned}}<br />
|dr=radiant; bludgeoning, piercing and slashing damage from nonmagical attacks<br />
|senses={{5e|Blindsight}} 60 ft., {{5e|Truesight}} 120 ft., passive [[5e SRD:Perception Skill|Perception]] 22<br />
|languages=all, telepathy 120 ft.<br />
|cr=20<br />
|xp=25000<br />
|features= <br />
'''''Angelic Weapons.''''' Valiance's weapon attacks are magical. When Valiance hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).<br />
<br />
'''''Divine Awareness.''''' Valiance knows if it hears a lie.<br />
<br />
'''''Innate Spellcasting.''''' Valiance's spellcasting ability is {{5a|cha}} (spell save DC 21). Valiance can innately cast the following spells, requiring only the verbal components.<br />
<br />
At will: [[5e SRD:Detect Evil and Good|''detect evil and good'']], [[5e SRD:Sacred Flame|''Sacred Flame'']], [[5e SRD:Thaumaturgy|''Thaumaturgy'']], [[5e SRD:Bless|''Bless'']], [[5e SRD:Calm Emotions|''Calm Emotions'']], [[5e SRD:Command|''Command'']] , [[5e SRD:Continual Flame|''Continual Flame'']], [[5e SRD:Create or Destroy Water|''Create or Destroy Water'']], [[5e SRD:Cure Wounds|''Cure Wounds'']], [[5e SRD:Detect Magic|''Detect Magic'']], [[5e SRD:Detect Poison and Disease|''Detect Poison and Disease'']], [[5e SRD:Hold Person|''Hold Person'']], [[5e SRD:Lesser Restoration|''Lesser Restoration'']], [[5e SRD:Locate Object|''Locate Object'']], [[5e SRD:Mending|''Mending'']], [[5e SRD:Protection from Evil and Good|''Protection from Evil and Good'']], [[5e SRD:Protection from Poison|''Protection from Poison'']], [[5e SRD:Purify Food and Drink|''Purify Food and Drink'']], [[5e SRD:Resistance|''Resistance'']], [[5e SRD:Sanctuary|''Sanctuary'']], [[5e SRD:Shield of Faith|''Shield of Faith'']], [[5e SRD:Silence|''Silence'']] <br/><br />
4/day each: [[5e SRD: Heal|''Heal'']], [[5e SRD:Beacon of Hope|''Beacon of Hope'']], [[5e SRD:Clairvoyance|''Clairvoyance'']], [[5e SRD:Control Water|''Control Water'']], [[5e SRD:Create Food and Water|''Create Food and Water'']], [[5e SRD:Daylight|''Daylight'']], [[5e SRD:Dispel Magic|''Dispel Magic'']], [[5e SRD:Mass Healing Word|''Mass Healing Word'']], [[5e SRD:Remove Curse|''Remove Curse'']], [[5e SRD:Revivify|''Revivify'']], [[5e SRD:Tongues|''Tongues'']] <br/><br />
3/day each: [[5e SRD:Blade Barrier|''blade barrier'']], [[5e SRD:Dispel Evil and Good|''dispel evil and good'']], [[5e SRD:Conjure Barrage|''conjure barrage'']]<br/><br />
1/day each: [[5e SRD:Commune|''commune'']], ''conjure volley'', [[5e SRD:Conjure Celestial|''Conjure Celestial'']], [[5e SRD:Divine Word|''Divine Word'']], [[5e SRD:Etherealness|''Etherealness'']] , [[5e SRD:Fire Storm|''Fire Storm'']], [[5e SRD:Plane Shift|''Plane Shift'']], [[5e SRD:Regenerate|''Regenerate'']], [[5e SRD:Resurrection|''Resurrection'']], [[5e SRD:Temple of the Gods|''Temple of the Gods'']]<br/><br />
<br/><br />
The Valiance is a 20th level Divine Soul Sorcerer with the following spells prepared and 20 Sorcery points that can be turned into spell slots of up to 5th level. Any of the spells may be replaced by any spell on the Sorcerer or Cleric spell list, and all of the above innate spellcasting spells may be cast using spell slots (though then that will require somatic and material components).<br/><br />
Cantrips: Friends, Gust, Mage Hand, Minor Illusion, Prestidigitation<br/><br />
Level 1 (5 spell slots): Feather Fall, Magic Missile<br/><br />
Level 2 (3 spell slots): Darkness, Invisibility, Mirror Image<br/><br />
Level 3 (3 spell slots): Counterspell, Fireball, Lightning Bolt<br/><br />
Level 4 (3 spell slots): Polymorph<br/><br />
Level 5 (3 spell slots): Hold Monster<br/><br />
Level 6 (2 spell slots): Disintegrate, Investiture of Flame, Planar Ally<br/><br />
Level 7 (2 spell slots): Teleport<br/><br />
Level 8 (1 spell slot): Holy Aura<br/><br />
Level 9 (1 spell slot): Wish<br/><br />
The Valiance has the following meta magic abilities prepared:<br/><br />
Subtle spell (1 sorcery point).<br />
Empowered spell (1 sorcery point).<br />
Distant spell (1 sorcery point).<br />
Twinned spell (sorcery points equal to level or 1 if cantrip).<br />
Careful spell (1 sorcery point).<br />
Heightened spell (3 sorcery points).<br />
Extended spell (1 sorcery point).<br />
<br />
'''''Magic Resistance.''''' Valiance has advantage on saving throws against spells and other magical effects.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' Valiance makes two valiantium blade attacks.<br />
<br />
'''''Valiantium Blade.''''' ''Melee Weapon Attack:'' +15 to hit, reach 10 ft., one target. ''Hit:'' 30 (6d6 + 9) slashing damage plus 22 (5d8) radiant damage. This weapon has the same properties as a ''vorpal sword''.<br />
<br />
'''''Flying Blade.''''' Valiance releases its valiantium blade to hover magically in an unoccupied space within 10 feet of it. Valiance can then mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to Valiance's hands. If the hovering sword is targeted by any effect, Valiance is considered to be holding it. The hovering sword falls if Valiance dies.<br />
<br />
'''''Cast a spell.''''' Valiance casts one or more spells instead of making that many attacks as part of its Multiattack (of the spells that can be cast in one action or quicker). Bonus action attacks by mentally commanding the blade are always available even if casting 2 “1 action” spells as its Multiattack. Note: this creature is considered as a level 20 character as far as damage from Sacred Flame goes.<br />
<br />
|description=<br />
{{5e Image|center|http://vignette1.wikia.nocookie.net/bayonetta/images/9/98/Valiance_Card.jpg|Valiance ([http://bayonetta.wikia.com/wiki/Valiance Source])}}<br />
Valiance is a first sphere cherub considered particularly ascendant as a spiritual being even among the other angels. Physical shape means little to the angels of this rank; they exist in a metaphysical form that demonstrates the majesty of the gods.<br/><br />
The most ambitious and brave of the cherubim, there are some sources that believe Valiance first arrived in the world thousands of years ago, riding a comet of heavenly wrath that destroyed everything in its way. Valiance's sword, the valiantium blade, is said to have the power to cut in two anything in the celestial plane or the nine hells, and is prophesied to one day assist a team of over a hundred heroes in saving humanity from an invading evil.<br />
<br />
Due to the Valiance’s lack of Legendary Actions (only having 2 effective actions per turn plus a bonus action vorpal sword attack) or Legendary Resistance as are common to CR 20 creatures like the Pit Fiend, the Valiance Cherubim has been granted access to a larger portion of the Cleric spell list than any mortal could hope to handle at once.<br />
<br />
The methods of combat (once it runs out of spell slots) for the Valiance are as varied as its form, sometimes opting to remove the non-native creatures that often come to the Material Plane immediately with Divine Word and other times personally going into the Nine Hells, Hades and the Abyss to save mortals dragged there. It’s tactics will often be plane shifting an additional 8 celestials to fight and bringing in a Couatl with Conjure Celestial when additional swarms of enemies come. Due to the fact that when Celestials are killed on any other plane than Mount Celestia, they reform immediately on Mount Celestia, a Valiance will use Resurrection and Revivify to bring mortal allies back to fight. Often a Valiance will start combat when swarmed by casting Firestorm followed by Divine Word and giving themselves Shield of Faith (as the same turn, going around the rules in the PHB that say you can’t cast multiple leveled spells in the same turn). If the enemies are caster-heavy and allies are close by and conscious, the Valiance will cast Beacon of Hope (creatures with Magic Resistance in the group will have the Valiance cast Silence on enemy casters instead) and either Heal or Sacred Flame depending on how allies are doing, then using a bonus action to use the valiantium blade at range. If enemies have been thinned out, the Valiance will cast Command generally on the last few stragglers to get them out. If the enemies have not been thinned out by the third round, the Valiance will either just be casting 2 Sacred Flames per round and using the Valiantium blade as a bonus action or drop the Beacon of Hope in order to bring in another Celestial via Conjure Celestial or cast Blade Barrier.<br />
Once the job seems hopeless or is done, the Valiance will often cast Etherealness (since it will have used Plane Shift by then) to get onto the Ethereal Plane away from opponents and then cast Temple of the Gods in order to go inside of it to wait a day to be able to use Plane Shift again to get home. Etherealness only lasts for 8 hours (sending the user back after that), but Temple of the Gods lasts for 24 and stops Ethereal travel, thus allowing the Valiance to stay there until it is able to Plane Shift home.<br />
<br />
The Valiance always use Wish before any battle starts to cast Simulacrum and use the Twinned Spell meta magic to target both itself and another Valiance so that the Valiance never fights alone. These two simulacra have 1/2 the hp of a Valiance, do not regain hp, cannot be Resurrected, and do not have the 9th level spell slot (unless the Valiance was able to target two other Valiance who had all their spell slots, which is often the case), nor do they regain the other spell slots by resting.<br />
Thus 9 Valiance coming to the material plane, Abyss or Baator off one’s Plane Shift (as they do) quickly becomes 27 Valiance with 15 of those 18 simulacra having access to a 9th level spell slot (which Simulacra cannot use to cast Simulacrum) and having all of their other spell slots, sorcery points and x/day casts (and, of course, the at will casts and cantrips). <br />
}} <br />
<br />
{{Copyright Disclaimer|franchise=Bayonetta|owner=Sega}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Boy_Kisser_(5e_Class)&diff=1824048Boy Kisser (5e Class)2024-03-21T20:24:23Z<p>Green Dragon: Reverted edits by 145.224.9.97 (talk) to last revision by Green Dragon</p>
<hr />
<div>{{April Fools}}<br />
<br />
== Boy Kisser ==<br />
<br />
Boy kisser's. The Kisser of boys. We do not know their motives yet but we do know that they Kiss boys. Girls hate them, Boys love them, but does This Boy Kisser loves both, hate girls, or loves boys and is fine with girls. We will have to find out. Boy kisser's are known for their strange ability to make boys fall in love with him. But they can always improve their kissing abilities. Some take loving boys to the extreme and grow a deep hatred of girls. some use their strengths of kissing boys and use it to kiss . . . GIRLS *gasp*. Few though take the path of balancing the love of boys with the understanding of girls.<br />
<br />
Are you here to hate girls? are here because you love both genders? or are you here to kiss boys? you have to choose you path as you dwell into the life of a boy kisser and explore the ways of the boy kisser. what are you motives? are you gonna destroy all girls? are you gonna date everyone? will you put bards to shame? or will you kiss all the boys the world offers? these and many more questions we ask, For the boy kisser is a path of many possibilities. Do you have your morale compass to guide? will you be lawful and ask for consent first? or chaotic and dive headfirst into kissing? will you be good and treat the people around you right? or will you be evil and harm all those around you? will you use you new found abilities to manipulate boys to your will? or will you use it for love and love only?. keep these questions in mind when you make you character as I see them as important question for The Boy kisser to Ponder about before his adventure.<br />
<br />
=== Creating a Boy kisser ===<br />
<div class="externalimage-holder" style="width:50%;float:right;"><br />
{{5e Image|float:right|https://i.kym-cdn.com/photos/images/newsfeed/002/567/071/6d6.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
;Quick Build<br />
You can make a Boy Kisser quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the any background.<br />
<br />
{{5e Class Features<br />
|name=Boy Kisser<br />
|summary=<br />
|hd= 1d8<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=light armor<br />
|weapons=dagger and whip<br />
|tools=a musical instrument of choice<br />
|saves=charisma and dexterity<br />
|skills=insight and persuasion<br />
|item1a=<!--Items in starting equipment package; 4 items with "a" and "b" and "c" being alternatives. Leaving the "b" and "c" empty removes the choice. "d" also allowed if you really want it. --><br />
|item1b=<br />
|item1c=<br />
|item2a=<br />
|item2b=<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=<br />
|item4b=<br />
|item4c=<br />
|wealth=5d4 x 10gp <br />
|classfeatures1=Kisser of Boys<br />
|classfeatures2=Thigh highs<br />
|classfeatures3=Boy Kisser style<br />
|classfeatures4=<br />
|classfeatures5=Feminine Look <br />
|classfeatures6=Head Rubs<br />
|classfeatures7=Boy Kisser style<br />
|classfeatures8=<br />
|classfeatures9=Make Outer of Boys<br />
|classfeatures10=Nothing???<br />
|classfeatures11=Baggy Hoodie<br />
|classfeatures12=<br />
|classfeatures13=Femboy Look<br />
|classfeatures14=Nothing???<br />
|classfeatures15=Boy Kisser Photo<br />
|classfeatures16=<br />
|classfeatures17=True Femboy<br />
|classfeatures18=Nothing???/F**ker of Boys<br />
|classfeatures19=<br />
|classfeatures20=Final Boy Kisser style<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
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|extra1_10=<br />
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|extra1_14=<br />
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|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
==== Kisser of Boys ====<br />
<br />
At 1st level, you are imbued with the attractiveness and the confidence to kiss boys. you have advantage on kissing boys. The kissed boy will roll for their reaction or the DM will determine their reaction. If rolled then the DM will set the DC.<br />
<br />
==== Thigh Highs ====<br />
<br />
At 2nd level, you granted a pair of thigh highs. They are treated as equipment but have no armor class. When worn they give the user +1 to their charisma score. The Thigh Highs can be given to others. if the Thigh Highs are damaged they lose their bonus until you perform a ritual to summon a new pair. When the Thigh Highs are worn, they also increase your maximum Charisma score by 1. The ritual can only be performed once per short/long rest.<br />
<br />
==== Boy Kisser Style (Explained)====<br />
<br />
At 3rd level you can choose what type of Boy Kisser you are. To see more about this go to the bottom and you find the Sub Class section. Thank you.<br />
<br />
=== Final Boy Kisser Style ===<br />
At 3rd level, you get your first bonus to your Boy Kisser Style.<br />
<br />
==== Feminine Look ====<br />
At 5th level, you have noticed that you body looks kind of of feminine. You also realize that you can use this to your advantage. You can now disguise as a girl. When you're in the "Girl" disguise, you can pass as a girl. If a boy rolls investigation on you, they take disadvantage. If a girl rolls investigation on you, they get advantage. You also get advantage on Charisma rolls (Deception, Intimidation, Performance, and Persuasion) against straight boys. ATTENTION, beyond this point the feature gets into 13+ addition. First, ask your DM if you are able to use this addition. Second, if you are below the age of 13 then this addition of the feature is unavailable for you to use.(I hate how I have to take this into to account) If you roll to seduce a male character while in the "Girl" disguise, you have to roll both Performance and Deception. The DM will set the DC and If you fail your disguise is imminently revealed. The DM will also decided the reaction of the boy. If you are successful, . . . do I really need to specify what happens . . . fine. You have a "wrestling match" with the boy and get whatever you need out of the "interaction".<br />
<br />
==== Head Pats ====<br />
At 6th level, you are in love with getting your head pat. You love it so much that if someone promises to give you Head Pats, you get a inspiration dice. But if the player who promised Head Pats does not give you Head Pats, your inspiration dice turns into Sad dice. Sad dice are similar to inspiration dice but instead of give a bonus, the rolled amount is removed from you regular roll (ex-player does not give Head Pats, you roll 14 on your hit roll, you then roll the normal inspiration dice roll, you now remove that amount from you 14.). For the player to give Head Pats they have spend a action giving you it. If the player is interrupted while giving you Head Pats, you still get inspiration dice and you get advantage on your next turn against the creature who interrupted the Head Pats. You can only use this ability 3 times before you have to take a long rest( if the player takes a short rest, instead of getting 3 Head Pats, you get only 1 Head Pats).<br />
<br />
=== Boy Kisser Style ===<br />
At 7th level, you get your second bonus to your Boy Kisser Style.<br />
<br />
==== Make Outer of Boys ====<br />
At 9th level, you have learn from your experience of kissing boys that some like it to be taken farther. You now always passed the kissing action, and if you pass they reaction DC, then you can take it further and roll to make out with the same boy. You do not need to roll to see if you successfully kiss the boy as you always are successful. If you ask for consent before hand and the answer is yes then you do not need to roll for the boys reaction. if you did not ask for consent before hand, then you roll for reaction for their reaction to you making out with them. If you are successful then the boy will now do whatever command you want, as long as they do not put themselves in danger. If you fail the reaction roll, then you and the boy will roll for strength. If you roll the highest, you are given the choice to either keep the making out with the boy or willing eject from the session. If you keep making out with boy, when you are done you now get advantage next time the you roll for making out. If you choose to end the making out, then you don't get the advantage but the boy will treat you the same as if you didn't try to make out with him. If the boy is successful, then the DM decides what the boy does and the reaction of the action.<br />
<br />
==== Nothing ====<br />
At 10th level, you get . . . Nothing sry. Their too many features so I had to remove two.<br />
<br />
==== Baggie Hoodie ====<br />
At 11th level, you are gifted from a random boyfriend (or if the DM decides, one of your boyfriends) a pair of Baggie Hoodie. When worn you get +2 AC, +2 Charisma, your Charisma Ability Max is increased by +2, and you get advantage when stealing. In exchange, when wearing the Baggie Hoodie if a NPC successfully rolls a investigation on you, your Baggie Hoodie will be removed till you either exit the town (in which, a pentagram will form at your feet and your Baggie Hoodie will be given back) or your DM decides you have to go and retrieve it. The Baggie Hoodie can be worn by another player (if playing "The Femboy" style then they'll only get base stats). When you wear the Baggie hoodie then you cannot wear any other armor. The Baggie Hoodie gets the same stats as Light Armor. The Baggie Hoodie can be removed but cannot be destroyed.<br />
<br />
==== Femboy Look ====<br />
At 12th level, you start to pull of the Femboy Look, you replace the feature "Feminine Look" with "Femboy Look". "Femboy Look" has the same features as "Feminine Look" but now if a girl rolls investigation on you they roll straight instead of rolling with advantage. If wearing the Baggie Hoodie while in a hot climate, then anyone can ask you why your wearing the Baggie Hoodie. You have to either explain via roleplay(ex-"I think its just cute".) or you have to roll deception. If you fail then the DM will determine the reaction. ATTENTION, beyond this point the feature gets into 13+ addition. First, ask your DM if you are able to use this addition. Second, if you are below the age of 1+ then this addition of the feature is unavailable for you to use. In addition to the features that "Feminine Look" gives, you also get advantage on seduction rolls and if you fail then you're are allowed to quickly perform one action before the DM explains the boys reaction.<br />
<br />
==== Head pats ====<br />
At 14th level, you have taught the party optimum head pat strats. When a party member uses the Head Rubs action, will now instead of use a action, can choose to either use a reaction or still use their action. In addition you now get two Inspiration dice instead of one. If the Head Pats are interrupted then you now instead of get "Sad Dice" you instead just lose one inspiration dice( you now, no matter what always get one inspiration dice).<br />
<br />
==== Nothing ====<br />
At 14th level, you get nothing . . . sry. Their were to many features so had to remove two.<br />
<br />
==== Boy Kisser Photo ====<br />
At 15th level, you a photo of . . . you yah. You can give this photo to any boy you just made out with but only one boy may have this photo. On the back is your . . . phonenumber??? Eh, anyways. If you need asstiance in battle you can call the boy and he'll come to your aid in battle. After battle if you want they can stay for one (in game) hour but then they have to leave. Only one photo exist so only one person can have it. So choose wisely or you'll have to steal the photo back.<br />
<br />
'''WARNING'''<br />
<br />
'''ATTENTION Beyond this point the Features end if either your DM doesn't allow 18+ features or you under the age of 13. If any of these apply then either scroll past the next two features or don't go any further.'''<br />
<br />
'''WARNING'''<br />
<br />
==== True Femboy ====<br />
At 17th level, you have mastered the art of being a Femboy. Now if anyone rolls Investigation while you in "Girl" disguise, they get disadvantage. When . . . lets say what it is. When Fucking boys you don't have to roll Deception. You may if you wish reveal the truth if you want tho.<br />
<br />
==== Fucker of Boys ====<br />
At 18th level, you have realize that boys are so hot. You now always pass the reaction DC's for "Kissing" and "Making Out". You can now roll for seduction with advantage. You are not rolling for reaction your rolling to see if they consent( I will not explain what happens if you decided to seduce even tho you fail . . . That's fucking gross). If successful then you will have to take them to a nearby room, if the room requires payment then you have to pay. If you cant afford the amount then you'll have a negative GP. If you have negative GP then next time you are given GP, you substract negative GP to your given amount of GP.<br />
<br />
=== Final Boy Kisser Style ===<br />
At 20th level, you get your final bonus to your Boy Kisser Style.<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
<br />
<br />
=== The Femboy ===<br />
<br />
You are a Femboy aren't you? well if want to play as one then here's your subclass. You will focused Alot on boys but not hate girls. You're fine with girls but you just like boys more. This Boy Kisser Style has a focus on the wearables "Thigh Highs" and "Baggie Hoodie". Once you choose this class you cant change until level 20. I advise that you also roleplay the idea of this subclass but it is not required.<br />
<br />
===(Just a Feminine Dude)===<br />
At 3rd level, you have decided to be more submissive, Your pair of Stockings look more pretty when you where them. When you wear your pair of stockings you get a bonus +1 to charisma. You also get a addition +1 to your Charisma Ability Max. You are the only person to get this bonus, if a another player wears them, they get the base stats.<br />
<br />
===(The Rising Femboy)===<br />
At 7th level, you are more in tune with your feminine side. Your pair of Thigh Highs now give you +1 AC. You also get a bonus +1 to charisma. You also get a addition +1 to your Charisma Ability Max. You are the only person to get this bonus, if a another player wears them, they get the base stats.<br />
<br />
===(The One and Only, Great Femboy)===<br />
At 20th level, you are the greatest Femboy that has ever walked. You always pass Seduction rolls, Thigh Highs now grant a addition +1 to Charisma, Thigh Highs now grant a additonal +1 Charisma Ability Max, and Baggie Hoodie now grants +2 AC. You now are able to switch to different Boy Kisser Styles. When switching you have to pay 100 GP. You'll perform a ritual which once finished you'll switch to the style you want to try. You get one day to switch free of charge. If 24 hours pass (in game) and you haven't switched then you have to pay the fee of switching. Each time you switch you the price of switching increase by +50 GP (this doesn't count switching during the free trial period.).<br />
<br />
=== The Both Teams ===<br />
<br />
You like kissing girls, don't you? You love boys and girls. This style give a bonus to both genders but these bonus are, by themselves, weaker then the other styles but now you able to fuck girls so yipee.<br />
<br />
===(Bi-Sexual)===<br />
At 3rd level, you into both girls and boys. you now get the "Kisser of Girls" feature. This feature is the same as the "Kisser of Boys" feature but instead of boys, its girls.<br />
<br />
===("You look great honey bunny")===<br />
At 7th level, you start to learn to "romance", you now know that this can be inspiring to some. You now can roll Performance or Persuasion to try to romance a NPC. If successful, both the NPC and You will get advantage on a roll of their choice. For the NPC, the DM will be the one to use the NPC's advantage. You can only do this twice before having to take a long/short rest.<br />
<br />
===(Bi-King)===<br />
At 20th level, You have used your abilities with kissing boys and now kiss girls as if they're boys too. You get advantage on Charisma rolls involving both genders. You advantage on Seduction rolls. You now are able to switch to different Boy Kisser Styles. When switching you have to pay 100 GP. You'll perform a ritual which once finished you'll switch to the style you want to try. You get one day to switch free of charge. If 24 hours pass (in game) and you haven't switched then you have to pay the fee of switching. Each time you switch you the price of switching increase by +50 GP (this doesn't count switching during the free trial period.).<br />
<br />
=== The Hater of Girls ===<br />
<br />
You hate girls, don't you? You hatred of girls gives advantages but like a double edged sword, it hurts you too. The more you level up the more harder it becomes to talk to girls but you also get better at going against girls.<br />
<br />
===(Neckbeard)===<br />
At 3rd level, you are so jealous of girls who have boyfriends that you have gotten better at stealing boyfriends. If a girl has a boyfriend, you now get advantage when talking to her boyfriend (Deception, Intimidation, Performance, and Persuasion).<br />
<br />
===("iM a NiCe GuY")===<br />
At 7th level, you are reaching a boiling point with girls, you get disadvantage on Charisma (Deception, Intimidation, Performance, and Persuasion) when you talk to girls. But you now get advantage when rolling attack rolls (initiative, attack roll, and hit rolls) against girls.<br />
<br />
===(Adolf Hitler of Girls)===<br />
At 20th level, You are cant stand girls any longer!!! you now cant interact with girls no matter what. If you do you roll Initiative and start battle. If you are in a populated area you are not going to roll Initiative but instead will be arrested. When in combat against a girl you get double damage. You now are able to switch to different Boy Kisser Styles. When switching you have to pay 100 GP. You'll perform a ritual which once finished you'll switch to the style you want to try. You get one day to switch free of charge. If 24 hours pass (in game) and you haven't switched then you have to pay the fee of switching. Each time you switch you the price of switching increase by +50 GP (this doesn't count switching during the free trial period.).<br />
<br />
=== Multiclassing ===<br />
<br />
You cant multi class as you can only be one great Boy Kisser.<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
[[Category:Artificer Tag]]<!-creates machinery or other non-consumable unique equipment-><br />
[[Category:Bard Tag]]<!-is based in music, travels, performance, and/or a wide range of spells-><br />
[[Category:Sorcery Tag]]<!-gets ability from a separate source, often doesn't have spellcasting-><br />
[[Category:5e Class Mashup]]<!-keep this category if the class uses multiple tags-><br />
[[Category:5e Class Nonvariant]]<!-class does not use tags and does not fall into any of the archetypes of the tags above-></div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Lustrous_(5e_Race)&diff=1824047Lustrous (5e Race)2024-03-21T20:13:26Z<p>Green Dragon: stub</p>
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<div>{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Lustrous==<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
</div> The Lustrous take the forms of humans, but with bodies made of polished gemstone that differ depending on their material composition. Most of them have hair, eyes, and nails the same color as their gemstone bodies and white skin made from powder they apply to protect from sea breeze and harsh sunlight. While their hair may look solid, it can be manipulated similarly to human hair (cut, tied, braided, etc). <br />
<br />
===History===<br />
A group of Lustrous once existed in a small group, but this society fell apart due to inner conflict over the goals of the Lustrous as a whole. This led to the decline in Lustrous and their society. <br />
<br />
===Lustrous Names===<br />
Lustrous are named after the gemstone they were born as.<br />
<br />
'''Names:''' Aquamarine, Diamond, Lapis Lazuli<br />
<br />
<br />
===Lustrous Traits===<br />
{{5e Racial Traits<br />
|summary=A humanoid made out of a specific gemstone<br />
|abilities=any ability score increases by 1 and you gain an additional ability score improvement based on your gemstone. <br />
|age=Lustrous do not age normally<br />
|alignment=Neutral<br />
|size= Your size is medium. Anywhere between 5 and 7 feet tall<br />
|speed=Your base walking speed is 30 feet. <!--Also cover any other movement like a swimming speed--><br />
|trait2= Memories<br />
|description2= You don't have a brain, so your memories, and therefore your personality, are stored inside of your entire body. Losing a limb will cause you to lose memories stored inside of that limb. <br />
|trait3= Polymerization <br />
|description3= A special ability of the Lustrous is the ability to absorb other gemstones to replace and modify parts of their bodies. this also cause you to be weak towards acid. <br />
|trait4= Hardness<br />
|description4= your hardness .<br />
|trait5= Sleep<br />
|description5= You do not require sleep, but you do feel a tired feeling during extended periods of time away from direct sunlight.<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common and one other language of your choice. <!--Cover any languages spoken or not spoken--><br />
|subrace=<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><br />
====Diamond====<br />
{{5e Subrace Traits<br />
|abilities= Your Strength score increases by 2<br />
|trait1= Hardness<br />
|description1= Your hardness is 10.<br />
|trait2= Toughness<br />
|description2= You get a +2 to AC while not wearing armor and a damage reduction of 3 to none magical BPS damage <br />
|trait3= strong as rocks<br />
|description3= you gain proficiency in athletics<br />
|trait4= <br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
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<br />
====<Jade>====<br />
{{5e Subrace Traits<br />
|abilities= your Charisma score increases by 2 <br />
|trait1= Hardness <br />
|description1= your hardness is 7 giving you +1 to AC. <br />
|trait2= tough words<br />
|description2= you gain proficiency in Persuasion or Deception<br />
|trait3= serious nature <br />
|description3= You can use your serious nature to scar people, you learn the Cause Fear spell and can cast it without a spell slot once before recharging at a short or long rest. the DC of this spell is based on your CHR. <br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====<quartz>====<br />
{{5e Subrace Traits<br />
|abilities= your Constitution score increases by 2 <br />
|trait1= Hardness <br />
|description1= your hardness is 8 you gain +2 to AC. <br />
|trait2= unbreakable <br />
|description2= if you would drop to 0 HP you would instead drop to 1 <br />
|trait3= fast repairing <br />
|description3= If a limb is cut off you can spend 30 minute putting it back on with smithing tools to your race only <br />
|trait4= crafting <br />
|description4= you gain proficiency in smithing tools <br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====<rutile>====<br />
{{5e Subrace Traits<br />
|abilities= <br />
|trait1= Hardness <br />
|description1= <br />
|trait2= <br />
|description2= <br />
|trait3= <br />
|description3= <br />
|trait4= <br />
|description4= <br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====<amethyst>====<br />
{{5e Subrace Traits<br />
|abilities= <br />
|trait1= Hardness <br />
|description1= <br />
|trait2= <br />
|description2= <br />
|trait3= <br />
|description3= <br />
|trait4= <br />
|description4= <br />
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|description5=<br />
}}<br />
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<br />
====<Lapis Lazuil>====<br />
{{5e Subrace Traits<br />
|abilities= your Intelligence score increases by 2 <br />
|trait1=Hardness <br />
|description1= your hardness is 5<br />
|trait2= brutal intelligence <br />
|description2= You can give yourself advantage on one skill check related to intelligence you can use this equal to your proficiency bonus, and you regain all uses on a long rest. <br />
|trait3= the strategist <br />
|description3= As an action you can give your allies a plus to their hit equal to half of your proficiency bonus rounded up. this lasts for one minute and concentration rules apply for this, but you can still cast concentration spells. you can only use this once and regain it after a long or short rest. <br />
|trait4= <br />
|description4= <br />
|trait5=<br />
|description5=<br />
}}<br />
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<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Domain_Expansion_(5e_Class_Feature)&diff=1824046Domain Expansion (5e Class Feature)2024-03-21T20:12:18Z<p>Green Dragon: Reverted edits by 128.14.110.206 (talk) to last revision by OrionXV7</p>
<hr />
<div><br />
<h1>Domain Expansion</h1><br />
<i>This variant Warlock class feature, can be taken by an 11th level Warlock. Replaces Mystic Arcanum feature.</i><br />
<br />
Starting at 11th level, you learn to use this advanced barrier technique considered to be the pinnacle of sorcery. It constructs the user's innate domain inside a barrier infused with their innate magic. Within a domain expansion, the user's attacks are improved and any spells that are activated are guaranteed to hit. <br />
<br />
Creating a domain and maintaining requires concentration, more on that in the General Features section. <br />
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<br />
<h2> General Features of Domains </h2><br />
<br />
All the superior domains inherit the features of their previous ones. A Domain consists of many parts and all of them can be picked and chose to be used or be left unused. Out of these The Burnout and the Barrier (except in the case of the Incomplete Domain; Open Barrier still has a Barrier but is left intentionally open) cannot be left out as it is the cost of using the Domain. It is to be noted that except when you use a Focus you are always concentrating on maintaining the Domain, a broken concentration breaks the Domain Expansion. It is to be noted that you cannot normally cast spells when you use Domain Expansion except through the use of the Domain itself.<br />
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<h3> Sure-hit Effect </h3><br />
The Domains all have a Sure-hit effect, meaning all spells that are imbued within the Domain will hit regardless of any rolls or checks at the start of the round and when the domain is first cast. All creatures within the Domain are targeted simultaneously and individually by the Sure-hit effect, the Focus can extend this targeting to objects too. The attacks originate upon the target creature itself and therefore always hit. With Area Spells they are targeted/centered on the target creature. (It is possible for two creatures standing close by to be targeted by two AoE spells at the same time, in this case they can roll the save against the spell that was not centered on them) Lines and Cones always face away from the User of the Domain and are fired at pin-point on the targets. <br />
<br />
There are, however, a few ways to avoid them: use a Legendary Resistance to negate the Sure-hit effect for a turn, use a Simple Domain or an Incomplete Domain to overwrite the Sure-hit effect, to be immune to the attack itself, to touch or hold on to the user of the Domain that one is in, or use spells such as counterspell and dispel magic as a reaction against the hit (this method only works on the first spell that is imbued). <br />
<br />
The user of the Domain is immune to the Sure-hit effects and the spells casted with it as are all those touching or in contact with the user. <br />
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<h3> Attack Enhancement </h3><br />
Domains are inherently your own space. Hence you always gain an advantage on all ability checks, saving throws and skill checks and a few other enhancements to your abilities and attacks. Damaging spells have their damage die increased in size by 1, if the spell has a condition then stack the duration of the condition additively or make the condition more severe, if it is neither then increase the intensity of its effect, this is up to your imagination and the DM's discretion. <br />
<br />
<h3> Spell Imbuing </h3><br />
All Domains can be imbued with a spell or a magical effect that is automatically triggered when the round starts and when the domain is first laid out. The type of Barrier that is used is defining factor that decides how many spells or techniques can be imbued into a Barrier at a time. During a long rest one can decide and swap out spells that they wish to imbue in their domain. A spell can be chosen multiple times and if it is a levelled spell then the spell slot used to imbue it defines at what level it is imbued at (Note that the Attack Enhancement always comes prior to the Spell Imbuing so the spells are improved but that does not count towards the spell limit). The Barrier uses the spells in the order in which they are imbued, thus makes multiple, separate attacks if more than one spell is imbued. Only one spell that requires Concentration can be imbued into the Domain at a time. Since the Domain is regarded as the caster of the spells, the spells do not benefit from any abilities or features unless they are imbued in the domain alongside the spells. <br />
<br />
The following table helps determine the number of spell limit that a Barrier has. <br />
{| class="wikitable"<br />
|+ Spell limit<br />
|-<br />
! Domain !! Limit<br />
|-<br />
| Incomplete Domain || 1<br />
|-<br />
| Full Barrier Domain || 2/3<br />
|-<br />
| Complete Domain || 4/5<br />
|-<br />
| Perfect Domain || 6/7/8/9<br />
|-<br />
| Open Barrier Domain || 6/7/8/9<br />
|}<br />
<br />
Therefore, a cantrip counts as 1, a level 1 spell slot counts as 2, a level 2 spell slot counts as 3 and so on. A class or racial feature, magical in nature, is considered to be the same as a level 1 spell slot.<br />
<br />
<h3> Barrier </h3><br />
<br />
The creation of a Barrier requires a verbal and somatic component. And, in the case of a Domain Expansion, requires concentration. A Barrier is regarded as a structure and is non-magical in nature.<br />
<br />
The Barrier is a necessity for making a Domain, if the Barrier shatters then the Domain simply ends. Closed Domains are often better in keeping creatures trapped within than preventing their entry. However, the DC and the condition can be switched around by the user, a higher level user may even make make it so that the barrier is impenetrable from the outside but shatters from the inside on a single touch. Domain Expansions are versatile and their many moving parts are supposed to be customized and played around by the player.<br />
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Barriers extend out to overlapping planes too such as the Ethereal plane, preventing escape via phasing out. <br />
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<h3> Burnout </h3><br />
It takes immense magical effort to create a Domain therefore, the caster loses their ability to cast spells once their Domain ends. And when a Domain Expansion ends, the user experiences a 'burnout'. A person cannot use a Domain Expansion while they are under the effects of the 'burnout'. <br />
<br />
However, at higher levels (From level 17) you gain the ability to restore or heal your 'burnout' by using a healing spell/ability/or tool but reducing your intelligence score by 1. This feature called 'Burnout healing' can be used until you decrease your intelligence score below 9, if you do use the feature again the next burnout will also deal 8d6 psychic damage (10d6 at level 17 and 18) to you and you will be unable to use the feature again until your intelligence returns to 9 or above. And you cannot cast a Domain Expansion even if the ability scores are healed and 'burnout' removed until you finish a long rest. <br />
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The ability score damage remains lasts until a long rest is completed or until a healing spell is cast which has the effect of removing exhaustion on you. <br />
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A Domain Expansion can normally be cast only once per long rest until you reach level 17 and gain the feature to cast a Domain whenever you want except when suffering from a 'burnout'. <br />
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<h2>Veil</h2><br />
<br />
You learn to cast a basic barrier using a somatic component and verbal chant, concentration is not required. A wall of pitch black springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).<br />
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The Veil is considered to be a structure and is non-magical in nature.<br />
<br />
In general only those you allow can pass through the veil. The Veil blocks all vision through it. Others have to succeed a strength check vs your spell save DC to break through or deal 10*your spell casting ability modifier worth of damage in a single turn to break through the barrier. <br />
<br />
Certain conditions improve the strength of the barrier. The domain is an extension of this very basic veil technique. You can cast a veil as an action up to a number of times equal to your proficiency bonus. You regain all uses on completing a long rest. <br />
<br />
<br />
<h3>'''Incomplete Domain''' </h3><br />
<br />
At level 11 you form an incomplete domain using an action. <br />
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<h6> Activation </h6><br />
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It can only be manifested in an enclosed space with gaps of no more than 10 feet. When you release you domain it forms and stretches around this enclosed space no larger than 60 feet across. <br />
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<h6> Spell imbuing </h6><br />
<br />
You can choose to imbue your domain with a cantrip which will trigger at the start of every round.<br />
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<h6> Attack enhancement </h6><br />
<br />
All your attacks are rolled with an advantage and you gain an additional damage die on all your attacks. <br />
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<h6> Duration </h6><br />
<br />
The domain lasts for 1 minute. <br />
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<h6> Escape from the Barrier </h6><br />
<br />
The creatures caught within your domain can break out by breaking through the confines of the room since you are using that as an incomplete barrier.<br />
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<h6> Burnout </h6><br />
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When the domain ends you gain 1 level of exhaustion for 1d8 rounds and you may not use spells until this effect is over. <br />
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<h3>'''Full Barrier Domain'''</h3><br />
At level 13 you learn to form a proper barrier. A Full Barrier Domain inherits all the features from an Incomplete Domain.<br />
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<h6> Activation </h6><br />
<br />
With an action you expand a domain enclosing all creatures within 25 feet of you. Creatures at the edge of your domain must attempt a dexterity saving throw against your spell save DC. On a failure you get to decide whether to enclose them in the domain or not, on a success it is up to the creature's discretion. The barrier goes around physical objects. <br />
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<h6> Sure-hit effect </h6><br />
<br />
At the start of every round every creature within the domain will be affected by the spells you imbued in the domain. You may only roll attack to determine for a critical hit, the attack is a guaranteed hit always. <br />
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<h6> Spell imbuing </h6><br />
<br />
The barrier has the same effects as before (regarding cantrip spell effect strengthening), but now your spell limit increases to 2, which increases to 3 on level 14. You may change the imbued spells on a long rest.<br />
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<h6> Attack enhancement </h6><br />
<br />
All your attacks are rolled with an advantage.<br />
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<h6> Duration </h6><br />
<br />
The domain lasts for 1 minute. <br />
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<h6> Barrier strength and breaking </h6><br />
<br />
The creatures caught within your domain can break out by breaking through the confines of the barrier by attempting a strength check vs your Spell Save DC + 10 or deal damage equal to your hitpoints at a certain point. Creatures that wish to attempt to enter the domain can break into the barrier by attempting a strength check vs your Spell Save DC or deal damage equal to half of your hitpoints at a certain point. Every time your barrier is broken its duration is decreased by 6 seconds. If the barrier breaks this way then you also take 5d6 psychic damage.<br />
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<h6> Burnout </h6><br />
<br />
When the domain ends you gain 1 level of exhaustion for 2d4 rounds and you may not use spells until this effect is over. <br />
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<h3>'''Complete Domain'''</h3><br />
At level 15 you complete your barrier. A Complete Domain inherits all the features from a Full Barrier Domain.<br />
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<h6> Activation </h6><br />
<br />
With an action you expand a domain enclosing all creatures within 60 feet or less of you, you may adjust its size. Creatures at the edge of your domain must attempt a dexterity saving throw against your spell save DC + 5. On a failure you get to decide whether to enclose them in the domain or not, on a success it is up to the creature's discretion. You may exclude creatures from your domain by having the barrier push against them to the edge of your domain as you expand it. The barrier goes around physical objects and expands from you.<br />
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<h6> Spell imbuing </h6><br />
<br />
Your spell limit increases to 4, on level 16 it increases to 5. <br />
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<h6> Attack enhancement </h6><br />
<br />
Within the domain your attacks have an advantage and attacks against you have a disadvantage. You may add one additional die to all your damage rolls.<br />
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<h6> Duration </h6><br />
<br />
The domain lasts for a maximum of 5 minutes. <br />
<br />
<h6> Barrier strength and breaking </h6><br />
<br />
The creatures caught within your domain can break out by breaking through the confines of the barrier by attempting a strength check vs your Spell Save DC + 20 or deal damage equal to twice your hitpoints at a certain point. Creatures that wish to attempt to enter the domain can break into the barrier by attempting a strength check vs your Spell Save DC or deal damage equal to three quarters of your hitpoints at a certain point. Every time your barrier is broken its duration is decreased by 6 seconds. If the barrier breaks this way then you also take 5d6 psychic damage.<br />
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<h6> Barrier movement </h6><br />
<br />
You may move the domain along with its barrier (moving everyone inside as a result and possibly re-catching an escaping creature) at your movement speed as a move action or an action. You may permit the entry and exit of creatures within your domain, doing so does not decrease its duration. <br />
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<h6> Burnout </h6><br />
<br />
When the domain ends you gain 1 level of exhaustion for 1d6 + 1 rounds and you may not use spells until this effect is over. <br />
<br />
<br />
<h3>'''Perfect Domain'''</h3><br />
At level 17 you perfect your barrier. A Perfect Domain inherits all the features from a Complete Domain.<br />
<br />
<h6> Activation </h6><br />
<br />
With an action you expand a domain enclosing all creatures within 200 feet or less of you, you may adjust its size and have the domain expand and shrink pushing around creatures with its barrier. Creatures at the edge of your domain must attempt a dexterity saving throw against your spell save DC + 10. On a failure you get to decide whether to enclose them in the domain or not, on a success it is up to the creature's discretion. You may exclude creatures from your domain by having the barrier push against them to the edge of your domain as you expand it. The barrier goes around physical objects. <br />
<br />
<h6> Spell imbuing </h6><br />
<br />
Your spell limit increases to 6, on the 18th level it increases to 7, on the 19th level to an 8 and on the 20th level to 9. Additionally, as an action you can change one spell imbued in your domain.<br />
<br />
<h6> Attack enhancement </h6><br />
Within the domain your attacks are guaranteed to hit and attacks against you have a disadvantage.<br />
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<h6> Duration </h6><br />
<br />
The domain lasts for a maximum of 5 minutes. <br />
<br />
<h6> Barrier strength and breaking </h6><br />
<br />
The creatures caught within your domain can break out by breaking through the confines of the barrier by attempting a strength check vs your Spell Save DC + 20 or deal damage equal to thrice of your hitpoints at a certain point. Creatures that wish to attempt to enter the domain can break into the barrier by attempting a strength check vs your Spell Save DC deal damage equal to your hitpoints at a certain point. Every time your barrier is broken its duration is decreased by 6 seconds. You do not take damage when a perfect domain is broken.<br />
<br />
<h6> Barrier movement </h6><br />
<br />
You may move the domain along with its barrier (moving everyone inside as a result and possibly re-catching an escaping creature) at your movement speed as a move action or an action. You may permit the entry and exit of creatures within your domain, doing so does not decrease its duration. <br />
<br />
<h6> Burnout </h6><br />
<br />
When the domain ends you gain 1 level of exhaustion for 1d4 + 1 rounds and you may not use spells until this effect is over.<br />
<br />
<h6> Burnout healing </h6><br />
<br />
You may, however, use cantrips or spells that are cast as a reaction or bonus action. If you receive healing, you an choose to to decrease your intelligence score by 1 to immediately overcome the burnout. You may also cast the domain while you do not suffer from this burnout penalty. You cannot decrease your intelligence score below 9, if you do then the next burnout will also deal 10d6 psychic damage to you. <br />
<br />
<br />
<h3> '''Open Barrier Domain''' </h3><br />
Your incredible prowess allows you to open the barrier of your domain. An Open Barrier Domain inherits all the features from a Perfect Domain.<br />
<br />
<h6> Activation </h6><br />
<br />
At level 19 you can cast a domain without a barrier, it is akin to painting on air instead of a canvas and is remarked as divine, even by the standards of domains. With an action you expand a domain having it expand up to 550 feet or less of you, you may adjust its size. Creatures at the edge of your domain are considered to be within your domain as well as creatures up to 1000 feet above your domain in a cylindrical shape. <br />
<br />
<h6> Spell imbuing </h6><br />
<br />
Your spell limit increases to 6, on the 18th level it increases to 7, on the 19th level to an 8 and on the 20th level to 9. <br />
<br />
<h6> The Focus </h6><br />
<br />
The domain has a central structure measuring 10 feet in diameter. The focus has an AC of 14 and twice your hit points and a Damage Reduction of 3. It is resistant to all types of damage except force to which it is vulnerable. As long as this focus exists the domain will continue to function. You no longer need to concentrate on the domain or on spells as the focus does it for you. You may cast spells through the focus using an action, if you cast it this way then the spell is heightened to your class level and is cast from the focus. If the spell's target is within the domain's area of effect then they are hit automatically, else the rolls are required. The focus has its own spell slots equal to your own and can concentrate on one additional spell spell at a time (a total of 2).<br />
<br />
<h6> Domain Movement </h6><br />
<br />
You may move the domain along with its barrier and central structure at your movement speed as a move action or an action. The Open Barrier does not move the creatures within it with itself.<br />
<br />
<h6> Burnout </h6><br />
<br />
When the domain ends you gain 1 level of exhaustion for 1d4 + 1 rounds and you may not use spells until this effect is over.<br />
<br />
<h6> Burnout healing </h6><br />
You may, however, use cantrips or spells that are cast as a reaction or bonus action<br />
<br />
If you receive healing, you an choose to to decrease your intelligence score by 1 to immediately overcome the burnout. You may also cast the domain while you do not suffer from this burnout penalty. You cannot decrease your intelligence score below 9, if you do then the next burnout will also deal 8d6 psychic damage to you. <br />
<br />
<br />
<h2> Domains Clashes </h2><br />
<br />
Only one Domain can exist at a place at a time. When two Domains overlap, they cancel out their Sure-hit effect and the two engage in a Domain Clash in the area in which they overlap. As a rule of thumb a more refined Domain wins over a lesser one without rolls. So Open Barrier Domain = Perfect Domain > Complete Domain > Full Barrier Domain > Incomplete Domain. However, an Incomplete Domain has the advantage that it uses an enclosed space as a Barrier for it has no Barrier of its own, hence it can exist for a certain duration (number of rounds equal to the difference in a successful contested throw), merging with the Barrier of a better Domain and quite possibly opening a free-to-pass hole in the Barrier of the Domain. <br />
<br />
A Domain Clash of equal domains (Incomplete Domain is an exception) is resolved by a contested Spell Attack Roll, when the difference is more than 5 the winner breaks the other's Domain and other's Domain ends immediately. On a difference of 5 or less the Domains are in a dreadlock and the users are free to act. (usually they will try to break the other's concentration)<br />
<br />
<h6> Domain as a Reaction </h6><br />
When a creature uses Domain Expansion, another creature with the ability to use a Domain Expansion can use it by giving up their next turn and casting it simultaneously. <br />
<br />
<h2> Simple Domains </h2><br />
<br />
At level 11 you are able to create a Simple Domain.<br />
<br />
A simple domain tries to create a simple barrier to increase one's own abilities while trying to cancel out the effects of a Domain Expansion. You may use a Simple Domain a number of times equal to your proficiency bonus. Use an Action to create a Simple Domain. It requires no verbal components but requires a somatic one and requires concentration. It expands to a circular diameter equal to 5*your Spell Casting Ability Modifier and you gain the following benefits:<br />
<br />
* Sure-hit effects and other opposing Domain effect are neutralized by your Simple Domain<br />
* Your Simple Domain follows you and is centered around you<br />
* You gain an Advantage on all the attacks made on creatures within your Domain<br />
* You gain a +2 Dodge bonus to your AC and an advantage on dexterity based saving throws<br />
* You can use your spells while using a Simple Domain <br />
* A Simple Domain lasts for 1 minute<br />
* Once you have used your Simple Domain, you may not use it for 1d6 - your spell casting ability modifier rounds (to a minimum of 1)<br />
<br />
<h6> Simple Domain VS Other Domains </h6><br />
A Simple Domain will only last for a short while when it is within another Domain. It follows the same contested Spell Attack Roll rule when used against another Simple Domain. Against a Domain Expansion it will always lose: perform a contested Spell Attack Roll, if the Simple Domain wins then it will last for a number of rounds equal to difference in the rolls before collapsing. If the Simple Domain loses by a difference of 5 or less it will last for 1 round else it will collapse immediately. <br />
<br />
<h6> Simple Domain as a Reaction </h6><br />
When a creature uses Domain Expansion, another creature with the ability to use a Simple Domain can use it by giving up their next turn and casting it simultaneously as a reaction. <br />
<br />
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{{5e Class Features Breadcrumb}}<br />
[[Category:Warlock]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class Feature]]<br />
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{{Copyright Disclaimer|owner=Shueisha|franchise=Jujutsu Kaisen}}</div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Athasian_Cerebremancy_%E2%80%93_Dark_Sun_Arcane_Tradition_(5e_Subclass)&diff=1824045Athasian Cerebremancy – Dark Sun Arcane Tradition (5e Subclass)2024-03-21T20:10:59Z<p>Green Dragon: Green Dragon moved page Athasian Cerebremancy – Dark Sun Arcane Tradition to Athasian Cerebremancy – Dark Sun Arcane Tradition (5e Subclass) without leaving a redirect: id</p>
<hr />
<div>This is my attempt to convert the 3.5ed '''Cerebremancer''' prestige class into a 5e archetype for the Dark Sun 5e campaign, which didn’t actually start, so I couldn't test it. Sublass is directly inspired by '''Theurgy''' subclass (Unearthed Arcana: Wizard Revisited).<br />
<br />
Psionic powers and mechanics mentioned in this document refer to '''The Korranberg Chronicle: Psion's Primer''', specifically Psion class, which you’d need to read in order to make sense of this archetype. Think of this article as ''The Korranberg Chronicle: Psion's Primer'' homebrew, rather than just ''D&D 5e'' homebrew.<br />
<br />
===Athasian Cerebremancy – Dark Sun Arcane Tradition===<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|<!-- image link -->|<!-- name of the art, artists and a link to their page -->}}</div><br />
''Wizard Subclass''<br />
<br />
Cerebremancers could weave powers of the mind just as easily as the magical energy. Their inquiries lead them beyond the arcane mysteries in psionicist disciplines, merging the Art and the Way into a coherent single whole. Unsatisfied by mere crumbs of the true power, cerebromancers tirelessly scour for every bit of arcane and psionic knowledge that can assist them in their Ascension into one of the dreadful Athasian Dragons or ever elusive Avangions.<br />
<br />
;Psionic Talents<br />
<br />
Also when you choose this arcane school at 2nd level, you learn two psionic talents from the psion talent list, one of your choice and one of the following: ''energy ray'', ''mindlink'' or ''imbue psicrystal''. You learn another psionic talent at 14th level.<br />
<br />
All psionic talents have a duration of Focus. You can only focus on one effect at a time, and you may focus on an effect indefinitely while you remain conscious. Your focus ends if you are knocked unconscious, if you begin focusing on another spell or effect, or if the psionic talent you are focusing on is dispelled. You may also choose to stop focusing at any time, requiring no action.<br />
<br />
When you reach 4th level and again when you reach 10th level, instead of learning a wizard cantrip, you may learn an additional psion talent instead, which counts against your cantrips known.<br />
<br />
;Augments<br />
<br />
Starting when you select this tradition at 2nd level, whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with an augment for the psionic talents you know instead. This augment’s level can be no higher than half of your Psi Limit. These psionic augments aren’t spells and you don’t add them to your spellbook. Intelligence is your manifestation ability for these augments.<br />
<br />
Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit to the number of psi points you can spend to manifest a power that augments a psionic talent. At the 2nd level, when you choose this school your Psi Limit equals 2 and increases again by 2 at 7th, 12th and 17th level, as shown in the Psi Limit table below.<br />
<br />
To manifest these augments, whenever you are preparing spells for the day, you can expend a number of spell slots to gain psi points equal to those slot's level added together and multiplied by two (consult Psi Conversion column below for details). During the day you can start a 10 minutes of uninterrupted meditation, and expend one of your spell slots to gain additional psi points equal to that slot's level multiplied by two. All your psi points last until you use them or you finish a long rest.<br />
You must be focusing on the augment’s corresponding psionic talent in order to manifest it.<br />
<br />
Psionic powers have the same kinds of durations as spells do. Note that an augment with a duration of concentration does not end if your focus on the psionic talent it is augmenting ends. A talent being augmented by a power that has a set duration inherits the duration of that augment, though that talent may have no discernible effect if focus is not maintained on it.<br />
<br />
Additionally, when you gain an even level in this class (4th, 6th, 8th, 10th...), you can choose to replace one of the augments you know with another augment to the talent you know. The new augment must have the same level as the one you replace.<br />
<br />
{| class="wikitable"<br />
|+ Cerebromancer’s Psionics Table<br />
|-<br />
|<br />
{| class="wikitable"<br />
|+ <br />
|-<br />
! colspan="2" | Psi Limit Table<br />
|-<br />
| Wizard Level || Psi Limit<br />
|-<br />
| 2nd-6th || 2<br />
|-<br />
| 7th-11th || 4<br />
|-<br />
| 12th-16th || 6<br />
|-<br />
| 17th-20th || 8<br />
|}<br />
| <br />
{| class="wikitable"<br />
|+<br />
|-<br />
! colspan="2" | Spell/Psi Conversion<br />
|-<br />
| Spell Level || Psi Points<br />
|-<br />
| 1st|| 2<br />
|-<br />
| 2nd || 4<br />
|-<br />
| 3rd || 6<br />
|-<br />
| 4th || 8<br />
|-<br />
| 5th || 10<br />
|-<br />
| 6th || 12<br />
|-<br />
| 7th || 14<br />
|-<br />
| 8th || 16<br />
|-<br />
| 9th || 18<br />
|}<br />
|}<br />
<br />
;Arcane Surge<br />
<br />
Starting at 2nd level, you gain the ability to channel your mastery of arcane and psionic to fuel one another. <br />
When you use your Arcane Surge, you choose which effect to create. You must then finish a short or long rest to use your Arcane Surge again.<br />
Beginning at 6th level, you can use your Arcane Surge twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.<br />
<br />
''Will Over Magic''<br />
<br />
As a bonus action on your turn, you assert your Will to control the flow of magic around you. You can replace Material, Verbal and Somatic spell components of the next spell you cast with Observable and Auditory psionic components, giving any observer a disadvantage on Intelligence (Arcana) checks to identify the spell being cast. If they fail they are more likely to believe it was a display of psionics.<br />
<br />
''Weave The Way''<br />
<br />
As a bonus action on your turn, you fuse arcane and psionic energies into a combined psionic enchantment. Next spell you cast or power you manifest will in addition get Observable and Auditory or Verbal and Somatic components respectively, as well as +2 bonus to any attack roll you make for it or +1 to its saving throw DC.<br />
<br />
;Erudite Savant <br />
<br />
By 6th level, you have studied your mind’s potential ever further, stretching the boundaries of what is possible with your cerebremancy. You learn four spells or psionic powers of your choice, any of which can be either a talent or an augment. The powers you choose can be from any psionic class, but spells must belong to a wizard class. An augment you learn with this feature must augment a psionic talent you know, including one you may have learned with this feature, and augment must have a minimum power level no greater than half your Psi Limit. A spell you learn with this feature must be not above the highest level you can cast. The chosen powers count as psion powers for you. The chosen spells are added into a spellbook, as normally.<br />
<br />
;Mental Bastion<br />
<br />
By 10th level, you have mastered many kinds of concentration techniques: mnemonics, autohypnosis and long arduous sessions of crunching the arcane formulae, that it becomes hard to break you out of your focus. <br />
As long as you maintain a spell or power that requires concentration you get resistance to psychic damage and also can add your Intelligence bonus to Constitution saving throws to maintain concentration over spell. <br />
<br />
;Spark of Ascension<br />
<br />
At 14th level, you can use your Arcane Surge to improve your magical or psionic abilities even further, marking your first true steps on a journey towards becoming an Advanced Being. Whenever you make a long rest, you can pick a single ability you will be able to use until your finish another long rest.<br />
<br />
''Synaptic Spellcasting''<br />
<br />
As a bonus action on your turn, you tap your Will to unleash hidden psionic potential. Your skin is covered by swiftly crystallizing and shifting ectoplasm, while the strong telepathic hum emanates within the 30 feet radius around you, slowly fading over next 3 rounds. <br />
<br />
You can spend a single use of the Arcane Surge to combine Psi Points and Spell Slots into a single pool to draw from for the next spell you cast until the start of your next turn. You can’t cast spells of the level you normally would have no spell slots for.<br />
<br />
Thus, a 15th level wizard can expend 4 Psi Points and a 3rd level spell slot to cast a 5th level spell.<br />
<br />
''Arcane Nova''<br />
<br />
As a bonus action on your turn, you condense magical energy around you into a visible ego-expanding array. As your voice echoes with a booming quality, your hand gestures weave the streams of light into an intricate patterns within the 30 feets, slowly fading over the next 3 rounds.<br />
<br />
You can spend a single use of the Arcane Surge and increase your Psi Limit by 4 for the next psionic power you manifest until the start of your next turn.<br />
<br />
<br />
===Psionic Feat rework===<br />
''The Korranberg Chronicle: Psion's Primer pg. 46''<br />
;Unlocked Potential (Fixed)<br />
''Prerequisite: Must know at least one psionic talent, character level 4''<br />
<br />
Increase your manifesting ability (Intelligence, Wisdom or Charisma) by 1, to a maximum of 20.<br />
<br />
Your Psi Limit increases by 2, up to a maximum of your character level, and you learn 1 augment for any psionic talent that you know. The powers you choose to learn must have a psi cost equal to or lower than your psi limit at the time you learn them.<br />
<br />
'''Special:''' You may take this feat up to four times. Each time, your Psi Limit maximum increases by 2, but no higher than your character level. If your Psi Limit is already equal to your character level, you learn 2 augments instead. <br />
<br />
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ConvergencePoint 2024/03/21 11:32am CET<br />
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{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Wizard]]</div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Lustrous,_Variant_(5e_Race)&diff=1824044Lustrous, Variant (5e Race)2024-03-21T20:10:19Z<p>Green Dragon: removed abandoned, actively being worked on</p>
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<div>{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Lustrous==<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
</div> The Lustrous take the forms of humans, but with bodies made of polished gemstone that differ depending on their material composition. Most of them have hair, eyes, and nails the same color as their gemstone bodies and white skin made from powder they apply to protect from sea breeze and harsh sunlight. While their hair may look solid, it can be manipulated similarly to human hair (cut, tied, braided, etc). <br />
<br />
===History===<br />
A group of Lustrous once existed in a small group, but this society fell apart due to inner conflict over the goals of the Lustrous as a whole. This led to the decline in Lustrous and their society. <br />
<br />
===Lustrous Names===<br />
Lustrous are named after the gemstone they were born as.<br />
<br />
'''Names:''' Aquamarine, Diamond, Lapis Lazuli<br />
<br />
===Lustrous Traits===<br />
{{5e Racial Traits<br />
|summary=A humanoid made out of a specific gemstone<br />
|abilities=any ability score increases by 1 and you gain an additional ability score improvement based on your gemstone. <br />
|age=Lustrous do not age normally<br />
|alignment=Neutral<br />
|size= Your size is medium. Anywhere between 5 and 7 feet tall<br />
|speed=Your base walking speed is 30 feet. <!--Also cover any other movement like a swimming speed--><br />
|trait2= Memories<br />
|description2= You don't have a brain, so your memories, and therefore your personality, are stored inside of your entire body. Losing a limb will cause you to lose memories stored inside of that limb. <br />
|trait3= Polymerization <br />
|description3= A special ability of the Lustrous is the ability to absorb other gemstones to replace and modify parts of their bodies. this also cause you to be weak towards acid. <br />
|trait4= Hardness<br />
|description4= your hardness .<br />
|trait5= Sleep<br />
|description5= You do not require sleep, but you do feel a tired feeling during extended periods of time away from direct sunlight.<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common and one other language of your choice. <!--Cover any languages spoken or not spoken--><br />
|subrace=<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><br />
====Diamond====<br />
{{5e Subrace Traits<br />
|abilities= Your Strength score increases by 2<br />
|trait1= Hardness<br />
|description1= Your hardness is 10.<br />
|trait2= Toughness<br />
|description2= You get a +2 to AC while not wearing armor and a damage reduction of 3 to none magical BPS damage <br />
|trait3= strong as rocks<br />
|description3= you gain proficiency in athletics<br />
|trait4= <br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
<br />
====<Jade>====<br />
{{5e Subrace Traits<br />
|abilities= your Charisma score increases by 2 <br />
|trait1= Hardness <br />
|description1= your hardness is 7 giving you +1 to AC. <br />
|trait2= tough words<br />
|description2= you gain proficiency in Persuasion or Deception<br />
|trait3= serious nature <br />
|description3= You can use your serious nature to scar people, you learn the Cause Fear spell and can cast it without a spell slot once before recharging at a short or long rest. the DC of this spell is based on your CHR. <br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====<quartz>====<br />
{{5e Subrace Traits<br />
|abilities= your Constitution score increases by 2 <br />
|trait1= Hardness <br />
|description1= your hardness is 8 you gain a damage reduction to non-magical BPS = 1 and a +1 to AC. <br />
|trait2= unbreakable <br />
|description2= if you would drop to 0 HP you would instead drop to 1 <br />
|trait3= <br />
|description3= <br />
|trait4= <br />
|description4= <br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====<rutile>====<br />
{{5e Subrace Traits<br />
|abilities= <br />
|trait1= Hardness <br />
|description1= <br />
|trait2= <br />
|description2= <br />
|trait3= <br />
|description3= <br />
|trait4= <br />
|description4= <br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====<amethyst>====<br />
{{5e Subrace Traits<br />
|abilities= <br />
|trait1= Hardness <br />
|description1= <br />
|trait2= <br />
|description2= <br />
|trait3= <br />
|description3= <br />
|trait4= <br />
|description4= <br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
<br />
====<Lapis Lazuil>====<br />
{{5e Subrace Traits<br />
|abilities= your Intelligence score increases by 2 <br />
|trait1=Hardness <br />
|description1= your hardness is 5<br />
|trait2= brutal intelligence <br />
|description2= You can give yourself advantage on one skill check related to intelligence you can use this equal to your proficiency bonus, and you regain all uses on a long rest. <br />
|trait3= the strategist <br />
|description3= As an action you can give your allies a plus to their hit equal to half of your proficiency bonus rounded up. this lasts for one minute and concentration rules apply for this, but you can still cast concentration spells. you can only use this once and regain it after a long or short rest. <br />
|trait4= <br />
|description4= <br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
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{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Mech_Pilot,_Variant_(5e_Class)&diff=1824035Mech Pilot, Variant (5e Class)2024-03-21T19:48:01Z<p>Green Dragon: rvt shadowbuffs</p>
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<div><br />
== Mech Pilot, Variant ==<br />
<br />
Mech Pilots are engineers who learn how to fight in doubles with their giant companions, while none of them are useless alone, their true power comes from their ability to work together and control the battlefield with elemental skills and support abilities.<br />
<br />
=== Flesh and Steel, Fire and Soul ===<br />
<br />
Your village is being raided, there is not a single thing you can do other then watch the once bustling town burn before your eyes.<br />
The constant sound of crackling flames is suddenly interrupted by the roar of projectiles hitting the ground, wood breaks and iron bends as one of the spikes pierces a siege-tower, men and shrapnel flying in all directions.<br />
You turn your eyes towards the towering figure, a construct of metal and stone covered in vines stands upon a hill, bombarding the ravagers with a rain of death once again.<br />
A crash is heard as another of the entities breaks through a burning palicade; Instead of the natural look of the other, it has sharp edges and thick plates, made from a dark alloy and decorated with gold, at the top of its shoulder you can see a dwarf holding his axe confidently, on the lookout for more raiders that dare try to match his fury.<br />
<br />
=== Creating a Mech Pilot ===<br />
<div class="externalimage-holder" style="width:50%;float:right;"> <br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What made you and your mechanical companion want to walk the world together? The immeasurable riches? The beauty of the many landscapes you could explore? Maybe you just got bored at your factory and wanted to have some fun outside of all that bureaucratic paperwork! <br />
<br />
;Mech's Appearance<br />
You can make the mech look as you wish, but I have some recommendations. Humans generally have more common mechs, Materials of lighter colors with round and sharp edges and sometimes even cloth for decoration, as in banners for example. Dwarves prefer more armored looking mechs, with dark colored alloys, energy points to have some charm and gold/bronze lines for pure décor. Gnomes follow their traditional style of making brownish and golden machines filled with cogs and useless mechanisms for the sake of aesthetic, with steam vents, electric coils and other fluff added all around it. Elves don't enjoy the metal so much, their mechs are normally overgrown or a mix of tech and magic, with rock armor with wooden interior, maybe instead of connection points their mechs have energy tendrils holding the arms and legs.<br />
These are only what I thought would be cultural looking mechs, but that doesn't mean you cant choose how they look. Find inspiration, Cool images, Draw them yourself if you can! And most importantly. GIVE YOUR MECH A PERSONALITY! They can always be the boring AI that just responds with "Roger Roger" or you can make a companion of a lifetime! Give them a name, maybe from your own race, maybe its a name based on something from real life (Like ATLAS) or its just a dumb robot based pun (That are my favorite out of the bunch). Giving personality to your mech makes everything more fluid and lifelike, and will make you feel empathy towards your big hulking metal friend.<br />
<br />
;Quick Build<br />
You can make a Mech Pilot quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution and Dexterity. Second, choose the Guild Artisan background. Third, choose a Shortsword, Hide armor and the Explorer's Pack.<br />
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{{5e Class Features<br />
|name=<br />
|summary=<br />
|hd=8<br />
|spellcasting=<br />
|armor= Light Armour, Medium Armour<br />
|weapons= Simple & Martial weapons (Firearms included)<br />
|tools= Tinker's tools & Smith's tools<br />
|saves= Intelligence, Dexterity<br />
|skills= Choose two from Acrobatics, Insight, History, Investigation, Perception, Persuasion, Stealth<br />
|item1a=Two simple melee weapon<br />
|item1b=A martial melee weapon<br />
|item1c= <br />
|item2a=A hand crossbow and 20 bolts<br />
|item2b=6 darts<br />
|item2c=<br />
|item3a=Leather Armor<br />
|item3b=Hide armor<br />
|item3c=<br />
|item4a=Tinker's Tools<br />
|item4b=<br />
|item4c=<br />
|wealth= If you are using starter wealth, you have 4d4 x 10 GP in funds.<br />
|classfeatures1={{inpage|Meet your Mech}} <br />
|classfeatures2={{inpage|Armament Assembly}} <br />
|classfeatures3={{inpage|Elemental Elevation}} <br />
|classfeatures4=<!--Lather, Rinse, Repeat--><br />
|classfeatures5={{inpage|Steel Sentinel}} <br />
|classfeatures6=[[#Elemental Elevation|Elemental Elevation Feature]]<br />
|classfeatures7={{inpage|Movement Mod}} <br />
|classfeatures8=<br />
|classfeatures9=[[#Elemental Elevation|Elemental Elevation Feature]]<br />
|classfeatures10={{inpage|Chassi Mod}} <br />
|classfeatures11={{inpage|Strong Willpower}} <br />
|classfeatures12=<br />
|classfeatures13={{inpage|In-Team-Midation}} <br />
|classfeatures14={{inpage|Optic Visor}} <br />
|classfeatures15=[[#Elemental Elevation|Elemental Elevation Feature]]<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Assault Mod}} <br />
|classfeatures18=[[#Elemental Elevation|Elemental Elevation Feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage|P.Y.L.O.N}} <br />
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|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
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}}<br />
<br />
==== Meet Your Mech ====<br />
When you reach 1st level you gain your mech!<br />
<br />
'''Saving Throws''' The saving throws for any of the status of your skills are 1d20 + Your {{5a|int}} + Your Proficiency<br />
<br />
'''Ability Scores.''' The mech uses your {{5a|int}} for its {{5a|str}}. All the other Ability Scores are the same as yours, Mechs have a personality, so while they can still be charmed, persuaded or intimidated but will always have advantage towards resisting said Checks; And any charm, intimidation or persuasion that would involve one of you damaging each other has no effect.<br />
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'''Size.''' The mech is one size larger than you are. The space inside of it is large enough to house a creature your size or smaller as well as the gear it is wearing or carrying (within reason). Mechs have a internal storage area for its pilot that is the size of an average chest. Creatures and objects inside the mech don’t count towards encumbrance.<br />
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'''AC.''' The mech’s AC is equal to 12 + the mech’s {{5a|str}} + {{5a|con}} modifier.<br />
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'''Hit Points.''' The mech has {{5e|hit points}} equal to 10 + its {{5a|con}} modifier for each level you have in this class. The mech cannot regain {{5e|hit points}} normally. If you would roll a hit die to regain {{5e|hit points}} during a {{5e|short rest}}, you may instead add your {{5a|str}} modifier to the roll and apply twice the result to your mech’s {{5e|hit points}} instead. Spells and magical effects that repair objects will grant the mech 1d6 points of health, but can only be healed a number of times equal to your proficiency bonus.<br />
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'''Irrelevant Damage:''' The mech is immune to poison and psychic damage. <br />
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'''Buffered Damage:''' Necrotic and radiant damage is halved against the mech while a creature is inside it, and each creature in the mech takes the same damage. These damage calculations are applied after vulnerability, resistance, and immunity.<br />
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If the mech is reduced to 0 {{5e|hit points}}, the mech falls {{5c|prone}} and deactivates, and excess damage is dealt to the creature piloting it. The mech cannot be reactivated until it regains at least half of its hit points, and the creature piloting it is prone until it leaves the mech. The mech is considered {{5c|unconscious}} while deactivated, whatever the reason for it being deactivated.<br />
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'''Speed.''' The mech’s movement speed is 40 ft. Additionally, the mech cannot swim, crawl, or jump, and it must use its full speed to stand up from {{5c|prone}}.<br />
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'''Actions and Combat.''' The mech has two arms, each of which can be equipped with an integrated weapon. Choose one nonmagical melee one-handed weapon you are proficient with for each arm. The Integrated Weapon attack action uses that weapon for the attack’s stats, which then gains the Light property and loses the versatile property. If the integrated weapon has the Thrown property, the mech can store up to three copies of that weapon in the chosen arm. You may change the arm's current weapon to your Ranged Armaments, shield or the hands by using your bonus action, you may switch them out for other weapons of your choice when taking a short rest. All mechs come with a folding shield for free, it doesnt count towards your integrated weapons max but can only be used in one arm at a time.<br />
<br />
'''Hands.''' The mech also has a five-fingered claw hand for each arm that is typically used when not in combat. These hands can be used for clumsy or simple tasks, such as to grasp things or grapple targets, but cannot be used for anything complex or tasks that require finesse, such as picking a lock, turning book pages, holding cards, tying knots, holding weapons, etc. They can still do things like opening doors and moving objects, but they can't do it silently<br />
<br />
'''Attacks and Saving Throw DCs.''' The mech is considered proficient with all of its attacks and abilities, with the attacks using the mech’s Strength as the ability modifier. The mech uses your proficiency bonus in place of its own. If one of the mech's physical attacks forces any creature (including itself) to make a saving throw, the DC of that save is equal to 8 + the mech’s Strength modifier + your proficiency bonus.<br />
<br />
'''Mech Destruction and Rebuilding.''' The mech can be irreparably destroyed in much the same way that a player character can die: from massive damage and failed death saves. The mech does not make death saving throws, but it can accumulate death saving throw failures. If the mech is at 0 hit points, any time it would receive damage equal to or greater than one third its maximum hit points in a single damage roll, it suffers 1 death saving throw failure. If it takes an amount of damage equal to or greater than its maximum hit points in a single damage roll, it is instantly destroyed. The mech keeps all death saving throw failures until it has at least half its maximum hit points again.<br />
<br />
The mech can be rebuilt by salvaging the remaining components and collecting replacement parts, which can be costly in both time and money. It takes 8 hours to rebuild the mech , and costs 100gp for each level you have in this class. His conscience will not be lost and will be preserved via the link your formed; while the mech is destroyed or totally deactivated it acts as a voice in your mind and can see, feel and hear everything that you can.<br />
<br />
==== Armament Assembly ====<br />
When you reach 2nd level you can choose between one Light Armament and one Heavy Armament to be added to your Mech. You can use a full turn to change a Light Armament, but Heavy Armaments can only be changed on short rests. Each dice roll on your attack costs 1 ammo, all light ammo is replenished during a short rest, while heavy ammo is replenished in long rests.<br />
<br />
'''Light:'''<br />
<br />
''Machine Gun'': Deals 4d4 piercing damage, has a range of 50/250 ft, Has 5 Uses.<br />
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''Rail Cannon'': Deals 2d12 piercing damage, Deals half of that damage as slashing shrapnel to enemies 5 ft from the target, Constructs always take max damage, has a range of 100/375 ft, Has 4 Uses.<br />
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''Shotgun'': Deals 2d8 slashing damage to creatures in a 15 ft cone in front of where you are aiming, Can forfeit the area damage to focus and shoot the 2 slugs at a 30/90 ft range, Has 8 Uses.<br />
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''Grenadier:'' Deals 3d6 damage based off your subclass, Deals half of it to any creature on a 10ft radius 30/90 ft range, has 4 Uses.<br />
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'''Heavy:'''<br />
<br />
''Beam Rifle:'' Deals 4d6 damage based off of your subclass and applies the elements on hit effect, has a range of 50/100 ft, has 1 Use.<br />
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''Grattler:'' Deals 6d4 slashing damage, has a range of 50/250 ft, has 2 Uses.<br />
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''A.A. Platform:'' Deals 3d6 slashing damage with a 10 ft area of effect shrapnel damage, has has a range of 100/375 ft but disadvantage at hitting enemies within 15 ft of you, shooting at flying enemies always gives you advantage and forces a disadvantage to your main target. has 2 Uses.<br />
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''Mortar:'' Shoots 3 bombs into the sky that can each be targeted at different areas, each one dealing 2d10 on a 5 ft radius (The order of the damage will always be higher damage the closer you are to the target, for example you got a 8, 9 and 10; The target closest to you takes 10, the second closest takes 9 and the farthest takes 8), has 1 Use.<br />
<br />
==== Elemental Elevation ====<br />
When you reach 3rd level, you chose an Elemental Elevation. Choose between the ones listed here: {{inpage|Elemental Elevations}}. Your choice grants you features when you choose it at 3rd level and again at 6th, 9th, 15th, and 18th level. You gain a glove that you can use that will interact with your subclass skills.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Steel Sentinel ====<br />
When you reach 5th level, you can order your mech to guard a certain area. It will ground itself with its feet and observe a designated zone, it will provide constant video feed of an area of normal human vision towards in a 120 degree angle and will also have 60 ft of tremorsense, When any creature gets within said tremorsense radious the mech will alert you, as a reaction to that you can order your mech to wait, interact or attack whatever is getting closer.<br />
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==== Movement Mod ====<br />
When you reach 7th level you can choose 1 out of 3 modifications for you and your mechs legs.<br />
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''Claws:'' Your mech gains powerful biped legs with 4 toed metal claws at their ends, giving them a climbing speed of 30ft; You gain a thin "Exo-skeleton" legs covering yours. giving you climbing speed equals to your walking speed, If you already had climbing speed equal or higher then you walking speed, you gain advantage in rolls against getting moved against your will or getting knocked prone.<br />
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''Multi-Terrain'' You and your mech gain a stronger leg exo-skeleton, enabling you to walk through non-magical difficult terrain without problem you gain advantage in rolls against getting moved against your will or getting knocked prone.<br />
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''Thrusters'' You and your mech can now perform the Dash action as a bonus action, and your mech gains jumping height of 15 ft. You can run up to your move speed on a wall.<br />
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==== Chassi Mod ====<br />
When you reach 10th level you can choose 1 out of 3 modifications for your mechs main chassis.<br />
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''Camo Module''<br />
As an out of combat action your mech can use the hide action to become invisible, while using the Camo Module it cannot do anything, any action that it does or that interacts with it like leaving the mech will disable the invisibility, but anything inside them is invisible as well and cannot be heard those outside.<br />
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''Aquarius Prototype''<br />
You gain swimming speed equal to your walking speed, your mech gains swimming speed of 30 ft; You may now breath underwater and the mech is airtight.<br />
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''Carrier Frame''<br />
Your mech may carry 4 people on his back or shoulders (Not counting pilots) while out of combat and you gain a pocket dimension inside the cabin that works like a Magical Bag of Holding<br />
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==== Strong Willpower ====<br />
Forged by the blood, steel and fire of many battles, the link with your mech only got stronger.<br />
When you reach 11th level you gain:<br />
You gain two actions per turn.<br />
Your mech can use a turn to gain 2 actions on the next one, all actions on the buffed turn will have advantage.<br />
<br />
==== In-Team-Midation ====<br />
Ya know, its kinda difficult to intimidate someone when they got a giant metal machine that could probably wrestle a house and has a weapon thats two times your size.<br />
When you reach 13th level you gain:<br />
While you or any ally is with the mech, the creature will have advantage on doing and resisting Intimidation rolls.<br />
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==== Optic Visor ====<br />
You learned how vision is really important, in and out of the battlefield.<br />
When you reach 14th level you gain:<br />
You gain darkvision of 60 ft.<br />
Your mech gains truesight of 60 ft.<br />
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==== Assault Mod ====<br />
When you reach 17th level you can choose 1 out of 3 modifications for your your and your mechs matrix.<br />
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''Aerial Matrix''<br />
Your mech gains the ability to fly for 1 minute once every short rest, the mech can use an Aerial Strike, from which it falls down dealing 3d10 + Weapon Damage.<br />
You gain 20 ft of flying speed.<br />
The both of you receive immunity to fall damage.<br />
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''Sprint Matrix'' <br />
Your mech gains +5 ft of movement and you gain 10ft of movement.<br />
When using at least half your movement on your first turn you may make a strike with yourr weapon with no action cost.<br />
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''Mountain Matrix''<br />
You and your mech gain burrowing speed of 30 ft, while burrowed the both of you gain tremorsense of 30 ft, you can jump out of the ground hitting enemies in a 5 ft area near your exit, pushing them 5 feet away from you and stunning them until the end of their next turn.<br />
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==== P.Y.L.O.N ====<br />
When you reach 20th level you gain access to 3 P.Y.L.O.N.s, these are an extremely useful tech but must be prepared before used.<br />
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''Green P.Y.L.O.N''<br />
Placing a green pylon takes a 5 hour ritual, you can have up to 5 green pylons up, when you want to place more then 5 you must discard one that's already place.<br />
After placing said pylon you can teleport to any of them by doing an 1 hour ritual.<br />
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''Yellow P.Y.L.O.N''<br />
Placing a yellow pylon takes a 1 hour ritual, for 24 hours you may use the Yellow P.Y.L.O.N to shop on all shops connected to the city or village you have placed it in. <br />
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''Red P.Y.L.O.N''<br />
Placing a red pylon takes a 12 hour ritual, you may only have one red pylon, the red pylons work as an emergency switch, either you or your mech must use an action to toggle the emergency trigger, and after a turn, you and all selected creatures will teleport to the red pylon and if downed they will be stabilized and healed by 1 Hit Point.<br />
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=== Elemental Elevations ===<br />
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==== Fire Focus ====<br />
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The fire in of your souls is only surpassed by the fire you will be roasting your enemies with!<br />
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;{{#anc:Pyro Missiles}}<br />
3rd Level: Your mech fires 3 missiles dealing 1d6 fire damage each at 1 to 3 chosen locations within 50 ft, setting an area of 5 ft from the point of impact on fire, any enemy entering said area for the first time will take 1d6 damage and must make a Constitution saving roll or get set on fire, creature outside of the fire area can make use their reaction to extinguish a fire on themselves or a ally within touch distance.<br />
Your glove can replicate said skill, but launches only 1 missile.<br />
Uses of both of this skills are regained after a short rest.<br />
<br />
;{{#anc:Amber Aspect}}<br />
6th Level: Melee attacks made by your Mech do 1d6 extra fire damage.<br />
All attacks made by you do 1d6 extra fire damage.<br />
You and your Mech gain Fire Immunity.<br />
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;{{#anc:Burning Blast}}<br />
9th Level: Your mech blasts a 30 ft cone in front of him with blazing energy, dealing 1d8 fire damage and forcing any creatures in said area to roll a saving throw or they will start to burn. Your glove can also use this skill, but the radius will be decreased to 15 ft.<br />
Both your weapons and your gloves can now set fire to any combustible materials, such as hay or oil.<br />
Uses of both of this skills are regained after a short rest.<br />
<br />
;{{#anc:More Burn for your Buck}}<br />
15th Level: Fire is good, But it can be better! All your fire skills now use Thermite.<br />
All past skills that use fire receive a buff in damage, 1d6 -> 1d8 -> 1d10 -> 1d12 -> 1d20, and all saving throws made by creatures for getting set ablaze or extinguishing themselves now have a disadvantage.<br />
Your fire zone can no longer be extinguished so easily; Wind has no effect on it and it must be fully submersed in water to disappear.<br />
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;{{#anc:Elegant Eruption}}<br />
18th Level: Your scorching courage is so strong it spreads to all your allies!<br />
This will make a fire nova centered in you or your mech, dealing 5d10 fire damage to all creatures in a 35 ft radius, all allies inside this area will benefit from the Amber Aspect buff, including Fire Immunity to the Nova itself.<br />
Uses of this skill are regained after a short rest.<br />
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==== Cold Focus ====<br />
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Freeze and shatter those who stand against the two of you!<br />
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;{{#anc:Cryo Missiles}}<br />
3rd Level: Your mech fires 3 missiles dealing 1d6 ice damage each at 1 to 3 chosen locations within 50 ft, turning an area of 5 ft into difficult terrain, any enemy entering said area for the first time will take 1d6 damage and get slowed by 10 movement points until healed.<br />
Your glove can replicate said skill, but launches only 1 missile.<br />
Uses of both of this skills are regained after a short rest.<br />
<br />
;{{#anc:Hail Aspect}}<br />
6th Level: Melee attacks made by your Mech do 1d6 extra cold damage.<br />
All attacks made by you do 1d6 extra cold damage.<br />
You and your Mech gain Cold Immunity.<br />
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;{{#anc:Freezing Blast}}<br />
9th Level: Your mech blasts a 30 ft cone in front of him with blazing energy, dealing 1d8 cold damage and forcing any creatures in said area to roll a saving throw or they will get paralyzed by one turn. Your glove can also use this skill, but the radius will be decreased to 15 ft.<br />
Both your weapons and your gloves can now freeze small amounts of liquid an extinguish flames.<br />
Uses of both of this skills are regained after a short rest.<br />
<br />
;{{#anc:Ice, Ice Baby!}}<br />
15th Level: Its just gonna get colder from here! All your ice skills now use Liquid Nitrogen.<br />
All past skills that use ice receive a buff in damage, 1d6 -> 1d8 -> 1d10 -> 1d12 -> 1d20, and all saving throws made by creatures for getting paralized now have a disadvantage. <br />
Your ice zone can no longer be melted so easily; Small fires has no effect on it and it must be fully covered in flames to disappear.<br />
<br />
;{{#anc:Brilliant Blizzard}}<br />
18th Level: Your cold touch is so strong it spreads to all your allies!<br />
This will make a ice nova centered in you or your mech, dealing 5d10 cold damage to all creatures in a 35 ft radius, all allies inside this area will benefit from the Hail Aspect buff, including Cold Immunity to the Nova itself.<br />
Uses of this skill are regained after a short rest.<br />
<br />
==== Acid Focus ====<br />
<br />
Melt flesh and armor alike and just sit down and hear the sweet hissing sound it makes.<br />
<br />
;{{#anc:Acrid Missiles}}<br />
3rd Level: Your mech fires 3 missiles dealing 1d6 acid damage each at 1 to 3 chosen locations within 50 ft, covering an area of 5 ft with an acid puddle, any enemy entering said area for the first time will take 1d6 damage and get loose 1 AC per turn spent in said area.<br />
Your glove can replicate said skill, but launches only 1 missile.<br />
Uses of both of this skills are regained after a short rest.<br />
<br />
;{{#anc:Sulphuric Aspect}}<br />
6th Level: Melee attacks made by your Mech do 1d6 extra acid damage.<br />
All attacks made by you do 1d6 extra acid damage.<br />
You and your Mech gain Acid Immunity.<br />
<br />
;{{#anc:Acerbic Blast}}<br />
9th Level: Your mech blasts a 30 ft cone in front of him with acid energy, dealing 1d8 acid damage and forcing any creatures in said area to roll a saving throw or they will loose 3 AC. Your glove can also use this skill, but the radius will be decreased to 15 ft.<br />
Both your weapons and your gloves can now corrode small amounts of materials, such as metal rods or making holes on a wooden door.<br />
Uses of both of this skills are regained after a short rest.<br />
<br />
;{{#anc:Corrosive Projection}}<br />
15th Level: Guess you can say you and your team have some chemistry going on?<br />
All past skills that use acid receive a buff in damage, 1d6 -> 1d8 -> 1d10 -> 1d12 -> 1d20, and all creatures now loose 1 AC more when getting hit by your skills. <br />
Your acid zone can no longer be balanced so easily; It must be fully covered in flames to disappear.<br />
<br />
;{{#anc:Caustic Chaos}}<br />
18th Level: Your friends now can interact with your acid without loosing limbs! Woohoo! <br />
This will make a acid nova centered in you or your mech, dealing 5d10 acid damage to all creatures in a 35 ft radius, all allies inside this area will benefit from the Suplhuric Aspect buff, including Acid Immunity to the Nova itself.<br />
Uses of this skill are regained after a short rest.<br />
<br />
==== Poison Focus ====<br />
<br />
Overpower your enemies with the unrelenting toxicity of poisonous gas! I don't even know if this is legal but who cares!<br />
<br />
;{{#anc:Gas Missiles}}<br />
3rd Level: Your mech fires 3 missiles dealing 1d6 poison damage each at 1 to 3 chosen locations within 50 ft, covering an area of 5 ft with an gas cloud, any enemy entering said area for the first time will take 1d6 damage and must make a Constitution Saving throw or get poisoned.<br />
Your glove can replicate said skill, but launches only 1 missile.<br />
Uses of both of this skills are regained after a short rest.<br />
<br />
;{{#anc:Toxic Aspect}}<br />
6th Level: Melee attacks made by your Mech do 1d6 extra poison damage.<br />
All attacks made by you do 1d6 extra poison damage.<br />
You gain poison Immunity and can breath anywhere because of a apparatus. (Its appearance can be chosen by the player or DM).<br />
<br />
;{{#anc:Noxious Blast}}<br />
9th Level: Your mech blasts a 30 ft cone in front of him with acid energy, dealing 1d8 toxin damage and forcing any creatures in said area to roll a saving throw or they will get poisoned. Your glove can also use this skill, but the radius will be decreased to 15 ft.<br />
Both your weapons and your gloves are now covered with poisonous material, every time you hit a target they take an extra 1d3 of Poison Damage.<br />
Uses of both of this skills are regained after a short rest.<br />
<br />
;{{#anc:Toxic Relationship}}<br />
15th Level: You and your Mech are now more toxic then Shadowblade the Edgy Tabaxi Warlock/Rogue!<br />
All past skills that use poison receive a buff in damage, 1d6 -> 1d8 -> 1d10 -> 1d12 -> 1d20, and all creatures now have a disadvantage on the poison saving throw when getting hit by your skills. <br />
Your gas has become thick and counts as a small Darkness spell, creatures with Darkvision can't see through it but you and your mech can.<br />
<br />
;{{#anc:Miasmatic Menace}}<br />
18th Level: Your friends now can see through your gas, guess they got used to it!<br />
This will make a poison nova centered in you or your mech, dealing 5d10 poison damage to all creatures in a 35 ft radius, all allies inside this area will benefit from the Toxic Aspect buff, including Poison Immunity to the Nova itself.<br />
Uses of this skill are regained after a short rest.<br />
<br />
==== Lightning Focus ====<br />
<br />
I was walking along, minding my business when shock came and hit me in the eye; FLASH, BANG, ALAKASAN; Outta of a mech and a weird guy.<br />
<br />
;{{#anc:Eletric Missiles}}<br />
3rd Level: Your mech fires 3 missiles dealing 1d6 lightning damage each at 1 to 3 chosen locations within 50 ft, covering an area of 5 ft eletric particles, any enemy entering said area for the first time will take 1d6 damage and must make a Constitution Saving throw or get paralyzed until their next turn.<br />
Your glove can replicate said skill, but launches only 1 missile.<br />
Uses of both of this skills are regained after a short rest.<br />
<br />
;{{#anc:Voltaic Aspect}}<br />
6th Level: Melee attacks made by your Mech do 1d6 extra lightning damage.<br />
All attacks made by you do 1d6 extra lightning damage.<br />
You and your Mech gain Thunder Immunity.<br />
<br />
;{{#anc:Charged Blast}}<br />
9th Level: Your mech blasts a 30 ft cone in front of him with electric energy, dealing 1d8 lightning damage and forcing any creatures in said area to roll a saving throw or they will get paralyzed. Your glove can also use this skill, but the radius will be decreased to 15 ft.<br />
Both your weapons and your gloves are now charged with a whole lotta Volts, you can charge stuff that requires electrical energy and electrify conductive materials with your weapons.<br />
Uses of both of this skills are regained after a short rest.<br />
<br />
;{{#anc:Shocking Personality}}<br />
15th Level: You are more attractive then a Lightning Rod now, You always seem to leave people without resistance. <br />
All past skills that use lightning receive a buff in damage, 1d6 -> 1d8 -> 1d10 -> 1d12 -> 1d20, and all creatures now have a disadvantage on the paralyzing saving throw when getting hit by your skills. <br />
Your shocks can spread to up to double the skills range if going through a conductive material.<br />
<br />
;{{#anc:Galvanic Outburst}}<br />
18th Level: Good job Sparky, I promise i'll stop with the Lightning jokes, shocking isn't it? Oh sorry I will ground myself until I learn how to conduct myself properly. ;)<br />
This will make a lightning nova centered in you or your mech, dealing 5d10 lightning damage to all creatures in a 35 ft radius, all allies inside this area will benefit from the Voltaic Aspect buff, including Lightning Immunity to the Nova itself.<br />
Uses of this skill are regained after a short rest.<br />
<br />
==== Force Focus ====<br />
<br />
The Action: Your enemies existing, The Reaction: You turning them into mush. See? Physics is easy!<br />
This subclass works a tiny bit different then the other ones, so pay attention.<br />
<br />
;{{#anc:Impact Missiles}}<br />
3rd Level: Your mech fires 3 missiles dealing 3d6 force damage each at 1 to 3 chosen locations within 50 ft, covering an area of 5 ft eletric particles, any enemy entering said area for the first time will take 1d6 damage and must make a Constitution Saving throw or get throw 10ft towards the opposite side they where walking.<br />
Your glove can replicate said skill, but launches only 1 missile.<br />
Uses of both of this skills are regained after a short rest.<br />
<br />
;{{#anc:Improved Dynamos}}<br />
6th Level: Your mech can now have a Two-Handed melee weapon in only one of his arms.<br />
You and your mech gain a protective shield of Temporary Hit Points, its value is 10 + INT Modifier, while this shield is up you gain resistance to non-magic slashing, piercing and bludgeoning damage.<br />
Your mech can now throw or squish creatures he is grappling.<br />
If you squish a creature it will take 2d10 bludgeoning damage, you can only do this once per creature and they must be medium or smaller (Tiny Creatures take 4d10).<br />
If you throw an enemy creature it will fly 30ft (+10ft for every size under the mech, -10 for every size over the mech), the damage will be 2d20 and the type of damage will vary depending on the type of ground it lands (Spikes = Piercing, Wall = Bludgeoning, Blades = Slashing, Etc...). You may only throw a creature once per short rest.<br />
<br />
;{{#anc:Crash Blast}}<br />
9th Level: Your mech blasts a 30 ft cone in front of him with Force energy, dealing 2d8 force damage and pushing any creatures in said area 15 ft away.<br />
Your glove can also use this skill, but the radius will be decreased to 15 ft and the pushing distance reduced to 10 ft.<br />
You now have a small exo-skeleton prototype, it ain't great but now you count as a size larger when counting your Carrying Capacity.<br />
Uses of both of this skills are regained after a short rest.<br />
<br />
;{{#anc:Strong Aura}}<br />
15th Level: You are a bulwark of a person, and you know that. <br />
All past skills that use force receive a buff in damage, 1d6 -> 1d8 -> 1d10 -> 1d12 -> 1d20, and all creatures now have a disadvantage on the parlaying saving throw when getting hit by your skills. <br />
Your can now use a shield together with any two-handed weapons, all weapons with the versatile tag will always count as being held with two hands.<br />
<br />
;{{#anc:Collision Course}}<br />
18th Level: Break, Crush and Kill. Easy to say, and for you, easy to do.<br />
This will make a force nova centered in you or your mech, dealing 5d10 force damage to all creatures in a 35 ft radius, all allies inside this area will benefit from the shields of Improved Dynamos and gain immunity to Force Damage, The amounts of shield generated by this aura will be 10 + 2 times your INT modifier, this does not stack with the shields from Improved Dynamos and will replace said shield if the value is bigger.<br />
Uses of this skill are regained after a short rest.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the mech pilot class, you must meet these prerequisites:<br />
<br />
'''Proficiencies.''' When you multiclass into the mech pilot class, you gain the following proficiencies:<br />
<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
[[Category:Artificer Tag]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Fighter Tag]]<br />
[[Category:Gunslinger Tag]]<br />
[[Category:5e Class Mashup]]</div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Way_of_the_Gomu_Gomu_No_Mi_(5e_Subclass)&diff=1824026Way of the Gomu Gomu No Mi (5e Subclass)2024-03-21T19:02:23Z<p>Green Dragon: Reverted edits by 2600:1702:4190:3760:887B:C445:999B:4B37 (talk) to last revision by 2604:3D09:1982:F800:92F:21B5:4A46:CE69</p>
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<div>{{stub|Incomplete. See the [[5e Class Design Guide#Subclasses]] if you need help.}}<br />
===Way of the Gomu Gomu No Mi===<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|<!-- image link -->|<!-- name of the art, artists and a link to their page -->}}</div><br />
''Monk Subclass''<br />
<br />
Monks who choose to follow the way of the Gomu Gomu No Mi must first somehow acquire the rare and powerful Devil Fruit of the same name. Consuming this fruit allows the user to stretch, contort and morph their bodies as if they were rubber. <br />
<br />
;Rubber Form<br />
''3rd-level Gomu Gomu No Mi feature''<br />
<br />
Consuming the Gomu Gomu No Mi has given your body the consistency of rubber. You gain the following abilities.<br />
* You gain resistance to bludgeoning damage<br />
* The reach of your unarmed strikes increases by 10 feet<br />
* When jumping, you may use twice your dexterity score in order to calculate the height you jump<br />
<br />
;Aspects of Rubber<br />
''3rd-level Gomu Gomu No Mi feature''<br />
<br />
Because of your rubber-like qualities, you are able to channel your ki in new unique ways.<br />
<br />
;Devil Fruits Curse<br />
''3rd-level Gomu Gomu No Mi feature''<br />
<br />
Devil Fruits, once consumed, cause the user to inherit their curse. When fully submerged in water, the following conditions apply.<br />
* Any swimming speed gained through natural means such as your race is reduced to zero<br />
* For every four hours you remain submerged, you gain one level of exhaustion<br />
* You can only hold your breathe for up to one minute<br />
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{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Monk]]<!--What class has this subclass?--></div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Acrobat_(5e_Subclass)&diff=1824025Acrobat (5e Subclass)2024-03-21T19:02:15Z<p>Green Dragon: delete</p>
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<div>{{delete|13:02, 21 March 2024 (MDT)|Vastly incomplete.}}<br />
{{stub|Incomplete. See the [[5e Class Design Guide#Subclasses]] if you need help.}}<br />
===Acrobat===<br />
''Fighter Subclass''<br />
<br />
As an acrobat, you've learned how to fight your own way rather than adhere to any official training.<br />
<br />
You fight with a dazzling show of pure skill, contorting through the air in unreasonably efficient ways. Perhaps you grew up in the woods. Maybe you learned from a set of criminals or a circus. Everything's good to fight with if you're strong enough.<br />
<br />
<br />
<br />
Starting at 1st level, you are skilled with the most unpredictable weapons. Add your strength modifier to attack rolls using improvised weapons. You gain proficiency with improvised weapons. <br />
<br />
At 3rd level, you adapt to your adversaries. an additional d4 to your damage rolls with improvised weapons for each time you've already attacked the target creature this combat.<br />
<br />
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{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Fighter]]</div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Proficient_Summoner_(5e_Feat)&diff=1824024Proficient Summoner (5e Feat)2024-03-21T18:58:44Z<p>Green Dragon: Reverted edits by 2603:7080:6700:C54D:91CF:7E0C:DD08:7FD2 (talk) to last revision by Lord Swampy</p>
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<div><br />
{{5e Feat<br />
|name=Proficient Summoning<br />
|prereqs=<br />
|benefit=<i>Through dedicated practice and sacrifice, you have learned how to imbue creatures you create with enough of your own life force to empower them.</I><br />
<p><br />
Creatures you conjure, summon, animate, call, bind, craft, or otherwise create get a bonus to Armor Class, attack rolls, damage rolls, saving throws, ability checks, and bonus hit points per hit die equal to your proficiency bonus.<br />
<p><br />
If a spell, ability, or effect you control which created one or more creatures would require concentration, you may maintain it without concentrating. You may use this feat to forego concentration on only one active spell, ability, or effect at a time. (Treat it as though you were concentrating for all other aspects of the spell, ability, or effect. You may still choose to end your effective "concentration" at any time.)<br />
<p><br />
During the spellcasting, ritual, ability use, or other process you perform to create the creature(s), you must spend a number of hit point equal to your proficiency bonus to use this feat.<br />
<p><br />
}}<br />
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{{5e Feats Breadcrumb}}<br />
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<!--REMOVE CATEGORIES AS APPROPRIATE (You'll usually just need one)--><br />
[[Category:Interaction Feat]] <!--Feats that deal with objects or creatures--></div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Prodigious_Summoner_(5e_Feat)&diff=1824023Prodigious Summoner (5e Feat)2024-03-21T18:58:35Z<p>Green Dragon: Reverted edits by 2603:7080:6700:C54D:91CF:7E0C:DD08:7FD2 (talk) to last revision by Lord Swampy</p>
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<div><br />
{{5e Feat<br />
|name=Prodigious Summoner<br />
|prereqs= The ability to conjure, summon, animate, call, bind, craft, control, charm, or create a creature<br />
|benefit= Your talent for summoning creatures has grown so now you are capable of creating and commanding more creatures.<br />
* Increase your {{5a|int}}, {{5a|wis}} or {{5a|cha}} by 1, to a maximum of 20.<br />
*Whenever you cast a spell or use an ability that would conjure, summon, animate, call, bind, craft, create, or assert control over a creature, you can create or assert control over up to two additional creatures.<br />
}}<br />
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{{5e Feats Breadcrumb}}<br />
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<!--REMOVE CATEGORIES AS APPROPRIATE (You'll usually just need one)--><br />
[[Category:Combat Feat]]</div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Mech_Pilot_(5e_Subclass)&diff=1824022Mech Pilot (5e Subclass)2024-03-21T18:49:40Z<p>Green Dragon: Reverted edits by 87.102.18.184 (talk) to last revision by Unreadypath68</p>
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<div>==Mech Pilot==<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|https://i.imgur.com/wAqgPrl.jpeg}}</div><br />
''Artificer Subclass''<br />
<br />
''{{quote| Someday you’ll notice – I pray that you’ll realize, these wings on your back aren’t a dream. At last, you’ll have all you need to escape to the world where you’ll finally be free!|}}''<br />
<br />
'''Your intelligence and engineering prowess have earned you a special bond with a warforged suit of advanced armor enhanced by magic, whether you built it yourself or you were selected from some specialized program. Entering your mech suit gives you new combat abilities that you wouldn't normally have access to. The artificer bonds with their mech suit, becoming one with it even as they experiment with it and refine its magical capabilities.'''<br />
<br />
<br />
<br />
;<big><big>Pilot's kit</big></big><br />
When you adopt this specialization at 3rd level, you gain proficiency with land vehicles.<br />
<br />
<br />
;<big><big>Pilot's Spellcasting</big></big><br />
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Pilot Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.<br />
<br />
{| class="wikitable"<br />
|+ (1) Pilot Spells<br />
|-<br />
! Artificer level !! Pilot spells<br />
|-<br />
| 3rd || Shield, Alarm<br />
|-<br />
| 5th || Enlarge/Reduce, Scorching Ray<br />
|-<br />
| 9th || Slow, Spirit Guardians<br />
|-<br />
| 13th || Ice Storm, Fire Shield<br />
|-<br />
| 17th || Wall of Force, Cone of Cold<br />
|}<br />
<br />
;<big><big>Mech Suit</big></big><br />
Starting at 3rd level, you form a special bond with an advanced exoskeleton enchanted with magic. Your mech suit grants you new abilities while wearing it based on how it is constructed. The mech acts as a land vehicle piloted by the artificer which can be operated during combat.<br />
<br />
Mechs can be constructed in three different models, found in table 2. Each model offers a unique approach to combat. Your mech's model can be changed by spending a long rest at a blacksmith's forge. <br />
<br />
The mech suit is piloted from the inside and can only be piloted successfully by its pilot. (Any creature with an intelligence of 9 or higher can attempt to pilot the mech, but will make every check, save and attack with disadvantage.) It takes an action to enter the mech and it can be exited as a bonus action. While inside the suit, the pilot uses the Mech's AC and Health pool. At 3rd level, the Mech suit's HP is 3d12 plus the mech's con modifier, and increases by 1d12 plus the mech's con modifier at every level. The mech's level is equal to the Pilot's Artificer level. The Mech stats can be found in Table 2. Inside the mech, the pilot is unable to cast any of their spells, as well the pilot does not have access to their weapons while piloting the mech.<br />
<br />
When the mech reaches 0 health points, it becomes inoperable and must be repaired before it can be used again. While the mech is inoperable, the pilot is considered behind full cover and must use their action to make a DC 20 athletics check to escape or another creature can use their action to make this check. The mech can be repaired by using a set of tinker's tools on the mech during a short or long rest. During a short rest, the pilot may spend one or more of the mech's hit dice (1d10 per level) at the end of the short rest, up to the mech's maximum number of hit dice. For each Hit die spent in this way, the pilot rolls the die and adds the mech's Constitution modifier to it. The mech regains Hit Points equal to the total. The pilot can also repair the mech outside of a long rest by casting the Mending cantrip, which allows the pilot to roll two of the mech's hit dice and add the result to the mech's health pool. This action can only be taken a number of times equal to the half the mech's level rounded down, and resets at a short rest.<br />
<br />
Much like the artificer that pilots it, the mech is not restricted to only one set of weapons. Using their technical knowledge, the pilot can add attachments to the arms of their mech which act as different weapons or tools, found in tables 3a-3c. These attachments can be used to make a single attack action with a weapon or be used as a tool depending on the attachment, each arm of the mech can be fitted with one attachment. These attachments can be changed by tinkering with the mech using a set of tinker's tools during a long rest.<br />
<br />
The mech can act as 1/2 cover during combat for any creature within 5ft of it, If the mech pilot chooses they can provide 3/4 cover as an action to all creatures within 5ft, using its body as a shield or source of cover. The mech does not have to be Humanoid.<br />
<br />
{| class="wikitable"<br />
|+ (3) Mech Model<br />
|-<br />
! Build Type !! Strength !! Dexterity !! Constitution !! HP Bonus!! AC !! Speed !! Climb Speed !! Size<br />
|-<br />
| Combat || 4 + Pilot's Int || Pilot's Dex + 2 || 16 || +10 || 15 + Pilot's dex mod || 30 feet || N/A || Large<br />
|-<br />
| Agility || 0 + Pilot's Int || Pilot's Dex + 4 || 14 || +0 || 13 + Pilot's Dex mod || 35 feet || 15 feet || Medium<br />
|-<br />
| Armored || 2 + Pilot's Int || Pilot's Dex + 0 || 20 || +25 || 18 || 25 feet || N/A || Huge<br />
|}<br />
<br />
;<big><big>Mech for the right job</big></big><br />
Every time you gain a feat or an ability score increase as an artificer you may also choose to give your mech a universal upgrade. Every time you gain a level in this class you can also choose swap out a universal upgrade for another one.<br />
<br />
{| class="wikitable"<br />
|+ (1a) Universal Mech Attachments<br />
|-<br />
! Attachment !! Placement !! Effect<br />
|-<br />
| Hydraulic legs || Legs || Your mechs legs are outfitted with better hydraulics and a dash of magic which allows it to leap incredible distances. You horizontal leap and vertical leap are tripled.<br />
|-<br />
| Booster Packs || Back/Legs || You mech is granted boosters or special speed enhancing magic that allows it to move at blinding speeds. Your mech increases its movement speed by 15ft. You may also choose to double your mechs movement speed until the end of your current turn. Your mech must not move for at least one turn before taking this action again.<br />
|-<br />
| Monster Hauler || Torso/Legs || Your mech is capable of moving mountains with enough time, your mech's carrying capacity is doubled. And your mech is considered a beast of burden when pulling carts or moving objects.<br />
|-<br />
| Increased Capacity || Shoulders/Back || Your mech is outfitted with a space to hold passengers comfortably, the amount of creatures it can hold depends on your mechs model. Combat - 4, Agility - 1, Armored - 9.<br />
|-<br />
|}<br />
<br />
<br />
{| class="wikitable"<br />
|+ (3A) Combat Mech Attachments<br />
|-<br />
! Attachment !! To hit !! Damage !! Type !! Effect<br />
|-<br />
| Unnarmed || Str Mod + Proficiency bonus || 1d8+Mech level || Bludgeoning || Attack or grapple as an action. The mech can hold items.<br />
|-<br />
| Thunder Cannon || Dex Mod + Proficiency bonus || 1d10+Mech level || Force || Make a ranged attack as an action (150ft)<br />
|-<br />
| Shield || N/A || N/A || N/A || +2 to AC, When a creature you can see hits a target, other than the mech, within 5 feet of the mech with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage).<br />
|-<br />
| Great Sword || Str Mod + Proficiency bonus || 2d6+Mech level || Slashing || Make a melee attack as an action<br />
|-<br />
| Hammer || Str Mod + Proficiency bonus || 2d6+Mech level || Bludgeoning || Make a melee attack as an action<br />
|-<br />
| Spiral Spear || Str Mod + Proficiency bonus || 1d10+Mech level || Piercing || Make a melee attack as an action and increase your reach by 5ft<br />
|-<br />
| Dragon's maw || Anyone in range must succeed a dex saving throw against the pilot's spell save dc || 2d6+Mech level || Fire || As an action, spew flames in a 15 foot cone<br />
|}<br />
<br />
{| class="wikitable"<br />
|+ (3B) Agility Mech Attachments<br />
|-<br />
! Attachment !! To hit !! Damage !! Type !! Effect<br />
|-<br />
| Unnarmed || Dex Mod + Proficiency bonus || 1d8+Mech level || Bludgeoning || Attack or grapple as an action. The mech can hold items.<br />
|-<br />
| Thunder Cannon || Dex Mod + Proficiency bonus || 1d10+Mech level || Force || Make a ranged attack as an action (150ft)<br />
|-<br />
| Great Sword || Str Mod + Proficiency bonus || 2d6+Mech level || Slashing || Make a melee attack as an action<br />
|-<br />
| Grapple Hook || N/A || N/A || N/A || As an action, launch a thick line of chain up to 60 feet where it can attach to any wall or grounded object, A bonus action will pull the mech towards it<br />
|-<br />
| Gliding Pack || N/A || N/A || N/A || When falling you can choose to glide instead using a pair of wings or magical propellant. For every 1 foot your mech falls vertically it can move 4 ft horizontally.<br />
|-<br />
| Repeating Crossbow || Dex Mod + Profiency Bonus || 1d4+Mech level || Piercing || Use an action to make 3 separate ranged attacks (75/250)<br />
|-<br />
| Casting focus || N/A || N/A || N/A || The mech's pilot can attach a spell-casting focus to the mech, which allows them to cast their Artificer spells from inside the mech.<br />
|}<br />
<br />
{| class="wikitable"<br />
|+ (3C) Armored Mech Attachments<br />
|-<br />
! Attachment !! To hit !! Damage !! Type !! Effect<br />
|-<br />
| Unnarmed || Str Mod + Proficiency bonus || 1d8+Mech level || Bludgeoning || Attack or grapple as an action. The mech can hold items.<br />
|-<br />
| Shield || N/A || N/A || N/A || +3 to AC, When a creature you can see hits a target, other than the mech, within 5 feet of the mech with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage).<br />
|-<br />
| Hammer || Str Mod + Proficiency bonus || 2d6+Mech level|| Bludgeoning || Make a melee attack as an action<br />
|-<br />
| Spiral Spear || Str Mod + Proficiency bonus || 1d10+Mech level || Piercing || Make a melee attack as an action and increase your reach by 5ft<br />
|-<br />
| Dragon's maw || Anyone in range must succeed a dex saving throw against the pilot's spell save dc || 2d6+Mech level || Fire || As an action, spew flames in a 15 foot cone<br />
|-<br />
| Casting focus || N/A || N/A || N/A || The mech's pilot can attach a spell-casting focus to the mech, which allows them to cast their Artificer spells from inside the mech<br />
|}<br />
<br />
;<big><big>Call Mech</big></big><br />
Also at 3rd level, A pilot can use their bond with their mech to take an action to summon the mech suit to their position. If the mech is within the vicinity of its pilot it uses its movement speed to reach them (Max 3 rounds). If the distance between the mech and the pilot is greater than one mile it takes the mech 5-10 minutes to reach its pilot(Or more depending on DM's discretion)<br />
<br />
<br />
;<big><big>Combat Modification</big></big><br />
At 5th level, the mech can be fitted with new modifications that give it new abilities based on its model. One combat modification may be chosen from the list below and installed on the mech whenever its model is changed.<br />
<br />
'''Two Weapon Fighting'''(Combat, Armored)- The mech can use a weapon attachment equipped to its off-hand to make a second attack after it attacks with its primary hand.<br />
<br />
'''Uncanny Dodge'''(Agility)- When an attacker that you can see hits the agility mech with an attack, you can use your reaction to halve the attack's damage against the mech.<br />
<br />
'''Leap'''(Agility)- As a bonus action, the mech can launch itself forward or upwards a distance equal to its movement speed.<br />
<br />
'''Combat Analysis'''(Any)- When you roll a 1 or 2 on a damage die for an attack the mech makes with a melee weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.<br />
<br />
'''Brutal Throw'''(Combat)- As an action, the combat mech can give any grappled creature the thrown property, dealing 1d6 damage plus half the distance the creature is thrown. Thrown distance is calculated by rolling 2d12 plus the mech's strength modifier<br />
<br />
'''Siege Bunker'''(Armored)- As an action, the Armored mech can bunker itself, making itself an impenetrable fortress that can make three attacks per turn, but the mech cannot take any movement actions while bunkered. Taking this modification allows a Thunder Cannon to be attached to the Armored mech.<br />
<br />
'''Siege Weapon''' (Any)- By equipping your mech with either special ammunition or special vibration equipment your mech becomes a siege monster capable of taking down castles and fortresses. You attacks deal double damage to structures and deals max damage to structures.<br />
<br />
'''Enhanced Servo's''' (Armored) - By enhancing your mechs lifting capacity they can carry more than normal and travel longer distances. Your mechs carrying capacity is doubled, and while traveling your mech can travel 24 miles in a day (8 hours).<br />
<br />
;<big><big>Remote Access</big></big><br />
Starting at 9th level, a pilot can use their bond to control their mech from outside the cockpit, using their movement action or standard action to take the equivalent action as the mech. Any attacks made in this manner are made at disadvantage.<br />
In addition when you call your mech to your location it will always come to your side in 3 turns or less, if it’s not possible to get to you within 3 turns it teleports to your side after 3 turns.<br />
<br />
;<big><big>Spinal Attachment</big></big><br />
At 15th level, the mech can be fitted with a powerful attachment that fits onto its back. The attachment is different for each mech model, and can be found in table 4. This attachment can only be used once per long rest.<br />
{| class="wikitable"<br />
|+ (4) Spinal Attachments<br />
|-<br />
! Model !! Attachment !! Effect<br />
|-<br />
| Combat || Hellfire Cannon || As an action, the cannon can cast Fire ball at 5th level, using the Mech's strength as the spellcasting ability.<br />
|-<br />
| Agility || Ballista turret || As an action, target any number of creatures within a 180-foot radius and fire a devastating volley of arrows. Every targeted creature must succeed on Dexterity check with a dc of 8 + the pilot's proficiency bonus + The mech's Dexterity modifier. If the target fails, they take 7d6 piercing damage, if they succeed they take no damage.<br />
|-<br />
| Armored || Tank Shell Shield || As an action, form an impenetrable defensive wall around the mech. The Shield has the same AC as the mech, and has 75 HP. The shield absorbs all damage that would be put into the mech until it is broken. While the shield is activated, the mech can still attack and the mech can be used as full cover.<br />
|-<br />
| Any || Auto-pilot || As an action, You can engage an auto pilot on your mech allowing it to function to its full capacity while your not inside it. Your mech's Int, Wis, and Cha become 10. Your mech acts on your initiative and you can command it as a bonus action, if no action is commanded it takes the dodge action. While not in combat you can also give simple commands to your mech such as follow me, lift this, or patrol this area.<br />
|}<br />
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{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Artificer]]</div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Starcraft_C-20A_Rifle_(5e_Equipment)&diff=1824019Starcraft C-20A Rifle (5e Equipment)2024-03-21T18:47:03Z<p>Green Dragon: rvt shadowbuffs</p>
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{|<br />
|style="width:75%"|<br />
{{5e Weapon<br />
|category=Martial Ranged Weapon<br />
|weapon=C-20A<br />
|damage=3d8 piercing<br />
|cost=Rare<br />
|weight=25 lb<br />
|properties=Ammunition (range 120/300), heavy, two-handed, reload (24 shots), special<br />
|description= <br />
<br />
Besides shooting U-238 shells/spikes, this weapon can also shoot depleted uranium shells, armor piercing, hollow point spread, incendiary, and steel tipped shells. It can also fire the following grenades as well, emp, flash, hellfire, irradiate, lockdown, sticky grenades.<br />
<br />
'''Charge.''' When you would make an attack with this weapon you may instead charge the weapon, making it deal an additional 3d8 piercing damage on its next attack. The maximum amount of bonus damage you can deal by charging this weapon is 9d8 piercing damage. If you charge a weapon for more than 1 minute, the charge is lost.<br />
<br />
}}<br />
|<br />
{{5e Image|"float:right"|https://i.pinimg.com/474x/13/75/96/1375962db8017f3082dfd86a33bba1be.jpg|[http://starcraft.wikia.com/wiki/File:C-20A_SC-G_Cncpt2.jpg Source]}}<br />
|}<br />
<br />
[[Category:Firearm]]<br />
[[Category:Futuristic]]<br />
{{Copyright Disclaimer|owner=Blizzard Entertainment|franchise=StarCraft}}</div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Eternal_Flame_epic_pugilist_(5e_Class)&diff=1824017Eternal Flame epic pugilist (5e Class)2024-03-21T18:43:45Z<p>Green Dragon: delete</p>
<hr />
<div>{{delete|12:43, 21 March 2024 (MDT)|Currently unusable.}}<br />
<br />
== <!--Eternal Flame--> ==<br />
[[Category:5e Prestige Class]]<br />
<!--Introduction--><br />
Epic Pugilist<br />
<br />
The storm giant stared, nonplused and blinking in surprise.<br />
Of course he knew what arm wrestling was, but the absurdity of the female half-ore's challenge would take time to process. Five minutes later, cradling his shattered arm, the giant had many regrets.<br />
A ravager is more than just a rage-fueled barbarian. It is focused anger incarnate, channeling fury to accomplish feats of physical prowess none thought possible. However, beneath this exterior is a tightly focused core of self-control, the eye of a storm. The strength ravagers possess is so devastating that they can easily destroy entire nations should they succumb to their rage. Constantly maintaining their balance on this brink requires incredible discipline, but the rewards are well worth the effort.<br />
<br />
PREREQUISITES<br />
Becoming a ravager is the most difficult task a barbarian ever undertakes. It is not enough to be a mighty, rage-filled warrior, one must become anger incarnate. Once barbarians reach 20th level, their undisciplined rage limits their power. To walk the path of the ravager one must channel their fury, compacting it into a highly focused and devastating tool of limitless destructive potential.<br />
To advance as a ravager, you must meet the following prerequisites (in addition to the multiclassing prerequisites for your existing class):<br />
• Barbarian Level 20 - Only the mightiest warriors fueled by pure rage are strong enough to walk the path of a ravager.<br />
• Slay an Epic Foe - At the DM's discretion, you may be required to defeat a mighty opponent of tremendous power. This enemy must be the greatest threat you have ever faced and represent a tremendous achievement in your adventuring career. DMs are encouraged to make this foe a creature of great power that pushes a character to its limits.<br />
The creature need not be defeated single-handedly but should always be of considerable challenge.<br />
• Epic Trial: Rageborn - You must undergo a fearsome trial that only a barbarian could complete, spending a year and a day in a continuous rage. During this time, you can neither sleep nor rest as your days are consumed with blind, unending fury. Eventually, this anger reaches its climax in a tremendous primal act. This typically takes the form of a great feat of strength, such as splitting a mountain with a single blow, lifting an impossibly heavy object, or defeating a mighty<br />
beast in a wrestling match. Once completed, this act teaches you the true potential of your anger, unlocking the potential for limitless strength.<br />
CHAPTER 2: EPIC PRESTIGE CLASSES<br />
Ravager<br />
CLASS FEATURES<br />
As a ravager, you gain the following class features.<br />
Hit Points<br />
Hit Dice: 1d12 per ravager level<br />
Hit Points per Level: 1d12 (or 7) + your Constitution modifier per ravager level<br />
Proficiencies<br />
Saving Throws: You gain proficiency in a single saving throw of your choice.<br />
Ability Score Improvement<br />
When you reach 21« level, and again at 23ml, 25th, 27th, and 29th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.<br />
You can't increase an ability score above 30 using this feature.<br />
Epic Feat<br />
When you reach 21* level, and again at 25 and 29 level, you may select one Epic feat from the Epic feat list detailed in chapter 3. You may forgo taking an Epic feat to instead<br />
increase an ability score of your choice by 4, or you can increase two ability scores of your choice by<br />
2. You cannot increase an ability score above 30 using this feature.<br />
Overpowering Strikes At 21« level, when you make a weapon attack at advantage using Strength and score a hit, you can deal maximum damage with that attack.<br />
<br />
=== Prestige Class: <!--Class Name-->===<br />
<br />
<!--Explore this chapter in more detail here--><br />
<br />
=== Prerequisites ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class.--><br />
<!--A prestige class requires a minimum character level and a minimum score in at least one ability, as well as requiring that you complete a specific deed before being able to take up that class.--><br />
<br />
To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:<br />
<br />
===Class Features===<br />
<br />
{{Template:5e Special Class<br />
|name=<br />
|summary=<br />
|prerequisites=<!--e.g. race, if a racial class; or summary of prerequisites for prestige class-><br />
|prestige=yes<!--Remove this line if you can take this class at 1st level--><br />
|levels=10<!--You can change this to any number between 1 and 10--><br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--><br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=<!--Proficiencies and items are only relevant if this class can be taken at 1st level, so leave these blank if you can only multiclass into this class.--><br />
|weapons=<br />
|tools=<br />
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|classfeatures1=<!--Names of class features at 1st level. Make sure to link to the class features below with an in-page link, e.g. [[#<!-Class Feature1->|<!-Class Feature1->]->.--><br />
|classfeatures2=[[#<!-Class Feature2->|<!-Class Feature2->]]<br />
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|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
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}}<br />
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==== <!-Class Feature-> ====<br />
<br />
<!-Class feature game rule information-><br />
<br />
;<!-Use semi-colons for subheaders-><br />
<br />
==== Ability Score Increase ====<!--Not mandatory for special classes; remove if unneeded--><br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== <!-Class Feature-> ====<br />
<!-Class feature game rule information-><br />
<br />
<!--Lather, rinse...--><br />
<!--... repeat as necessary.--><br />
<br />
=== <!--Class Name--> Spell List ===<br />
<br />
You know all of the spells on the basic <!--class name--> spell list and additional spells based on your [[5e Subclasses|subclass]].<br />
<br />
;1st Level<br />
''<!-1st level spell list->''<br />
<br />
;2nd Level<br />
''<!-2nd level spell list->''<br />
<br />
;3rd Level<br />
''<!-3rd level spell list->''<br />
<br />
;4th Level<br />
''<!-3rd level spell list->''<br />
<br />
;5th Level<br />
''<!-3rd level spell list->''<br />
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<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Special Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Falconer_Subclasses,_Wave_2_(5e_Subclass)&diff=1824015Falconer Subclasses, Wave 2 (5e Subclass)2024-03-21T18:38:43Z<p>Green Dragon: wikify</p>
<hr />
<div>{{wikify|Subclasses are for vanilla classes, homebrew classes use their own pages.}}<br />
{{stub|Needs flavor. See the [[5e Class Design Guide#Subclasses]] if you need help.}}<br />
===Falconer Subclasses, Wave 2===<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|<!-- image link -->|<!-- name of the art, artists and a link to their page -->}}</div><br />
''Falconer, Variant Class "https://www.dandwiki.com/wiki/Falconer,_Variant_(5e_Class)"''<br />
<br />
Here's the second wave of subclasses for the Falconer, Variant class. These are feature complete, but not totally well-balanced. Balancing and flavor edits are welcome!<br />
<br />
<!--Lead paragraph--><br />
<br />
;<!--Feature name--><br />
<!--Describe the feature, including what level the class gains it at--><br />
<!--Repeat as necessary!--><br />
<br />
=== Flockbird Specialty ===<br />
<br />
Your bird is less your compatriot and more your caretaker, especially when it comes to taking care of your flock. "It was your idea to keep so many unruly eggs in your nest" your bird seems to remind you on a consistent basis. Still, when your flock is fully mobilized there a few enemies that can stand against them.<br />
<br />
<br />
;{{#anc:Social Training}}<br />
<br />
At 1st Level, once you have begun training this bird, you gain proficiency with Wisdom (Survival) checks and saving throws, if you did not have that proficiency already.<br />
<br />
You train this bird to reject its flighty instincts and adopt a more civilized stance. Your bird will not attack any creature, even at and beyond Level 3. Your bird can add your proficiency bonus to any check or saving throw it makes that you have proficiency in.<br />
<br />
<br />
;{{#anc:A Rousing Squawk}}<br />
Starting at 3rd Level, your bird begins to influence creatures around you. While your bird is conscious and not incapacitated, CR 0 creatures within 25 feet of your bird will not be hostile to it or to creatures you choose. As an action, your bird can perform a Wisdom (Animal Handling) check to convince all CR 0 creatures, up to four CR 1/8 creatures, up to two 1/4 creatures, or one CR 1/2 creature within 25 feet of your bird to attack a creature of your choice (your bird must remain within 25 feet of these creatures while they attack). Your bird has advantage on the roll if the targets creatures are Beasts, and succeeds automatically if the target creatures are the same type of creature as your bird. <br />
<br />
Creatures cannot be convinced by this feature to attack other creatures that they are loyal pets of or are currently charmed by.<br />
<br />
<br />
;{{#anc:The Flock}}<br />
<br />
At the 7th level, your bird has learned to mimic you well enough to aid in training other birds. You can claim one bird, in addition to your Flockbird. This additional bird is the start of a Flock, a group of birds you have claimed (excluding your Flockbird) which can be of any Falconer subclass except the Flockbird subclass. You must train new birds in your Flock as outlined in the Avian Companionship section of the Falconer class. Birds in your Flock can be trained up to the Level of your Flockbird.<br />
<br />
In order to maintain loyalty with multiple birds, you must spend at least 1 uninterrupted hour every three days training or otherwise exclusively using each of your birds (including your Flockbird). You can do this as an action outside of combat, or once during a long rest. <br />
<br />
If you fail to spend the required time with one of your birds, at sunrise of the third day since you last spent the required time with that bird, you must roll a Wisdom (Animal Handling) check. On a fail your bird leaves (if it can), loses all the training you have given it, and takes with it all items you've given it. If you fail this check with your Flockbird, your entire Flock leaves instead. This check is repeated once every subsequent sunrise until you have spent the required time with your bird or until it leaves.<br />
<br />
If your Flockbird dies, you can no longer command your Flock, except to have them spend 1 hour every three days with you to maintain loyalty. Your Flock will remain within their Scouting Radius of you, and you will be required to continue providing any maintenance on them. You will be able to command your Flock again once you train a new Flockbird to 7th Level. Alternatively, you can choose to forgo claiming a new Flockbird, choose a bird from your Flock, and excuse any additional birds you might have. That chosen bird will then be treated as your only bird and will operate its subclass as normal.<br />
<br />
<br />
<br />
;{{#anc:Bird Herder}}<br />
<br />
At the 11th level you and your Flockbird have learned to take multiple birds under your wings. In addition to your Flockbird, you can claim a number of birds for your Flock equal to your Proficiency bonus. However, the higher the number of birds in your Flock the more subclass features will be deactivated. Features may activate if the Flock diminishes, and may deactivate if the Flock grows. Refer to the table below.<br />
<br />
Birds in Flock Level Features Deactivated<br />
<br />
1 - 18<br />
<br />
2 - 15, 18<br />
<br />
3+ - 11, 15, 18<br />
<br />
(When I figure out how to set up a proper table, I will come back and fix this)<br />
<br />
<br />
;{{#anc:Birds of a Feather}}<br />
<br />
At 15th Level you and your Flockbird have learned to better optimize your Flock. If you claim two birds in your Flock of the same type and subclass (such as two Eagle Warbirds, two Hawk Scoutbirds, or two Swallow Songbirds), those two birds count as a single bird for the purposes of your Flockbird's Bird Herder Feature. You must still maintain and spend time with each of your birds.<br />
<br />
<br />
;{{#anc:Flamingo}}<br />
<br />
At 18th Level, your Flockbird becomes an extension of yourself and fully embodies your Flock. Your Flockbird cannot die of natural causes while you live. Your Flockbird gains the ability to telepathically communicate simple messages with you, as long as you are both on the same plane. <br />
<br />
While your Flockbird lives, you can choose to magically customize the appearances of your Flock, as though the birds were under an Illusion spell. These birds cannot appear to be a different creature or be a different size, but can be different colors, emit dim light up to 20 feet away, or other aesthetic changes at your DM's discretion.<br />
<br />
When one bird in your Flock is magically transformed, you can choose to have all birds in your Flock experience the same transformation for the duration. <br />
<br />
Choose one of the two abilities below (Control Bird or Bird Sanctuary). Your Flockbird will learn that ability, which you can activate once per long rest as an action.<br />
<br />
*Control Bird: You and a number of willing creatures numbering no more than the number of birds in your Flock can fall into a trance and take direct control of birds in your Flock for up to 24 hours. Your Flockbird must remain within 25 feet of your physical form throughout this time, or else the effect ends on you.<br />
<br />
:While in this trance, the creatures are blinded, deafened, and cannot perceive their surroundings. They retain their memories, morality, Intelligence and Wisdom scores, and languages they understand while controlling a bird, but cannot speak if the bird they control cannot speak. Each creature's spell-casting ability is replaced with the bird they control's spell-casting ability, if it has any. Birds in your Flock under the control of a creature by this effect can travel up to double their usual Scouting Radius away from your physical form. Traveling beyond that radius ends the effect on that creature.<br />
<br />
:Each creature can choose to end the effect early as an action, relinquishing control of their bird and regaining full control of their body. If you, the Falconer, end the effect on yourself then it ends for all other creatures as well. The effect also ends for a creature if their physical form takes damage. Birds that were previously under the control of a creature by this effect will return to you when the effect on them ends.<br />
<br />
*Bird Sanctuary: You can designate an area of nature, such as a forest or grassy plain or warm coastline, of up to twice your Flockbird's Scouting Radius. Your Flockbird and your Flock will remain in that area and sustain themselves, if their natural prey or reasonable equivalents exist in the area, for the duration. The time your birds spend under the effect of Bird Sanctuary does not count against the three-day time limit set by your Flockbird's "The Flock" feature.<br />
<br />
:The duration of Bird Sanctuary is determined by the amount of time you spend setting it up. The Bird Sanctuary has a duration of 1 hour per minute you spend setting it up, up to 60 hours. For every hour after the first you spend setting it up, the Bird Sanctuary lasts for an additional 5 days. If you spend 24 hours setting up your Bird Sanctuary, its duration becomes indefinite. You cannot use this time as part of a short or long rest.<br />
<br />
:The presence of your Bird Sanctuary will begin to affect the local area after long enough. If your Bird Sanctuary has been in effect for a week, the plant life in the area becomes healthier and will become overgrown, making the area difficult terrain. Local animals will flourish in the area, so that there should always be enough prey for your Flock as long as there are no external events to drive them away. Creatures of the same type as those in your Flock will migrate to the area, if they were not there already, and will coexist peacefully with your Flock. <br />
<br />
:If your Bird Sanctuary remains in effect for a month or more, the birds in your Flock will start mating with compatible birds in the vicinity. Their offspring will receive the training you gave their parents, perpetuating your Flock's readiness, even if the parents should die. The mature offspring of your Flock will inherit their forebearer's ability scores, skills, proficiencies, HP, AC, and subclass. <br />
<br />
:While your Bird Sanctuary is in effect, you can take one bird from your Flock with you. That bird will obey your commands as always, but cannot telepathically receive your commands and is still limited by the Level limit imposed by the Flock. At any time you can send that bird back to your Bird Sanctuary and telepathically command your Flockbird to send another bird from your Flock to your location, so long as you are within three day's flight from your Bird Sanctuary. <br />
<br />
:You can end your Bird Sanctuary as an action, telepathically communicated to your Flockbird. The Bird Sanctuary also ends early if the duration expires, if your Flockbird is killed, if more than half the area within your Bird Sanctuary is destroyed to the point that your birds cannot use it, or if there is no longer enough prey to support your Flock. When the Bird Sanctuary ends, your Flock will attempt to fly back to you. If you are more than three days flight away, or are not on the same planet, your entire Flock will disperse.<br />
<br />
=== Mimicbird Specialty ===<br />
<br />
Some are satisfied if their birds are dressed like them. Some look for a bird that can speak like they can, or can do tasks like they can. Your bird must be special - it must not just become "like" something else, it must "become" something else. Go far enough down this road, and you may start to wonder whether your bird has changed to better fit you, or if you have changed to fit your bird.<br />
<br />
<br />
;{{#anc:Actualization Training}}<br />
<br />
At 1st Level, once you have begun training this bird, you gain proficiency with Wisdom (Nature) checks and saving throws, if you did not have it already. <br />
<br />
As an action, your bird can study an unintelligent living creature within your Scouting Radius. After 1 minute of studying your bird can roll a Wisdom (Nature) check to understand the principles of that creature and its species. For each additional minute of study your bird can repeat that check until it succeeds. It makes that check with advantage if it is studying another flying creature, and disadvantage if it is studying it's natural prey. On a success, your bird gains AC equal to your proficiency bonus against that creature specifically, and adds your Wisdom modifier (min 1) to any checks made to track members of that creature's species.<br />
<br />
<br />
<br />
;{{#anc:Avian Mimicry}}<br />
<br />
At 3rd Level, your bird has begun to tap into the transformational powers of nature. As an action, your bird can transform into a CR 1/4 or lower Beast for 1 hour. That CR limit increases to 1/2 at Level 7, 1 at Level 11, 4 at Level 15, and 8 at Level 18. Your bird must have succeeded on its Wisdom (Nature) check against that creature's species prior to taking this action, as detailed in the Actualization Training feature. <br />
<br />
Your bird's Intelligence ability score remains the same, regardless of the normal Intelligence of its new form. If your bird transforms into a creature with a flying speed and which can reasonably perform the same actions as your bird's normal form, your bird can use its class features in that new form. All other abilities and ability scores, including Hit Points and Hit Dice, are replaced by that of the new creature. <br />
<br />
When your bird reverts to its normal form, it returns to the number of hit points it had before it transformed. However, your bird also reverts back to its normal form as a result of dropping to 0 hit points, and any excess damage carries over to its normal form.<br />
<br />
Your bird can perform this action a number of times per long rest equal to your Proficiency modifier.<br />
<br />
<br />
;{{#anc:A Winged Reflection}}<br />
<br />
At the 7th level, you can, as an action, transform into a duplicate of your bird for 1 hour. Your bird must be within its Scouting Radius from you in order to accomplish this transformation. <br />
<br />
When you transform, you assume your bird's Hit Points, Hit Dice, Strength, Dexterity, and Constitution ability scores, any proficiencies, advantages, weaknesses, and disadvantages, and all actions, abilities, and class features your bird has. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, you also revert back to your normal form as a result of dropping to 0 hit points, and any excess damage carries over to your normal form. If you revert to your normal form while airborne, you fall.<br />
<br />
You can perform this action a number of times per long rest equal to half your bird's Level (rounded up). You can repeat this action before the effect ends to remain in bird form for another hour.<br />
<br />
<br />
;{{#anc:Doppelganger}}<br />
<br />
At 11th Level, your bird can, as an action, transform into a duplicate of you for 1 hour. Your bird must be within its Scouting Radius from you in order to accomplish this transformation. <br />
<br />
When your bird transforms, it assume your Hit Points, Hit Dice, Strength, Dexterity, and Constitution ability scores, any proficiencies, advantages, weaknesses, and disadvantages, and all actions, abilities, and class features you have. It can also speak and write in any languages you know, but it must pass a Charisma (Deception) check to convince others that it is an intelligent creature, like you. It makes that check with disadvantage against anyone who is familiar with how you speak or write. Any clothes or armor you are wearing will be duplicated on your bird, but the clothes or armor on your bird cannot be enchanted. Any clothes or pieces of armor removed from your bird harmlessly explode into a cloud of feathers once your bird reverts to its normal form. Other items and weapons you have are not duplicated by this effect.<br />
<br />
When your bird reverts to its normal form, it returns to the number of hit points it had before it transformed. However, your bird also reverts back to its normal form as a result of dropping to 0 hit points, and any excess damage carries over to its normal form.<br />
<br />
Your bird can perform this action a number of times per long rest equal to your Proficiency bonus. Your bird can repeat this action before the effect ends to remain in Doppelganger form for another hour.<br />
<br />
<br />
;{{#anc:Indistinguishable Mimicry}}<br />
<br />
Starting at 15th Level, your bird has grasped understanding on a much greater variety of creatures. When your bird transforms using its Avian Mimicry feature, it can transform into any creature type, not just Beasts.<br />
<br />
Additionally, your bird can expend uses of its Avian Mimicry feature on other willing creatures it is perched on, transforming them the same way your bird transforms. Creatures transformed by your bird's Avian Mimicry feature return to their normal forms once the effect ends.<br />
<br />
<br />
;{{#anc:Bird of Paradise}}<br />
<br />
At 18th Level, your bird can use its Avian Mimicry feature an unlimited number of times to transform into creatures of CR1 or lower. It can also augment and adjust its normal form, changing its size, feather colors and patterns, and other aesthetic changes after reverting back to its normal form.<br />
<br />
Creatures with clothing or armor coated in your bird's feathers can use your bird's A Winged Reflection feature, and your bird can use its Doppelganger feature to become a duplicate of them.<br />
<br />
Finally, once per long rest while your bird in its normal form is perched on you, it can cast the True Polymorph spell on you. It must maintain concentration and remain within your Scouting Radius to maintain the effect, which it can for up to 1 hour. You cannot become the new form indefinitely unless you are being changed by this effect into your normal form.<br />
<br />
<br />
=== Soulbird Specialty ===<br />
<br />
Your bird is more than a companion, it feels like an extension of yourself. The longer you spend with your bird, the more of its natural talents you pick up and the more it reacts to your intentions. Along your journey, you and your bird's paths cross more and more, and after a long enough trek there will be no difference between where you step and where your bird's shadow lands.<br />
<br />
<br />
;{{#anc:Speed Training}}<br />
<br />
At 1st Level, once you have begun training this bird, you gain proficiency with Strength (Athletics) checks and saving throws, if you did not have proficiency already.<br />
<br />
Your bird has begun bonding with your spirit, sharing some of its alacrity with you. You gain +5 movement speed while you are not wearing armor or wielding a shield. This increases to +10 at 7th Level, +15 at 11th Level, +20 at 15th Level, and +25 at 18th Level. Additionally, your bird's flying speed always matches your movement speed, if it is not naturally faster. <br />
<br />
When you and your bird roll initiative, you can reassign the results so that you can use your bird's initiative roll and vice versa. Alternatively, you can discard the higher initiative roll and have you and your bird use the same initiative.<br />
<br />
<br />
;{{#anc:Striking Talons}}<br />
<br />
At 3rd Level, your bird has grown close enough that it can follow in the wake of your movements. When your bird takes the "Help" action and it is able to fly, it orbits within 25 feet of you until the start of its next turn, when it can choose to repeat the action without interruption or take a different action. The following effects are active while your bird is orbiting, in addition to the effect of the "Help" action:<br />
*Your unarmed strikes deal 1D4 slashing damage instead of your normal unarmed damage. <br />
*You can use either your Strength or Dexterity score when making an unarmed attack.<br />
*When you make an unarmed attack, immediately after that attack, your bird makes an attack of its own against the same creature.<br />
*You and your bird gain AC equal to half your Proficiency bonus (rounded up). If you are not wearing armor or wielding a shield, you and your bird also gain AC equal to your Proficiency bonus.<br />
*If you bird performs a Blinding Assault against a creature within your melee range, you can perform 1 unarmed attack against the same creature.<br />
<br />
<br />
;{{#anc:Bird of Omen}}<br />
<br />
At the 7th Level, when you perform the Dodge action on your turn, you can have your bird teleport to an unoccupied space within 25 feet of you so long as your bird is conscious and not incapacitated.<br />
<br />
Additionally, your bird's Striking Talons feature gains the following effects while active:<br />
*Your unarmed strikes deal 1D6 slashing damage, rather than 1D4.<br />
*Your jump height is tripled. <br />
*Your unarmed strikes and your bird's natural weapons gain the effect of the Elemental Weapon spell (at 3rd Level) for the rest of the turn. <br />
<br />
<br />
;{{#anc:Bonded Souls}}<br />
<br />
At 11th Level, even when you and your bird are separated, you can feel it nearby. Up to twice per short or long rest, as an action, you can call upon your bird. Wherever your bird is, it and anything it is carrying enter the Ethereal Plane, teleport to a location within 25 feet of you, and remain there for 1 minute. You gain any boons granted when your bird is within 25 feet of you. When that minute is up your bird returns to its prior location and exits the Ethereal Realm, along with anything it was carrying. <br />
<br />
Additionally, your bird's Striking Talons feature gains the following effects while active:<br />
*Your unarmed strikes deal 1D8 damage, rather than 1D6. They also count as magical for the purpose of overcoming resistance and immunity to non-magical attacks.<br />
*You gain a free use of your reaction on your turn.<br />
*Once per turn, after you successfully hit a creature with an unarmed attack, you can afflict that creature with the effect of the Elemental Bane spell (at 4th Level) until the end of their next turn. The effect does not take place until after you have completed that attack.<br />
<br />
<br />
;{{#anc:Fervent Duel}}<br />
<br />
At 15th level, your bird can compel the target of your anger to face you. Once per short or long rest, you can attempt to compel a creature within 300 feet of you into a duel for up to 10 minutes. That creature must make a Wisdom saving throw, with disadvantage if they are already hostile towards you (they can choose to fail the throw). On a failed save, the targeted creature, now your opponent, is drawn to you, and is compelled to duel you. <br />
<br />
For the duration, your opponent cannot teleport or use planar travel, and must succeed a Wisdom saving throw each time it attempts to attack or cast a spell against a creature aside from you. If they fail that check, your opponent targets you for their attack or spell instead. Other creatures (aside from your bird) must succeed a Wisdom saving throw each time they attempt to attack either you or your opponent. You, your bird, and your opponent gain resistance to all damage types, except Bludgeoning, Piercing, and Slashing.<br />
<br />
Non-hostile flying creatures fly clockwise in a circle above you, at a radius equal to your movement speed. A gentle wind also blows clockwise around you for that same radius. Non-magical difficult terrain in the radius is no longer difficult terrain for you and your opponent, while all non-magical terrain within the radius becomes difficult terrain for all other creatures. Any non-magical darkness in the radius is replaced with dim light and you, your bird, and your opponent glow, shedding bright light for 5 feet and dim light for 15. Finally, neither you nor your opponent take fall damage.<br />
<br />
The effect ends if you or your bird attack any other creature, if a creature friendly to you (aside from your bird) damages your opponent or casts a harmful spell on your opponent, or if you end your turn more than 500 feet away from your opponent.<br />
<br />
Additionally, your bird's Striking Talons feature gains the following effects while active:<br />
*If you perform the Dash action, you instead gain a flying speed equal to twice your movement speed. You begin to fall at the end of your turn.<br />
*If a creature makes a successful attack roll against you or your bird, or you or your bird are caught in a damaging AOE, you can use either your reaction or your bird's reaction to turn that hit into a miss or to escape the AOE. However, you cannot use the Attack action on your next turn.<br />
<br />
<br />
;{{#anc:Goshawk}}<br />
<br />
At 18th Level, your bird seems to fully share your soul, and distance between you two becomes irrelevant. Three times per long rest, if your bird is outside its Scouting Radius from you, as an action you can perceive through your bird's senses and speak through its mouth for 1 minute. You and your bird must be conscious, or else the action fails.<br />
<br />
Additionally, within 10 minutes of using the Dodge action to have your bird teleport to your location, you can use an action to teleport your bird back to where it was previously.<br />
<br />
Finally, your bird's Striking Talons feature gains the following effects while active:<br />
*Your unarmed strikes deal 1D10 damage, rather than 1D8. <br />
*If you take the Dodge action, you and your bird can enter the Ethereal Plane until the start of your next turn. If you are in a Fervent Duel, your opponent can still see you.<br />
*Your bird can use On Wings Like Eagles or Galeforce Wings (if it knows either) an unlimited number of times if you are in a Fervent Duel. However, if the number of times your bird activated either On Wings Like Eagles or Galeforce Wings is greater than they normally could, once the Fervent Duel ends you must roll 1D6 for each excess time your bird used either ability. The result is the number of hours after your Fervent Duel ended that your bird must rest before it is able to fly again. <br />
<br />
<br />
=== Swapbird Specialty ===<br />
<br />
Your bird is loyal, but a bit of a birdbrain. Fortunately, you have learned how to make your bird do the tedious brute work - trading bodies with it! While your bird is wading into battle against the gnawing and biting horde, wearing your hot and exhausting armor, you can sit pretty and support it. Or you can fly further down the way, see if there is something that requires your big brain while your bird deals with the minions for you. What's the worst that could happen?<br />
<br />
This one gets confusing in a hurry. Here's some terms, hopefully they will help keep things straight.<br />
*Your PC = your character's body directly controlled by you.<br />
*Your BB = your bird's body directly controlled by your bird.<br />
*Your PB = your bird's body directly controlled by you.<br />
*Your BC = your character's body directly controlled by you.<br />
*You = your body, regardless of whether you or your bird are directly controlling it.<br />
*Your bird = your bird's body, regardless of whether you or your bird are directly controlling it.<br />
<br />
<br />
;{{#anc:Swap Training}}<br />
<br />
At 1st Level, once you have begun training your bird, you gain proficiency with heavy armor and improvised weapons, if you did not have those proficiencies already.<br />
<br />
As an action, you and your bird can swap bodies for up to 24 hours. Your bird must be perched on you in order to make this action. For the duration, you control your bird's body and your bird controls your body (PB and BC). You and your bird retain your Intelligence, Wisdom, and Charisma proficiencies, as well as understood languages, and while swapping bodies. You can retain or swap ability scores so that you have the higher Intelligence, Wisdom, and Charisma scores between you and your bird - all other scores, abilities, proficiencies, and class features are swapped. Unless your bird could normally speak in its body, it cannot speak while controlling your body. <br />
<br />
Once you gain the Arcane Talons feature, you can telepathically send messages to your BB or BC regardless of whether you are controlling your PC or PB.<br />
<br />
You can end this effect early as an action as your PB while perched on your BC. If you die while in your PB, you immediately return to your body if it is within your bird's Scouting Radius, and your bird's mind is lost along with its body. Otherwise your bird retains control of your body permanently, and you are lost. If your BC is killed while you are in your PB, you retain control of your bird's body permanently.<br />
<br />
<br />
;{{#anc:The Angel on Your Shoulder}}<br />
<br />
At the 3rd level, you gain the ability to speak while controlling your PB. If your BC's face is currently hidden behind a helmet or a mask or the like, you can magically speak and hear through the helmet or similar while you, as your PB, are within your bird's Scouting Radius.<br />
<br />
If your PB starts your turn perched on your BC while your BC is fully suited in heavy armor, you and your bird gain temporary HP each turn equal to 1/10th of your BC's normal Max HP (rounded up) for up to 1 minute.<br />
<br />
Finally, your bird's body becomes so lightweight you barely feel it. No matter its size, your bird's body is treated as Tiny for the purposes of determining its weight.<br />
<br />
<br />
;{{#anc:Knocking and Locking}}<br />
<br />
At the 7th level, your bird learns to cast the Knock and Arcane Lock spells, either of which it can cast a number of times per short or long rest equal to double your proficiency bonus + your bird's Charisma modifier (min 1). Any Arcane Lock spells your bird casts are automatically dispelled 1 minute after you or your bird are no longer within 25 feet of the spell location. <br />
<br />
<br />
;{{#anc:Disembodiment}}<br />
<br />
At 11th Level, your bird gains the ability to become incorporeal. Once per short or long rest, as an action, your bird's body becomes ghostlike and weightless for up to 1 hour. While incorporeal, your bird's only method of movement is a flying speed equal to your movement speed. Gravity does not effect your bird, allowing it to remain motionless in midair relative to you, even when stunned or otherwise incapacitated. Your bird can enter and occupy the space of another creature, and can pass through solid obsticals. Your bird has immunity to nonmagical damage, and automatically succeeds Strength, Dexterity, and Constitution saving throws. Your bird cannot attack while incorporeal, but it can still speak, interact with objects, use its spells and abilities, and remain perched on you.<br />
<br />
This effect ends if your bird moves beyond its Scouting Radius, or as an action while perched on you.<br />
<br />
<br />
;{{#anc:Overlay}}<br />
<br />
At the 15th level, you can take control of your PB indefinitely, instead of only for 24 hours. All other means of ending this effect still apply.<br />
<br />
As an action you can have your PB merge with your BC's helmet. This counts as being perched on your body. While in this state, your PB is incorporeal and invisible. You retain your senses and you can look and listen in any direction, centered on the helmet. You gain access to the Message cantrip while in this form. You cannot take damage or make Strength, Dexterity, or Constitution checks or saving throws. You cannot move and can only speak, cast Message, use your action to end this effect, and, if the helmet is coated in your bird's feathers, have the helmet shed bright light for 15 feet and dim light for 30 feet for one round on your turn. Meanwhile, your BC becomes immune to poison and disease, any curses or other negative magical effects are suspended, and either its Strength or Dexterity ability score (your choice) becomes equal to 20. <br />
<br />
You can end this effect early as an action. The effect also ends if the helmet is doffed or destroyed. When the effect ends, your PB reappears either perched on your BC or in the nearest unoccupied space.<br />
<br />
<br />
;{{#anc:Nightingale}}<br />
<br />
Starting at 18th Level you no longer have any penalties to Dexterity (Stealth) checks or movement restrictions due to wearing heavy armor. When you successfully Disarm another creature, you can use a free action to pick up the dropped item. If the dropped item is a weapon you have proficiency with, you can also sheath your own weapon and, as a bonus action, attack using the dropped weapon. <br />
<br />
Additionally, as an action while perched on your BC, your PB can know the location of all hostile creatures within 30 feet of your BC, including creatures which are invisible or hidden, and can communicate those locations to your BC. <br />
<br />
Finally, as an action creatures friendly to you and within sight of you gain the effect of the Sanctuary spell for 1 minute. These creatures must be more than 30 feet away but less than 200 feet away from you and cannot make an attack, cast a spell that affects an enemy, or deal damage to another creature, or else the effect ends. This action can be repeated once per turn.<br />
<br />
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{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Falconer, Variant]]<!--What class has this subclass?--></div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Falconer_Subclasses,_Wave_1_(5e_Subclass)&diff=1824014Falconer Subclasses, Wave 1 (5e Subclass)2024-03-21T18:38:28Z<p>Green Dragon: wikify</p>
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<div>{{wikify|Subclasses are for vanilla classes, homebrew classes use their own pages.}}<br />
{{stub|Needs flavor. See the [[5e Class Design Guide#Subclasses]] if you need help.}}<br />
===Falconer Subclasses, Wave 1===<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|<!-- image link -->|<!-- name of the art, artists and a link to their page -->}}</div><br />
''Falconer, Variant Class "https://www.dandwiki.com/wiki/Falconer,_Variant_(5e_Class)"''<br />
<br />
Here's the first wave of subclasses for the Falconer, Variant class. These are feature complete and - hopefully - not too badly overpowered. Let me know if anything needs to be fixed or can be easily improved!<br />
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<!--Lead paragraph--><br />
<br />
;<!--Feature name--><br />
<!--Describe the feature, including what level the class gains it at--><br />
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<br />
=== Scoutbird Specialty ===<br />
<br />
Your reconnaissance reports are all but unmatched and a good many injuries are healed thanks to you and your bird. If there are secret paths and hidden goodies out there, you are the one most likely to find them. If there is someone hurt and in need, you and your bird are first on the scene.<br />
<br />
<br />
;{{#anc:Homing Training}}<br />
<br />
At 1st Level, once you have begun training this bird, you gain proficiency with Cartographer's Tools and with Herbalism Kits, if you did not have them already. <br />
<br />
If you leave your bird in a cage or the like, the bird will find its way back to you once released. The bird will cover any distance, but you must be on the same planet and the same plane as it. By this method a small bag can be tied around its leg, as long as its contents weigh no more than 1 pound.<br />
<br />
Finally, your bird can carry a Healer's Kit, which you can command it to share with any specific creature within the bird's Scouting Radius.<br />
<br />
<br />
;{{#anc:Dedicated Scout}}<br />
From 3rd Level onwards, your bird's Scouting Radius is doubled. It has advantage on saving throws to avoid hazards while on a Scouting Mission. When your bird has returned to alert you of something, it can differentiate between whether it was alerted about a humanoid or non-humanoid creature. <br />
<br />
Additionally, if you and creatures you choose are moving through an area of difficult terrain that your bird has covered in its Scouting Mission, the amount of extra feet of movement required per foot is halved (rounded down) and you have resistance to any damage which may come from that difficult terrain.<br />
<br />
<br />
;{{#anc:Heightened Senses}}<br />
<br />
At the 7th level, you have learned how to use your bird companion to see further than you can by yourself. If your bird companion is within 40 feet of you, you can use an action to reveal an area around you until the end of your turn. While in this state of improved vision, you can see the locations of all creatures within a 20-foot radius around you that aren't concealed by magic. You can use this feature a number of times per long rest equal to your Wisdom Modifier (minimum 1). You regain all expended uses after taking a long rest.<br />
<br />
Additionally, up to twice per short rest, you can use an action to perceive through your bird's senses for 1 minute. You can still use your senses, but you cannot move or take actions while using this feature, except to end the effect on yourself. Your bird must be within your Scouting Radius to perform this action. If you have unlock the Arcane Talons class feature, you can telepathically direct your bird where to go and what, if anything, to focus on.<br />
<br />
<br />
;{{#anc:As the Crow Flies}}<br />
<br />
Starting at 11th Level, on completing a Scouting Mission, your bird is able to relay the basic directions of paths you and your companions can take to reach your destination, along with any obvious hazards and obsticals. Your bird can also make Wisdom (Perception) and Wisdom (Nature) checks to find hidden rooms, passageways, and chests while scouting, and will relay that information if it succeeds on its checks.<br />
<br />
Additionally, if your bird finds a creature that is obviously hurt, sick, or otherwise impaired it can communicate that in its scouting report. Your bird can roll a Wisdom (Perception) check with disadvantage to figure out whether a creature is in its normal condition or not. You can spend 30 minutes training your bird in the presence of hurt, sick, or otherwise impaired creatures to remove your bird's disadvantage when determining whether creatures of the same species are in their normal condition or not.<br />
<br />
Finally, if you have used your "Fast as the Wind" ability, you remain flying until the end of your next turn. Enemies cannot have proficiency on ranged weapon or spell attacks against you while you are airborne.<br />
<br />
<br />
;{{#anc:High-Class Bird}}<br />
<br />
Starting at 15th Level, your bird can identify ally and enemy humanoids that it has seen you interact with before. It can attempt to communicate the number, speed, and direction of groups of creatures, as well as if they bear any insignia on flags, armor, or the like that the bird recognizes, and if they were attempting to move stealthily or not. <br />
<br />
Additionally, if you show your bird a type of treasure (such as gold or jewels) prior to sending it on a scouting mission, the bird will relay the location of any similar treasures it finds while scouting, as well as if there are any creatures or traps protecting said treasures. <br />
<br />
Finally, if your bird returns from its scouting mission without being alerted, the DM can choose to flip a coin. If the result is heads, the bird brings back a small, shiny object, like a gold piece or a small piece of jewelry. The bird can communicate where it found the object it brought back to you.<br />
<br />
<br />
;{{#anc:Peregrine}}<br />
<br />
At 18th Level, you understand every specific piece of information it tells you from its scouting missions. You no longer need to roll to understand what your bird is attempting to communicate.<br />
Additionally, your bird permenantly gains the effect of the Haste spell while airborne. This also halves the time it takes for your bird to perform its scouting mission. <br />
<br />
When you roll for initiative, unless you have been surprised, you and your bird can choose to make either or both of your initiative rolls equal 15. If you take your first turn in combat before your bird, and your bird is within its flying speed away from you, you gain the effect of your bird's Galeforce Wings. This is a free use, it does not count as your bird's turn, and it can be used even if your bird does not know Galeforce Wings.<br />
<br />
Finally, you can claim one additional bird, as long as it is the same species as your current bird and is given the Scoutbird subclass. You can only claim a total of two birds by the effect of this feature. <br />
<br />
<br />
=== Songbird Specialty ===<br />
<br />
The sweet sound your bird sings heals the hearts of all who hear. Its alluring movements prove captivating to the masses. Its cries will ring in the ear of your enemies and may tap into the magic of music.<br />
<br />
<br />
;{{#anc:Music Training}}<br />
<br />
At 1st Level, once you have begun training this bird, you gain proficiency with a musical instrument of your choice.<br />
<br />
Regardless of the type of creature, your bird now can sing birdsong of your choice. You can communicate commands to the bird with your instrument rather than speaking aloud, and you can add your proficiency when you roll a Wisdom (Animal Handling) check to attempt to understand a message your bird is communicating (or double your proficiency, if you already had proficiency).<br />
<br />
<br />
;{{#anc:Soothing Performance}}<br />
<br />
At 3rd Level, your bird learns the Bard's Song of Rest, which it can perform while you take a short or long rest. If your bird or any friendly creatures who can hear its performance regain hit points at the end of a short or long rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. If those creatures sleep they sleep soundly, unless their sleep is disturbed by magical means. <br />
<br />
Your bird can also chirp and sing birdsong on command, giving you a bonus to Charisma (Performance) checks based on your bird's Charisma modifier (minimum 1). If you have given your bird the Pretty Bird training, it provides those benefits while it is within 25 feet of you, not just while it is perched on you.<br />
<br />
<br />
;{{#anc:Mimic}}<br />
<br />
At the 7th level, you have trained your bird to a point that it can better enunciate its messages and intentions. It can now speak certain phrases and short sentences as well as mimic certain noises to communicate more specific details of what it has found on its scouting missions. It can also communicate messages no more than five words long between you and a creature of your choice within its Scouting Radius that the bird is familiar with.<br />
<br />
<br />
;{{#anc:Mockingbird}}<br />
<br />
Starting at 11th Level, you can train your bird to use some basic magic. You and a spellcaster can spend 12 cumulative hours to train your bird to perform 1 cantrip that requires a Verbal component and does not have a Somatic or Material component. You can perform this training any number of times, so long as the spellcaster you are training your bird alongside knows spells that fit the above requirements that your bird does not know. If the effect(s) of a spell your bird casts would normally target the caster, you can also be the target of such effects. Your bird cannot reliably concentrate on spells for longer than 1 Action, and must pass a DC15 Wisdom saving throw to maintain concentration on at the start of subsequent turns.<br />
<br />
<br />
;{{#anc:Diva Bird}}<br />
<br />
Starting at 15th Level, your bird has advantage against being Charmed, as do you if your bird is within 25 feet of you. <br />
<br />
Your bird exudes an enchanting aura, literally. As an action the bird can attempt to Charm all creatures that can both see and hear it, except you. These creatures must pass a Wisdom saving throw or be Charmed. Creatures Charmed by your bird will become non-hostile and will spend their entire turn watching your bird. On their turn, Charmed creatures can repeat their saving throw, ending the effect on themselves on a success. Creatures that cannot be Charmed are unaffected.<br />
<br />
If you have a full outfit or armor set coated in your bird's feathers, you can also attempt to Charm creatures using the above effect.<br />
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Finally, your bird learns to cast Distort Value and Healing Word, which it can cast as though from a 1st Level spell slot. Your bird can cast each spell a number of times per long rest equal to its Wisdom modifier (minimum 1).<br />
<br />
<br />
;{{#anc:Parrot}}<br />
<br />
At 18th Level your bird becomes unnaturally talented. It can fluently speak any language you can speak, allowing you to fully understand it and for it to communicate with creatures that can understand any languages you speak. It still cannot reliably remember messages more than five words long, but it can summerize any message it is told to deliver.<br />
<br />
Additionally, your bird can cast the Glibness spell on you or on itself once per long rest. It can also cast the Power Word Stun spell once per long rest. Finally, it can cast Healing Word as a 1st Level spell an additional 5 times after a long rest.<br />
<br />
<br />
=== Raptor Specialty ===<br />
<br />
Your bird is a natural hunter, but under your tutelage it borders on being a supernatural predator. Creatures that your bird has mastered hunting stand little chance of escape. <br />
<br />
<br />
;{{#anc:Prey Training}}<br />
<br />
At 1st Level, once you have begun training this bird, you gain proficiency with Wisdom (Nature) checks and saving throws, if you did not have proficiency already.<br />
<br />
Regardless of the type of bird, your bird has advantage on Wisdom (Survival) checks to track Beasts and has advantage on attack rolls against Beasts. Additionally, if your bird is the same size or is larger than a Beast, it can attempt to grapple the creature.<br />
<br />
Finally, your bird will fetch incapacitated or dead Beasts of the same size as or smaller than your bird and bring them to you.<br />
<br />
<br />
;{{#anc:Prey Drive}}<br />
<br />
Starting at 3rd Level, you automatically understand when your bird attempts to communicate that it spotted creatures that it has advantage on attack rolls against. If you and your bird are within 25 feet of each other, you gain any attack advantages and bonuses that your bird has against creatures you can see.<br />
<br />
Additionally, after returning from a Scouting Mission, your bird can attempt to communicate the most dangerous type of creatures it spotted as it scouted, as well as their locations.<br />
<br />
<br />
;{{#anc:Harrier}}<br />
<br />
At the 7th level, your bird has been trained to seek out multiple opponents, even those that are behind cover. During your turn, you can use a bonus action to send your bird to mark up to 2 creatures within a distance your bird can reach using its flying speed. Whenever you hit a marked target with an attack, your attack deals an additional 1D8 + your Dexterity modifier bonus magical slashing damage and you gain 10 feet of walking speed until the end of your turn. After hitting a marked creature with an attack, the mark disappears. You can mark creatures with this feature up to 3 times, afterwards you cannot use this feature again until you complete a long or short rest. After marking any number of creatures, your bird companion returns to its original location prior to this feature being used. Your bird companion doesn't provoke opportunity attacks when it returns to its original location after using this feature. <br />
<br />
<br />
;{{#anc:Prey Training Improvement}}<br />
<br />
Starting at 11th Level, you and your bird have significant experience studying, tracking, and hunting a certain type of enemy. Choose a type of enemy: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoids. <br />
<br />
Your bird has advantage on Wisdom (Survival) checks to track the selected creature(s) and has advantage on attack rolls against them. Additionally, if your bird is the same size or is larger than the selected creature(s), it can attempt to grapple the creature. Your bird will fetch the selected type of creature(s) if they are the same size as or smaller than your bird when they are incapacitated or dead and bring them to you.<br />
<br />
Finally, if you or your bird hit a creature your bird has advantage on attack rolls against with a weapon attack (including natural weapons) that deals piercing, slashing, or bludgeoning damage, you and your bird can replace the damage roll with half the maximum amount of non-critical damage possible. You can replace the damage roll with that number after making the roll but before applying the damage.<br />
<br />
<br />
;{{#anc:Bird of Prey}}<br />
<br />
At 15th Level, as an action, your bird can become your size for a number of minutes equal to your Falconer level once per long rest. While your bird is larger than its normal size, it deals double damage on all its attacks on creatures its size or smaller. You can end the effect early as an action. <br />
<br />
Your bird has advantage on Wisdom (Survival) checks to track airborne creatures of any type and has advantage on attack rolls against them. Additionally, if your bird is the same size or is larger than an airborne creature, it can attempt to grapple the creature. <br />
<br />
<br />
;{{#anc:Osprey}}<br />
<br />
At 18th Level your bird becomes an apex predator. As an action, your bird can become one size larger than you for a number of minutes equal to your Falconer level once per long rest (in addition to the effect from the Bird of Prey feature). <br />
<br />
Any creature your bird attacks and does not kill is marked. Whenever you hit a marked target with an attack, your attack deals an additional 1D8 + your Dexterity modifier bonus magical slashing damage and you gain 10 feet of walking speed until the end of your turn. <br />
<br />
Finally, if your bird has advantage on an attack roll and it has proficiency with a martial weapon, it can attack with that weapon after your bird attacks with its natural weapons. <br />
<br />
<br />
=== Warbird Specialty ===<br />
<br />
A dedicated fighter, prizing defense above all else. Your bird will interpose itself where it can, imposing disadvantages to your enemies and protection to your allies. This bird is as dependable as a steel shield and as sharp as a steel sword.<br />
<br />
<br />
;{{#anc:War Training}}<br />
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At 1st Level, once you have begun training this bird, you gain proficiency with heavy armor and shields, if you did not have proficiency already.<br />
<br />
You have begun training your bird to tank damage. From 1st level onwards your bird's Constitution score becomes equal to yours + 4 (max 20), if it was not higher before.<br />
<br />
<br />
;{{#anc:Relentless Assault}}<br />
<br />
At the 3rd level, whenever you use a bonus action to use the Blinding Assault feature, your bird may make an additional melee attack on the same targeted creature. Creatures hit by Blinding Assault have disadvantage on their next attack roll.<br />
<br />
<br />
;{{#anc:Feather Fluster}}<br />
<br />
At the 7th level, if your bird companion is within 25 feet of you, you can use a bonus action to send your bird companion to distract a creature within 25 feet of you. The distracted creature must make a Wisdom saving throw or lose concentration on their spells and must attack your bird with disadvantage on their next turn. You can use this feature a number of times equal your Wisdom modifier (minimum 1). You regain all expended uses after taking a long rest. <br />
<br />
<br />
;{{#anc:Bulwark}}<br />
<br />
Starting at 11th Level, you can order your bird to protect a creature of your choice for 1 minute. That creature's AC becomes equal to your bird's AC or is increased by your bird's Dexterity modifier, whichever result is higher. Your bird gains resistance against all attacks while using this feature. Your bird cannot attack while using this feature, and must remain within 5 feet of the targeted creature for the duration. You can end the effect early as a bonus action.<br />
<br />
<br />
;{{#anc:Aim for the Eye}}<br />
<br />
At the 15th level, when your bird companion attacks a creature with the Blinding Assault feature, you can choose to also have that creature make a Constitution saving throw or become blinded for 1D6 + 1 turns. Once a creature has been blinded by this effect, it cannot be blinded by this effect again for 1 hour. <br />
<br />
<br />
;{{#anc:Warhawk}}<br />
<br />
At 18th Level your bird becomes as much a beast of war as you are. It gains resistance to nonmagical piercing, slashing, and bludgeoning damage, or immunity if it already had any of those resistances. <br />
<br />
If your bird is within 25 feet of you, it automatically performs a Blinding Assault against any creature that attacks you, successfully or not, within 25 feet of you. <br />
<br />
Any time your bird hits a creature, it deals bonus slashing damage equal to twice your Wisdom modifier (minimum 2).<br />
<br />
Finally, your bird gains a free use of the On Wings Like Eagles ability without having to rest, which it can use once per long rest, even if you do not have the On Wings Like Eagles feature. If you have used the On Wings Like Eagles ability, immediately after that effect ends you can make weapon attacks against all creatures within your weapon range. You do not take fall damage for one turn after On Wings Like Eagles ends.<br />
<br />
<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Falconer, Variant]]<!--What class has this subclass?--></div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Card_Dealer,_Variant_(5e_Class)&diff=1824001Card Dealer, Variant (5e Class)2024-03-21T18:16:26Z<p>Green Dragon: Reverted edits by 77.119.172.115 (talk) to last revision by Nuke The Earth</p>
<hr />
<div>== Card Dealer, Variant ==<br />
Utilizing cards imbued with various reactants and reagents, the Card Dealer is a master of creating chaos on the battlefield in his own favor.<br />
<br />
;Quick Build<br />
You can make a Card Dealer quickly by following these suggestions. First, ''Dexterity'' should be your highest ability score, followed by ''Charisma''. Second, choose the ''Charlatan'' background.<br />
<br />
{{5e Class Features<br />
|name= Card Dealer<br />
|summary=A devious trickster who relies on deception and utilizes an imbued set of playing cards for combat.<br />
|hd=8<br />
|spellcasting=<br />
|armor=''Light armor''<br />
|weapons=''Simple weapons'', ''Finesse weapons''<br />
|tools=''Playing card sets''<br />
|saves=''Dexterity'', ''Charisma''<br />
|skills=Choose two from ''Acrobatics'', ''Deception'', ''History'', ''Insight'', ''Perception'', ''Performance'', ''Persuasion'', and ''Sleight of Hand''.<br />
|item1a=A dagger, leather armor, and a deck of playing cards<br />
|item1b=<br />
|item2a=A diplomat's pack<br />
|item2b=An explorer's pack<br />
|item3a=A dagger<br />
|item3b=Any simple weapon<br />
|wealth=6d4 × 10 gp<br />
|classfeatures1=[[#Casino Combat|Casino Combat]], [[#Dealer's Gambit|Dealer's Gambit]]<br />
|classfeatures2=[[#Imbued Deck|Imbued Deck]]<br />
|classfeatures3=[[#Card Dealer Suit|Choose Suit]]<br />
|classfeatures4=<br />
|classfeatures5=<br />
|classfeatures6=[[#Card Dealer Suit|''Card Dealer Suit'']] feature<br />
|classfeatures7=[[#Expertise|Expertise]]<br />
|classfeatures8=<br />
|classfeatures9=[[#Imbued Deck|Imbued Deck Upgrade]]<br />
|classfeatures10=[[#Card Dealer Suit|''Card Dealer Suit'']] feature<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=[[#Stacking the Decks|Stacking the Decks]]<br />
|classfeatures14=[[#Card Dealer Suit|''Card Dealer Suit'']] feature<br />
|classfeatures15=[[#Gambler's Intuition|Gambler's Intuition]]<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Card Dealer Suit|''Card Dealer Suit'']] feature<br />
|classfeatures19=<br />
|classfeatures20=[[#Shifty Shuffle|Shifty Shuffle]]<br />
<br />
|extra1_name=Gambit Dice<br />
|extra1_1=4<br />
|extra1_2=4<br />
|extra1_3=4<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=5<br />
|extra1_7=5<br />
|extra1_8=5<br />
|extra1_9=6<br />
|extra1_10=6<br />
|extra1_11=6<br />
|extra1_12=6<br />
|extra1_13=7<br />
|extra1_14=7<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=8<br />
|extra1_20=8<br />
<br />
|extra2_name=Gambit Die Size<br />
|extra2_1=d6<br />
|extra2_2=d6<br />
|extra2_3=d6<br />
|extra2_4=d6<br />
|extra2_5=d8<br />
|extra2_6=d8<br />
|extra2_7=d8<br />
|extra2_8=d8<br />
|extra2_9=d8<br />
|extra2_10=d8<br />
|extra2_11=d10<br />
|extra2_12=d10<br />
|extra2_13=d10<br />
|extra2_14=d10<br />
|extra2_15=d10<br />
|extra2_16=d10<br />
|extra2_17=d12<br />
|extra2_18=d12<br />
|extra2_19=d12<br />
|extra2_20=d12<br />
<br />
|extra3_name=Gambit Feature<br />
|extra3_1=3<br />
|extra3_2=3<br />
|extra3_3=4<br />
|extra3_4=4<br />
|extra3_5=4<br />
|extra3_6=4<br />
|extra3_7=5<br />
|extra3_8=5<br />
|extra3_9=5<br />
|extra3_10=5<br />
|extra3_11=6<br />
|extra3_12=6<br />
|extra3_13=6<br />
|extra3_14=6<br />
|extra3_15=7<br />
|extra3_16=7<br />
|extra3_17=7<br />
|extra3_18=7<br />
|extra3_19=8<br />
|extra3_20=8<br />
}}<br />
<br />
==== Casino Combat ====<br />
<br />
Not many people can fling a playing card at a straight line while maintaining the appropriate velocity for slashing the target. This is one prominent talent you acquired during your life as a gambler. With an appropriate adjustment on the card beforehand, a deck of playing cards is an ammunition for you.<br />
<br />
You are proficient with [[Combat Cards (5e Equipment)|combat cards]], a deck of cards with sharpened edges for the purpose of combat weaponry. A combat card is a simple ranged weapon with the ''light'', ''finesse'', ''two-handed'', and ''thrown (30/60)'' properties, and it deals 1d4 slashing damage on a hit. You cannot make a weapon attack with a combat card to a creature that is within 5 feet from you.<br />
<br />
You can spend half an hour to prepare a deck of playing cards into combat cards. This process can be performed during a short rest or long rest. One deck of playing cards can be prepared into 52 combat cards this way (13 cards per suit, 4 suits*).<br />
<br />
<nowiki>*</nowiki>''Note that there exist decks with different numbers of Jokers, as they are non-standard. I will list a few examples if you are taking inspiration from other cultures. 6 Jokers specific to Zwicker decks (making your ammunition 58) and should only be accounted for if your campaign has ties to Germany. Certain German, Austrian, and Polish decks include 3 jokers, bringing your ammunition to a nice 55. However, typical decks that you may find will only include 2 Jokers, bringing your Ammunition to 54.''<br />
<br />
==== Dealer's Gambit ====<br />
<br />
Gambit is not only your profession but also your style of life. You have a certain number of '''gambit dice''' that represents your wits and resolves that you can utilize to overcome a tight corner.<br />
<br />
At '''1st level''', you have three gambit dice. You gain additional gambit dice when you reach '''5th level''', and again at '''9th level''', '''13th''', and '''17th level'''.<br />
<br />
At '''1st level''', your gambit dice are d6s. When you reach '''5th level''', your gambit dice turn into d8s. They turn into d10s when you reach '''10th level''', and d12s when you reach '''16th level'''.<br />
<br />
You can expend gambit dice to fuel various gambit features. You start knowing three such features. Select three features from the following list. You may learn additional gambit features as you gain levels in this class, gaining one feature when you reach '''3rd level''', and again at '''7th level''', '''11th''', '''15th''', and '''19th level'''. You regain all expended gambit dice when you finish a short rest or long rest.<br />
<br />
;Bad Beat<br />
When a creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and expend one gambit dice to hinder its attempt. Roll a gambit dice and subtract the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll, the ability check, or the saving throw succeeds or fails.<br />
<br />
;Counter Play<br />
When you see a creature within 20 feet of you casting a spell, you can expend one gambit dice as a reaction to interrupt its spellcasting process. If you do so, make an attack with a combat card on the creature.<br />
<br />
;Flourish<br />
When you take the attack action, you may flourish your deck of cards before you draw. Expend one gambit dice and add it to all your damage rolls as additional slashing damage for the action.<br />
<br />
;Dancing Cards<br />
As an action, you can expend one gambit dice to perform a flamboyant card trick, dazzling all spectators. Each creature you choose within 15 feet around you is immediately distracted by your performance. They receive disadvantage on all ability checks until the start of your next turn, and the first attack roll against them receives advantage.<br />
<br />
;Deck Turnover<br />
As an action, you can expend one gambit dice to make a combat card attack against any number of creatures within 20 feet of you. You must make a separate attack roll for each target, as normal, with a separate combat card. You cannot target a single creature more than once.<br />
<br />
;Know when to Hold Them<br />
As a bonus action, you can expend one gambit dice to attempt a grapple.<br />
<br />
;Know when to Fold Them<br />
As a bonus action, you can expend one gambit dice to take the disengage action.<br />
<br />
;Rogue Ace<br />
As a bonus action, you can expend a gambit dice to take the dodge action.<br />
<br />
;Lucky Throw<br />
Immediately, when you fail an attack roll, you can expend a gambit dice to make the combat card thrown past the face of your target, causing that creature to look away, giving advantage to anyone who attempts an attack on that creature until the start of your next turn.<br />
<br />
;Mucked Deck<br />
You may throw a minimum of 26 combat cards into the air to distract your target. As an action, expend one gambit dice to throw cards into the air and then attempt to hide. You must throw a minimum of 26 cards, but if you throw 39 or more, add the gambit dice on your hide roll. If you roll a complete deck, you receive advantage on this roll. The cards thrown this way are lost, and may not be used as ammunition unless collected after combat.<br />
<br />
;Trick Shot<br />
If you know the location of a creature that you cannot directly attack, you can use your action to expend 1 gambit die when you make an attack roll against the creature. The combat card can attack creatures by arching over and under cover, turning around corners at a 90 degree angle, or bouncing off of environment to reach unusual angles. Trick shots have their range increased by a number of feet equal to 5 x the gambit die's rolled number, doubling this number for long range.<br />
<br />
==== Imbued Deck ====<br />
<br />
Starting at '''2nd level''', you can imbue your cards with various reactants, causing pseudo-magical effects. You can spend 8 hours imbuing an entire deck with one ability. You may spend 1 Gambit Die to activate one of the following effects, though only 1 effect at a time. At '''11th level''', you may add a second effect to your cards.<br />
<br />
Many of these effects and future abilities require creatures to make a saving throw. Your save DC is 8 + proficiency bonus + your Charisma modifier<br />
<br />
*'''''Charcoal''''' Do I feel a hot streak coming up, or is it just my cards? When you hit a creature, you light it on fire for 3 rounds. It takes 1d4 fire damage at the start of its turn. Hitting a flammable object that is neither being held nor worn causes it to combust. Damage increases to '''1d6''' at '''5th level''', '''1d8''' at '''11th level''', '''1d10''' at '''17th level'''. Any cards used this way cannot be recovered after combat.<br />
<br />
*'''''Venom''''' Not poison! Well, it's poison, but the mode of delivery is what makes it venomous! Hit targets must succeed a Constitution saving throw or receive the Poisoned condition. Starting at '''11th level''', the creature takes half of the rolled Gambit Dice in poison damage (rounded down) at the start of their turn, continuing until they recover at least 1 hit point. Any cards collected after battle are no longer imbued.<br />
<br />
*'''''Flash Paper''''' Suddenly, ''gone''. When you hit a target with this attack, they must succeed a Wisdom saving throw or received the Stunned condition until the start of your next turn. Any cards used this way cannot be recovered after combat.<br />
<br />
*'''''Razorblades''''' Certainly gluing small razors to your cards counts as imbuing them, yes? Roll a Gambit die and add it to the damage of your cards. Your target also takes the rolled Gambit Die in slashing damage at the start of their turn for 3 rounds or until they recover at least 1 hit point, due to blood loss.<br />
<br />
*'''''Hissing Cards''''' Honestly, it's amazing the cards are even staying together. Starting at the '''9th level''', you may imbue your cards with acid! Add one Gambit Die of Acid Damage to your attack. Any hit creature must make a Constitution Saving Throw or have its AC reduced by 1 (to a minimum of 10). Add another Gambit Die to damage at '''17th level'''. Any cards used this way cannot be recovered after combat.<br />
<br />
==== Card Dealer Suit ====<br />
<br />
When you reach '''3rd level''', choose one of the following suits: the [[#Ace of Spades|''Ace of Spades'']], [[#Queen of Hearts|''Queen of Hearts'']], [[#Jack of Diamonds|''Jack of Diamonds'']], [[#King of Clubs|''King of Clubs'']] or [[#The Wild Card|''The Wild Card'']]. Your choice grants you features at '''3rd level''', and again at '''6th''', '''10th''', '''14th''', and '''18th level'''.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach '''4th level''', and again at '''8th''', '''12th''', '''16th''' and '''19th''' level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Expertise ====<br />
<br />
Starting at '''7th level''', choose two skill with which you are not proficient and gain proficiency with that skill. Alternatively, you can choose two skill you are already proficient with and your proficiency bonus is doubled for any ability checks you make with that skill.<br />
<br />
==== Stacking the Decks ====<br />
<br />
Starting at '''13th level''', you have learned to hold a deck of cards in one hand and throw with the same hand. Your Combat cards now count as a 1 handed weapon for you. You may also dual wield combat cards if you so choose. You may make a second deck of cards to hold or just split your current one. (If you split it, remember to watch your ammunition.) Either way, you still follow the normal rules of dual wielding. You may also imbue both decks of cards with different effects, but it will cost you one extra Gambit Die.<br />
<br />
==== Gambler's Intuition ====<br />
<br />
Starting at '''15th level''', your wits as a gambler are enhanced to the point that your mind cannot be easily swayed by tricks, optical illusions, and spells. When you make an Intelligence, Wisdom, or Charisma saving throw, you can expend one gambit die to lower the DC for you and your allies.<br />
<br />
==== Shifty Shuffle ====<br />
<br />
Starting at '''20th level''', you have practiced a rather interesting trick: throwing your entire deck and seeming to just appear at the other end, catching every card you threw! As an action, use a Gambit Dice to teleport up to 25 feet away from where you were before. Any targets between your original location and your target location roll a Dexterity saving throw. On a failed save, they are hit by three attacks from your deck. On a passed save, they are hit by only one attack.<br />
<br />
=== Card Dealer Suits ===<br />
<br />
When you reach '''3rd level''', you may choose a path which suits you best: the ''Ace of Spades'', the ''Queen of Hearts'', the ''Jack of Diamonds'', or the ''King of Clubs''. You receive Suit upgrades at '''6th level''', '''10th level''', '''14th level''', and '''18th level'''.<br />
<br />
==== Ace of Spades ====<br />
<br />
You're at the top of your game! Some say your arrogance will be the death of you. You say you've earned the privilege after proving your skills.<br />
<br />
;Eagle Eye<br />
At '''3rd level''', you throw your cards with increased velocity. Your Combat card now deal 1d6 slashing damage and their range increases to 60/120.<br />
<br />
;Extra Attack<br />
At '''6th level''', you have become such a fast dealer, two cards seem to fly from your hands at the same time! You can Attack twice, instead of once, whenever you take the Attack action on Your Turn.<br />
<br />
;Push... then Push On<br />
At '''10th level''', any attacks that do not hit circle back toward you and are returned to your deck. Gain Advantage to your next attack roll with a card.<br />
<br />
;Ricochet<br />
At '''14th level''', you may spend one Gambit Die to make the card ricochet off one hit creature and hit another within 20 feet of the first. Make an attack roll as a free action against the new creature. You may continue to do this so long as your previous attack hit and you have Gambit Die to spend.<br />
<br />
;All In<br />
At '''18th level''', you may roll all of your Gambit Dice remaining as a bonus to a single action (does not apply to damage rolls). All of them count, and any 12's are returned to you afterward.<br />
<br />
==== King of Clubs ====<br />
<br />
There are those who rely on charm, skill, and even cheat to put the odds in their favor. You prefer a more ''dominant approach.'' The King of Clubs is a frontal combat focused archetype that relies on powerful, armor piercing attacks and the use of Intimidation to "Dominate the Playing Field."<br />
<br />
;Combat Dealer<br />
At 3rd level, Combat and Dominance in battle has become your specialty. You can spend up to two of your Gambit dice, adding the result to any rolls using Strength or Constitution. You can also choose to have your card attacks inflict bludgeoning damage instead of slashing damage at any time.<br />
<br />
;Poker Face<br />
At 6th level, you hold a sullen and calm glare that enemies cannot easily read. You gain proficiency in Intimidation or Deception, instead gaining expertise if you already have proficiency in these skills.<br />
<br />
;Open-Handed<br />
At 10th level, you can perform a special attack as an action. Roll 1d10, taking the effect from the list below. You must have at least 5 cards to use this feature. You regain use of this feature after completing a short or long rest.<br />
<br />
'''1. Royal Flush:''' You toss out 5 cards in a 15 foot cone. All targets within that cone must make a dexterity save, taking half damage on a passed save and double damage on a failed save.<br />
<br />
'''2. Straight Flush:''' You toss out 5 cards in a straight line. They count as 5 separate attacks and deal twice their normal attack damage.<br />
<br />
'''3. Four of a Kind:''' You choose four enemies within range of your Combat Card attack. They each take damage equal to the sum of two gambit dice. The points they lose are given to your party as temporary HP.<br />
<br />
'''4. Full House:''' Choose up to 3 enemies and up to 2 allies within range. You make a ranged card attack against the three enemies. On a hit, they take normal damage. On a miss, the card is lost but can be recovered later. Your two remaining cards are given to each of your allies, and they gain advantage on their next attack roll.<br />
<br />
'''5. Flush:''' 5 cards are sent out, each in a direction of your choosing, but you cannot do more than one in a single direction. On a hit, whether it hits an ally or an enemies, they take normal card damage.<br />
<br />
'''6. Straight:''' You toss out 5 cards in a straight line, but they only do half their normal damage, each.<br />
<br />
'''7. Three of a Kind:''' You make a ranged card attack on three different enemies, but the other two cards are lost. They can be recovered later.<br />
<br />
'''8. Two Pair:''' Pick a pair of enemies that are within 10 feet of each other, and do the same with a pair of allies. You make an attack on each of the enemies that deals half its normal damage, each ally has advantage on their next skill roll. The last card is dropped, and is lost permanently.<br />
<br />
'''9. Pair:''' Make ranged attacks against two enemies, each taking half damage, and the other 3 cards are lost.<br />
<br />
'''10. High Card:''' You make a normal attack with half damage, the other four cards are lost permanently.<br />
<br />
;Cut the Deck<br />
At 14th level, as an action you can take half of your remaining cards and toss them out in a 30 foot cone. Each card does twice the damage they would do normally.<br />
<br />
;Fifty-Two Pickup<br />
At 18th level, If you're carrying a full deck of cards, you can spend your action to toss the entire deck into the air. The cards rain down and deal damage equal to 1d12 times your remaining gambit dice, plus your Charisma and Dexterity modifier, to everyone in a 30 ft square centered on you. You do not take any damage from this attack.<br />
<br />
==== Queen of Hearts ====<br />
<br />
Schmoozing everyone who gives you trouble, you have certainly captivated and ruled our hearts! You instantly gain proficiency in Persuasion and Charisma saving throws when you take this Suit.<br />
<br />
;Kiss for Luck<br />
At '''3rd level''', you may add your Charisma Modifier to all your rolls involving your cards or other gaming sets, including Combat Cards and damage rolls.<br />
<br />
;Sway<br />
At '''6th level''', your words carry quite a bit of weight. You may choose to use your Charisma modifier for any History, Insight, Investigation, or Religion checks instead of Wisdom or Intelligence.<br />
<br />
;Captivating Personality<br />
At '''10th level''', you have become rather charming. As a bonus action, you may attempt to charm a creature within 10 feet of you. The creature must succeed a Charisma saving throw with DC 10 plus your Persuasion bonus.<br />
<br />
;Bluff<br />
At '''14th level''', you have become quite adept at using your charms to get what you want. Add half of one Gambit Die to your Charisma score for 1 hour. You regain use of this feature after completing a long rest.<br />
<br />
;Heart of the Cards<br />
At '''18th level''', you have thought to imbue your perfume into your combat cards. On a successful hit, any creature hit with your Combat cards must succeed a Charisma saving throw with DC 8 plus your proficiency bonus plus your Charisma bonus. A fail causes the creature to become charmed as well as defend you. You may charm up to 2 targets at once.<br />
<br />
==== Jack of Diamonds ====<br />
<br />
''Baby, the odds may look long, but that's just because we ain't done rigging them. I won't toss the dice until we are.''<br />
<br />
–Benny, ''Fallout New Vegas''<br />
<br />
Some people rely on ''charm'' or ''skill''. Peh, who needs that when you can rig the game to be in your favor? The Jack of Diamonds ensures that their foes stay two steps behind.<br />
<br />
;Snake Eyes<br />
At '''3rd level''', any time you roll a 1 on your gambit dice rolls, you regain 1 Gambit Die.<br />
<br />
;The House Always Wins<br />
At 3rd level, whenever you partake in a game where you can cheat, you can expend up to 3 gambit dice to stack the deck in your favor. For each die spent, you can give an additional player other than yourself advantage or disadvantage. If you are the dealer, you can automatically pick who wins.<br />
<br />
;Rigging the Odds<br />
At '''6th level''', you gain extra Gambit Dice based on 1/4 of your Card Dealer level, rounded down (1 extra Gambit Die at '''6th level'''). <br />
<br />
;Craps Master<br />
At '''10th level''', you may choose to reroll one of your gambit dice, but you must take the new roll even if it is lower than your previous. You regain use of this feature after a short or long rest. (If either roll was a 1, you cannot use this with Snake Eyes to regain more than 1 Gambit Die)<br />
<br />
;Counting Cards<br />
At '''14th level''', you may take a bonus action and choose any one Imbued Card effect for your next attack, replacing any effect(s) currently active.<br />
<br />
;Pocket Aces<br />
At '''18th level''', you keep a few cards ready for when you need them. On any failed d20 roll, you may spend 3 gambit die to turn your roll into a natural 20.<br />
<br />
==== The Wild Card ====<br />
<br />
Who needs skill and rigging when you can do anything with just the right amount of luck. The Wild Card thrives living life like one huge gamble. You like taking risks, and you live for the thrill of putting your life on the line. <br />
<br />
;Risktaker<br />
You forgot what effect you imbued your cards with and just imbued then with random effects, preferring to like the idea of gambling even in combat. At 3rd level, when you imbue your deck with an effect, you instead imbue multiple cards with different effects. This replaces your Imbued Deck ability.<br />
<br />
When you decide to spend 1 Gambit Die to activate one of the card's effects, roll 1d6 and 1d10, subtracting 1 from their sum. (This ability works best with a deck of cards, but if you do not possess a deck, adding the d6 and d10 will work). The roll or the card drawn will determine the effect.<br />
<br />
'''Ace Card (1):''' The Ace is about speed, precision, and killing them quickly. When you draw the Ace and throw it, it conjures 4 other cards as it flies towards its target. Each card automatically hits and each card deals 1D6 + Dex mod slashing damage.<br />
<br />
'''2 Card:''' The 2 card offers no effect and is treated as a simple combat card.<br />
<br />
'''3 Card:''' The 3 card offers a riposte! You make an attack roll against yourself.<br />
<br />
'''4 Card:''' The 4 card carries a dangerous pathogen to infect its foes. When you hit a creature with this card, roll your spent Gambit Die. The creature takes that rolled Gambit Die of poison damage and must make a Constitution saving throw. On a fail they receive the poisoned condition.<br />
<br />
'''5 Card:''' The 5 card carries a static shock to strike those who come near. When you hit a creature with this card, the target takes 2d12 lightning damage, and 3 creatures within 10 ft of the original creature that was hit (chosen randomly) also take 2d12 lightning damage. You are included in the list of creatures which can be hit, regardless of how far away you are from your target.<br />
<br />
'''6 Card:''' It would seem the number 6 card is afraid of the number 7 card and does not like to be seen by it. When this card hits a creature, it has the effects of the Fog Cloud spell.<br />
<br />
'''7 Card:''' The 7 card really like to eat other cards and steal their life force. When you hit a creature with this card,the creature that was hit and each creature within 30 ft of the target that was hit takes 1d10 Necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.<br />
<br />
'''8 Card:''' The 8 card seems to betray its fellow numbers, and it might even betray you. When you hit a creature with this card, you are struck with lightning as if the gods themselves are punishing you. You take 4d10 force damage.<br />
<br />
'''9 Card:''' The 9 card takes up measures to avoid being eaten by the number 7 card again. When you hit a creature with this card, all creatures in a 10 ft radius and the creature that was hit must make a Wisdom saving throw. On a fail, they are Stunned until their next turn. <br />
<br />
'''10 Card:''' The 10 card grants excellent mobility, but maybe no the way you want. When you hit a creature with this card, you teleport to an empty space 5 ft near the creature. <br />
<br />
'''Jack Card (11):''' The Jack card has pledged loyalty and service to the King card. When you hit a creature with this card, you can choose a creature you can see within 30 ft of you and give that creature the effects of the Shield spell until the start of your next turn.<br />
<br />
'''Queen Card (12):''' The Queen gives her blessing and essence to those in need. When you hit a creature with this card, choose another creature you can see within 30 ft of you. Roll your spent Gambit Die and that creature regains that amount + your Charisma mod to their hit points. If it goes over their hit point maximum, they gain it as temporary hit points. <br />
<br />
''' King Card (13):''' The King card is the ruler of all the cards, and he demands his subjects loyalty. When you hit a creature with this card, that creature and any others that are within 10 ft of it must make a Charisma saving throw. On a failed save, they are frightened of your for 3 turn. <br />
<br />
'''Joker Card (14):''' The Joker sees anything as a laugh, no matter what happens or who gets hurt. He just wants to see the world burn. When you hit a creature with this card, the card explodes into a giant flame and nearly incinerates anything around it. This card has the effects of the Explosion spell.<br />
<br />
;Unlucky Shot<br />
Sometimes you have to thank your luck that an attack barely missed you. At 6th level, when a creature hits you with an attack, you can spend 1 Gambit Die to turn that hit into a miss. This ability however does not work against critical hits.<br />
<br />
;Luck of the Draw<br />
If your luck didn't get you anything, just try your luck again. At 10th level, you may regain expended Gambit Die any time you roll a 2 or lower with any dice.<br />
<br />
;Stroke of Luck<br />
You have an uncanny knack for succeeding when you need to, almost like you can control your own luck. At 14th level, if your attack misses a target within range, you can spend 2 Gambit die to turn that miss into a hit. Additionally, if you fail an ability check or a saving throw, you can spend 2 Gambit die to turn that fail into a pass.<br />
<br />
;All or Nothing<br />
You've learned that the best way to get out of a tough situation is to bet everything on luck. At 18th level, when you make any roll with a d20, you can instead make a coin flip in place of the d20, spending one Gambit Die to do so. Take your pick between heads or tails, then flip the coin. If the coin lands on what you picked, you treat it as a natural 20, but on the other hand if you fail the coin flip then you treat it as a natural 1.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the card dealer class, you must meet these prerequisites: ''13 Dexterity.''<br />
<br />
'''Proficiencies.''' When you multiclass into the Card Dealer class, you gain the following proficiencies: ''Simple weapons, Finesse weapons, Gaming set (deck of cards)''<br />
<br />
----<br />
Of course, credit is due to the author of the [http://www.dandwiki.com/wiki/Card_Dealer_(5e_Class) Card Dealer (5e Class)]. I felt there were things that I could tweak about it, though just enough to turn it into a unique enough class to be considered a ''variant''. This has been built specifically for a more Low-Magic setting, similar to my [http://www.dandwiki.com/wiki/Doctor_(5e_Class) Doctor (5e Class)]<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Aspect_of_Death_(3.5e_Feat)&diff=1823997Aspect of Death (3.5e Feat)2024-03-21T18:12:41Z<p>Green Dragon: delete</p>
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<div>{{delete|12:12, 21 March 2024 (MDT)|Broken.}}<br />
{{3.5e Feat<br />
|name=Aspect of Death<br />
|types=General<br />
|summary=Death like all beings need help from time to time so why not lend him a hand?<br />
|prereqs=Character level 10, access to the death domain.<br />
|benefit=Equal to 1 + half character level times a day you may choose to touch a creature and instantly kill it.<br />
}}<br />
<br />
<br />
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{{3.5e Feats Breadcrumb}} &rarr; [[3.5e General Feats|General Feats]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:General Feat]]</div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Aspect_of_Death_(3.5e_Feat)&diff=1823996Aspect of Death (3.5e Feat)2024-03-21T18:12:04Z<p>Green Dragon: Green Dragon moved page Aspect of Death (3.5 feat) to Aspect of Death (3.5e Feat) without leaving a redirect: standards</p>
<hr />
<div>{{3.5e Feat<br />
|name=Aspect of Death<br />
|types=General<br />
|summary=Death like all beings need help from time to time so why not lend him a hand?<br />
|prereqs=Character level 10, access to the death domain.<br />
|benefit=Equal to 1 + half character level times a day you may choose to touch a creature and instantly kill it.<br />
}}<br />
<br />
<br />
---- <!-- insert pages that link to this feat here --><br />
{{3.5e Feats Breadcrumb}} &rarr; [[3.5e General Feats|General Feats]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:General Feat]]</div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Dead-Eye_(3.5e_Feat)&diff=1823992Dead-Eye (3.5e Feat)2024-03-21T18:06:58Z<p>Green Dragon: needsbalance</p>
<hr />
<div>{{needsbalance|Mechanics should allow characters to choose which types this effects.}}<br />
{{3.5e Feat<br />
|name=Dead-Eye<br />
|types=General<br />
|summary=A true gunslinger never misses a shot.<br />
|prereqs=Character level 6+, proficiency with guns.<br />
|benefit=Attacks with guns ignore AC and concealment from gasses or liquids.<br />
}}<br />
<br />
<br />
---- <!-- insert pages that link to this feat here --><br />
{{3.5e Feats Breadcrumb}} &rarr; [[3.5e General Feats|General Feats]]<br />
[[Category:3.5e]]<br />
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[[Category:Feat]]<br />
[[Category:General Feat]]</div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Dead-Eye_(3.5e_Feat)&diff=1823991Dead-Eye (3.5e Feat)2024-03-21T18:06:05Z<p>Green Dragon: Green Dragon moved page Dead-Eye (3.5 feat) to Dead-Eye (3.5e Feat) without leaving a redirect: standards</p>
<hr />
<div>{{3.5e Feat<br />
|name=Dead-Eye<br />
|types=General<br />
|summary=A true gunslinger never misses a shot.<br />
|prereqs=Character level 6+, proficiency with guns.<br />
|benefit=Attacks with guns ignore AC and concealment from gasses or liquids.<br />
}}<br />
<br />
<br />
---- <!-- insert pages that link to this feat here --><br />
{{3.5e Feats Breadcrumb}} &rarr; [[3.5e General Feats|General Feats]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:General Feat]]</div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Wild_West_(3.5e_Feat)&diff=1823990Wild West (3.5e Feat)2024-03-21T18:04:17Z<p>Green Dragon: needsbalance</p>
<hr />
<div>{{needsbalance|Mechanics are undefined.}}<br />
{{3.5e Feat<br />
|name=Wild West<br />
|types=General<br />
|summary=Embody the Wild West and enjoy called shots just like a cowboy should!<br />
|prereqs=Proficiency with firearms, Character level of 8+.<br />
|benefit=Gain a +10 on all called shots done with a firearm added to both attack and damage (does not get multiplied by critical hits.)<br />
}}<br />
<br />
<br />
---- <!-- insert pages that link to this feat here --><br />
{{3.5e Feats Breadcrumb}} &rarr; [[3.5e General Feats|General Feats]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:General Feat]]</div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Wild_West_(3.5e_Feat)&diff=1823989Wild West (3.5e Feat)2024-03-21T18:03:42Z<p>Green Dragon: Green Dragon moved page Wild West (3.5 Feat) to Wild West (3.5e Feat) without leaving a redirect</p>
<hr />
<div>{{3.5e Feat<br />
|name=Wild West<br />
|types=General<br />
|summary=Embody the Wild West and enjoy called shots just like a cowboy should!<br />
|prereqs=Proficiency with firearms, Character level of 8+.<br />
|benefit=Gain a +10 on all called shots done with a firearm added to both attack and damage (does not get multiplied by critical hits.)<br />
}}<br />
<br />
<br />
---- <!-- insert pages that link to this feat here --><br />
{{3.5e Feats Breadcrumb}} &rarr; [[3.5e General Feats|General Feats]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:General Feat]]</div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Wild_West_(3.5e_Feat)&diff=1823988Wild West (3.5e Feat)2024-03-21T18:03:34Z<p>Green Dragon: Green Dragon moved page Wild West (3.5 feat) to Wild West (3.5 Feat) without leaving a redirect: stndards</p>
<hr />
<div>{{3.5e Feat<br />
|name=Wild West<br />
|types=General<br />
|summary=Embody the Wild West and enjoy called shots just like a cowboy should!<br />
|prereqs=Proficiency with firearms, Character level of 8+.<br />
|benefit=Gain a +10 on all called shots done with a firearm added to both attack and damage (does not get multiplied by critical hits.)<br />
}}<br />
<br />
<br />
---- <!-- insert pages that link to this feat here --><br />
{{3.5e Feats Breadcrumb}} &rarr; [[3.5e General Feats|General Feats]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:General Feat]]</div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Druid,_Variant_(3.5e_Prestige_Class)&diff=1823987Druid, Variant (3.5e Prestige Class)2024-03-21T18:02:59Z<p>Green Dragon: Green Dragon moved page Druid 3.5 variant (prestige class) to Druid, Variant (3.5e Prestige Class) without leaving a redirect: moved page per standards</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=In Construction<br />
|editing=Spelling and Grammar only, please<br />
|type=Divine Spellcaster, Strong Spellcaster<br />
|desc=The druid are devoted to nature, master of animal and bestower of nature gift and vengeance...<br />
|len=10<br />
|minlvl=8<br />
}}<br />
<br />
==Druid==<br />
<br />
{{quote|Prepare to feel the wrath of nature, heretic!|orig=Seyya, High Elven Druidess}}<br />
<br />
Druids are mage who specialize in natural powers, most of them were [[Adept, loD (DnD Class)|adepts]] who dedicated themselves to nature. Their power over animal and shapeshifting ability allow them to strike fear into the heart of their enemies, and the enemies of nature. Some evil druid learn how to tap energy from nature, in base every druid do but evil druids sometime don't revere nature, they simply control it.<br />
<br />
===Becoming a Druid===<br />
<br />
[[Adept, loD (DnD Class)|Adept]] is the class that benefit the most by taking this class. The power of the druid reside in his spellcasting ability, while wild forms and animal companions are welcomed additions they aren't alone make a good druid. <br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.<br />
|-<br />
! Spellcasting:<br />
| Be able to cast at least 4th level divine spells.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Druid}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +2 || +0 || +2<br />
| class="left" | [[#Animals Companions|Animals companions]], [[#Natural Summoner|natural summoner]], [[#Wild Empathy|wild empathy]], [[#Wild Form|Wild form]] (Predator Form)<br />
| class="left" | +1 level of existing divine spellcasting [[Classes (LoD Supplement)|class]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +3 || +0 || +3<br />
| class="left" | [[#Trackless Steps|Trackless steps]], [[#Woodland Stride|woodland stride]]<br />
| class="left" | +1 level of existing divine spellcasting [[Classes (LoD Supplement)|class]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +3 || +1 || +3<br />
| class="left" | [[#Wild Form|Wild form]] (Aerial Form)<br />
| class="left" | +1 level of existing divine spellcasting [[Classes (LoD Supplement)|class]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +4 || +1 || +4<br />
| class="left" | [[#Wild Form|Wild form]] (Dire Form)<br />
| class="left" | +1 level of existing divine spellcasting [[Classes (LoD Supplement)|class]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +4 || +1 || +4<br />
| class="left" | [[#Venom Immunity|Venom immunity]]<br />
| class="left" | +1 level of existing divine spellcasting [[Classes (LoD Supplement)|class]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +5 || +2 || +5<br />
| class="left" | [[#Wild Form|Wild form]] (Nature Avenger Form) <br />
| class="left" | +1 level of existing divine spellcasting [[Classes (LoD Supplement)|class]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +5 || +5 || +2 || +5<br />
| class="left" | [[#Thousand Faces|Thousand faces]]<br />
| class="left" | +1 level of existing divine spellcasting [[Classes (LoD Supplement)|class]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +6 || +6 || +2 || +6<br />
| class="left" | [[#Timeless Body|Timeless body]], [[#Wild Form|wild form]] (Aspect of Nature)<br />
| class="left" | +1 level of existing divine spellcasting [[Classes (LoD Supplement)|class]] <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +6 || +6 || +3 || +6<br />
| class="left" |<br />
| class="left" | +1 level of existing divine spellcasting [[Classes (LoD Supplement)|class]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +7 || +7 || +3 || +7<br />
| class="left" | [[#Wild Form|Wild form]] (Legendary Form)<br />
| class="left" | +1 level of existing divine spellcasting [[Classes (LoD Supplement)|class]]<br />
|-<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Handle Animal Skill|Handle Animal]] ([[SRD:Charisma|Cha]]), [[SRD:Heal Skill|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Knowledge Skill|Knowledge]] (nature) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]), [[SRD:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]).<br />
|}<br />
<br />
<br />
{| class="d20"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Druid}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|- {{#vardefine:odd|0}}<br />
!Level!! Special <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|21st|| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|22nd|| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|23rd|| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|24th|| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|25th|| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|26th|| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|27th|| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|28th|| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|29th|| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|30th|| class="left" |<br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier [[SRD:Skill Points|skill points]] per level.<br />
|}<br />
<br />
====Class Features====<br />
<br />
Druids class feature concentrate <br />
<br />
'''{{#anc:Spellcasting}}:''' '''Spells per Day:''' When a new druid level is gained, the character gains new spells per day as if he had also gained a level in any one divine spellcasting [[SRD:Class|class]] he belonged to before he added the [[SRD:Prestige Class|prestige class]]. He does not, however, gain any other benefit a character of that [[SRD:Class|class]] would have gained. This essentially means that he adds the level of druid to the level of whatever other divine spellcasting [[SRD:Class|class]] the character has, then determines spells per day and [[SRD:Caster Level|caster level]] accordingly. If a character had more than one divine spellcasting [[SRD:Class|class]] before he became a druid, he must decide to which [[SRD:Class|class]] he adds each level of druid for the purpose of determining spells per day.<br />
<br />
'''{{#anc:Natural summoner}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])''': May convert prepared spell slots into [[SRD:Summon Nature's Ally I|Summon Nature's ally]] spell of equal or lower level.<br />
<br />
'''{{#anc:Animals Companions}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A druid may begin play with an [[#The Druid's Animal Companion|animal companion]] selected from the following list: [[SRD:Badger|badger]], [[SRD:Camel|camel]], [[SRD:Dire Rat|dire rat]], [[SRD:Dog|dog]], [[SRD:Riding Dog|riding dog]], [[SRD:Eagle|eagle]], [[SRD:Hawk|hawk]], horse ([[SRD:Light Horse|light]] or [[SRD:Heavy Horse|heavy]]), [[SRD:Owl|owl]], [[SRD:Pony|pony]], snake ([[SRD:Small Viper|Small]] or [[SRD:Medium Viper|Medium viper]]), or [[SRD:Wolf|wolf]]. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: [[SRD:Crocodile|crocodile]], [[SRD:Porpoise|porpoise]], [[SRD:Medium Shark|Medium shark]], and [[SRD:Squid|squid]]. This [[SRD:Animal Type|animal]] is a loyal companion that accompanies the druid on her adventures as appropriate for its kind.<br />
<br />
A 1st-level druid’s companion is completely typical for its kind except as noted below. As a druid advances in level, the [[SRD:Animal Type|animal]]’s power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an [[SRD:Animal Type|animal]] companion that has perished.<br />
<br />
A druid of 4th level or higher may select from [[#The Druid's Animal Companion|alternative lists of animals]] (see below). Should she select an [[SRD:Animal Type|animal]] companion from one of these alternative lists, the creature gains abilities as if the character’s druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s druid level and compare the result with the druid level entry on the table to determine the [[SRD:Animal Type|animal]] companion’s [[SRD:Powers|powers]]. (If this adjustment would reduce the druid’s effective level to 0 or lower, she can’t have that [[SRD:Animal Type|animal]] as a companion.)<br />
<br />
The druid can have a number of animals companions equal to the half of his druid class level and his [[SRD:Wisdom|Wisdom]] modifier (if any) (minimum 1).<br />
<br />
'''{{#anc:Wild Empathy}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A druid can improve the attitude of an [[SRD:Animal Type|animal]]. This ability functions just like a [[SRD:Diplomacy Skill|Diplomacy]] check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her [[SRD:Charisma|Charisma]] modifier to determine the wild empathy check result.<br />
<br />
The typical domestic [[SRD:Animal Type|animal]] has a starting attitude of indifferent, while wild [[SRD:Animal Type|animals]] are usually unfriendly.<br />
<br />
'''''{{#anc:Wild Form}}'' ([[Sp]]):''' At will, the druid may take the form of an animal or other nature-oriented form. He retain his Hit Dice, Saving Throws, Base Attack Bonus, Abilities Score (may be enhanced by the form) and special qualities except those that require a body part the taken form do not have. Wild Forming is a swift action, there is no maximum time you can remain in your Wild Form. While in this form you are considered both an animal and a humanoid.<br />
<br />
''Predator Form:'' The druid may take the form of a wolf, a panther or any other regular predator (depending on the region the druid lives in). This form grants:<br />
* +4 Bonus to [[SRD:Strength|Strength]] and [[SRD:Dexterity|Dexterity]]<br />
* +4 to Natural Armor<br />
* Reach becomes equal to the reach of long creature of the same size<br />
* Lose Spellcasting Ability, speech<br />
* Double land speed.<br />
* Gain a natural attack which damage depend on size: (2 claws one bite)<br />
<br />
{| class="d20"<br />
|-<br />
! align="left" | '''Size'''!! '''Bite Damage'''!! '''Claw Damage'''<br />
|-<br />
| align="left" | Fine|| 1|| —<br />
|-class="even"<br />
| align="left" | Diminutive|| 1d2|| 1<br />
|-<br />
| align="left" | Tiny|| 1d3|| 1d2<br />
|-class="even"<br />
| align="left" | Small|| 1d4|| 1d3<br />
|-<br />
| align="left" | Medium|| 1d6|| 1d4<br />
|-class="even"<br />
| align="left" | Large|| 1d8|| 1d6<br />
|-<br />
| align="left" | Huge|| 2d6|| 1d8<br />
|-class="even"<br />
| align="left" | Gargantuan|| 3d6|| 2d6<br />
|-<br />
| align="left" | Colossal|| 4d6|| 3d6<br />
|}<br />
<br />
<br />
''Aerial form:'' The druid is able to turn himself in an aerial creature like an eagle or a falcon.<br />
This form grants: <br />
* +2 Bonus to [[SRD:Strength|Strength]] and +4 Bonus to [[SRD:Dexterity|Dexterity]]<br />
* Reach become equal to the reach of long creature of the same size<br />
* Lose Spellcasting Ability, speech<br />
* Get a fly speed equal to the double of the druid land speed.<br />
* Get a natural attack<br />
<br />
{| class="d20"<br />
|-<br />
! align="left" | '''Size'''!! '''Talon Damage'''<br />
|-<br />
| align="left" | Fine|| 1<br />
|-class="even"<br />
| align="left" | Diminutive|| 1d2<br />
|-<br />
| align="left" | Tiny|| 1d3<br />
|-class="even"<br />
| align="left" | Small|| 1d4<br />
|-<br />
| align="left" | Medium|| 1d6<br />
|-class="even"<br />
| align="left" | Large|| 1d8<br />
|-<br />
| align="left" | Huge|| 2d6<br />
|-class="even"<br />
| align="left" | Gargantuan|| 3d6<br />
|-<br />
| align="left" | Colossal|| 4d6<br />
|}<br />
<br />
Dire Form: You take the form of a bear, a tiger or a dire wolf (or any other big animal).<br />
* +8 Bonus to [[SRD:Strength|Strength]], +4 to [[SRD:Constitution|Constitution]]<br />
* +8 to Natural Armor<br />
* You are one category bigger (maximum of Colossal)<br />
* Reach become equal to the reach of long creature of the same size<br />
* Lose Spellcasting Ability, speech<br />
* You have a powerful Natural Attack: (2 claws one bite)<br />
<br />
{| class="d20"<br />
|-<br />
! align="left" | '''Size'''!! '''Bite Damage'''!! '''Claw Damage'''<br />
|-<br />
| align="left" | Fine|| 1d2|| 1<br />
|-class="even"<br />
| align="left" | Diminutive|| 1d3|| 1d2<br />
|-<br />
| align="left" | Tiny|| 1d4|| 1d3<br />
|-class="even"<br />
| align="left" | Small|| 1d6|| 1d4<br />
|-<br />
| align="left" | Medium|| 1d8|| 1d6<br />
|-class="even"<br />
| align="left" | Large|| 2d6|| 1d8<br />
|-<br />
| align="left" | Huge|| 3d6|| 2d6<br />
|-class="even"<br />
| align="left" | Gargantuan|| 4d6|| 3d6<br />
|-<br />
| align="left" | Colossal|| 5d6|| 4d6<br />
|}<br />
<br />
'''Nature Guardian Form:'''<br />
* +12 Bonus to [[SRD:Strength|Strength]], +6 to [[SRD:Constitution|Constitution]]<br />
* +12 to Natural Armor<br />
* You are one category bigger (maximum of Colossal)<br />
* Reach become equal to the reach of a tall creature of the same size<br />
* Lose Spellcasting Ability, speech<br />
* Halves Land Speed<br />
* You have two powerful Slam Attacks:<br />
<br />
{| class="d20"<br />
|-<br />
! align="left" | '''Size'''!! '''Slam Attack'''<br />
|-<br />
| align="left" | Fine|| 1d2<br />
|-class="even"<br />
| align="left" | Diminutive|| 1d3<br />
|-<br />
| align="left" | Tiny|| 1d4<br />
|-class="even"<br />
| align="left" | Small|| 1d6<br />
|-<br />
| align="left" | Medium|| 1d8<br />
|-class="even"<br />
| align="left" | Large|| 2d6<br />
|-<br />
| align="left" | Huge|| 3d6<br />
|-class="even"<br />
| align="left" | Gargantuan|| 4d6<br />
|-<br />
| align="left" | Colossal|| 5d6<br />
|}<br />
<br />
'''''Aspect of Nature:''''' Unlike other Wild Forms, the druid must choose one of these forms and choses another for each 2 points of wisdom over ten (Wisdom modifier +1). The druid takes the form of natural power like seasons, sea, and wind. Unlike other druid forms he is considered wholly outsider but may be resurrected unlike other outsiders.<br />
<br />
''Summer Form:'' You become the personification of the burning summer. Your skin becomes orange and wreathed in hot flames and your hair becomes living flames.<br />
* Immunity to Fire<br />
* May use [[SRD:Fireball|Fireball]] (caster level 10) each 1d4 rounds. <br />
* Creatures that come in contact with you (grapple, unarmed or natural attack etc..) take 3d6 Fire Damage<br />
* +4 to caster level for all fire spells (pyromancy or spells with the fire descriptor).<br />
* Unable to use elements other than fire. <br />
* Cold deals double damage on the druid<br />
* Risk of igniting almost everything you touch.<br />
<br />
''Winter Form:'' You become the personification of winter, cold and ice. Your skin becomes blue and transparent, like ice. <br />
* Immunity to Cold<br />
* May use [[SRD:Cone of Cold|Cone of Cold]] (Caster level 10) each 1d6 rounds.<br />
* Damage Resistance 10/Magic<br />
* +4 to caster level for all cold or water spells (hydromancy or spells with the cold descriptor).<br />
* Unable to use elements other than cold or water. <br />
* Fire deals double damage on the druid<br />
* Halves Land Speed<br />
<br />
Autumn Form:<br />
* Aura of Death: Every Creatures within 20ft of the druid must make a DC15 Fortitudes saves or take 2d6 + Druid [[SRD:Wisdom|Wisdom]] modifier negative damages. This aura heal undeads.<br />
* Immunity to Negative Energy<br />
* [[SRD:Spell Resistance|Spell Resistance]]: 25 + Druid HD, stack with other spell resistance source.<br />
* +4 Caster level to all spell dealing with negative energy (necromancy)<br />
* Unable to cast healing spells.<br />
* Halves Current hit points.<br />
<br />
Spring Form:<br />
<br />
<br />
'''''Legendary Form:''''' The druid may choose only one legendary form, he may use it once a day + 1 use per 2 points of [[SRD:Wisdom|Wisdom]] exceeding 10 (Wisdom Modifier +1). He may remain in this form a number of rounds equalling his druid levels + his total HD (druid level counted twice) + his [[SRD:Wisdom|Wisdom]] modifier.<br />
<br />
''The Great Bear:'' The form of a great bear look somewhat like werebear, but much bigger. The great bear is sacred animal of the north or in some temperated forest.<br />
: Requirement: None<br />
* + 22 [[SRD:Strength|Strength]], +16 [[SRD:Constitution|Constitution]]<br />
* +16 Natural Armor<br />
* Fast Healing 5<br />
* Immunity to Cold<br />
* +10 to [[SRD:Intimidate Skill|Intimidate]]<br />
* You are two categories bigger (maximum of Colossal)<br />
* Lose Spellcasting Ability, speech<br />
* You have a powerful Natural Attacks: (2 claws one bite)<br />
<br />
{| class="d20"<br />
|-<br />
! align="left" | '''Size'''!! '''Bite Damage'''!! '''Claw Damage'''<br />
|-<br />
| align="left" | Fine|| 1d2|| 1<br />
|-class="even"<br />
| align="left" | Diminutive|| 1d3|| 1d2<br />
|-<br />
| align="left" | Tiny|| 1d4|| 1d3<br />
|-class="even"<br />
| align="left" | Small|| 1d6|| 1d4<br />
|-<br />
| align="left" | Medium|| 1d8|| 1d6<br />
|-class="even"<br />
| align="left" | Large|| 2d6|| 1d8<br />
|-<br />
| align="left" | Huge|| 3d6|| 2d6<br />
|-class="even"<br />
| align="left" | Gargantuan|| 4d6|| 3d6<br />
|-<br />
| align="left" | Colossal|| 5d6|| 4d6<br />
|}<br />
<br />
''Nature Avenger:'' <br />
: Requirement: Must be Lawful (Lawful Neutral)<br />
<br />
<br />
''Dark Ancestor:'' Dark ancestor look like shade, taking some features of his living form.<br />
: Requirement: Must be a [[Dark Elves, LoD (DnD Race)|Dark Elf]].<br />
* Immunity to Cold<br />
* Become Ethereal<br />
* Spell Resistance 50, stack with any other source of spell resistance.<br />
* Damage Resistance: 25/Magic<br />
* Gain fly speed, triple of land speed, perfect manoeuvrability.<br />
<br />
''Wrath of Gaïa:''<br />
: Requirement: Any Non-Evil<br />
<br />
''Spirit of the Ancients:''<br />
: Requirement: Must be a Elf (except a dark elf)<br />
<br />
'''{{#anc:Trackless Step}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.<br />
<br />
'''{{#anc:Woodland Stride}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.<br />
<br />
'''{{#anc:Venom Immunity}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level, a druid gains immunity to all poisons.<br />
<br />
'''{{#anc:A Thousand Faces}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 13th level, a druid gains the ability to change her appearance at will, as if using the ''[[SRD:Disguise Self|disguise self]] spell, but only while in her normal form. This affects the druid’s body but not her possessions. It is not an illusory effect, but a minor physical alteration of the druid’s appearance, within the limits described for the spell.<br />
<br />
'''{{#anc:Timeless Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' After attaining 15th level, a druid no longer takes [[SRD:Ability Scores|ability score]] penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.<br />
<br />
Bonuses still accrue, and the druid still dies of old age when her time is up.<br />
<br />
====Ex-Druid====<br />
<br />
A druid who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a nondruid loses all spells and druid abilities (including her [[SRD:Animal Type|animal]] companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a druid until she atones (see the [[SRD:Atonement|atonement]] spell description).<br />
<br />
===Campaign Information===<br />
<br />
====Playing a druid====<br />
<br />
'''Combat:''' Druid are spellcaster, they are better far from the front line. Their wild forms ability allow them to make potable melee fighter.<br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options-><br />
<br />
'''Resources:''' <-What kind of assistance members of this class can expect from each other including possible organizations-><br />
<br />
====Druid in the World====<br />
<br />
{{quote|<-Some quote from a character of this class->|4=<-NPC name->, <-race-> <-class->}}<br />
<br />
<-Where characters of this class fit in a d20 world-><br />
<br />
'''NPC Reactions:''' <-How NPCs react to characters of this class-><br />
<br />
====Druid Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge Skill|Knowledge]] (nature) can research Druid to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Knowledge (nature)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Druid are devotee of nature, they gain strange abilities. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Druid are able to influence animals greatly, they even have control on many animals.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Druids are able to transform themselves into animals or other nature-oriented creatures.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Except for deity such as Ghanadel or Orrianne who give druidic power to their druid, the druid gain their power by tapping the energy of Gaïa, good druids tap the excess but evil druids may tap the vital power of the world directly.<br />
|}<br />
<br />
====Druid in the Game====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play-><br />
<br />
'''Adaptation:''' <-Fitting this class in your campaign-><br />
<br />
'''Sample Encounter:''' <-DM placement for NPC of this class-><br />
<br />
''EL whatever:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter-><br />
<br />
<br />
----<br />
{{3.5e Prestige Classes Breadcrumb}} <br><br />
<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Divine Spellcasting]]</div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Chronomancer,_1st_Variant_(5e_Class)&diff=1823986Chronomancer, 1st Variant (5e Class)2024-03-21T17:57:57Z<p>Green Dragon: Green Dragon moved page Chronomancer (Variant to Chronomancer, 1st Variant (5e Class) without leaving a redirect: name change per standards</p>
<hr />
<div>== Chronomancer ==<br />
<br />
You were born with, or gained, the ability to manipulate time, and to show your mastery over it, granting yourself the title of a Chronomancer. <br />
<br />
===Creating a Chronomancer===<br />
;Quick Build<br />
You can make a Chronomancer quickly by following these suggestions. First, Wisdom should be your highest ability score. Second, choose the Sage background. Third, choose the Dungeoneer's kit. <br />
<br />
{{5e Class Features<br />
|name=Chronomancer<br />
|summary=A master of time itself<br />
|hd=8<br />
|spellcasting=full<br />
|armor=Light<br />
|weapons=Simple weapons, daggers, quarterstaffs, light crossbows<br />
|tools=Any one artisan tool<br />
|saves= Wisdom, Intelligence<br />
|skills=Choose any 3 from Acrobatics, Arcana, Insight, Investigation, History, and Medicine.<br />
|item1a=Dungeoneer's Pack<br />
|item1b=Scholar's Pack<br />
|item2a=Two daggers<br />
|item2b=Quarterstaff<br />
|item3a=Scale mail<br />
|item3b=Leather Armor<br />
|item4a=Shield<br />
|item4b=Club<br />
|item5a=Light crossbow<br />
|item5b=Shortbow<br />
|classfeatures1=[[#Suspending the Aether|Suspending the Aether]] , [[#Spellcasting|Spellcasting]]<br />
|classfeatures2=[[#Chronal shift|Chronal shift]] , [[#Temporal Awareness|Temporal Awareness]]<br />
|classfeatures3=[[#Timely Path|Timely Path]]<br />
|classfeatures4=[[#Time breaking|Time breacking]]<br />
|classfeatures5=[[#Timely Path|Timely Path]]<br />
|classfeatures6=[[#Momentary Stasis|Momentary Stasis]]<br />
|classfeatures7=[[#Butterfly Effect|Butterfly Effect]]<br />
|classfeatures8=[[#Arcane Abeyance|Arcane Abeyance]]<br />
|classfeatures9=[[#Fast motion|Fast motion]]<br />
|classfeatures10=[[#Timely Path|Timely Path]] , [[#Time lord|Time lord]]<br />
|classfeatures11=[[#Fate recovery|Fate recovery]]<br />
|classfeatures12=<br />
|classfeatures13=[[#Saving Time|Saving Time]]<br />
|classfeatures14=[[#Greater Fast Motion|Greater Fast Motion]]<br />
|classfeatures15=[[#Slow motion|Slow motion]]<br />
|classfeatures16=<br />
|classfeatures17=[[#Supreme Chronomancy|Supreme Chronomancy]]<br />
|classfeatures18=[[#Timely Path|Timely Path]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Undo Timeline|Undo Timeline]]<br />
|extrasonright=3<br />
|extra1_name=Fate Points<br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=5<br />
|extra1_5=6<br />
|extra1_6=7<br />
|extra1_7=8<br />
|extra1_8=10<br />
|extra1_9=11<br />
|extra1_10=12<br />
|extra1_11=13<br />
|extra1_12=15<br />
|extra1_13=16<br />
|extra1_14=17<br />
|extra1_15=18<br />
|extra1_16=20<br />
|extra1_17=21<br />
|extra1_18=22<br />
|extra1_19=25<br />
|extra1_20=30<br />
|extra2_name=Cantrips Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=2<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=3<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Spells Known<br />
|extra3_1=4<br />
|extra3_2=6<br />
|extra3_3=8<br />
|extra3_4=10<br />
|extra3_5=10<br />
|extra3_6=12<br />
|extra3_7=12<br />
|extra3_8=14<br />
|extra3_9=14<br />
|extra3_10=14<br />
|extra3_11=16<br />
|extra3_12=16<br />
|extra3_13=16<br />
|extra3_14=18<br />
|extra3_15=18<br />
|extra3_16=18<br />
|extra3_17=20<br />
|extra3_18=20<br />
|extra3_19=20<br />
|extra3_20=20<br />
}}<br />
<br />
<br />
==== Suspending the Aether ====<br />
Starting at 1st level, you have fate points equal to the fate point chart listed above. You regain expended fate points upon finishing a long rest. When a creature within 60 feet of you, that you can see is casting a spell, you may spend a fate point as a free action and suspend that one spell for one round of combat. You may not use this feature more than once on a single creature. In addition, any spells cast by you can be suspended. A suspended spell doesn´t take effect until it is no longer in such state, and an antimagic field touching the area of the origin of such will still have it´s effects on it. A suspended spell will take its effect from where it was casted, no matter the caster´s position or current state.<br />
<br />
At 16th level, you are able to prolong the effect of this feature by performing an arcana check with a DC of 10 + (the spell level multiplied per two point five rounded up); For example, an enemy wizard casting a time stop spell, which is a level 9 spell, would require you to succeed on a DC33 (10+23(which is 9x2.5=22.5=23) arcana check. On a successful check, the effects of this feature last for 1d4+your proficiency modifier; suspending them in this way requires your concentration.<br />
<br />
==== Spellcasting ====<br />
As a conduit for temporal power, you can cast chronomancer spells.<br />
<br />
'''Cantrips'''<br />
<br><br />
At 1st level, you know Two cantrips of your choice from the Chronomancer spell list. You learn additional chronomancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Chronomancer table.<br />
<br />
'''Spell Slots'''<br />
<br><br />
The Chronomancer table shows how many spell slots you have to cast your spells of lst level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.<br />
<br><br />
For example, if you are a 3rd-level Chronomancer, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
'''Spells Known of 1st Level and Higher'''<br />
<br><br />
You know four 1st-level spells of your choice from the chronomancer spell list.<br />
<br><br />
The Spells Known column of the Chronomancer table shows when you learn more chronomancer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn two new spells of either 1st or 2nd level.<br />
<br><br />
Additionally, when you gain a level in this class, you can choose one of the chronomancer spells you know and replace it with another spell from the chronomancer spell list, which also must be of a level for which you have spell slots.<br />
<br />
'''Spellcasting Ability'''<br />
Wisdom is your spellcasting ability for your Chronomancer spells. The power of your spells comes from your connection to the multiverse. You use your Wisdom whenever a Chronomancer spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Chronomancer spell you cast and when making an attack roll with one.<br />
<br><br />
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier<br />
<br><br />
Spell attack modifier = your proficiency bonus + your Wisdom modifier<br />
<br><br />
'''Ritual Casting'''<br />
<br><br />
You can cast a Chronomancer spell as a ritual if that spell has the ritual tag and you have the spell prepared.<br />
<br />
'''Spellcasting Focus'''<br />
<br><br />
You can use a Divining Rod, Crystal, or Orb as a Spellcasting Focus.<br />
<br />
==== Chronal Shift ====<br />
At 2nd level, you may spend one fate point so you can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.<br />
<br />
==== Temporal Awareness ====<br />
Starting at 2nd level, you can add your Wisdom modifier to your initiative rolls.<br />
<br />
==== Timely Path ====<br />
Starting at 3rd level, you must choose a Timely Path. The options are either Enforcer of Time, Guardian of the Timeless Gaze, and Time Lord; this choice grants you benefits when you choose them, and again at levels 3, 5, 10 and 18.<br />
<br />
==== Ability Score Increase ====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You cannot increase an ability score above 20 using this feature.<br />
<br />
==== Time breaking ====<br />
Starting at level 4, whenever you use a spell from the Chronomancer spell list, you may add your Wisdom modifier + proficiency bonus to the damage rolls<br />
<br />
==== Premonition ====<br />
Starting at level 5th, every time you finish a long or short rest, you must roll 3d20 and save the results as you premonitions, after you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can change the roll with any of the premonitions, then you lost all your premonitions.<br />
<br />
==== Momentary Stasis ====<br />
When you reach 6th level, as an action, you may spend three fate points to magically force a creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.<br />
<br />
==== Butterfly Effect ====<br />
Sometimes the smallest possible action ripples across space and time affecting the rise and fall of kingdoms unknown to anyone but the gods of time and the wizards who study them. Starting at 7th level, you have learned to manipulate these ripples in small but meaningful ways.<br />
<br />
When you see a creature roll a 1 or a 20 on the d20, you can use your reaction and a fate point to turn that roll into 2 or 19. After you use this feature , you gain a butterfly mote represented by a small ethereal butterfly fluttering around you. You can have a number of motes equal to your Wisdom modifier and these motes last until you take a short or long rest .<br />
<br />
After you or a creature you can see within 60 feet of you makes an attack roll or a saving throw, you may expend one of your butterfly motes to treat that roll as a critical hit.<br />
<br />
==== Arcane Abeyance ====<br />
At 8th level, after you or a creature you can see within 60 feet of you cast a spell using a spell slot of 4th level or lower, you can use two fate point to condense the spell's magic into a magic mote. The spell is frozen in time at the moment of casting and held in the mote for 1 hour, then it comes flying to you. This mote is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the mote is destroyed, it vanishes in a flash of light, and the spell is lost.<br />
<br />
A creature holding the mote can use its bonus action to release the spell within, whereupon the mote disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes.<br />
<br />
Once you create a mote with this feature, you can't do so again until the first mote dissapears, otherwise the first mote will dessapear.<br />
<br />
==== Fast motion ====<br />
At 9th level, as an action you can cast the spell haste whithout using a spell slot, you regain this feature upon finishing a long rest. At level 13 this feature gets replaced with [[#Greater Fast Motion|Greater Fast Motion]].<br />
<br />
==== Time lord ====<br />
At 10th level, Whenever someone affects the time with a feature or a spell, you are aware of it, and if it´s in the same plane as you, you know the exact position of the time anomaly and of the time influencer for a week. Additionally, if you see a creature trying to alter time with a spell, as a reaction or action, you can spend a fate point to deal 1d12 points of force damage. You can spend additional fate points so the target receives 1d12 points of force damage per turn per fate points spent.<br />
<br />
==== Fate recovery ====<br />
Starting at 11th level, you can regain half of your expended Fate Points after a short rest.<br />
<br />
==== Saving Time ====<br />
Starting at 13th, you can use cantrips as a bonus action.<br />
<br />
==== Greater Fast Motion ====<br />
At 14th level, as an action you can cast the spell haste up to 3 creatures whithout using a spell slot, you regain this feature upon finishing a long rest.<br />
<br />
==== Slow motion ====<br />
Your notion of time begins to rises and your reaction does as well, begining at level 15th, select up to 4 creatures you can see within 30 feet, they have advantage on initiative rolls and they cant be surprised.<br />
<br />
Until the end of your first turn of each combat, your speed is doubled, gain advantage on saving throws, and gain an additional action.<br />
<br />
==== Supreme Chronomancy ====<br />
Once reaching level 17, you gain supreme domain upon the delicate time flow over reality. Spending ten fate points you are able to cast the "time stop" spell as a free action without expending spell slots, following its other rules. Additionally, you may spend three fate points as a bonus action while in the effects of this spell, to obtain one of the following benefits:<br />
<br />
Time dilation. you extend the effects of the "time stop" spell for other 1d4 rounds.<br />
<br />
Time bubble. you choose a point that you can see, in there, spawns a 30ft magical sphere where time is unaffected by the "stop time" spell.<br />
<br />
Time inclusion. A creature that you can see is now under the same rules as you, as if he has casted the time stop spell.<br />
<br />
==== Undo Timeline ====<br />
Once reaching level 20, you may spend thirty fate points to make a time-change; you may rewind time up to one day, and only you and 10 other creatures may remember it (your choice), as well as someone who sees you casting this feature, who can make a wisdom saving throw so he doesn't forget a thing at all. All items gained within that time are lost. You can only use this feature once every year, and after doing so, you immediately age a year, and you need to stay alive at least for one minute when the rewind is done, otherwise, the rewind is impossible, since it needs two points sustainable of space time to be done, therefore, you must not die of old age by this mean, or any other. For example, if everyone was about to die to a Tarrasque the Chronomancer can revert back in time to an hour before they encountered the Tarrasque to inform the party of everyone's unfortunate demise, or maybe return with it´s allies, in either case, the Chronomancer is aging 1 year. This is an extremely big story changer, you must inform and collaborate with your Dungeon Master.<br />
<br />
===Enforcers of Time===<br />
Your thoughts about how time magic should be used and how others should use it turns you into the law of time itself of how others use time magic.<br />
<br />
;{{#anc:Cunning action}}<br />
When you first choose this timely path, your quick thinking, agility and time comprehension allows you to move and act faster than others quickly, you can take a {{5e|bonus action}} on each of your turns in combat. This action can be used to only take the {{5e|Dash Action|dash}}, {{5e|Disengage Action|disengage}}, or {{5e|Hide Action}}.<br />
<br />
;{{#anc:Blink of an eye}}<br />
At 5th level, when you move, you may spend a fate point to take a step out of time, then come back into the present. Once per turn you may teleport into an unoccupied space that you can see, by spending movement equal to the distance traveled. This does not provoke attacks of opportunity.<br />
<br />
;{{#anc:Timeless ammunition}}<br />
At 10th level, you may suspend your ammunition in time as a free action (after you shoot it, using the accelerated nature of the aether around), so they stay in the air. In this way, they are motionless, and creatures attempting to move it or push it need to succeed a Strength check against your spellcasting DC; they may move it away 5 feet per number that exceed your DC (example: you have a spellcasting DC of 17, and someone score barely a 17; that is able to push it 5 feet in a direction. If said creature succeeds with a 19, that means that said creature is able to push the ammunition 15 feet).<br />
Such action requires your concentration, regardless of which, when or how many of your ammunition are suspended. When you lose concentration, or when you desire so, the ammunition returns to its motion, in the direction the point of the ammunition is going.<br />
<br />
;{{#anc:Temporal Paradox}}<br />
At 18th level, as a bonus action, you may spend 3 fate points to fuse the aether and the fabric of time together, wrapping it into a condensed paradoxic-sphere, that may be infused into one of your ammunitions, or as a fragile, very light, improvised weapon which deals no damage; launching it would make it detonate, and any creature within 30 feet of where it lands must either succeed a {{5a|Wis}} {{5e|saving throws|saving throw}} and have their speed halved until the end of your next turn or become stunned for 1d4 rounds. <br />
If the paradoxic sphere is not used in the next 20 seconds upon its creation, it may detonate at any random moment and no longer triggers upon launching it, potentially affecting its creator or it´s allies; when it´s detonated is decided by the DM or by rolling dice; a 1d100 quantity of time, which it is decided on a 1d10 (a 1 is seconds, 2 is minutes, 3 and 4 means hours, 5, 6 and 7 are days, 8 are weeks, 9 means years, and 10 are centuries)<br />
<br />
===Guardian of the Timeless Gaze===<br />
You become a knight of the timeless gaze, gaining abilities to shield your allies and yourself with time itself, making you a melee specialist.<br />
<br />
;{{#anc: Knight's Timeless Armor}}<br />
Starting when you choose this Timely path at level 3, you have proficiencies with all armors and shields, as well as three weapons of your choice, per your training is rewarded.<br />
<br />
;{{#anc:Echo Attack}}<br />
At level 5, you are able to create an echo in time of yourself; it looks like you and it's in your same space, but is translucid and ethereal. If you spend two fate points on an attack or spell you make against a creature it´s seen as two parallel attacks; only one is real, and you decide which; roll one time per echo generated, and you decide which roll to use, if said roll is from an echo, you vanish, seemingly becoming ethereal and translucid, and you take the position of your echo self, switching one with another, before your echo self vanish into thin air.<br />
At level 10, you may create a second echo, spending four fate points(two per echo-self) and rolling 3d20; one per each attack, but only one of them deals it´s damage or effects<br />
At level 18, you may create a third echo-self, spending six fate points .<br />
<br />
<br />
;{{#anc: Time pocket}}<br />
At 10th level, you have managed to create a pocket dimension outside of time that you can rely on in times of need. On your turn, you can use a bonus action to spend two fate points to enter into a timeless space, spending a hit die to heal yourself + {{5a|Wis}} modifier + your Chronomancer level.<br />
<br />
Alternatively, you may send a touched ally to such space, in which he may spend a hit die to heal, regaining additional hit points equal to your + {{5a|Wis}} modifier.<br />
<br />
You must finish a short or long rest before using this feature again.<br />
<br />
;{{#anc: Warrior of the astral plane}}<br />
At 18th level, spending 4 fate points and taking a round to focus, you can stop the flow of time temporarily for all selected targets within a 30 foot radius centering you. They must make a {{5a|con}} save, and upon failing are stopped in time, per the effects of the "time stop" spell, until the beginning of your next turn or until they receive damage; In this way, targets lose AC benefits from shields and dexterity, and attack rolls have advantage, or if the situation is appropriate(a target without armor or any magical defense, for example) attacks hit automatically.<br />
<br />
===Space-Time control===<br />
You decide to take a different spin on your Time magic and use it to warp the space becoming the literal master of space-time. There aren't many space-time lords but the few are masters of controlling, exploiting, and having fun with space-time itself.<br />
<br />
Space-Time Pulse a unique cantrip only the Space-Time control timeline has.<br />
Starting at 3rd level, You are granted a special cantrip that allows the user to emit a blast of magnetic energy. Choose a point within 40 feet, every creature within range of that point must make a strength saving throw or take 1d8(2d8 at 5th 3d8 at 11th and 4d8 at 17th) force damage and be pushed 3 meter in a direction of your choice<br />
<br />
The radius of this cantrip rises to 5 feet on level 8, 10 feet on level 16 (You can choose the radius everytime you use this cantrip)<br />
<br />
;{{#anc: Space Deflection}}<br />
Starting at 3rd level, You manipulate space around yourself causing enemy attacks aimed at you to miss more often. Your AC is equal to 10+ your wisdom modifier. At 6th level this is 13+ your wisdom. At 13th level your AC is equal to 13+ your wisdom modifier + half your proficiency bonus(rounded down).<br />
<br />
;{{#anc: Warp}}<br />
At 5th level, you can feel and move trought space-time. As a free action you can feel the presence of all the space within 30 feet of you, even if you cant see it (doesnt reveal creatures).<br />
<br />
As an action you can touch a wall or an object up to 8 feet to warp it, while the object is warped it cant be moved, any creature that try to touch it will go trought it instead, this effect will last up to 1 minute or when you disban it. You can use this ability a number of times equal to your wisdom modifier (minimum 1) and regain your uses of it after finishing a short rest.<br />
<br />
As a bonus action, you can teleport up to 30 feet to an unoccupied space even if you cant see it. You can use this ability a number of times equal to your wisdom modifier (minimum 1) and regain your uses of it after finishing a long rest. <br />
<br />
;{{#anc: Space-Time gravity}}<br />
Starting at 10th level, you can distortion the space by condensing gravity, every creature that you select within 50 feet must succeed on a constitution saving throw every turn or recieve 8d6 and fall prone, becoming incapacitated and unable to stand up for the duration, on a succed recieve half damage and dont fall prone, while using this feature youre unable to move and must keep concentration. The damage rises 2d6 every two levels. You can use this feature a number of times equal to your wisdom modifier (minimum 1) and regain your uses of it after finishing a long rest.<br />
<br />
;{{#anc: Reality Bubble}}<br />
Starting at 18th level, you have resistance to force, thunder and slashing damage. As a reaction you can summon a 5 feet sphere in your place, while inside it instead gain immunity to these damage types, you can use this feature a number of times equal to your wisdom modifier (minimum 1) and regain your uses of it after finishing a long rest.<br />
<br />
=== Chronomancer Spell List ===<br />
; Cantrips<br />
''[[Astral Barrier (5e Spell)|Astral Barrier]], [[Bolt of Time (5e Spell)|Bolt of Time]], [[Halt (5e Spell)|Halt]], [[Temporal Rift (5e Spell)|Temporal Rift]], [[Vortex Gaze (5e Spell)|Vortex Gaze]]''<br />
<br />
;1st Level Spells<br />
''[[Hush (5e Spell)|Hush]], [[Revert Time (5e Spell)|Revert Time]], [[Rift Balance (5e Spell)|Rift Balance]], [[Spell Blade (5e Spell)|Spell Blade]], [[Weight of 1000 Years (5e Spell)|Weight of 1000 Years]]''<br />
<br />
;2nd Level Spells<br />
''[[Ancient Path (5e Spell)|Ancient Path]], [[Ancient Tether (5e Spell)|Ancient Tether]], [[Clockwork Sphere (5e Spell)|Clockwork Sphere]], [[Eyes of Fate (5e Spell)|Eyes of Fate]], [[Reflexive Shot (5e Spell)|Reflexive Shot]], [[Summon Astral Beast (5e Spell)|Summon Astral Beast]]''<br />
<br />
;3rd Level Spells<br />
''[[Astral Guardian (5e Spell)|Astral Guardian]], [[Bonesword (5e Spell)|Bonesword]], [[Column of Time (5e Spell)|Column of Time]], [[Time Bomb (5e Spell)|Time Bomb]]''<br />
<br />
;4th Level Spells<br />
''[[Bane Shot (5e Spell)|Bane Shot]], [[Split Causality (5e Spell)|Split Causality]], [[Veil of Compressed Time (5e Spell)|Veil of Compressed Time]]<br />
<br />
;5th Level Spells<br />
''[[Astral Communication (5e Spell)|Astral Communication]], [[Astral Entity (5e Spell)|Astral Entity]], [[Enervation (5e Spell)|Enervation]], [[Time Trap (5e Spell)|Time Trap]]''<br />
<br />
;6th Level Spells<br />
''[[Eyes of Time (5e Spell)|Eyes of Time]], [[To Ashes (5e Spell)|To Ashes]], [[Woeful Stab (5e Spell)|Woeful Stab]]''<br />
<br />
;7th Level Spells<br />
''[[Delayed Blast Time Bomb (5e Spell)|Delayed Blast Time Bomb]], [[Time Restoration (5e Spell)|Time Restoration]]''<br />
<br />
;8th Level Spells<br />
''[[Rapture (5e Spell)|Rapture]]''<br />
<br />
;9th Level Spells<br />
''[[Pillars of Time (5e Spell)|Pillars of Time]], [[Quantum Shift (5e Spell)|Quantum Shift]]''<br />
<br />
=== Multiclassing ===<br />
'''Prerequisites.''' To qualify for multiclassing into the Chronomancer class, you must meet these prerequisites: You must have 13 {{5a|Wis}}.<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Dominatrix_(5e_Background)&diff=1823982Dominatrix (5e Background)2024-03-21T17:49:51Z<p>Green Dragon: Reverted edits by 2606:40:8DB7:44C:0:0:A61:17EE (talk) to last revision by SirSprinkles</p>
<hr />
<div><br />
{{Adult Theme}}<br />
<br />
==Dominatrix==<br />
{| class="5e" style="float:right"<br />
! https://www.cvltnation.com/wp-content/uploads/2018/08/detrc3a1s-del-labial-2-mujeres-1-lc3a1tigo-john-willie-bizarre-ca-1950_s.jpg<br />
|-<br />
| A mistress punishing her slave.<br/>[https://www.cvltnation.com/intriguing-archives-john-willie-1940s-fetish-provocateur-maverick/ by John Willie]<br />
|}<br />
<br />
At some point in your life, you perform pleasure and feel the power of being in charge, something that gives you liveliness. Unlike a prostitute or courtesan, a domineering woman knows very well what she wants and what pleases her. That is why she is not paid to do undesirable work since she commands her submissives.<br />
It can be viewed professionally or simply personal as it can carry this philosophy throughout your personality and the way you view the world.<br />
The dominatrix can consistently and responsibly perform this fetish and respect its submissive before pushing it to the limit or simply using its will and indulging in sadism for the sake of pleasure. When making a character with this background ask yourself these questions: What led your character this way? Did something in your destiny compel you? Was it a twisted and unfortunate fate? Or was it by your own choice? How much does this psychologically build your character? Is it in your nature to dominate or is it simply about money? What are the limits that define your way of dominating? Do you take domination to other areas of your life or just where you want to attend? Do violence and pleasure really go together or is this for your character just an act? Ask, because the only one who can ask questions here is '''the dominator'''.<br />
<br />
'''Skill Proficiencies:''' Choose two of the following: [[5e SRD:Performance Skill|Deception]], [[5e SRD:Performance Skill|Intimidation]],[[5e SRD:Performance Skill|Performance]] and [[5e SRD:Performance Skill|Persuasion]].<br />
<br />
'''Tool Proficiencies:''' You may choose a proficiency in two tools from the following options: Disguise Kit, Poisoner's kit, Thieves' tools, and Torture Tools.<br />
<br />
'''Languages:''' Two of your choice.<br />
<br />
'''Equipment:''' Thieves' tools, a Whip or dagger, Chain, A Pair of Shackles, Fine clothes, Entertainer's Pack, Mirror, Oil, Silk Rope, Belt Pouch with 15 Gold.<br />
<br />
===Fetishes===<br />
<!--Optional section, delete if unneeded. Otherwise rename header, table headers and table length as appropriate.--><br />
As an option, every Mistress has her specialty or preference when it comes to fetishes.<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d10 || Specialization<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || Sadism<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || Masochism<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || Macrophilia<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || Choking<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || Bondage<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || Choreophilia<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || Teratophilia<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || Exhibitionism<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || Voyeurism<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || Microphilia<br />
|}<br />
<br />
===Feature: Dominating Presence===<br />
Whenever people are around them, they feel a dominant and empowering aura. Because of this, many people tend to be intimidated by you and avoid you as much as possible. However, your presence can also be used to your advantage; extracting information is easier for you because people crack under the pressure of your dominance. Likewise, people find it harder to deceive or withhold information from you.<br />
<br />
As such, you gain advantages on Persuasion & Insight checks. <br />
<br />
====Alternate Feature: Personal Slave====<br />
At some point in her life as a Dominatrix, she chose one of her submissives either by force or merit, to bring with her on her travels. Choose this trait to earn a loyal slave who will perform as your pet.<br />
<br />
This character is a peasant or ordinary person who can perform common tasks ordered by you, but cannot fight for you, though is always very willing to obey.<br />
<br />
===Suggested Characteristics===<br />
Dominatrixes not only play a lifestyle about pleasure but also act on the minds of many people. With this, there is a vast personality behind each individual. Therefore, one must be sure and firm of their dominant beliefs.<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d8 || Personality Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I'm always extremely flirtatious despite sex, gender, body, etc.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I believe that torture is an art and works very hard to do it perfectly.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || Everything for me can easily become sexual and wanton<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I rarely get undressed and lose my composure, always staying above the rest<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || My voice and body language tends to keep up with my arousal level<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I tend to get violent the more the victim shows mental or bodily resistance to my antics.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || I always reward those who are obedient and easily willing to enslave<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || My body and my devices must always be clean and ready to act.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || '''Psychologist''' My job is to psychologically fix something that's broken. (Good)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || '''Independence''' I do what I'm good at because what I'm good at is good for me. (Neutral)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || '''Merciless''' The more the suffering and pain I inflict, the more I enjoy my work. (Evil)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || '''Follower''' I follow all the teachings to which you have been instructed and empowered (Lawful)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || '''Hedonist''' My pleasure is above the others, I only do what pleases me. (Chaotic)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || '''Proffesionalism.''' Money pays the bills (any)<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I love myself, and that means doing everything to please me.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I have a duty, and I would do anything to honor it.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I was born to do this. It's my calling.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I have a mistress and i want to make her proud <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || How can people experience true pleasure if I don't do this?<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I can't stop doing it, no matter how hard i try<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Flaw<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I have an easy tendency to lose my patience.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I am a person with cold nature.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || Everything about me tends to become sexually dirty.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || My thirst for pleasure-seeking is insatiable.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I tend to be irreducible when I have a formed opinion.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I use every means to get my own pleasure.<br />
|}<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Backgrounds Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Background]]</div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Grimoire_Summoner_(5e_Class)&diff=1819824Grimoire Summoner (5e Class)2024-03-11T19:19:16Z<p>Green Dragon: Undo revision 1819560 by 2804:828:C230:C777:8DFE:6BDF:DD66:68BF (talk)</p>
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<div><br />
<br />
== Grimoire Summoner ==<br />
<br />
A Grimoire Summoner is a pseudo magic based class that uses the powers bestowed upon them by their Grimoire to fight. The powers of the book grant you the use of a special type of creature called a Guardian Beast to be your sword and shield while you command them, and boost their prowess.<br />
<br />
=== Chosen by the Book ===<br />
<br />
Grimoires are a mysterious existance, no one knows where they came from or how they choose their master, but one thing many do know is that those chosen by a Grimoire never live normal lives again. Once chosen by a Grimoire many may rise in power and stature, using the Grimoires powers for unending gain. While others fall to the attention that book brings, as being the master of the Grimoire is no safe task.<br />
<br />
=== Creating a Grimoire Summoner ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
The Grimoire may have chose you, but that doesn't mean you can use its power to shape the type of master you will be. Will you do your best to hide your Grimoire that others covet, or will you brazenly show off its power to the world? Do you use its power for personal gain, to rule, to serve? Are you someone who is a master of ordering others, or someone who is more fit to get your hands dirty? Are you a strict person who follows a personal code, or someone who is free willed and will let nothing get in the way of their desires?<br />
<br />
;Quick Build<br />
You can make a Grimoire Summoner quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose any background that you would like, as the Grimoire can choose someone as simple as a farmer, or as grand as a king. <br />
<br />
{{5e Class Features<br />
|name=Grimoire Summoner<br />
|summary=Chosen by a magical Grimoire, the user harnesses it's power to summon a Guardian Beast to wreak havoc on the battlefield.<br />
|hd=8<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Light Armor<br />
|weapons=Simple Weapons<br />
|tools=None<br />
|saves=Charisma, Wisdom<br />
|skills=Choose two Skills from Acrobatics, Animal Handling, History, Insight, Investigation, Medicine, Perception<br />
|item1a=a light crossbow and 20 bolts<br />
|item1b=any simple weapon<br />
|item1c=<br />
|item2a=padded armor<br />
|item2b=leather armor<br />
|item2c=<br />
|item3a=a dungeoneer's pack<br />
|item3b=an explorer's pack<br />
|item3c=<br />
|item4a=a dagger<br />
|item4b=<br />
|item4c=<br />
|wealth=2d6 x 10 gp<br />
|classfeatures1={{inpage|Bronze Grimoire}}, {{inpage|Grimoire Summoner Archetype}}<br />
|classfeatures2={{inpage|Mana Pool}}, {{inpage|Mana Manipulation}}<br />
|classfeatures3={{inpage|Share Senses}}, {{inpage|Lifelink}}<br />
|classfeatures4={{inpage|Mana Manipulation}}, {{inpage|Forced Contract}}<br />
|classfeatures5={{inpage|Silver Grimoire}}, {{inpage|Far Summon}}<br />
|classfeatures6={{inpage|Mana Manipulation}}<br />
|classfeatures7=<br />
|classfeatures8={{inpage|Mana Manipulation}}<br />
|classfeatures9={{inpage|Mana Mastery}}<br />
|classfeatures10={{inpage|Gold Grimoire}}, {{inpage|Mana Manipulation}}<br />
|classfeatures11={{inpage|Mutual Contract}}<br />
|classfeatures12={{inpage|Mana Manipulation}}<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Mana Manipulation}}<br />
|classfeatures15={{inpage|Diamond Grimoire}}<br />
|classfeatures16={{inpage|Mana Manipulation}}<br />
|classfeatures17={{inpage|Gemini}}<br />
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<br />
==== Bronze Grimoire ====<br />
<br />
A Grimoire has chosen you as its master, by doing so it grants you features that you may use in conjunction with this class. The crux of this is your Guardian Beast, starting from 1st level you have Guardian Beast that bonds with you and follows your commands. Your Guardian Beast is linked to your life, and is therefor immortal as long as you are alive. If it is killed, you can spend a long rest to bring them back to life, and the next time you summon them they are summoned at full health. The Guardian Beast obeys your commands as best it can, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your Guardian Beasts acts on its own.<br />
<br />
The Guardian Beasts starting ability scores are: 16, 14, 13, 12, 10, 8. They can be distributed on the six ability scores in any chosen order. The Guardian Beasts uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, a Guardian Beast also adds its proficiency bonus to its AC (14) and to its damage rolls. Your Guardian Beast also gains proficiency in 2 skills of your choice. They also become proficient in all saving throws. The Guardian Beast starts with 8 + Con hit points, and it increases by 1d8 + con for each level of Grimoire Summoner after 1st level. In addition the Guardian Beast cannot speak nor understand any languages at level 1, but can still telepathically communicate with the summoner up to 150 ft. Starting at 5th level the Guardian Beast learns 1 language of the Grimoire Summoners choice and use that language normally, and at 10th level the Guardian Beast can fully learn and use all the languages that the Grimoire Summoner knows.<br />
<br />
You can freely summon and dismiss your Guardian Beast by using an Action. When summoning your Guardian Beast, your Grimoire appears in a location near you and opens to a page which is housing your Guardian Beast and it jump out of the page to a open spot within 10 ft of you. Your Grimoire will stay out as long as your Guardian Beast is out, and is nigh indestructible and cannot be destroyed by normal means, albeit high level spells may be able to damage it enough to destroy it. However the Grimoire cannot be used to block, as a tool, or for anything besides its intended purpose, any other attempts to do so make the Grimoire teleport to a different location near you. If by some chance the Grimoire is destroyed you cannot re-summon it until you complete a long rest, and therefor cannot summon any new creatures from it, or use any features related to this class. You may also summon your Grimoire for free and not summon a creature to use other features listed in the class. There is a limit of having 1 summoned creature out from your Grimoire at a time. The Guardian Beast does not have hit dice of its own. During a short rest, you may use your Hit Die to heal your Guardian Beast just as you would heal yourself, however you use your Charisma modifier added to the amount rolled instead of Constitution.<br />
<br />
There are 6 different base types of Guardian Beasts for you to choose from and it cannot be changed later on. Each of the different forms have a different innate abilities that they unlock as you gain levels in Grimoire Summoner. All Guardian Beasts start out as medium size. The different ones you can choose from are listed below:<br />
<br />
<br />
;{{#anc:Hungering Wolf}}<br />
A more vicious and slightly larger wolf, with anti-magic properties that get stronger as you level. <br />
* Speed of 30 ft<br />
* The wolf may make one bite attack at a target for 2d4 + str/dex piercing damage<br />
Starting at 5th Level, your Guardian Beast gets stronger. Your Guardian Beast gains the ability to cast counterspell as a 3rd level spell. Starting at 10th level this spell casts at 5th level, and at 15th level it casts as a 7th level spell. The Guardian Beast regains the use of this feature after a long rest.<br />
<br />
<br />
;{{#anc:Assassin Mantis}}<br />
An almost human size praying mantis, with claws like the sharpest of swords.<br />
* Speed of 30 ft<br />
* The mantis claws at a target with both of its arms for 2d4 + str/dex slashing damage<br />
Starting at 5th level, your Guardian Beast gets stronger and gains the ability to perform a pounce attack. If the mantis has moved at least 20 ft. toward a creature and then hits them with a claw attack on the same turn, that target must succeed on a DC 8 + prof. + str saving throw or be knocked prone. If the target is prone, the mantis can make one claw attack against it as a bonus action. Starting at 10th level the mantis gets a +3 bonus to attack rolls with a pounce attack, and at 15th level the mantis gets a +6 bonus to attack rolls with the pounce.<br />
<br />
<br />
;{{#anc:Angelic Being}}<br />
A humanoid angelic like being with features of your choice, wielding two swords that get more dangerous as you level.<br />
* Speed 30 ft<br />
* The angelic being slashes at a target with both of its swords for 2d4 + str/dex slashing damage<br />
Starting at 5th level the angelic being can use Searing Smite as a 3rd level spell, starting at 10th level this spell casts at 5th level, and at 15th level it casts as a 7th level spell. The Guardian Beast regains the use of this feature after a long rest.<br />
<br />
<br />
;{{#anc:Demonic Being}}<br />
A demonic like being with features of your choice, wielding a large 2 handed warhammer.<br />
* Speed 30 ft<br />
* The Demonic being smashes a target for 2d4 + str/dex bludgeoning damage<br />
Starting at 5th level the demonic being can use a bonus action to curse a target within 60 ft. The target is cursed for 1 minute. The curse ends early if the target dies, the Guardian Beast dies, or is incapacitated. until the curse ends you gain the following benefits: you gain a bonus to damage rolls against the target equal to the Guardian Beasts proficiency bonus, any attack roll they make against the target is a critical hit on a roll of 19 or 20. Starting at 10th level if the target of the curse dies before it is over, on your next turn you can use your bonus action to move the curse to 1 new target within range and refresh how long the curse will last, you can only do this one time. At 15th level you can move the curse a total of 2 times if the targets of the curse die. The Guardian Beast regains the use of this feature after a long rest.<br />
<br />
<br />
;{{#anc:Humanoid Plant}}<br />
A slightly larger than your average humanoid creature, covered in rough bark, similar to a smaller treant<br />
* Speed 30 ft<br />
* The Humanoid Plant slams a target with its arms for 2d4 + str/dex bludgeoning damage<br />
Starting at 5th level the humanoid plant can bolstering its defenses for a duration. As a bonus action the Guardian Beast can root into the ground for up to 1 minute, reducing their speed to 0, they also get advantage on check for being forcibly moved, and gains temporary hitpoints equal to your Grimoire Summoner level. The humanoid plant must be able to pierce the ground with its roots and connect to the earth for this ability to work. Starting at 10th level when using the root ability, the Guardian Beast gains +1 AC, and +5 ft of extra range on the slam for the duration. At 15th level the AC bonus increases to +2, and +10 ft of extra range on the slam. The Guardian Beast regains the use of this feature after a long rest<br />
<br />
<br />
;{{#anc:Draconic Wyvern}}<br />
A ferocious, albeit, smaller wyvern like creature ready to fight at a moments notice<br />
* Speed 30 ft<br />
* The Draconic Wyvern makes a bite attack for 2d4 + str/dex piercing damage<br />
Starting from 5th level the Guardian Beast can make a breath attack. Choose a damage type between : cold, fire, lightning, and poison. Cold and poison function as a 15 ft cone and are con based, while fire and lightning function as a 5 by 30 ft line and are dex based. The targets take 3d6 damage or half as much on a successful save. The saving throw for this is 8 + con + prof. Starting at 10th level the damage increases to 4d6, and the Guardian Beast can also function as if they were under the effects of Feather Fall provided there is enough room for its wings. Starting at 15th level the damage increases to 5d6. The Guardian Beast regains the use of this feature after a long rest.<br />
<br />
Guardian Beasts may not use mundane armor or weapons, but may use certain magic items at the DM's discretion.<br />
<br />
The Guardian Beast is a fiercely loyal companion and therefor highly resistant to any attempts to charm them. This gives the Guardian Beast advantage against fear and charm effects, and any effects that can be shrugged off by self harming actions will also end the affect when the Guardian Beast is commanded to harm their summoner.<br />
<br />
==== Grimoire Summoner Archetype ====<br />
When your Grimoire first chose you it looked at your inner potential and revealed 3 different paths you could lead your Guardian Beast down. The first is the Gift of the Duelist, focusing primarily on skirmishing and outwitting your opponents. The second is the Gift of the Alchemist, focusing primarily on poisons or debilitating your opponent. And the third is Gift of the Gladiator, focusing on strengthening your Guardian Beast to the limits to make them an immovable wall. The final is Gift of the Commander, focusing on multiple different ways to tackle situations. Your choice grants you features at 1st level and again at 5th, 10th and 15th level as your Grimoire grows stronger and changes to fit your needs.<br />
<br />
==== Mana Pool ====<br />
At level 2 your Grimoire opens up more power to you, letting you draw from its inner Mana Pool. This pool is represented by Mana points which allow you the fuel different magical abilities from your Grimoire that have varying affects. The amount of Mana you have access to increases as you gain more levels in Grimoire Summoner, as shown in the Grimoire Summoner table above. You regain all of your spent Mana points back after a long rest.<br />
<br />
<br />
==== Mana Manipulation ====<br />
At 2nd level with newfound access to Mana you can start to bend it to your will in various ways to aid you on and off the battlefield. Starting with 2nd level you gain Mana Slash and 1 of the options listed below to be added to the Mana Manipulation techniques that you know. Each technique costs a varying amount of Mana, and you may only use one Mana technique a turn unless otherwise stated. You gain another Mana technique every 2 levels after level 2. All of these abilities require an Action unless otherwise stated. Charisma is the spell casting modifier you use for the following abilities.<br />
<br />
Whenever this class refers to a Grimoire Summoner save DC you use the formula below to calculate it.<br />
<center> '''Grimoire Summoner save DC = 8 + your proficiency bonus + your {{5a|cha}} modifier''' </center><br />
<br />
* Mana Slash: Using 1 Mana point you send out a blade of Mana to attack a single target. The range of Mana Slash is 60 ft. and deals 1d6 + Cha force damage. The damage of this ability increases to 2d6 at 5th level, 3d6 at 10th level, and 4d6 at 17th level. If you deal the killing blow to a creature, or score a critcal hit, with this ability you absorb Mana from the creature, gaining 1 mana back. However if landed a killing blow and scored a critical hit you regain 2 mana.<br />
<br />
* Grimoire Barrier: Using 2 Mana points when you summon your Grimoire you can cast Mage Armor on yourself at no cost. If you have atleast a {{inpage|Gold Grimoire}} you can, as a reaction, spend 5 mana to shield yourself or another target within 30 ft of you granting them a +3 bonus to their a/c until the end of your next turn. The Gold Grimoire effect may only be used 2 times, regaining all expended charges after a short rest.<br />
<br />
* Hidden Grimoire: For 1 Mana point you can keep your Grimoire hidden inside of you when you summon your Guardian Beast. The amount of Mana required to keep your Grimoire hidden increases to 2 at 5th level, 4 Mana at 10th level, and 8 Mana at 15th level do to your Grimoire being stronger and harder to keep hidden.<br />
<br />
* Inspection: By using Mana points you can have your Grimoire inspect a creature. By doing so your Grimoire flips open to a new page and shares varying amount of information on the creature. For 1 Mana point you can learn a creatures type, and any resistances or immunities. If you have a {{inpage|Silver Grimoire}} you can spend 3 Mana points to learn a creatures Aligment and vulnerabilities. If you have a {{inpage|Gold Grimoire}} you can spend 5 Mana points to learn a creatures current hit points, this does not change if they take damage or heal, and any special abilities the creature may have. Whenever you use this ability at a higher Mana cost you gain the affects of the previous tiers. Additionally all information learned this way is kept stored in your Grimoire and can be looked up using a bonus action.<br />
<br />
* Healing Surge: For 2 Mana points you can quicken you Guardian Beasts or other summoned creatures healing capabilities, healing them for 1d8 + Cha. You may use this ability 2 times. Starting from 5th level the healing increases to 2d8 + Cha and costs 4 Mana, at 10th level the healing increases to 3d8 + Cha and costs 6 Mana, and at 15th level the healing increases to 4d8 + Cha. Regain all expended uses after a short rest.<br />
<br />
* Magical Sight: For 1 Mana point you can grant you and your summoned creature magical sight allowing you to see through magical and nonmagical darkness up to a range of 120 ft. for 8 hours. If you have alteast a {{inpage|Diamond Grimoire}} you can instead spend 3 Mana to grant you and your summoned creature True Sight as if under the effect of the True Seeing spell for 1 hour.<br />
<br />
* Flight: As an Action you can spend 2 Mana to put yourself and any creature you have summoned under the affects of the Feather Fall spell. If you have atleast a {{inpage|Silver Grimoire}} you can spend 5 Mana to put yourself and any creature you have summoned under the affects of the Fly spell, if you have a {{inpage|Gold Grimoire}} you can spend an extra 3 Mana per target to increase the number of targets. The Grimoire maintains concentration for this spell.<br />
<br />
* Protection: If your Guardian Beast ever falls under dire straights, using a massive amount of Mana you can protect them from death and pull them back away from danger. As a reaction if your Guardian Beast is reduced to 0 hit points but not outright killed, you can spend the remainder of your Mana pool to drop them to 1 hit point, teleport them to a space near you, and grant them 3 temporary hitpoints per point of Mana spent with this ability. If you have less than half of your maximum Mana when you use this ability (rounded down), the Grimoire pulls the Mana from you as well temporarily weakening you. While weakened you cannot have more than half of your maximum Mana pool, this effect goes away at the end of your second long rest.<br />
<br />
* Sweeping Attack: By charging your Guardian Beast with power you can temporarily enhance their combat ability. By spending 4 Mana points and the use of your reaction, you can allow your Guardian Beast to make a sweeping attack on their turn attacking any creatures of its choice within 5 ft of it, make a separate attack roll for each target. If your Guardian Beast kills a target with this ability restore 1 Mana point, up to a max of 2. This ability has 2 uses. Regain all uses of this ability after a long rest.<br />
<br />
* Automatic Protection: If you would be reduced to 0 hit points but not outright killed, your Grimoire spends the rest of your Mana to make a protective barrier around you for 3 rounds. The barrier has an AC of 13, is resistant against nonmagical bludgeoning, piercing, and slashing damage, and absorbs 1 point of damage per Mana spent. If you have a {{inpage|Silver Grimoire}} it instead absorbs 2 points of damage per Mana spent. While in the barrier friendly creatures can still interact with you like normal, while hostile attacks are blocked but you can still be freely moved/dragged. While incapacitated in the barrier you continue to make death saving throws like normal.<br />
<br />
* Grimoire World: For 10 mana you can spend 10 minutes in concentration to pull yourself and up to your Grimoire Summoner level willing creatures into your Grimoire world for up to 8 hours. Inside of your Grimoire world is a lush and hospitable environment with no hostile creatures, all of the creatures in your Grimoire can be found here. There are different environments depending on the creatures in your Grimoire letting them live freely on the inside. The main interior when you teleport to is completely up to you but it must be livable. While inside the Grimoire you can use its' powers to create shelter of your choice, as long as it is not to grand. While inside the Grimoire world, any creatures pulled inside with you can freely act as long as they do cause harm to others or the world . Creatures are able to freely leave the Grimoire World if they choose to appearing back in the regular World in an area near where they left, the summoner can also attempt to forcibly evict a creature by making them make a Wisdom saving throw with advantage against the summoners spell save DC. On a fail the creature is forcibly evicted back into the real world early, on a successful save the creature can stay in the world, and the summoner cannot attempt to evict them again for 2 hours. While inside the summoner can regen Mana like normal after a long rest, but they may choose to instead keep the world open for another 8 hours by expending 10 Mana once again, but by doing so they temporarily lower their maximum Mana by 10 until they take a long rest outside of the Grimoire World. This ability requires atleast a {{inpage|Gold Grimoire}} to work. Additionally if you have a {{inpage|Diamond Grimoire}}, and you are the only one to enter the Grimoire you may freely enter Grimoire world at no cost after 1 minute of concentration.<br />
<br />
* Enlarge: For 8 Mana points you can supercharge your Grimoire Beast with extra Mana, increasing their size by 1 category, and boosting their stats. While enlarged the Guardian Beast has advantage on Strength checks and Strength saving thhrows, 30 temporary hit points, and an extra 1d8 to the Guardian Beasts attacks. This affect lasts until the Guardian Beast returns to the Grimoire. This ability requires atleast a {{inpage|Gold Grimoire}} to work.<br />
<br />
==== Lifelink ====<br />
Your Guardian Beast and you are linked at the very soul, if you die it dies, and there is a good chance if it dies, that you will die. Starting at 3rd level whenever either the Summoner or the Guardian Beast take damage, as a reaction the other may sacrifice hit points up to the damage taken, and not in excess of their current hit points. If they do, they prevent damage equal to the number of hit points lost this way. This number can not be lowered in any way, and neither can sacrifice hit points for the other if they are below half of their hit point maximum.<br />
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<br />
==== Share Senses ====<br />
At 3rd level, while on the same plane, you may use an action to perceive through all the Guardian Beasts Senses, which replaces and suppresses your own for the time being. You may switch back to your senses as an action.<br />
<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Your Guardian Beast also gains this when you do.<br />
<br />
<br />
==== Forced Contract ====<br />
Starting at 4th level you have mastered the Grimoire's powers enough to be able to control other creatures outside of your Guardian Beast. Using an Action For 5 Mana points you can attempt to subjugate a creature and bring them into your Grimoire for you to use. For this to work, target a creature within 60 feet that you can see. The creature you are attempting must be near death(Either non-lethally dropped to 0Hp or within 1% of the creatures maximum Hp) and be within an appropriate CR range or they are to powerful for you to control. At 4th level the maximum CR of a creature you try to subjugate is 1. Starting at 6th level your can attempt to subjugate a creature with a maximum CR equal to your Grimoire Summoner level divided by 3, rounded down. Using an Action you create a runic circle beneath a creature and have magical chains attempt to bind them, you force the creature to make a Wisdom saving throw against your spell save DC. On a failed save the creature is stunned until the end of their next turn until this ability either succeeds or fails your character must spend an action on each turn concentrating on the contract (as if they were using a concentration spell). On their turn they make another wisdom save but at disadvantage, on a fail the creature is successfully subjugated and is pulled into your Grimoire for you to use. If a creature succeeds on the first wisdom saving throw the creature is immune to this ability for 24 hours, if the creature fails the first Wisdom saving throw but succeeds on the second saving throw then the creature will then roll with the same specifications as the first Wisdom save this process will repeat each turn until either the creature has succeeded, failed or the summoner's concentration is broken. You cannot use creatures subjugated this way until the end of your next long rest, as the magic binds them and heals them to full. <br />
<br />
Creatures subjugated this way also lose any Legendary or Lair actions. As an extra if the creature if loyal enough to you, and willingly accepts you becoming their master you can subjugate them without the need of fighting them, or making any Wisdom saving throws. Refund 2 mana if you fail to subjugate the creature.<br />
<br />
You may have a number of forced contracts equal to half of your Grimoire Summoner level rounded down. Creatures contracted this way are under your full control, the creature obeys your commands as best it can, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. Creatures summoned this way use your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, a summoned beast also adds half of your proficiency bonus to its AC and to its damage rolls. Additionally when you summon one of these creatures you can spend 3 Mana to give them temporary hit points equal to your Grimoire Summoner level, and you may spend 3 mana once again after any short rest to reapply the temporary hit points.<br />
<br />
The creatures summoned this way are not immortal like your Guardian Beast, any creature you have besides your Guardian Beast can still die like normal, but your Grimoire can help prevent that. When reduced to 0 hp creatures you summon make death saving throws as a player would, stabilizing with 3 successful saving throws. If your summoned creature is reduced to 0 hp, on your turn you may use and action to desummoning them, pulling them back into your Grimoire. When you do so automatically stabilize the creature, but they cannot be used until you have completed 2 long rests. Additionally, you may not summon more than 1 creature per short rest, this includes your Guardian Beast. <br />
<br />
You may, for free, do a 1 hour ritual on a creature to release it from its binds to you. Doing so frees' the creature from your control and your Grimoire returns the creature to a suitable environment that the creature is from, or can survive in, if applicable. Creatures released this way retain all memories of the time they were subjugated and may act accordingly once released if you so happen to run into them once they are released.<br />
<br />
==== Silver Grimoire ====<br />
Upon reaching 5th level your Grimoire changes to become more powerful, it goes from a dull bronze to a polished silver in color and radiates more power. This unlocks features in Mana manipulation, and also powers up your Guardian Beast. Your Guardian Beast now does 2d6 + str/dex damage with their attacks. This also unlocks a new feature for your Guardian Beast depending on your archetype.<br />
<br />
<br />
==== Far Summon ====<br />
Starting at 5th level you have greater mastery over where you summon creatures from your Grimoire. When you summon a creature from your Grimore, the range you can summon the creature to increases to 10 x your Grimoire Summoner level. You must have full vision of the area you are summoning the creature to, and there must be enough room for the creature when summoned.<br />
<br />
<br />
==== Mana Mastery ====<br />
At 9th level you have truly begun to start mastering your Mana manipulation techniques. Any Mana manipulation techniques that you know that require an Action and can instead use your bonus Action to use them (sweeping Attack is exempt from this feature). You can use this ability 2 times. You regain all expended uses of this feature after a short rest.<br />
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<br />
==== Gold Grimoire ====<br />
Upon reaching 10th level your Grimoire changes to become more powerful, it goes from a polished silver to a lustrous gold in color and radiates more power. This unlocks features in Mana manipulation, and also powers up your Guardian Beast. Your Guardian Beast now does 2d8 + str/dex damage with their attacks. This also unlocks a new feature for your Guardian Beast depending on your archetype. Additionally your Guardian Beasts attacks now count as magical for the purpose of overcoming resistances or immunities.<br />
<br />
<br />
==== Mutual Contract ====<br />
Starting at 11th level you are now able to make mutually beneficial contracts with creatures. This functions similarly to {{inpage|Forced Contract}} but for this one you must make a deal with the creature. First the creature must be smart enough to communicate with you, and you must share a means of communication, be it written, spoken, or telepathically. Second the both of you must come to an agreement of some sort of what the contract is for, be it you run into a young brass dragon and make a deal with them to help them get back to a colony of dragons, the dragon would come under your contract and you would be able to have them fight for you. But this is a mutual contract that goes both ways, you must help them with that you agreed upon, and neither of your may act in a hostile way towards the other. Third is the creature you contract is not under your complete control, you have some sway in their actions with directing them in battle, but they are smart enough to act on their own, and very well may decided their decision on something is better than yours and act on it. When you summon a creature this way use your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, a summoned beast also adds half its proficiency bonus to its AC and to its damage rolls. Additionally when you summon one of these creatures you can spend 3 Mana to give them temporary hit points equal to your Grimoire Summoner level. You may have a number of mutual contracts equal to 1/4th of your Grimoire Summoner level rounded down.<br />
<br />
There are a few different ways to end a mutual contract. The first is to complete the contract, so you bring the young dragon back to its colony and your contract is completed and it ends. The second way is if both of you mutually agree to end the contract. By doing so both of you leave the contract on equal terms and may act towards each other however you want. The third way is if one of you forcefully breaks the contract. Either side at any time may attempt to forcefully break the contract, to do so they must take an action and cancel it. By doing so the contract is forcefully canceled but whoever broke the contract receives backlash. Whoever broke the contract gets massively exhausted and gains level 2 exhaustion or if the target is immune to exhaustion 10d10 force damage that cannot be negated in anyway, as the stress of breaking the contract is massive.<br />
<br />
Note: This feature is heavily relied on having a good DM to work with you on it. You can go either way of having the contract be controlled by the player or the DM. Personally I think letting the player control it, but having them play them as a completely separate entity is the best way to go about it, as by not doing that heavily limits what the player can do. But it is completely up to the player and the DM to fine tune this interaction.<br />
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<br />
==== Diamond Grimoire ====<br />
Upon reaching 15th level your Grimoire changes to become more powerful, it goes from a lustrous gold to a perfect crystal diamond and radiates even more power. This unlocks features in Mana manipulation, and also powers up your Guardian Beast. Your Guardian Beast now does 2d10 + str/dex damage with their attacks. This also unlocks a new feature for your Guardian Beast depending on your archetype.<br />
<br />
<br />
==== Gemini ====<br />
Starting at 17th level you are able to tap into some of the strongest powers your Grimoire has to offer. Using 1 action you make your Guardian Beast split into 2 entities with a shared health pool, but they deal reduced damage. For 1 minute your Guardian Beast splits into 2, halving their health, but sharing all damage taken evenly between the two. Additionally reduce the Guardians Beast damage die by 2 levels to 2d6. When they split still count as 1 entity in regards to any non damaging spells that have a single target, so both get affected by buffs and debuffs if one gets affected. Also if you use a class feature that that affects your Guardian Beast it applies to both of them. Gemini lasts for 1 minute or until you cancel it as a bonus action. When the split ends the offshoot Guardian Beast merges back into the primary one. You regain the use of this feature after a long rest.<br />
<br />
==== Mana Regeneration ====<br />
Your mastery over Mana has reached its peak. Starting at 20th level your Mana pool becomes unending, using an Action you can forcibly draw out 25 Mana from your surroundings and add it to your Mana pool, not exceeding your maximum mana. Additionally short rests restore 10 Mana as well. You regain the use of this feature after a long rest.<br />
<br />
=== Gift of the Duelist ===<br />
<br />
Fast and deadly a Duelist Guardian Beast can work with their team to quickly take down threats. The Gift of the Duelist fine tunes the Guardians Beasts combat abilities to make them an all around combatant. They gain grace and dexterity allowing them to weave in and out of combat while also being able to deftly avoid attacks.<br />
<br />
;{{#anc:Sneak Attack}}<br />
Starting at 1st level the Guardian Beast knows where to strike to inflict maximum damage. Once per turn the Guardian Beast can deal an extra 1d6 damage with an attack as long as they have advantage on the roll. You do not need advantage to use this feature if there is another enemy of the target within 5 ft of the target, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The Guardian Beast also gains the ability to blend into their surrounding easier, gaining expertise in Stealth. The damage of this feature increases to 2d6 at 5th level, 4d6 at 10th level, and 6d6 at 15th level.<br />
<br />
;{{#anc:Evasion}}<br />
Starting at 5th level when your Grimoire upgrades to a Silver Grimoire, the Guardian Beast grows even faster, able to dodge attacks other could not. When the Guardian Beast is subjected to an Effect that allows them to make a Dexterity saving throw to take only half damage, the Guardian Beast instead takes no damage if they succeed on the saving throw, and only half damage if they fail. Additionally increase their base movespeed by 10 ft.<br />
<br />
;{{#anc:Cunning Action}}<br />
Starting at 10th level when your Grimoire upgrades to a Gold Grimoire, the Guardian Beast begins to be able to act more quickly in combat. The Guardian Beast can take a bonus action on each of its turns in combat. This action can only be used to take the disengage or hiding action. Additionally the Guardian Beast has advantage on attack rolls against any creature that hasn't taken a turn in the combat yet, and any hit they score against a creature that is surprised is a critical hit.<br />
<br />
;{{#anc:Unhittable}}<br />
Starting at 15th level when your Grimoire upgardes to a Diamond Grimoire, the Guardian Beast begins to show its top tier prowess in combat. The Guardian Beasts is so evasive that attackers rarely gain the upper hand against them. No attack roll has advantage against them while they aren't incapacitated. In addition when an attacker that the Guardian Beast can see hits them with an attack, they can use their reaction to halve the attack's damage against them. <br />
<br />
<br />
=== Gift of the Alchemist ===<br />
<br />
Wreaking havoc on the battlefield the Alchemic Guardian Beast can solo turn the tides of a battle. The Gift of the Alchemist turns your Guardian Beast into a deadly mass of venomous fangs and blades on the battle field. Sometimes spewing a deadly poison with their bite to heavily damage the opponent, and other times striking them with a paralytic swipe of a blade.<br />
<br />
<center> '''Guardian Beast save DC = 8 + your proficiency bonus + your {{5a|con}} modifier''' </center><br />
<br />
;{{#anc:Venemous Bite}}<br />
Starting at 1st level when you select this archetype, venom starts to drips from the Guardian Beasts fangs and weapons. The Guardian Beast now applies venom to each of its attacks. When successfully making an attack, the creature must make a Con saving throw against the Guardian Beasts save DC. On a fail the creature takes 1d6 poison damage, half as much on a successful save. The damage of this increases to 2d6 at 5th level, 3d6 at 10th level and 4d6 at 15th level.<br />
<br />
;{{#anc:Debilitating Venom}}<br />
Starting at 5th level when your Grimoire upgrades to a Silver Grimoire, the Guardian Beast can use more than just 1 type of poison. When making an attack the Guardian Beast can forgo the extra damage on an attack in an attempt to paralyze a target, the creature must make a Con saving throw against the Guardian Beasts save DC. on a fail the creature is paralyzed as per the condition, at the end of the creatures subsequent turns they may attempt to remake the saving throw, on a successful they they lose the paralyzed condition and become immune to this affect for 24 hours. The Guardian Beast can also attempt to inject a creature with anti-magic poison, the creature makes a Con saving throw against the Guardian Beasts save DC, on a failed save the creature has anti-magic poison inside their body. While afflicted with anti-magic poison the creature makes all concentration checks at disadvantage, and if they cast a spell they take poison damage equal to half of the Guardian Beast regular venomous bite attack. They may repeat the save at the end of each of their subsequent turns, on a successful save the resist the poison and become immune to this affect for 24 hours. The Guardian Beast may use this feature 3 times. Regaining all uses of the feature after a long rest.<br />
<br />
;{{#anc:Acidic Venom}}<br />
Starting at 10th level when your Grimoire upgrades to a Gold Grimoire, the Guardian Beasts poison becomes almost acidic. When using the Venemous Bite feature, all poison damage done this way treats immunities as resistance to poison instead. This feature has no affect on poison resistance.<br />
<br />
;{{#anc:Poison Cloud}}<br />
Starting at 15th level when your Grimoire upgrades to a Diamond Grimoire, the Guardian Beast becomes a master of poison and may spread it in an even further range. Using an action the Guardian beast can pick any point, that they can see, within 120 ft. and launch a poison bomb there. The poison flies to that area expanding to affect an area in a 20 ft radius, making all creatures make a Con saving throw against the Guardian Beasts save DC. on a fail the creature takes normal poison damage as per the Guardian Beasts Venemous Bite, on a successful save they take half damage. The poison cloud remains in the location causing any creature who ends their turn in the cloud to make a Con save once against, taking half the damage of Venemous Bite, and no damage on a successful save. The poison cloud lasts for 3 rounds, but can also be blown away early by strong enough winds. The Guardian Beast regains the use of this ability after a long rest.<br />
<br />
=== Gift of the Gladiator ===<br />
<br />
Faster and stronger, the Guardian Beast can take a hit and hit back just as hard. The Gift of the Gladiator pushes your Guardian Beast to its physical limits in combat, making them a creature that can dish out and shrug off blows in any situation.<br />
<br />
;{{#anc:Toughness}}<br />
Starting at 1st level when you select this archetype, your Guardian Beast bolsters its defenses. The Guardian Beasts hit point maximum increases by 2 for each level of Grimoire Summoner. Additionally the Guardian Beast gains 1 additional AC.<br />
<br />
;{{#anc:Combat Mastery}}<br />
Starting at 5th level when your Grimoire upgrades to a Silver Grimoire, the Guardian Beast may make an extra attack using their bonus action when they take the attack action, you do not add the Guardian Beast's ability modifier to the of the attack. In addition they gain a +2 bonus on their attack rolls.<br />
<br />
;{{#anc:Superior Toughness}}<br />
Starting at 10th level when your Grimoire upgrades to a Gold Grimoire, increase the Guardian Beasts AC by 1, for a total of 2 extra AC. As a reaction when the Guardian Beast is struck by an attack it may gain temporary resistance to the damage type of the attack until the start of their next turn. The Guardian Beast may use this ability 3 times. Regain all uses of this feature after a long rest.<br />
<br />
;{{#anc:Rage}}<br />
Starting at 15th level when your Grimoire upgrades to a Diamond Grimoire, increase the Guardian Beasts AC by an additional 1, for a total of 3 extra AC. As a bonus action the Guardian Beast may enter a rage state. While raging the Guardian Beast has advantage on Strength checks and Strength saving throws, gains a +2 bonus on their attack rolls, and a +2 bonus to their damage rolls. Additionally the Guardian Beast may use Superior Toughness an unlimited amount of times while enraged. The Guardian Beast regains the use of this feature after a long rest.<br />
<br />
=== Gift of the Controller ===<br />
<br />
You are masterful over the commanding of your Guardian beasts, making intricate maneuvers over the battlefield.<br />
<br />
;{{#anc:Prestige Movements}}<br />
Starting at 1st level when your Grimoire upgrades to a Silver Grimoire, the Guardian Beast each gain 2 maneuvers, one additional each at 7th, 10th, and 15th level and 2 superiority dice. They regain all expended superiority dice when you finish a short or long rest. They each gain another superiority die at 7th level and one more at 15th level.<br />
<br />
The maneuvers that can be chosen are as follows:<br />
<br />
* Ambush<br />
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.<br />
<br />
* Bait and Switch<br />
When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.<br />
<br />
Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.<br />
<br />
* Brace<br />
When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.<br />
<br />
* Commander's Strike<br />
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.<br />
<br />
* Commanding Presence<br />
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.<br />
<br />
* Disarming Attack<br />
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.<br />
<br />
* Distracting Strike<br />
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.<br />
<br />
* Evasive Footwork<br />
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.<br />
<br />
* Feinting Attack<br />
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack's damage roll.<br />
<br />
* Goading Attack<br />
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.<br />
<br />
* Grappling Strike<br />
Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.<br />
<br />
* Lunging Attack<br />
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.<br />
<br />
* Maneuvering Attack<br />
When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.<br />
<br />
* Menacing Attack<br />
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.<br />
<br />
* Parry<br />
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.<br />
<br />
* Precision Attack<br />
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.<br />
<br />
* Pushing Attack<br />
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.<br />
<br />
* Quick Toss<br />
As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.<br />
<br />
* Rally<br />
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.<br />
<br />
* Riposte<br />
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.<br />
<br />
* Sweeping Attack<br />
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.<br />
<br />
* Tactical Assessment<br />
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.<br />
<br />
* Trip Attack<br />
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.<br />
<br />
<br />
;{{#anc:Commander}}<br />
<br />
Starting at 5th level when your Grimoire upgrades to a Silver Grimoire, your gain a second Guardian Beast.<br />
<br />
<br />
;{{#anc:Infusions}}<br />
<br />
Starting at 10th level when your Grimoire upgrades to a Gold Grimoire, You may infuse either or both of your guardian beasts. Both beasts may have different or the same infusion.<br />
<br />
*Blazing Infusion: You can use a bonus action to add extra fire damage on your guardian beasts next successful melee attack. Roll 1d10 and add your Charisma modifier to determine the extra fire damage done.<br />
<br />
*Freezing Infusion: You can use a bonus action to add cold damage equal to your Charisma modifier and slow the move speed of the target of your next successful melee attack by half of their movement speed. This effect lasts until the end of the target’s next turn.<br />
<br />
*Cyclone Infusion: You can use a bonus action and imbue your guardian beast with the fury of the wind, granting an attack bonus equal to the level of the spell slot expended. Your beasts next successful melee attack crits on a 19 or 20 and knocks the target back by 15 feet, strength check vs your spell DC to negate the knock back.<br />
<br />
*Rockwarder Infusion: You can use a bonus action and gain temporary hit points equal to your level plus your Charisma modifier when your guardian hits on their next melee attack.<br />
<br />
;{{#anc:Greater Infusions}}<br />
Starting at 15th level when your Grimoire upgrades to a Diamond Grimoire, Infusions also last for twice as long.<br />
<br />
*Searing Blaze (Blazing): The target also gains vulnerability to fire until the end of your next turn. If the target was resistant to fire, instead they lose this resistance. Targets immune to fire are unaffected.<br />
<br />
*Deep Freezing (Freezing): The target must make a constitution saving throw, on a fail, they are frozen in ice (paralyzed) until the end of the target’s next turn.<br />
<br />
*Whirlwind (Cyclone): You gain an extra attack against the same target. This attack benefits from the extra crit range and attack bonus of the cyclone infusion used, and can also knock targets back as per the Cyclone infusion.<br />
<br />
*Stonewarder (Rockward): The target also has disadvantage on their next attack or until the end of the target’s next turn. This attack also raises the guardian beasts AC by 1<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Grimoire Summooner class, you must meet these prerequisites: 13 Cha, and be chosen by a Grimoire<br />
<br />
'''Proficiencies.''' When you multiclass into the Grimoire Summoner class, you gain the following proficiencies: Light armor, simple weapons<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Ranger Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:Warlock Tag]]<br />
[[Category:5e Class Mashup]]</div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Aasimar,_Variant_(5e_Race)&diff=1819823Aasimar, Variant (5e Race)2024-03-11T19:13:58Z<p>Green Dragon: Reverted edits by 47.196.12.196 (talk) to last revision by TheAnimeZone</p>
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<div>==Aasimar Variant==<br />
Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.<br />
<br />
An aasimar, except for one who has turned to evil, has a link to an angelic being. That being – usually a deva – provides guidance to the aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings.<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
</div><br />
Usually having the appearance of a human, Aasimar are mortal beings with divine blood, so it is entirely possible for an Orc, Elf or Dwarf Aasimar to exist, however the mortal part only affects their physical appearance.<br><br />
<br />
The characteristics that most show the divine side of an Aasimar, are the presence of Wings that come from the back, eyes with a pure glow and an extremely beautiful beauty, male Aasimar can be confused with women in some situations.<br><br />
<br />
Furthermore, Aasimar have a natural aura of kindness around them, which makes them convey a calmness and gentleness to those around them.<br><br />
===History===<br />
Born from a union of a mortal and a divine being, Aasimares are representatives of the desires of the higher planes on the material plane, often destined to do acts of vision of purity, such as being healers, Paladins, or protectors and counselors of important people<br />
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===Society===<br />
Unfortunately, unlike the Tieflings who have a society, Aasimar do not have this privilege because they are extremely rare to exist, for every 100,000 there can be 1 Aasimar among them.<br><br />
<br />
When two Aasimar meet, something interesting and even poetic happens, they begin to treat each other as very close brothers and try to take care of each other as much as they can, in case they are two Aasimar of opposite gender, they begin to try to protect each other as a couple.<br><br />
===Aasimar Names===<br />
The names of the Aasimar are given in reference to their mortal race, so you are free to choose a name.<br />
<br />
===Aasimar Traits===<br />
{{5e Racial Traits<br />
|summary=<!--Short summary. This will also be displayed on the race index page.--><br />
|abilities=You increase one ability score by 2 and another ability score by 2<br />
|age=Aasimar mature at the same rate as they mortal parent, but live much longer than normal, easily doubling the maximum age of their mortal race.<br />
|alignment=Your blood is affected by the higher planes and because of this you gravitate toward Good alignments, but it is possible for an Aasimar to be corrupted over time and become Evil<br />
|size= Your size is medium<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1={{5E|Darkvision}}<br />
|description1={{5e Darkvision}}<br />
|trait2=Heavenly Body<br />
|description2=Your Body was blessed by your divine side, because of this you have resistance to necrotic damage and radiant damage.<br />
|trait3=Healing Hands<br />
|description3=As an action, you can touch a creature and cause it to regain a number of hit points equal to your level + your proficiency modifier. Once you use this trait, you can't use it again until you finish a long rest.<br />
|trait4=Divine Bearer<br />
|description4=You know one of the following cantrips of your choice: Dancing Lights, Light, or Sacred flame.<br />
|trait5=Ethereal Wings<br />
|description5=You have a pair of Ethereal Wings which you manifest at will, however you can only glide with them(for every 10 feet of height, that's 5 feet forward), by reaching Lv3 you can fly at your walking speed. Heavy or medium armor can hinder your movement, due to its weight, so if you wish to fly using this armor, you must pay the armor's price at a blacksmith to be able to modify it to allow you to fly.<br />
|trait6=Prophetic Visions<br />
|description6=You gain profiency in religion checks. Your Divine Relative already has a goal for you, so sometimes you can receive a prophetic vision, be it through dreams (the most common), or a hallucination, or even a less common method, such as hearing a divine voice speaking in your ear about what will happen in the future.<br><br />
When this happens, your vision will be of whatever the DM thinks is most necessary for the situation, whether it is important information, a possible possibility of what might happen in the future, or even a warning of future dangers, it all depends on your DM.<br />
|languages= You can speak, read, and write Common and Celestial<br />
|subrace= Choose a subrace from the ones below, when it reaches lv3, each one will give a transformation with its own effects. All forms last for 1 minute and can be used at your proficiency level of times, receiving all uses back in a long rest.<br />
}}<br />
<br />
<br />
====Protector Aasimar====<br />
{{5e Subrace Traits<br />
|trait1=<br />
|description1=<br />
|trait2=Angelical Flying<br />
|description2=When you can fly when you reach lv3, you get a bonus on your flying movement equal to 15fts. moreover, your wings are feathered in an angelic way, allowing you to fly more gracefully giving you a hover speed equal to your flying speed. Anyone who serves a kindly alignment god are more likely to end up helping you and your allies, if you clearly show that you are an Aasimar.<br />
|trait3=Angelical Soul<br />
|description3=Starting at 3rd level, you can use your bonus action to unleash the divine energy within yourself, causing your eyes sparkle, an halo to appear over your head and your clothes take on a pure white coloration.<br><br />
You flying speed is doubled, and creatures have disadvantage when trying to make opporunity attacks against you. <br><br />
While in this transformation once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with your attacks or a spells. The extra radiant damage equals your proficiency, Furthermore, your allies who are close to you within 15ft radius, receive the effects of the [https://roll20.net/compendium/dnd5e/Heroism#content Heroism] spell<br> This transformation lasts for 1 minute and you only are only allowed to use it once per long rest.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Scourge Aasimar====<br />
{{5e Subrace Traits<br />
|trait1=<br />
|description1=<br />
|trait2=Solar Blessing<br />
|description2=Your body is used to burning with the flames of the sun itself, because of this, your resistance is unshakable, you get +1 hit points every time you gain a level <br />
|trait3=Release of Solar Warrior<br />
|description3= Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you, also causing a Solar Corona floating behind your head to form.<br><br />
This transformation is 1 minute long or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius (and it is counted as sunlight) and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to proficiency. In addition, once on each of your turns, you can deal extra radiant damage with an all attack or a spell you make. The extra radiant damage equals your proficiency.<br><br />
<br />
While transformed, your wings can be used as weapons (you are proficient in this attack and have a die of 1d6 radiant damage) and you can choose to shoot one of your burning feathers to a maximum of 60fts (its 1d6 radiant damage and you are proficient with too).<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Fallen Aasimar====<br />
{{5e Subrace Traits<br />
|trait1=<br />
|description1=<br />
|trait2=Harvesting Scythe<br />
|description2=When using a weapon with slashing damage and an enemy of yours is frightened by you, you have damage advantage and the creature will have disadvantage on attack rolls on other until its no more frightened.<br />
|trait3=Necrotic Mantle<br />
|description3=Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and your wings show its bones, but strangely still allowing you flight, causing a black cloak to cover your body and a black hood to cover your head.<br><br />
The instant you transform, other creatures within 20 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn, and everytime they get near to 10fts of you, they need to remake this save trow or became frightened until your next turn.<br><br />
Your transformation lasts for 1 minute. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your proficiency.<br><br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
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[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Humanoid Type]] <br />
<!--[[Category:RaceSubtype Tag]]--></div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Archer_(5e_Warrior_Subclass)&diff=1819822Archer (5e Warrior Subclass)2024-03-11T19:10:29Z<p>Green Dragon: wikify</p>
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<div>{{wikify|The coding needs to be changed to wiki syntax.}}<br />
<br />
===The Hunter Archer===<br />
{{5e Image|float:right|http://2.bp.blogspot.com/-dHezxLlH6bA/VoHHqOMcA4I/AAAAAAAAANg/MXPIc-Bs-d8/s1600/e7ba36cf8d3b3e94fa147c7328ab172d.jpg|Archer}}<br />
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This Subclass is to be used with the fighter class found here: (https://www.dandwiki.com/wiki/5e_SRD:Fighter)<br />
<br />
<blockquote><br />
<span style="font-size:125%">'''Weapon of Choice'''</span><br><br />
Select one Ranged weapon of your choice that you are proficient with, whenever you use that weapon to attack, add +2 to the "to-hit" roll and damage. You also add half your proficiency bonus to your initiative roll when you have your bow and your critical goes from 20 to 19. These bonuses apply to weapons of the same design (i.e. if you use this bonus on a ''longbow'' and switch to a ''+2 longbow'' these bonuses still apply, but it does not apply when you change from a ''longbow'' to a ''short bow'').<br> <br />
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<br />
<blockquote><br />
<span style="font-size:125%">'''The best Shooter'''</span><br><br />
Once per Long rest, you focus all your senses in a split of second. When activating this ability, all your ranged weapons damage are maximized untill the end of your next turn. After using this ability you gain 1 exhaustion point and cannot use it till a long rest.<br> <br />
''You do not gain a Fighting Style at 2nd level, instead you immediately gain;''<br />
<br />
<br />
<span style="font-size:125%">'''Weapon Prowess'''</span><br><br />
After you've chosen your weapon of choice, you adopt a particular style of ranged combat as your specialty. Choose two of the following options, one at level 1 and another at level 5. You can't reselect your options, so choose what you think is best for your character or campaign.<br />
<br />
<blockquote><br />
;*Aiming<br />
When attacking with a ranged weapon, Take up to your Wisdom Modifier in the number of rounds for you to Aim, at the end of which you gain a +1 bonus per round taken on rolls to hit a target with ranged attacks until it moves.<br />
;*Called Shot<br />
When you successively hit an enemy twice or more with your ranged weapon, add (your proficiency bonus - 1) to the damage roll. When you reach level 10, you are only required to hit an enemy once before this bonus takes affect. The bonus resets when you fail to hit them the next time.<br />
;*Close Range<br />
When attacking with a ranged weapon, add (your proficiency bonus &times; 5) to the minimum range of the weapon. As a reaction make a Dexterity saving throw when attempting to flee an enemy in melee combat, if your save exceeds their "to-hit" roll, you provoke no opportunity attack.<br />
;*Guardian Angel<br />
At the start of combat, designate an ally. Whenever this ally is targeted by an enemy's ranged attack, as a reaction make an attack roll on the enemy at -5. If the attack hits, roll your damage and the enemy has disadvantage on all attack rolls against your ally until the start of their next turn. You can change your target ally once per round by spending your move action to re-focus.<br />
;*Multi-Shot<br />
You can attack twice more with your ranged weapon when you take an attack action (three attacks). When you reach 11th you may attack 3 times plus per attack action, and four plus when you reach the 20th. <br />
;*Quick Draw<br />
When selecting a ranged weapon as your weapon in a combat, add your proficiency bonus to your initiative roll. Remove this bonus when you switch to a different weapon or put your original weapon away.<br />
</blockquote><br />
<br />
<span style="font-size:125%">'''SHOT POINTS'''</span><br><br />
When you reach 4th level, you gain Shot Points, these are points that can be used to activate certain moves that you can perform while using your weapon of choice. The maximum amount of points you have increases with your level (1 + Wisdom Modifer + Proficiency Bonus), you regain shot points after a short rest. You can choose 2 Shot Point features at 4th level, and add another Shot Feature when you are 6th, 8th, 10th, 14th, 18th, and 20th<br />
<blockquote><br />
<br />
;Field Repairs<br />
(1 Shot Point)<br><br />
1 Action<Br><br />
You can attempt to fix a broken non-magical ranged weapon in combat and out adventuring. This ability can only be used if you have either Woodcarvers or Tinker's Tools and take a short rest while making repairs. Roll a d20 including any proficiency if you are proficient with the artisan's tools used to repair the weapon, a 10 repairs a simple weapon and a 15 repairs a martial one. Realize that this does not efficiently fix the weapon, just enough to use it until you reach civilization again to complete repairs, until then, the weapon is more prone to break again and has a -1 penalty to hit and Damage.<br />
<br />
;Sprint<br />
(4 shot points)<br><br />
Reaction<br><br />
You spend your reaction to travel 1/2 your move rate.<br />
<br />
;Stylish Evasion<br />
{{5e Image|float:right|http://36.media.tumblr.com/tumblr_lxts98UPsJ1qh0zvno1_500.jpg|Archer}}<br />
(1 shot point)<br><br />
Reaction<br><br />
You can perform an impressive acrobatic move to harmlessly leap away from an opponent's melee attack or ranged attack. You can expend 1 shot point and roll a Dexterity (Acrobatics) check (DC the attack roll value). If successful against the attack, you may move up to 15 feet away, avoid the damage, and do not provoke an attack of opportunity and negate any melee multi-attacks from that target until it comes into range again on it's next turn. If you fail you do provoke attacks of opportunity and move 5 feet.<br />
<br />
;Bolt Shot<br />
Requires level 11<br><br />
(3 shot points) <br><br />
When you strike an enemy with this, they take an extra 2d6 lightning damage and make a Constitution Save (DC = 10 + Your Proficiency Bonus + Your Wisdom Modifier) or are stunned for 1d4 round. On a Critical hit, the damage is doubled and the target and any who touch it while it is stunned take an additional 1d6 lightning damage every round.<br />
<br />
;Burst Shot<br />
(3 shot points) <br><br />
Bonus Action to ready; 1 attack to fire<br><br />
You charge a single round of ammunition. If this ammunition strikes the target, that target takes normal damage from the shot AND the shot explodes making the target and all creatures within 15ft subject to 4d6 fire or force damage (your choice). Dexterity Save for 1/2. The target and those in the area that Failed must make a DC 15 Strength saving throw or fall prone ( Creatures 1 category or more Larger are immune to being knocked prone by the shot).<br />
<br />
;Conjure Barrage <br />
(4 Shot points)<br><br />
as per spell<br><br />
''You may use this ability nor more than 3 times per day, and all ammunition fired is destroyed''<br />
<br />
;Conjure Volley<br />
Requires Level 18<br><br />
(8 shot points)<br><br />
as spell<br><br />
''You may use this ability nor more than 1 per day, and all ammunition fired is destroyed''<br />
<br />
;Cordon Defense<br />
(8 Shot Points)<br><br />
You take 20 minutes to plant nonmagical arrows – up to 1/2 level + Wisdom Modifier - on the ground within a 10x10 area. For the next 8 hours (or when the ammunition has been expended) whenever a creature other than you or any creatures you've designated at the time of creation comes within 30 feet (Passive Perception 14) of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 damage.<br />
<br />
;Damaging Shot<br />
(2 Shot Point)<br><br />
1 attack<br><br />
One single shot's attack steps in its damage. d6 becomes d8, d8 becomes d10, d10 becomes 2d6.<br />
<br />
;Delivery Dose<br />
(1 shot Points)<br><br />
Bonus Action to ready; 1 attack to deliver<br><br />
You take one of your Poultice or a Potion and use special munition you keep on hand now, to deliver such. On a successful attack (with advantage if an ally - even if prone) the shot delivers and instantly activates the Potion/poultice. By spending 1 hour you can craft poultice arrows by attaching a potion in your inventory to an arrow.<br />
<br />
;Disarming shot<br />
(2 shot Points)<br><br />
Bonus Action to ready; 1 attack to deliver<br><br />
You take aim at weapon in the target's grasp. On a successful attack the shot Deals its damage and the creature makes a constitution check against your Spell DC. If they fail, they drop the weapon, and they have disadvantage on their next attack<br />
<br />
;Disruptive shot<br />
(2 shot Points)<br><br />
Bonus Action to ready; 1 attack to deliver<br><br />
Your arrow screeches at its target and explodes sending pepper and nettles into the the creatures sinuses. On a successful attack the shot Deals its damage and the creature makes a constitution check against your Spell DC. If they fail, they lose concentration. If they have War Mage they save at advantage.<br />
<br />
;Double Take<br />
(4 shot Points)<br><br />
Free Action<br><br />
When you miss an attack with a ranged weapon, you may spend the shot points and try again at disadvantage.<br />
<br />
;Hamstring Shot<br />
(3 shot Points)<br><br />
1 attack<br><br />
Upon a successful hit, the creature takes d6 additional damage and its movement is reduced by 10ft (if bipedial), 5ft if (quadrapedial), 0 if neither apply. The Creature must spend an action to remove the shot, and heal at least 1 point to regain it movement. You may stack the ability, up the number of legs the creature has. (20 max movement loss).<br />
<br />
;Headshot<br />
Requires level 11<br><br />
(4 shot points)<br><br />
Attack Action<br><br />
You fire a shot that strikes the creatures vitals, upon a successful hit the creature makes a Death Save. Per Death Save rules, if it does not heal or stablize prior to failing 3 saves, it become unconscious or dies (depending upon your intent).<br> (if it rolls a 1 it loses 2 saves, and on a 20 it stabilizes naturally)<br />
<br />
;Intercepting Shot<br />
(2+ shot points)<br><br />
Reaction<br><br />
As a reaction you may fire an arrow at an incoming ranged attack targeted at you or passing within 10 feet of you. Roll your to hit against the attacker launching the attack - or against the DC. Then Roll your shot's damage die (Add 1d6 for each additional shot point spent) <br><br />
Weapon Damage + (addt'l Shot Point Damage) + Dexterity Modifier + Proficiency(if applicable) - the damage exceeds the damage being dealt by the incoming attack the attack fails and the your shot continues on and hits the target doing the remaining damage.<br />
<br />
;Pinning Shot<br />
(3 shot points)<br><br />
1 attack<br><br />
You fire and attempt to pin a target (Grapple). You cannot pin a creature you could not grapple. The pinned creatures DC to break grapple drops by 2 each round they struggle to break the grapple<br />
<br />
;Piercing Shot<br />
Requires level 11<br><br />
(5 shot points)<br><br />
You fire an shot that ignores non magical armor.<br />
<br />
;Rapid Fire<br />
Requires level 15<br><br />
(1 shot point per attack roll)<br><br />
Attack Action<br><br />
You can push yourself to shoot many times at once. You can expend 1 shot point to make and addition single attack against one enemy. <br />
''You may use this ability once per day, and all ammunition fired is destroyed''<br />
<br />
;Shot on the Run<br />
(3 shot points)<br><br />
Reaction<br><br />
When taking a full dash an move action you may use your reaction to fire a single attack. The attack is at -5.<br />
<br />
;Swift Quiver<br />
(5 shot points)<br><br />
As per the spell<br />
<br />
;Wounding Shot<br />
(1 shot points)<br><br />
1 Attack<br><br />
You fire an arrow to wound the target, the creature takes 1/2 damage from the shot, and then takes an additional 1d6 necrotic damage for every shot point spent, at the start of each of your rounds (this does not stack with Hunter's Mark, but does with HEX and other Wounding Shots). <br />
</blockquote><br />
<br />
<span style="font-size:125%">'''Nock Nock'''</span><br><br />
At 11th level you gain the ability to nock two arrows at once as a single attack for 6 shot points. These two arrows are considered a single attack and the damage is rolled together. Proficiency bonus, ability modifiers and any other damage is applied for each arrow separately. At 20th level the number of arrows you are able to shoot at once increases to 3. This ability requires a long rest after use.<br> <br />
<br />
<br />
<br />
</blockquote><br />
</blockquote><br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Fighter]]<br />
<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Scythe_(5e_Class)&diff=1819821Scythe (5e Class)2024-03-11T19:06:15Z<p>Green Dragon: abandoned</p>
<hr />
<div>{{abandoned|13:06, 11 March 2024 (MDT)|Needs to be nerfed.}}<br />
{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Scythe ==<br />
<br />
A seemingly regular figure strides through a large crowd on a busy sidewalk. And yet, the tide parts for them as they determinedly weave their way in the crowd. They are wearing bright red robes, and are carrying a long pointed sword at their side. They carefully pull a man aside into a nearby building and come out 5 minutes later, the same stony expression masking their emotions. The people know who this is, and they know what has just transpired. This is a Scythe, a killer, and yet, not just a killer at all.<br />
<br />
The Scythe takes on a role that extends far beyond its conventional function as a tool for harvesting crops. Within the narrative, the Scythe becomes a powerful symbol of authority, embodying the delicate balance between life and death. Scythes are not mere executioners, but rather individuals entrusted with the profound responsibility of maintaining population control in a world where death is no longer a natural occurrence.<br />
<br />
The Scythe, in this context, becomes a moral arbiter, as those who bear it are tasked with making judicious decisions about who lives and who must be gleaned. Each Scythe's unique approach to this responsibility is reflected in the design and personality of their chosen scythe. The symbolic weight of the Scythe goes beyond its physical form, as it serves as a representation of the ethical dilemmas faced by those who hold this extraordinary power.<br />
<br />
Furthermore, the role of the Scythe transcends its immediate function, delving into complex philosophical questions surrounding mortality, justice, and the consequences of wielding such authority. Players who choose to take on the responsibility of becoming a Scythe must bear the order and intricate moral landscape of their duties.<br />
<br />
=== Creating a Scythe ===<br />
<div class="externalimage-holder" style="width:50%;float:right;"><br />
{{5e Image|float:right|https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/7be81b7d-3f47-4e39-8153-4095cb58c22b/dcesol6-a795af47-b74f-422c-bb7f-69bb06a50d7c.jpg/v1/fill/w_400,h_541,q_75,strp/scythe_anastasia_by_ratgirlstudios_dcesol6-fullview.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NTQxIiwicGF0aCI6IlwvZlwvN2JlODFiN2QtM2Y0Ny00ZTM5LTgxNTMtNDA5NWNiNThjMjJiXC9kY2Vzb2w2LWE3OTVhZjQ3LWI3NGYtNDIyYy1iYjdmLTY5YmIwNmE1MGQ3Yy5qcGciLCJ3aWR0aCI6Ijw9NDAwIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmltYWdlLm9wZXJhdGlvbnMiXX0.QvblPGnele2RlOa6RNuiZKtVgSXsSR-uQbLHpKAjKMA|Scythe Curie, ratgurlstudios}}</div><br />
<br />
While you are creating and building your Scythe, ask yourself what made your character so noteworthy that they were asked to be trained as an apprentice Scythe. How did they deal with the stress and mental baggage that comes along with being a Scythe? What is their preferred method of gleaning and what color and design are their robes? And what so desperate calamity made them group up with other people? A Scythe will generally keep to themselves, so tagging along with others is a very uncommon event to see.<br />
<br />
;Quick Build<br />
You can make a Scythe quickly by following these suggestions. First, Dexterity or Strength should be your highest ability score, followed by Constitution and Charisma. Second, choose the Folk Hero background. Third, choose the scale mail, a longsword for the martial weapon and a shield, a dagger and a light crossbow, and the explorer's pack.<br />
<br />
{{5e Class Features<br />
|name=Scythe<br />
|summary=As a Scythe, you gain the following class features.<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light armor, medium armor, shields<br />
|weapons=Simple weapons, martial weapons<br />
|tools=None<br />
|saves=Strength, Dexterity<br />
|skills=Choose three from Acrobatics, Athletics, Deception, History, Insight, Intimidation, Perception, Persuasion, Sleight of Hand, Stealth<br />
|item1a=leather armor<br />
|item1b=scale mail<br />
|item1c=<br />
|item2a=a martial weapon and a shield<br />
|item2b=two martial weapons<br />
|item2c=<br />
|item3a=any two simple weapons<br />
|item3b=<br />
|item3c=<br />
|item4a=an explorer's pack<br />
|item4b=a dungeoneer's pack<br />
|item4c=<br />
|wealth=6d4 x 10 gp<br />
|classfeatures1={{inpage|Techniques, Glean, Reputation}}<br />
|classfeatures2={{inpage|Presence, Fighting Style}}<br />
|classfeatures3={{inpage|Art}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Target}}<br />
|classfeatures6={{inpage|Art Feature}}<br />
|classfeatures7={{inpage|Pacify, Reap}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Presence Improvement}}<br />
|classfeatures10={{inpage|Art Feature}}<br />
|classfeatures11={{inpage|Backstab}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Harvest}}<br />
|classfeatures14={{inpage|Art Feature}}<br />
|classfeatures15={{inpage|Presence Improvement}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Grandslayer}}<br />
|classfeatures18={{inpage|Art Feature}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Grand Gleaning}}<br />
<br />
|extrasonleft=1<br />
|extra1_name=Techniques<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=1<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=3<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=6<br />
}}<br />
<br />
==== Ability DC ====<br />
<br />
Whenever an ability or feature of yours requires a creature to make aa saving throw, the DC is equal to 8 + your proficiency bonus + your Charisma modifier.<br />
<br />
==== Techniques ====<br />
<br />
Starting at 1st level, you learn techniques of gleaning that you specialize in and might even enjoy implementing. Choose 1 technique at 1st level, and another at 4th, 7th, 11th, 15th, and 20th level. All techniques are listed down below.<br />
<br />
==== Glean ====<br />
<br />
At 1st level, as a part of your action when you attack, you may choose to automatically critically hit, provided you beat the target of your attack's AC by at least 3. Additionally, when you activate this feature, you roll triple your normal dice, instead of double, when you critically hit until the end of your turn. You may do this once per turn, provided you have targeted no other creature with an attack or a spell this combat.<br />
<br />
This ability increases to quadruple at level 7 and quintuple at level 13.<br />
<br />
==== Reputation ====<br />
<br />
As a scythe, you have a reputation that most people are aware of. At 1st level, and every 5 times you level up after that (5, 10, 15, and 20) you may choose to either increase or decrease your reputation level. Each time you do so, you gain a feature based on your reputation. All features are listed down below.<br />
<br />
==== Presence ====<br />
<br />
At 2nd level, you emit an aura that others can sense. You may choose from one of the three options listed below, deciding what kind of presence you give off:<br />
<br />
===== Fear =====<br />
<br />
You emit an aura that terrifies others and causes them to be frightened of you. Whenever any creature of your choice with an Intelligence of 3 or higher moves within 15 feet of you, they must make a Wisdom saving throw. On a failure, they are frightened of you for one round. On a success, they are immune to your Presence for 10 minutes.<br />
<br />
===== Relaxation =====<br />
<br />
You emit an aura that relaxes and calms those around you. Whenever a creature of your choice with an Intelligence score of 3 of higher moves within 15 feet of you, you may choose to give them temporary hit points equal to your proficiency bonus. You may use this ability only once per hour per creature. These temporary hit points last for 1 hour.<br />
<br />
===== Charm =====<br />
<br />
You emit an aura that compels people to want to get to know you and connect with you. Whenever a creature of your choice with an Intelligence score of 3 of higher moves within 15 feet of you, they must make a Wisdom saving throw. On a failure, they are charmed by you for one round. On a success, they are immune to your Presence for 10 minutes.<br />
<br />
==== Fighting Style ====<br />
<br />
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
===== Archery =====<br />
<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
===== Dueling =====<br />
<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
<br />
===== Great Weapon Fighting =====<br />
<br />
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
===== Superior Technique =====<br />
<br />
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)<br />
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.<br />
<br />
===== Thrown Weapon Fighting =====<br />
<br />
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.<br />
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.<br />
<br />
===== Two-Weapon Fighting =====<br />
<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
===== Unarmed Fighting =====<br />
<br />
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.<br />
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.<br />
<br />
===== Close Quarters Fighting =====<br />
<br />
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.<br />
<br />
==== Art ====<br />
<br />
At 3rd level, you chose an art of gleaning that is your trademark. Choose between the Swords, Sniper, Poisoner, Massacre, Manipulator, Versatile, and Whisperer Arts, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Target ====<br />
<br />
At 7th level, when combat is initiated, you may choose to target one creature. Once per turn, you may gain advantage on an attack against the creature you targeted.<br />
<br />
==== Pacify ====<br />
<br />
As an action, you may attempt to convince one creature that has an intelligence of 6 or higher that can understand a language you speak to comply to your orders. You must make a contested check. You roll either Intimidation or Persuasion, and the target rolls a Wisdom saving throw. You must beat them by an amount equal to their challenge rating or level. If you do, they are charmed by you for 1 minute or until they are attacked by you. The first time you attack that creature before the effect ends, it is automatically a critical hit. You may use this feature a number of times equal to your Charisma bonus per long rest.<br />
<br />
<br />
<br />
=== <!-Class Option 1-> ===<br />
<br />
<!-For subclasses introduce this class option here-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
=== <!-Class Option 2-> ===<br />
<br />
<!-Introduce this subclass here-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
=== <!--Class Name--> Spell List ===<br />
<br />
You know all of the spells on the basic <!--class name--> spell list and additional spells based on your subclass.<br />
<br />
;1st Level<br />
''<!-1st level spell list->''<br />
<br />
;2nd Level<br />
''<!-2nd level spell list->''<br />
<br />
;3rd Level<br />
''<!-3rd level spell list->''<br />
<br />
;4th Level<br />
''<!-4th level spell list->''<br />
<br />
;5th Level<br />
''<!-5th level spell list->''<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:<br />
<br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies:<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
[[Category:Fighter Tag]]<!- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes-></div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Za%27az_Fa%27lyk_(5e_Deity)&diff=1819819Za'az Fa'lyk (5e Deity)2024-03-11T18:53:51Z<p>Green Dragon: Green Dragon moved page Za'az Fa'lyk to Za'az Fa'lyk (5e Deity) without leaving a redirect: id</p>
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<div><br />
== Za'az Fa'lyk ==<br />
{{5e Deity<br />
|file= <!-- Link to an image of the deity's symbol--><br />
|symbol= A great tree emblazoned with a face contorted in great torment.<br />
|alignment= Neutral Evil<br />
|domains= Nature and Death<br />
|rank= d<br />
}}<br />
<br />
'''Za'az themself''' isn't so much one entity as it is a collection of souls twisted into the shared purpose of torturing the souls in Hell in order to strengthen them. Not just in power, but in desire to break free from hell. So that those that do will torment, harden and strengthen the living just as Hell did to those damned souls.<br />
<br />
When Za'az truly believes a soul cannot be strengthened to sufficient degree, they usually choose to use the power of that soul to create blooming gardens full of poisonous plants which most often become Dark Druid Groves.<br />
<br />
'''Za'az's form''' is spiritual energy, but when they wish to make their identity clear they manifest mimicking a wispy humanoid form in a breastplate of bone and a hooded black cloak. Za'az speaks with four voices in unison, each distinctly different from the last.<br />
<br />
'''For only the most talented''' of warriors and agents, Za'az may choose to smuggle those strengthened souls to the Astral Plane for a secret team built for their own purposes, which may possess any suitable form at any given time.<br />
<br />
'''If threatened''' to the point of battle Za'az Fa'lyk most often manifests a spiritual longsword alight with green flame, and will summon more spirits to fight alongside them, often sending spirits charging wildly at their enemies with a wave of their free hand. They are linked with any spirit they attempt to control (spirit would have to roll natural 20 to resist) and are treated as using "true name magic" for the purposes of controlling those spirits.<br />
Under these circumstances, "True Name Magic" essentially means the spirits could not refuse the commands not matter what they were.<br />
<br />
Those of all walks of life have come to know Za'az as worthy of worship. Most often Dark Druids, Death Clerics and Necromancers.<br />
More obscure followers include some demons with secretly held beliefs and at least one doomsday cult predicting the eventual end of all life when the spirit-world finally becomes too powerful in the cycle of growth Za'az has laid out.<br />
<br />
'''Places of worship''' to Za'az Fa'lyk are preferably within the lush and poisonous areas believed to have been created by Za'az, though any forest has proven to be a suitable substitute.<br />
<br />
'''Favored Weapons''' of the followers of Za'az Fa'lyk are Longswords.<br />
<br />
'''Unholy Relics''' of Za'az Fa'lyk are generally attempts by his followers to create a sword much like their own, though many of their experiments get the color of the flame wrong for some reason.<br />
<br />
'''Za'az's spells''' for his chosen followers include Spiritual Guidance, Speak With Dead, Raise Dead (incorporeal Only), Create Plants, Restore/Mend Plants, and Summon Nature's Ally (all levels).<br />
'''However''', when a worshiper of Za'az Fa'lyk uses Summon Nature's Ally, it summons a plant-creature resembling the creature they wanted to summon, possessed by a damned soul from Hell.<br />
<br />
Additionally followers of Za'az Fa'lyk who get animal companions by class may choose to have one of these plant-creature variants as their animal companion.<br />
<br />
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{{5e Deities Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Deity]]</div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Shardmind_(5e_Race)&diff=1819818Shardmind (5e Race)2024-03-11T18:53:27Z<p>Green Dragon: Reverted edits by 2601:1C2:4380:AF90:7940:8215:B8ED:936C (talk) to last revision by Green Dragon</p>
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<div>==Shardmind==<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|https://www.gmbinder.com/images/IdNbIbQ.jpg|From 4th Edition ''Player's Handbook 3''}}</div><br />
Shardminds are crystalline creatures consisting of hundreds of small shards of translucent green, white, red, or amber crystal assembled into humanoid form and animated by a force of pure psionic energy. Shardminds choose their forms to mimic the shapes of humanoids; some take on forms that seem more masculine, while others appear more feminine. A Shardmind's animating force glows dimly from within each of its component shards, emanating most brightly from where the eyes of a natural humanoid would be. This inner light sheds dim light in a Shardmind's space, but a Shardmind individual can squelch the light with an instant's concentration, useful for hiding in the dark for example.<br />
<br />
The crystalline fragments making up a Shardmind's body are in constant, silent motion, almost like the circulation of blood. When a Shardmind is stunned or unconscious, it might lose control of the tight mental reins that keep its body in humanoid form, a few shards slipping free into orbits around its body until the Shardmind regains control.<br />
<br />
Shardminds are living creatures only in the loosest sense. Their crystalline bodies require no sustenance, and they don't breathe. They don't need sleep, though they must still rest for six hours to gain the benefits of an extended rest. They don't have gender and don't reproduce, but the Shardminds alive today aren't the same ones that sprang to life during the Dawn War. Shardminds say that the Living Gate shattered into countless fragments, and each individual Shardmind makes a new Shardmind from the living crystal gardens they have tended for so long.<br />
<br />
===History===<br />
Shardminds are sentient fragments of the Living Gate, which once stood at the pinnacle of the intricate lattice of the Astral Sea. Beyond the gate lay the alien Far Realm, and the gate's destruction during the Dawn War resulted in the rise of the mind flayer empire. Though Ioun's power holds the portal closed, Shardminds seek to rebuild the gate and forever cut off the Far Realm's ability to influence the world.<br />
<br />
===Society===<br />
Shardminds are fragments of pure thought given life and substance. They are logical, emotionally distant, and naive to the ways of society in the world. Some approach life with Innocent curiosity, eager to embrace the wealth of experience the world has to offer. Others remain resentful and aloof, bearing a higher purpose in mind at all times. Though they often seem dispassionate, when a strong emotion seizes them, they experience it powerfully. For example, Shardminds don't get annoyed, they become enraged.<br />
<br />
Although the race as a whole shares a common goal of rebuilding the Living Gate, several philosophies disagree on how to accomplish that goal. The three most important sects are the Thought Builders, The God Shards, and the Shard Slayers.<br />
<br />
===Shardmind Names===<br />
<!--Lead text--><br />
<br />
'''More Male:''' Arshaka, Balashi, Bashanu, Eshunu, Hunzu, Kuaya, Kubaba, Manishtu, Naram, Seluku, Ubashu, Utua<br />
<br />
'''More Female:''' Amata, Arwia, Belessunu, Dipana, Erishti, Iltani, Ishmea, Kuri, Nuraya, Tabni, Zakiti<br />
<br />
=== Shardmind Traits ===<br />
{{5e Racial Traits<br />
|summary=Shardminds are sentient fragments of the Living Gate, which once stood at the pinnacle of the intricate lattice of the Astral Sea.<br />
|abilities=Your {{5a|int}} increases by 2, and your {{5a|wis}} score increases by 1.<br />
|age=Shardminds were created fully mature, and do not physically age.<br />
|alignment=The Shardmind race has spent thousands of years tending gardens of living crystal. Due to this, they are familiar with order and routine and have a strong lawful bent. They are scarcely evil and are usually good or neutral.<br />
|size=The average height of a shardmind is 5' 9"&ndash;6'2". Your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1=Crystalline Mind<br />
|description1=You can communicate mentally with another creature that knows at least one language within a 60-foot radius. This creature doesn't need to share a language with you but unless they have {{5e|telepathy}} themselves they can only receive and respond but can't initiate or terminate a telepathic conversation. You must be conscious to use this trait and cannot telepathically communicate with multiple creatures at once. In addition, your thoughts can't be read by any means, and you have resistance to psychic damage.<br />
|trait2=Crystalline Body<br />
|description2= Even though you were constructed, you are a living creature. You are immune to {{5e|Diseases}}. You do not need to eat or breathe, but you can ingest food and drink if you wish. <br />
|trait3=Arcane Ancestry<br />
|description3=Because you came from The Living Gate, arcane energy courses through your body. You have advantage on saving throws against being {{5c|Charmed}}, and do not need to sleep. To gain the benefits of a long rest, you can instead spend 4 hours doing light activity.<br />
|trait4=Psionics<br />
|description4=You know the ''{{5e|Mage Hand}}'' cantrip. When you cast this version of ''{{5e|Mage Hand}}'', the hand is {{5c|Invisible}}. You can cast the ''{{5e|Identify}}'' spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 3rd level, you can cast the ''{{5e|Detect Magic}}'' spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the ''{{5e|Detect Thoughts}}'' spell once with this trait and regain the ability to do so when you finish a long rest. {{5a|int}} is your spellcasting ability for these spells.<br />
|languages=You can speak, read, and write Common and one other language of your choice. Additionally, you understand Shardspeak, a strange language made up of deep, resonating humming only communicated by telepaths, and very few beings other than the Shardminds themselves know it. It uses the Primordial script. <br />
}}<br />
<br />
=== Random Height and Weight ===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Shardmind Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 5' 5" || +1d8 || 105 lbs. || x (1d4) lbs.<br />
|}<br />
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----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Construct Type]]</div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Flame_Burst_(5e_Spell)&diff=1819817Flame Burst (5e Spell)2024-03-11T18:52:48Z<p>Green Dragon: Reverted edits by 2607:FEA8:FCA0:7AE3:9165:2A3A:5E3F:DAAB (talk) to last revision by SirSprinkles</p>
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<div>{{5e Spell<br />
|name=Flame Burst<br />
|school=Evocation<br />
|ritual=<br />
|lvl=1st<br />
|casttime=1 action<br />
|range=Self (10-foot radius)<br />
|comp=V, S<br />
|dur=Instantaneous<br />
|summary=Bouts of flame burst forth from your body as if trying to escape, damaging nearby enemies.<br />
}}<br />
<br />
Flames shoot out of your body as if trying to escape, reaching all creatures in a 10-foot radius. Each creature other than you in that area must make a {{5a|dex}} {{5g|Saving Throw}}. On a failed save, a creature takes 1d8 fire damage. On a successful save, a creature takes half as much damage.<br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.<br />
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{{5e Artificer Spells Breadcrumb}}<br/><!--if this cannot be cast by Artificer, delete this entire line--><br />
{{5e Sorcerer Spells Breadcrumb}}<br/><!--if this cannot be cast by Sorcerer, delete this entire line--><br />
{{5e Warlock Spells Breadcrumb}}<br/><!--if this cannot be cast by Warlock, delete this entire line--><br />
{{5e Wizard Spells Breadcrumb}}<!--if this cannot be cast by Wizard, delete this entire line--><br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Artificer 1]]<br />
[[Category:Sorcerer 1]]<br />
[[Category:Warlock 1]]<br />
[[Category:Wizard 1]]</div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=0_Liner_(5e_Class)&diff=18198160 Liner (5e Class)2024-03-11T18:45:39Z<p>Green Dragon: Reverted edits by 174.235.48.40 (talk) to last revision by RicardoLopez</p>
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<div><br />
== 0 Liner (Mashle Magic and Muscles Supplement) ==<br />
<br />
<!--Introduction--><br />
<br />
=== 0 Liner ===<br />
<br />
Born into a world of magic without magic? Just pump some iron<br />
(This is intentionally op so ask your dm if you can play this)<br />
<br />
=== Creating a 0 Liner ===<br />
<br />
;Quick Build<br />
You can make a 0 Liner quickly by following these suggestions. Strength should be your highest ability score, followed by either Dexterity or Constitution.<br />
<br />
{{5e Class Features<br />
|name=0 Liner<br />
|summary=<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 12<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=None<br />
|weapons=None<br />
|tools=None<br />
|saves=Strength, Constitution<br />
|skills=Choose two between Athletics, Acrobatics, Stealth<br />
|item1a=10 Cream Puffs<br />
|item1b=<br />
|item1c=<br />
|item2a=Dungeoneer's Pack<br />
|item2b=Explorer's pack<br />
|item2c=<br />
|item3a=Iron wand<br />
|item3b=<br />
|item3c=<br />
|item4a=<br />
|item4b=<br />
|item4c=<br />
|wealth=<!--starting wealth, 1d4×5 see PHB p. 143--><br />
|classfeatures1={{inpage|Physic of a God but mind of a rock,}} {{inpage|Unarmored defense,}} {{inpage|Unarmed Fighting}} <!--In the above format list a name of the class features at 1st level.--><br />
|classfeatures2={{inpage|Wrestling,}} {{inpage|Guillotine Kick,}} {{inpage|Endurance}} <!--In the above format list a name of the class features at 2nd level.--><br />
|classfeatures3={{inpage|Hamstring Magic,}} {{inpage|Slowed fall}} <!--In the above format list a name of the class features at 3rd level.--><br />
|classfeatures4= <!--In the above format list a name of the class features at 4th level.--><br />
|classfeatures5={{inpage|Big Bang Dash,}} {{inpage|Hurricane Rush,}} {{inpage|Extra attack}} <!--In the above format list a name of the class features at 5th level.--><br />
|classfeatures6={{inpage|Ability score improvement}} <!--In the above format list a name of the class features at 6th level.--><br />
|classfeatures7={{inpage|Magic deflection,}} {{inpage|Quicker Punches,}} {{inpage|Improved Physic}} <!--In the above format list a name of the class features at 7th level.--><br />
|classfeatures8={{inpage|Faster than the eye perceives,}} {{inpage|Extra attack 2,}} {{inpage|Resistant}} <!--In the above format list a name of the class features at 8th level.--><br />
|classfeatures9={{inpage|Your body,}} {{inpage|Even More Endurance}} <!--In the above format list a name of the class features at 9th level.--><br />
|classfeatures10={{inpage|Ability score improvement}} <!--In the above format list a name of the class features at 10th level.--><br />
|classfeatures11={{inpage|Pure instinct,}} {{inpage|Strengthened muscle fibers,}} {{inpage|Improved Lungs}} <!--In the above format list a name of the class features at 11th level.--><br />
|classfeatures12={{inpage|Extra attack 3}} <!--In the above format list a name of the class features at 12th level.--><br />
|classfeatures13={{inpage|Lightning Fast Punches,}} {{inpage|Big Three Dragon DeadLift,}} {{inpage|Divine Physic}} <!--In the above format list a name of the class features at 13th level.--><br />
|classfeatures14={{inpage|Ability score improvement}} <!--In the above format list a name of the class features at 14th level.--><br />
|classfeatures15={{inpage|Magic reversal,}} {{inpage|Dragon Pile Driver}} <!--In the above format list a name of the class features at 15th level.--> <br />
|classfeatures16= <!--In the above format list a name of the class features at 16th level.--><br />
|classfeatures17={{inpage|Extra attack 4}} {{inpage|Weakness Mode,}} {{inpage|Vanishing speed,}} <!--In the above format list a name of the class features at 17th level.--><br />
|classfeatures18={{inpage|Devastating Pile Driver and Suplex,}} {{inpage|Nothing can knock you down}} <!--In the above format list a name of the class features at 18th level.--><br />
|classfeatures19={{inpage|Extra attack 5,}} <!--In the above format list a name of the class features at 19th level.--><br />
|classfeatures20={{inpage|Unlimited Physical mode,}} {{inpage|Gaia Burst}} <!--In the above format list a name of the class features at 20th level.--><br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
==== Pastry Chef (Optional feature) ====<br />
Starting at 1st level no matter the ingredients you're given it can be vegetables or meat or anything you have but whenever you cook with them it'll come out as a Cream puff<br />
<br />
==== Physic of a God but mind of a rock ====<br />
Starting at 1st level you have the Physic of a God now as you gain a + 2 to your Strength, Dexterity, and Constitution gaining an additional + 1 at level 4, 7, 10, 13, 16, 19, and 20 as your Strength, Dexterity, and Constitution stat limits increase to 40 and your carrying capacity by two more sizes and push capacity is counter as two sizes larger and you may even grapple a creature two sizes larger and you always must have extremely heavy weights on your wrists and ankles to keep your muscles in check and you have the ability to jump as high as 10ft × your Strength modifier but you're mind is that of a rock as your Intelligence limit is a 5 and because of that you become Immune to the Charmed and Frightened status only becoming frightened if one of your cream puffs will hit the floor and if one of your cream puff is falling you must drop anything to attempt to catch it<br />
<br />
==== Unarmored Defense ====<br />
Also at 1st level When not wearing armor or a shield your AC is 10 + Your Strength Modifier + your Constitution modifier to a limit of 24 but at level 12 that limit is removed. And you also receive unarmored movement which when you're not wearing armor your movement speed increases by 30ft and this bonus Increases at level 5 by 60ft and again at level 10 by 90ft and again at level 15 by 120ft and again at level 20 by 150ft and at level 9 you can run across water and vertical surfaces without falling and you may hover in air by violently and quickly kicking your legs<br />
<br />
==== Unarmed fighting ====<br />
Also at 1st level You now gain Proficiency in your unarmed strikes and the damage dice changes to 1d10 + your Strength or Dexterity in place of the normal damage and if you used the Attack action and did an Unarmed strike you may do another as a bonus action and the damage Dice changes at level 3 to 1d12 and again at level 6 to 2d8 and Again at level 8 to 2d10 and again at level 13 to 4d10 and Again at level 16 to 4d12 and again at level 19 to 8d8<br />
<br />
==== Wrestling ====<br />
At 2nd level you may grapple as a bonus action now and when you have a creature grappled you may do a move called Hell Fall where you roll to attack at Advantage and pile drive them into the ground and causing them to be prone And on a natural 20 you knock them unconscious or you can suplex them causing Them to be prone as well<br />
<br />
==== Guillotine Kick ====<br />
Also at 2nd level you may dig into the ground and grab your enemy by the ankles rolling a grapple check against them and on a success they notice your hands and back away avoiding your grasp failure you drag them underground up to their neck and you quickly dig out back to where you were at before and you go to kick them in the head at Advantage and on a hit it counts as a critical and you may do this once per long rest and at level 14th you may do this once per short rest<br />
<br />
==== Endurance ====<br />
Also at level 2 you're Endurance has grown after all your intense training now able to endure more hits. when you get hit by an attack and it knocks you down to 0 hit points you may instead drop to 1 and you may do this once per long rest and you now add a + 5 to your hit points after every level now<br />
<br />
==== Hamstring Magic ====<br />
At 3rd level you may not have Magic but you have the Magic of your muscles as now you can dash as a bonus action and your movement speed gets doubled now<br />
<br />
==== Slowed fall ====<br />
At 3rd level you may decrease an amount of fall damage equal to your Strength Modifier × 5<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 6th, 8th, 10th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Big Bang Dash ====<br />
At 5th level you may add 100ft to your movement speed and your movement speed doubles but you can only move in a straight line doing so and you may do this an amount of times up to your Strength Modifier and at 13th level you may do this an amount of equal to twice your Strength Modifier<br />
<br />
==== Hurricane Rush ====<br />
Also at 5th level you may do a total of four attacks all in the same action and you may do this once per long rest<br />
<br />
==== Extra attack ====<br />
Also at 5th level you can attack twice now when you take the attack action and this increases to three times at level 8 and again at level 12 to four times and again at level 17 to five and again to six at level 19<br />
<br />
<br />
<br />
==== Quicker Punches ====<br />
At 7th level You now gain an additional action that you can only use for the Attack action<br />
<br />
==== Magic deflection ====<br />
At level 7 in reaction to any physical spell or ranged attack against you like a fireball or an arrow at you, you can reduce the damage by your unarmed strikes damage dice + your Strength Modifier + your 0 Liner level and if you decrease the damage to 0 you may throw it back at them any and exceptions to this is things that deal psychic damage<br />
<br />
==== Improved Physic ====<br />
Also at 7th level you realize somethings cannot be affected by your muscles and somethings can interfere with your training but you punch harder and train harder. Your punches bypass immunities or Resistant to your unarmed strikes and you gain a + 5 to your Strength, Dexterity, and Constitution stats now as you also receive Proficiency in Dexterity saving throws and you also gain immunity against poisons and diseases<br />
<br />
==== Resistant ====<br />
Also at 8th level you now may choose one of the following saving throws Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma when your subjected to an effect of the saving throw you chose you take half damage on a failure and none on a success now and you may choose another at level 10 and 14 and 20th<br />
<br />
==== Faster than the eye perceives ====<br />
At level 8 your movement again doubles now as any attack of opportunity against you is at disadvantage<br />
<br />
==== Your body ====<br />
At 9th level you now cannot be controlled by anyone except yourself as spells such as polymorph don't affect you anymore and any spell to change your body even petrification won't affect you<br />
<br />
==== Even More Endurance ====<br />
At 9th level now when you get knocked to 0 hit points you may instead drop to 1 every short rest now and you now add your Constitution modifier again when calculating your hit points<br />
<br />
==== Strengthened muscle fibers ====<br />
At level 11 you now have resistance to non Magical piercing, slashing, and bludgeoning damage and your carrying capacity and pushing capacity is increased again and so is the size of creatures you may grapple<br />
<br />
==== Pure instinct ====<br />
At level 11 when a creature within 5ft of you casts a spell even while your unconscious you may roll to attack them now as a reaction causing them to not cast their spell on a hit and you also gain 90ft of tremorsense it increasing to 150ft at level 15<br />
<br />
==== Improved Lungs ====<br />
also at level 11 you may hold your breath for twice as long as before now and you may bring objects to you by inhaling now such as an apple, key, or a cream puff<br />
<br />
==== Lightning fast Punches ====<br />
At level 13 you now gain another action that can only be used for attacking<br />
<br />
==== Big Three Dragon DeadLift ====<br />
At level 13 you dig your hands into the ground and throw a large chunk of the ground. As an action you may lift a cone of the ground up equal to 30ft × times your Strength Modifier twice<br />
<br />
==== Divine Physic ====<br />
Also at level 13 you now become Immune to non Magical piercing, slashing, or bludgeoning damage and critical hits against you are now treated as a normal attack and you now gain advantage on saving throws against magic and you now roll at advantage to grapple a creature and now the creature has disadvantage<br />
<br />
==== Magic reversal ====<br />
At 15th level as a reaction to something such as a fireball you may grab it and throw it back at your opponent as if it were a baseball<br />
<br />
==== Dragon Pile Driver ====<br />
At 15th level your Pile driver has now gotten better as you learn how to do a more effective pile driver. it only takes a 19 or 20 now to knock them unconscious<br />
<br />
==== Vanishing speed ====<br />
At level 17 you've become so fast you vanish before people even blink. Now your movement speed triples and you now don't provoke any opportunity attacks against you when moving away from a creature<br />
<br />
==== Weakness Mode ====<br />
Also at level 17 you enter what you call Weakness Mode as your entire body becomes limp looking flimsy as paper for the perfect offense and defense. Whenever a creature makes a melee Attack at you they do so at disadvantage and on a miss you may attack them and deal the damage they would have dealt to you to them now<br />
<br />
==== Devastating Pile Driver and Suplex ====<br />
At level 18 your pile drive or suplex have reached their peak now as you can preform a perfect pile drive or suplex even a Tarrasque isn't safe from your monstrous strength. If you pile drive something into the ground and roll a 15 or higher you bury them waist up and it also takes a 17 or higher to knock them out now<br />
<br />
==== Nothing can knock You down ====<br />
At level 18 now whenever you get knocked down to 0 hit points you may instead get knocked to 1 hit points as many times equal to your Proficiency bonus and your hits points increase now as your maximum hit points double<br />
<br />
==== Unlimited Physical mode ====<br />
At level 20 you've reached the pinnacle of pure strength but in exchange for that your muscles get extremely sore. Your Strength, Dexterity, and Constitution stat increase by + 6 and you now to suffer form exhaustion it requires twice as many points and you may remove your weights on your wrists and ankles and when you do you receive these bonuses and these bonuses last for 2 minutes but at the end of it you gain 10 points of exhaustion and the only way to remove these points of exhaustion is to take long rests<br />
;Your Strength, Dexterity, and Constitution stat increases by + 10 and any saving throw or check using those stats are done at Advantage<br />
;And your movement speed is increased 4 times and you now have resistance to Magical damage and any saving throw requiring Intelligence or wisdom you automatically pass<br />
;And your unarmed strikes are now 8d12<br />
;you double any amount of damage you deal on a critical which only requires a 18 or higher and on a critical hit you quadruple the damage and double the damage dice<br />
<br />
==== Gaia burst ====<br />
Also at level 20 You've gone so strong even a single flick of your finger is dangerous. As an action you may cause a cone attack of 50ft times your Strength Modifier once per short rest rolling to attack on a hit it deals 40d12 + your Strength Modifier × 2 clearing out anything in the area including Magical effects<br />
<br />
<!--Lather, rinse...--><br />
<!--... repeat as necessary.--><br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the 0 Liner class, you must meet these prerequisites: 16 Strength, 16 Constitution and less then 10 Intelligence.<br />
<br />
'''Proficiencies.''' When you multiclass into the 0 Liner class, you gain the following proficiencies:Athletics, Acrobatics<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Critical_Warrior_(5e_Class)&diff=1819815Critical Warrior (5e Class)2024-03-11T18:42:46Z<p>Green Dragon: rvt shadowbuffs</p>
<hr />
<div>==Critical Warrior==<br />
Trembling, the criminal slowly walks along the steps that lead him to the scaffold. There, a tall masked man, bearing a large sword, awaits, silent. The man is place on his knees, and with a swift and precise cut, the head pirouettes in the air, falling in a basket. <br />
<br />
Facing a enormous knight donning a heavy armor, the elf warrior wields his long and fine blade. Focusing his attention, he delivers a precise strike between the enemy's armor gap, slitting his throat, and enters in a flow state, unleashing a barrage of precise strikes against each crevice, crack or gap in the armor, replacing the silver of the armor for the red of the knight's blood.<br />
<br />
In the summer's fair, spectators await for the main event, a competition of precision. Dozens of archers stand in an open field, in hopes of gaining the prize. One after the other, they shoot the target far far away. The last archer inspire and nocks his arrow on the bow, looking at the target already pierced in the center. He lets his arrow fly, splitting his competitor's arrow in the middle, and leaves the stand to grab his well earned bag of gold.<br />
<br />
All of these are examples of Critical Warriors, individuals who use their precision to deliver devastating strikes, which enables them to perform marvelous combat techniques. <br />
<br />
===Focus and Restraint===<br />
Focus and restraint are the main skills that a critical warrior needs to develop in order to master their technique. Using focus, they find weak spots in their target's anatomy, gaps in the armor and openings on their stance; and, with restraint, they avoid targeting those weaknesses, waiting for the right time to deliver the critical blow. <br />
<br />
Doing so, they keep the control over the pace of the battle, waiting patiently to strike with precision when they really need to, letting their opponents feel confident, which in turn open them for the true power of critical strikes. <br />
<br />
===Masters of Precision===<br />
Precision is one of the greatest tools in a critical warrior's arsenal. With precision, they can increase their chances to strike the tiny spots where they can really cause devastating wounds on their enemies. Thus, they tirelessly train their eyesight and perception, their motor skills and steadiness, and their technique with weapons.<br />
<br />
The benefits of this training is twofold: on one hand, allows them to keep their calmness and carefully aim even in the heat of combat; on the other, turns the act of using precise aim an instinct, turning their hits precise without the need for the warrior to think on doing so.<br />
<br />
{{5e Class Features<br />
|name=critical warrior<br />
|summary=Precise warriors, who emphasize great precision on their attacks as a means to defeat their enemies.<br />
|hd=10<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Light armor, medium armor, shields<br />
|weapons=Simple weapons, martial weapons<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} <br />
|saves={{5a|str}}, {{5a|dex}}<br />
|skills=Choose two from {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Perception}}, and {{5s|Sleight of Hand}}<br />
|item1a={{5e|Scale Mail (Armor)|scale mail}}<br />
|item1b={{5e|Leather (Armor)|leather armor}}<br />
|item2a=a greataxe<br />
|item2b=any martial weapon<br />
|item3a=a [[5e SRD:Equipment Packs#Dungeoneer's Pack|dungeoneer's pack]]<br />
|item3b=an [[5e SRD:Equipment Packs#Explorer's Pack|explorer's pack]]<br />
|item4a= A {{5e|Longbow}} and a {{5e|Quiver}} of {{5e|Arrows (20)|20 arrows}}<br />
|item4b= A martial weapon <br />
|classfeatures1=[[#Hand-Eye Coordination|Hand-Eye Coordination]], [[#Restraint|Restraint]]<br />
|classfeatures2=[[#Critical Mastery|Critical Mastery]] (19-20), [[#Sure Strike|Sure Strike]]<br />
|classfeatures3=[[#Attentive Glance|Attentive Glance]], [[#Critical Style|Critical Style]]<br />
|classfeatures4=<br />
|classfeatures5=[[#Extra Attack|Extra Attack]]<br />
|classfeatures6=[[#Ability Score Improvement|Ability Score Improvement]]<br />
|classfeatures7=[[#Critical Style|Critical Style Feature]]<br />
|classfeatures8=<br />
|classfeatures9=[[#Brutal Criticals|Brutal Criticals]] (x3)<br />
|classfeatures10=[[#Critical Style|Critical Style Feature]]<br />
|classfeatures11=[[#Crippling Criticals|Crippling Criticals]]<br />
|classfeatures12=<br />
|classfeatures13=[[#Brutal Criticals|Brutal Criticals]] (x4)<br />
|classfeatures14=[[#Critical Style|Critical Style Feature]]<br />
|classfeatures15=[[#Critical Mastery|Critical Mastery]] (18-20)<br />
|classfeatures16=<br />
|classfeatures17=[[#Brutal Criticals|Brutal Criticals]] (x5)<br />
|classfeatures18=[[#Critical Style|Critical Style Feature]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Critical Master|Critical Master]]<br />
<br />
|extrasonleft=<br />
|extra1_name=Critical Pool Maximum<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=6<br />
|extra1_12=6<br />
|extra1_13=7<br />
|extra1_14=7<br />
|extra1_15=8<br />
|extra1_16=8<br />
|extra1_17=9<br />
|extra1_18=9<br />
|extra1_19=10<br />
|extra1_20=10<br />
}} <br />
====Hand-Eye Coordination====<br />
Your precision training have gifted you with an incredible eyesight and a steady hand. Whenever you make a Wisdom (Perception) or Intelligence (Investigation) check that relies on sight, a Dexterity check that involves handling an object you can hold in one hand, or an attack roll against a stationary and unheld object, you can treat a d20 roll of 7 or lower as an 8.<br />
<br />
====Restraint====<br />
You can exert great control over the potency of your strikes, allowing you to unleash devastating blows when needed. This ability is represented by your critical pool maximum, that start as 1 at 1st level. <br />
<br />
Your pool maximum increases as you gain levels, as shown on the Critical Warrior table. When you hit a target with a weapon attack, you can spend 1 critical point and turn that attack into a critical. <br />
<br />
When you score a critical hit against a hostile creature, you can turn that attack into a normal hit, and restore 1 point to your critical pool, up to your maximum. When you finish a long rest, your pool returns to its maximum.<br />
<br />
====Critical Mastery====<br />
At 2nd level, you score critical hits on a roll of 19-20 on the d20. This improves to 18-20 at 15th level. <br />
<br />
====Sure Strike====<br />
When you reach 2nd level, you can use your powerful eyesight and steady hands to make extremely precise strikes. As a bonus action, you can give yourself Advantage on the next attack made on this turn. <br />
<br />
You can use this feature a number of times equal to your Wisdom modifier (minimum 1). When you finish a short or long rest, you regain all uses.<br />
<br />
==== Attentive Glance ====<br />
When you reach 3rd level, you develop your eyesight even further, which enables you to find weak spots on your targets. When you take the Search action, you can give yourself Advantage on Wisdom (Perception) and Intelligence (Investigation) checks that rely on sight. You can't be blinded to use this feature.<br />
<br />
You can use this feature a number of times equal to your Wisdom modifier. When you finish a long rest, you regain your expended uses.<br />
<br />
====Critical Style====<br />
When you reach 3rd level, you choose to dedicate yourself to a specific style of critical fighting, that directs your training. You can choose either Execution, Murder or Bane as your critical style. Your choice give you features at 3rd level, and again at 7th, 10th, 14th and 18th levels. <br />
<br />
====Ability Score Improvement====<br />
When you reach 4th level, and again at 6th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
====Brutal Criticals====<br />
When you reach 9th level, you roll your weapon's dice three times, rather than twice, when you score a critical hit. This increases to four dice at 13th level and five dice at 17th level. <br />
<br />
====Crippling Criticals====<br />
Beginning at 11th level, when you spend a critical point to turn a normal attack into a critical hit, you impose 1 level of exhaustion on your target. You can't impose more than three levels of exhaustion on your targets. <br />
<br />
====Critical Master====<br />
When you reach the 20th level, once per turn when you hit a creature with an attack, that attack is a critical. <br />
<br />
===Critical Styles===<br />
<br />
====Execution Style====<br />
Executors are Critical Warriors who rely on the precision of their attacks to end their fights in single powerful blow. Most critical warriors adopt this style, knowingly or no, since the honing of precision and restraint, all in preparation for a single devastating blow is a path that naturally leads to the execution style. <br />
<br />
As the name implies, lots of executioners compound the execution style ranks. Others who choose this style are assassins, or any type of combatant who prefers to not waste time in glorious but overly long battles, opting for quickness and simplicity. <br />
<br />
;Murder<br />
At 3rd level, you can assassinate your enemies with your attacks. When you score a critical hit against your target, you can use your reaction to double the damage of that attack. <br />
<br />
;Firm Hand<br />
At 7th level, your murderous intent causes your blade to always find the target. When you miss a Sure Strike, you can use your reaction to reroll that attack, and use your new roll. Alternatively, you can use this feature when you make an attack with Advantage, to roll three dice rather than two, choosing the highest result. <br />
<br />
You can use this feature a number of times equal to your proficiency bonus, and regain your uses after completing a long rest.<br />
<br />
;Debilitate<br />
At 10th level, you can prevent the escape of your execution targets. You now score critical hits whenever you make an opportunity attack against a creature. In addition, whenever you score a critical hit against a creature, that creature's movement is reduced to 0 until the end of the creature's next turn. <br />
<br />
;Cruelty <br />
When you reach the 14th level, your attacks are specially brutal. When you score a critical hit, you can choose to cause maximum damage, rather than rolling for it. If you have critical points on your critical pool, you can spend them, adding two rolls of your damage dice (maximized) for each point spent. <br />
<br />
You can use this feature once, without any consequence. For each time you use this feature again before taking a long rest, you suffer 1 level of exhaustion. <br />
<br />
;Dismemberment <br />
At 18th level, when you score a critical hit against a creature using a weapon that causes slashing damage, roll the attack again. If the attack was rolled with advantage, this roll also has advantage. If the result is again a critical, you lop off one of the target’s limbs, with the Effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead. If the creature is restrained or incapacitated, you decapitate the creature instead (if the creature has a head).<br />
<br />
====Rampage Style====<br />
The Rampage style focus on using critical strikes to set up complex combos of rapid attacks. Hitting with a precise strike allows the Rampage warrior to enter in a flow state, where he can deliver a flurry of uninterrupted strikes against a single opponent. <br />
<br />
;Flurry State <br />
Starting at 3rd level, you can unleash a barrage of strikes against a creature you critically hit. When you score a critical hit against your target, you can enter in a state of flurry for 1 minute. You can make an additional attack against your target on this turn. In addition, for the duration, whenever you take the Attack action, you can make an additional attack against that target. <br />
<br />
Your flurry ends if you miss an attack, attack another creature or if the target is reduced to 0 hit points. <br />
<br />
;Agile Feint <br />
At 7th level, your attacks seem to always find a target. When you make an attack with a weapon that lacks the heavy or two-handed property, and miss the attack, you can use your bonus action to reroll the result. You can spend a use of Sure Strike without using an action to give yourself Advantage on this attack. <br />
<br />
Using this bonus action prevents you from ending your Flurry State. <br />
<br />
;Critical Barrage<br />
At 10th level, you can unleash a furious barrage of attacks against your targets. Whenever you score a critical hit, you can use barrage to make another attack against the same target.<br />
<br />
You can use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.<br />
<br />
;Opportunist <br />
At 14th level, whenever you score a critical hit against a creature, you can make an opportunity attack against it. <br />
<br />
;Quick Flurry<br />
Starting at 18th level, you are ever ready for combat. If you take the Attack action on your first turn of a combat, you can make one additional attack with a weapon that lacks the heavy or two-handed property as part of that action. <br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Critical Warrior class, you must meet these prerequisites: Wisdom 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Critical Warrior class, you gain the following proficiencies: Light Armor, Medium Armor, Simple Weapons, Martial Weapons.<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Fighter Tag]]</div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Hellfire_Armor_(5e_Spell)&diff=1819814Hellfire Armor (5e Spell)2024-03-11T18:40:10Z<p>Green Dragon: categories</p>
<hr />
<div>{{5e Spell<br />
|name=Hellfire Armor<br />
|school=Conjuration<br />
|ritual=<br />
|lvl=4th<br />
|casttime=1 action<br />
|range=Self<br />
|comp=S,V,M (A vial of blood)<br />
|dur=8 hours<br />
|summary=You conjure Hellfire armor around your body.<br />
}}<br />
<br />
You summon a suit of Hellfire Armor around your body. Your armor class increases by 2 for the duration, and any creature that hits you with a melee attack takes fire damage equal to 2d4 + your spellcasting ability modifier. You may dismiss this spell as a bonus action.<br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of 5th level or higher, the fire damage it deals increases by 1d4 per spell slot level above 4th.<br />
<br />
<vote type=1/><br />
----<br />
{{5e Artificer Spells Breadcrumb}}<br/><!--if this cannot be cast by Artificer, delete this entire line--><br />
{{5e Sorcerer Spells Breadcrumb}}<br/><!--if this cannot be cast by Sorcerer, delete this entire line--><br />
{{5e Warlock Spells Breadcrumb}}<br/><!--if this cannot be cast by Warlock, delete this entire line--><br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Artificer 4]]<br />
[[Category:Sorcerer 4]]<br />
[[Category:Warlock 4]]</div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Heavy_Mace_(5e_Equipment)&diff=1819812Heavy Mace (5e Equipment)2024-03-11T18:37:42Z<p>Green Dragon: Undo revision 1819811 by Green Dragon (talk)</p>
<hr />
<div>{|<br />
|style="width:75%"|<br />
{{5e Weapon<br />
|category=Martial Melee Weapon<br />
|weapon=Heavy Mace<br />
|damage=2d4 bludgeoning<br />
|cost=15 gp<br />
|weight=8 lb.<br />
|properties=Heavy, Versatile (2d6) <br />
|description=A variant of the mace, the heavy mace is considered a better choice than the normal mace.<br />
}}<br />
|<br />
{{5e Image|"float:right"|https://s-media-cache-ak0.pinimg.com/564x/5a/84/c1/5a84c1c41185118b523e97dbc30be17d.jpg|A decorated heavy mace, [https://www.pinterest.com/pin/571323902703470590/ Source]}}<br />
|}</div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Heavy_Mace_(5e_Equipment)&diff=1819811Heavy Mace (5e Equipment)2024-03-11T18:36:58Z<p>Green Dragon: Reverted edits by 2607:FB90:BB1C:905D:A0A6:BE7B:5333:46C8 (talk) to last revision by ConcealedLight</p>
<hr />
<div>{|<br />
|style="width:75%"|<br />
{{5e Weapon<br />
|category=Martial Melee Weapon<br />
|weapon=Heavy Mace<br />
|damage=1d6 bludgeoning<br />
|cost=8 gp<br />
|weight=8 lb.<br />
|properties=Heavy, Versatile (2d4) <br />
|description=A variant of the mace, the heavy mace is considered a better choice than the normal mace.<br />
}}<br />
|<br />
{{5e Image|"float:right"|https://s-media-cache-ak0.pinimg.com/564x/5a/84/c1/5a84c1c41185118b523e97dbc30be17d.jpg|A decorated heavy mace, [https://www.pinterest.com/pin/571323902703470590/ Source]}}<br />
|}</div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Foreclaimers_(3.5e_Race)&diff=1819807Foreclaimers (3.5e Race)2024-03-11T17:45:07Z<p>Green Dragon: Reverted edits by 141.239.97.252 (talk) to last revision by Yanied</p>
<hr />
<div><br />
{{x0<br />
|la=2<br />
|ecl=3<br />
|type=Humanoid (Elf)<br />
|ability_adjust=+2 Strength, +2 Constitution, +2 Intelligence, -2 Charisma<br />
|size=Medium<br />
|favored_class=[[SRD:Wizard|Wizard]]<br />
|desc=Foreclaimers are an ancient and advanced civilization of elves that used the power of the sun to enhance themselves.<br />
}}<br />
<br />
[[File:Foreclaimer.jpg|400px|thumb|right|A Foreclaimer's physiology as drawn by DingoDoodles.]]<br />
<br />
== Foreclaimers ==<br />
''Note: This is NOT the official race from the Fool's Gold Campaign, but instead a fan edit! Beware unbalanced wiki edits. Originally told by [https://www.youtube.com/playlist?list=PLFOaJWATTt_A7thZA9WFGEpZRC9CBjkWY DingoDoodles], and created by [https://twitter.com/felixirnich Felix Irnich].'' '''The adaptation for 5e can be found [https://www.dandwiki.com/wiki/Foreclaimers_(5e_Race) HERE]'''<br />
<br />
Foreclaimers are an ancient race of elves which disappeared over 2,500 years ago. They were solely focused on the advancement of their technology and physiology. Most of their science is based on the power harvested from the sun, which they use to power machines and enhance their own bodies. The energy they harvested from the sun was stored in large power crystals, basically batteries, which were then used as parts of machines. It is unknown how they acquired such advanced technology, or how the crystals were used to enhance their lifespans, or why they went extinct. Foreclaimers did not posses the concept of empathy, or many emotions in general (Read more details below). However, contrary to their lack of empathy, they were a society without currency or trade. Each member had assigned duties from their current elected leader (usually the head scientist), which contributed to the progression of their society.<br />
<br />
=== Personality ===<br />
<br />
Foreclaimers are '''extremely efficient''' and focused on their work. Their goal is advancing their civilization by advancing technology and biology, using energy harvested from the sun. Distractions or interruptions are not tolerated and removed quickly. Foreclaimers do not possess the concept of empathy, or artistic creativity. To them, these are inefficient social constructs that do not belong in their society. If a member of society is crippled, disabled, or injured beyond simple care, they are left to die and disposed of unceremoniously. They don't grieve losses and don't hold funerals, as those emotions are merely a distraction from their important work.<br />
<br />
=== Physical Description ===<br />
<br />
'''When powered:'''<br />
Foreclaimers were originally elves that have enhanced and augmented themselves using their sun-based technology. They are on average 6'6" tall with perfect physique. Their skin is mostly grey, with golden glowing lines throughout reminiscent of circuitry. A 3" long power crystal of various colors sits above where their navel would be. These crystals are the source of their enhanced power and golden glowing lines. It can be freely removed from its socket.<br />
<br />
'''Unpowered:'''<br />
When a Foreclaimer's power crystal is removed from its socket, they lose all racial bonuses to skills and ability scores (not including penalties), as well as their [[Spell-Like Ability]]. Their lines also disappear. If left unpowered for more than a year, they will slowly begin to degrade over 100 years, eventually reducing their lifespan by half.<br />
<br />
==== Augmentation ====<br />
<br />
When a Foreclaimer reaches adulthood, they are put through a medical procedure where the socket for the power crystal is surgically inserted, and then powered up. They also receive '''one''' physical augmentation of their choice, typically based on their profession to assist them in being as efficient as possible.<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Foreclaimer Augmentations<br />
|- style="white-space: nowrap;"<br />
! Augmentation || Effect<br />
|- style="white-space: nowrap;"<br />
| Gills || Can freely breathe underwater at will.<br />
|- class="even" style="white-space: nowrap;"<br />
| Cat's Eyes || [[SRD:Darkvision|Darkvision]] 60'.<br />
|- style="white-space: nowrap;"<br />
| Sticky Palm Glands || Climb speed of 15' at will.<br />
|- class="even" style="white-space: nowrap;"<br />
| Steroid Enhancement || An extra enhancement of +2 [[SRD:Strength|Strength]].<br />
|- style="white-space: nowrap;"<br />
| Removed Nerves || +2 to [[SRD:Natural_Armor|Natural Armor]]. Can no longer feel pain.<br />
|- class="even" style="white-space: nowrap;"<br />
| Tempered Skin || Gain +5 [[SRD:Fire_Resistance|Fire Resistance]].<br />
|- style="white-space: nowrap;"<br />
| Agility Boost || [[Base land speed]] increased by 10'.<br />
|- class="even" style="white-space: nowrap;"<br />
| Camouflage || Once per day, can use [[SRD:Invisibility_(Spell)|Invisibility]] on self for 1 minute.<br />
|- style="white-space: nowrap;"<br />
| Sixth Sense || +2 to [[SRD:Reflex|Reflex]] saves.<br />
|- class="even" style="white-space: nowrap;"<br />
| Toxic Blood || +2 to [[SRD:Fortitude|Fortitude]] saves. Immunity to [[SRD:Poisons|Poison]] and [[Disease]].<br />
|}<br />
<br />
<br />
=== Relations ===<br />
<br />
Foreclaimers tend to themselves and do not get along with any other races, reinforced by the fact that they lack the concept of empathy. They may establish a relationship with members of another race if it furthers their goals, but more likely they will simply destroy them through highly efficient warfare instead.<br />
<br />
=== Alignment ===<br />
<br />
Foreclaimers are always [[Neutral]], even though other races may perceive them differently.<br />
<br />
=== Lands ===<br />
<br />
Foreclaimers establish huge cities where the lands support their goals through either resources or tactical location. Most of their society is located in a single city in the jungle, as that's most efficient, with only a few outposts for exploration.<br />
<br />
=== Religion ===<br />
<br />
Foreclaimers do not believe in deities, nor follow any established religions. They only care about their work and facts.<br />
<br />
=== Language ===<br />
<br />
Foreclaimers mostly speak Elven, but are versed in Common should they need to interact with other races.<br />
<br />
=== Racial Traits ===<br />
<br />
* +2 [[SRD:Strength|Strength]], +2 [[SRD:Constitution|Constitution]], +2 [[SRD:Intelligence|Intelligence]], -4 [[SRD:Charisma|Charisma]].<br />
* [[SRD:Humanoid|Humanoid]] (Elf)<br />
* [[SRD:Movement,_Position,_and_Distance#Table:_Creature_Size_and_Scale|Medium]]: As Medium creatures, foreclaimers have no special bonuses or penalties due to their size.<br />
* Foreclaimer [[base land speed]] is 30 feet.<br />
* [[Spell resistance]] equal to 11 + class levels.<br />
* They do not sleep while powered.<br />
* Immunity to magic sleep effects, and a +2 racial saving throw bonus against [[SRD:Enchantment_School|enchantment]] spells or effects.<br />
* +2 racial bonus on [[SRD:Will|Will]] saves against spells and spell-like abilities.<br />
* +2 racial bonus on [[SRD:Listen|Listen]], [[SRD:Search|Search]], and [[SRD:Spot|Spot]] checks.<br />
* -4 racial bonus on [[SRD:Bluff|Bluff]] and [[SRD:Diplomacy|Diplomacy]] checks.<br />
* +2 racial bonus on [[SRD:Knowledge|Knowledge]](The planes), [[SRD:Knowledge|Knowledge]](Engineering), and [[SRD:Knowledge|Knowledge]](Arcana)<br />
* [[Spell-Like Ability]]: Once per day&mdash;[[SRD:Light|Light]], [[SRD:Dancing_Lights|Dancing Lights]]. Caster level is equal to the Foreclaimer's class level.<br />
* [[Automatic Languages]]: Common, Elven. [[Bonus Languages]]: Draconic, Celestial, Goblin, Terran, Sylvan.<br />
* [[Favored Class]]: [[SRD:Wizard|Wizard]], [[SRD:Fighter|Fighter]].<br />
* [[Level Adjustment]]: +2<br />
<br />
=== Vital Statistics ===<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Foreclaimer Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 110 years || +4d6 || +6d6 || +10d6<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Foreclaimer Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 400 years || 600 years || 750 years || +4d% years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Foreclaimer Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 6' 8" || +1d4" || 240 lb. || &times; (+1d12) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 6' 5" || +1d4" || 230 lb. || &times; (+1d12) lb.<br />
|}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Elf Subtype]]<br />
[[Category:Medium Size]]<br />
[[Category:LA2]]<br />
[[Category:ECL3]]</div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Pirate_Cover_(5e_Feat)&diff=1819806Pirate Cover (5e Feat)2024-03-11T17:36:23Z<p>Green Dragon: wikify</p>
<hr />
<div>{{wikify|Does not follow the [[5e Feat Preload]].}}<br />
<br />
{{5e Feat<br />
|name= Pirate cover<br />
|prereqs= <br />
|benefit= wey, hey, up she rises, erly in the morning<br />
}}<br />
<br />
<br />
- increase your dexterity or constitution by 1, to a maximum of 20<br />
<br />
- you gain proficiency in acting, plus one between persuasion or deception; you also gain proficiency with water vehicles and a musical instrument of your choice;<br />
<br />
- Your AC without armor becomes 10 + dexterity mod + proficiency bonus<br />
<br />
- you can't get lost at sea, and you can use constellations in the sky to discern cardinal points. You also gain a swim speed of 45ft, and can hold your breath for 30 minutes.<br />
<br />
- you are associated with a probably well-known crew, whether for good or bad reasons, when you enter a tavern or coastal town, roll a d20. on a 10 or higher, you are recognized by some people, including the bar owner, giving you an advantage in social interactions with people, whether asking for free food, information, shelter, etc. in a 5 - 9, a few people seem to recognize you, whispers about you start to be made, whether this will be a good or bad thing depends on the Dm.<br />
<br />
- you can reload a ranged weapon using half your movement instead of an action<br />
<br />
- if an opponent misses an attack against you with a difference of 5 or more, you can make a distraction against him, either by saying that there is something behind him, poking his eyes, etc. make a deception test, on a success, you can make an attack against him, ending the target's turn<br />
<br />
- If you have any kind of alcoholic beverage and something to light on fire, you can use an action to take a sip of the drink, and spit it near the fire source to try to spit flames. creatures in a 15ft cone in front of you make a DEX test (8 + proef. bonus + your DEX mod), or take 4d4 fire damage, if one or more dice roll 1, you take the damage from those dice too. "(if you roll dice like 1, 1, 2, 4, you take 2 damage, and the targets 8)"<br />
----<br />
{{5e Feats Breadcrumb}}<br />
<br />
[[Category:Combat Feat]]<br />
[[Category:Discovery Feat]] <br />
[[Category:Interaction Feat]]</div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=True_Vampire_(Overlord)_(5e_Race)&diff=1819805True Vampire (Overlord) (5e Race)2024-03-11T17:34:02Z<p>Green Dragon: stub reason</p>
<hr />
<div>{{stub|Vastly incomplete. The Vampire Fangs and Taloons traits are blank. 01:10, 5 January 2024 (MST)}}<br />
{{Design Disclaimer|5th edition|}}<br />
<br />
==True Vampire(Overlord)==<br />
<center><q>First, second, and third Floor Guardian, Shalltear Bloodfallen, at your command.</q><br />
&mdash;Shalltear Bloodfallen introduction</center><br />
<br />
<div class="externalimage-holder" style="width:30%;float:right"><br />
{{5e Image|float:right|https://i.pinimg.com/564x/33/a4/95/33a495c947f999b9df8e73fd75d13835.jpg| by [https://www.pixiv.net/en/artworks/76983830 Moco]}}</div> <br />
<br />
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<br />
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<br />
===Physical Description===<br />
True Vampires appear to be very beautifull and elegant figures. Pale, silky smooth skin with a chilling cold touch. Very refined face features with Red eyes that seem to glow witin the darkness itself showing a hint of dangerous glint. When faced with pure anger True vampires revert to their natural form and tranfrom into a hideous creatures that are very repulsive-looking. They have gaping jaws that stretch wide enough to form a semicircle, canines that reach past their chin, and crimson eyes glint with the color of blood. Their feet and hands are equipped with razor-sharp claws that are over a dozen centimeters long. Particularly, the high-tier Origin/True Vampires looked more monstrous than the others.<br />
<br />
===History===<br />
<br />
<br />
===Society===<!--If your race doesn't have a society for some reason, consider making an ===Attitudes and Beliefs=== section instead--><br />
<br />
===True Vampire Names===<br />
They retain a name from the first life to later on gain a title of their own.<br />
<br />
===True Vampire Traits=== <br />
{{5e Racial Traits <!-- 6 without detriments--><br />
|summary= Inhuman, cold, and merciless. True vampires are lunatics looking for entertainment.<br />
|abilities= Your {{5a|str}}, {{5a|dex}} and {{5a|con}} scores each increase by 1.<br />
|age= Vampires are immortal and can be any age.<br />
|alignment=<br />
|size= Vampires can range in height and weight like most humanoids would, though they are normally lighter then they appear to be while looming over others. Your size is Medium.<br />
|speed= our base walking speed is 30 feet.<br />
|trait1= Superior {{5E|Darkvision}}<br />
|description1= Your {{5e|darkvision}} increases to 120 feet.<br />
|trait2= Vampire Fangs<br />
|description2= All vampires have sharpened teeth capable of tearing flesh from bone and draining blood from the body. If a willing, paralyzed, charmed, incapacitated, restrained, or grappled, creature within 5 feet of you has blood, you may use your bonus action to Bite them dealing 1d6 piercing damage and draining their blood dealing additional necrotic damage equal to your Constitution modifier (minimum 1 necrotic damage). Drinking blood this way is equal to consuming a ration<br />
|description2='' <br />
|trait3= Taloons<br />
|description3= <br />
|trait4= <br />
|description4= <br />
|trait5= <br />
|trait6= <br />
|description6= <br />
|languages= You can speak, read, and write Common, as well as one other language of your choice.<br />
}}<br />
<!--Subraces are optional, repeat as necessary--><br />
<br />
<br />
====<Subrace Name>====<br />
{{5e Subrace Traits<br />
|abilities=<br />
|trait1=<br />
|description1=<br />
|trait2=<br />
|description2=<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=<!--race name--><br />
|feet=<!--base height feet--><br />
|inches=<!--base height inches--><br />
|heightmod=<!--height modifier--><br />
|weight=<!--base weight--><br />
|weightmod=<!--weight modifier; in practice, this is multiplied by the height modifier--><br />
}}<br />
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<!--The following section is optional, delete any or all of the tables as appropriate--><br />
===Suggested Characteristics===<br />
When creating a <race name> character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.<br />
<!--Lead text--><br />
{| class="5e" style="text-align: left;"<br />
! d8 || Personality Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || <!--Text--><br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || <!--Text--><br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || <!--Text--><br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Flaw<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || <!--Text--><br />
|}<br />
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<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Believer_(5e_Subclass)&diff=1819803Believer (5e Subclass)2024-03-11T17:29:19Z<p>Green Dragon: Reverted edits by 207.236.12.146 (talk) to last revision by SirSprinkles</p>
<hr />
<div><br />
=== Believer ===<br />
When you were a child, you were told to focus and train hard and certainly to abandon things like "imagination" and "daydreaming". But what happens if you don't listen to them. What happens if you dive so far into these facets of your mind that you discover a whole new reality of magic, your imagination. Everyone's imagination is like its own multiverse of new ideas and powers and you have learned how to tap into this well of thought and manipulate you magic with it.<br />
<br />
===Vivid Imagination===<br />
When you take this subclass at 1st level, your mind and understanding expands into your imagination and you see things as they could be instead of what they are. You gain the Minor Illusion cantrip, may cast it as a bonus action, and it does not count against the number of cantrips you know.<br />
<br />
===Imaginary Friends===<br />
At 1st level you also learn how to create subtle appearances of your imagination in the form of imaginary friends. You gain the Unseen Servant spell and it does not count against the amount of spells you know. You can cast Unseen Servant without expending a spell slot a number of times equal to your charisma modifier. You regain these uses at the end of a long rest.<br />
<br />
===Wandering Psyche===<br />
At 6th level your overactive imagination can influence other with euphoria and courage. Whenever another creature makes a saving throw within 30ft of you, as a reaction, you may expend sorcery points to grant them a bonus to the saving throw equal to the amount of sorcery points you expend.<br />
<br />
===Unlimited Creativity===<br />
Your imagination is so powerful now that sometimes you can cast spells that don't make sense to the unimaginative. At 14th level, when you cast a spell that does damage you may expend 2 sorcery points to roll 2d10 on the following chart until both dice show different numbers.<br />
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1. Acid<br />
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2. Cold<br />
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3. Fire<br />
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4. Force<br />
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5. Lightning<br />
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6. Necrotic<br />
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7. Poison<br />
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8. Psychic<br />
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9. Radiant<br />
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10. Thunder<br />
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You may substitute the spells original damage type with one of the types rolled. (For example Fireball is your most effective spell but you are fighting a creature resistant to fire. You roll your d10s and get a 10 and a 4. You may now either throw a ball of pure force or a rolling ball of vicious sound.) The spell loses any abilities that required its damage type to function, such as Fireball burning burnable objects. You may use Unlimited Creativity a number of times equal to your charisma modifier. You regain all uses of Unlimited Creativity when you finish a long rest.<br />
<br />
===Daydream===<br />
At 18th level, you can let your mind wander in combat to come up with new and creative ways to use your magic. As an action you can begin Daydreaming. You must concentrate on Daydreaming as though it were a spell. While Daydreaming you gain 1 sorcery point every time you reduce a creatures hit points to 0 and all metamagic options require 1 less sorcery point to use. If the metamagic option only requires 1 sorcery point you may use it once for free. You may stop Daydreaming as a free action, but you cannot Daydream again until the end of your next long rest.<br />
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<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Sorcerer]]<br />
<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Kirai_Monk_(5e_Class)&diff=1819802Kirai Monk (5e Class)2024-03-11T17:20:05Z<p>Green Dragon: Protected "Kirai Monk (5e Class)": Excessive vandalism ([Edit=Allow only autoconfirmed users] (expires 17:20, 11 September 2024 (UTC)) [Move=Allow only autoconfirmed users] (expires 17:20, 11 September 2024 (UTC)))</p>
<hr />
<div>==Kirai Monk==<br />
''Monk Variant''<br />
<br />
Kirai monks are martial artists and cultivators of ki, much like regular monks, but have a stronger draw to the pursuit of transcendence. The aim of a kirai monk is reach a state of communion with the force of ki, and becoming one with this mystical energy, instead of just channeling it trough their bodies. Their great attunement to this force open their minds, enhances their senses and break the limitations of their bodies. These monks are notoriously enduring, both of body, mind and spirit, being perpetually covered by an aura of ki that protect them from harm. They are true spiritual dreadnoughts, although one may think otherwise on a cursory glance upon their figure. They don't hone their bodies to the same extent of other martial traditions, because they believe that perfection of body is a lie; they believe that the truth lies in the perfection of mind and spirit, and trough this mental and spiritual training, the body will always follow. <br />
<br />
===Creating a Kirai Monk===<br />
While creating your kirai monk, consider your personal path to transcendence. Are you a member of an organized temple, or did you seek the path of transcendence by alone, isolating yourself in the pursuit of greater understanding. Did you trained under a master, or trough ancient tests and solitary practice? Were your master kind and understanding, guiding you like a father would do to a kid, or a cruel and brutal one, brutalizing your body and mind and shaping your control over the ki like a blacksmith would hammer down a piece of steel to form a blade? <br />
<br />
;Quick Build<br />
You can make a kirai monk quickly by following these suggestions. First, make Wisdom your highest ability score, followed by Constitution and Dexterity. Second, choose the Hermit background. <br />
<br />
{{5e Class Features<br />
|name=kirai monk<br />
|summary=The Kirai Monks are an order of monks who have opened their minds to the weave. A Kirai monk is bound only to the pursuit of enlightenment, which they refer to as Cosmic Awareness. <br />
|hd=8<br />
|spellcasting=<br />
|armor=None<br />
|weapons=Simple weapons<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}<br />
|saves={{5a|wis}}, {{5a|cha}}<br />
|skills=Choose two from {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Religion}}, and {{5s|Stealth}}<br />
|item1a=a {{5e|Quarterstaff}}<br />
|item1b=any simple weapon<br />
|item2a=a [[5e SRD:Equipment Packs#Dungeoneer's Pack|dungeoneer's pack]]<br />
|item2b=an [[5e SRD:Equipment Packs#Explorer's Pack|explorer's pack]]<br />
|item3a=10 {{5e|Dart|darts}}<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|item5a=<br />
|item5b=<br />
|classfeatures1=[[#Cosmic Grace|Cosmic Grace]], [[#Intuitive Strike|Intuitive Strike]]<br />
|classfeatures2=[[#Ki|Ki]], [[#Freerunning|Freerunning]]<br />
|classfeatures3=[[#Monastic Tradition|Monastic Tradition]], [[#Energy Manipulation|Energy Manipulation]]<br />
|classfeatures4=[[#Detect Disturbance|Detect Disturbance]]<br />
|classfeatures5=[[#Extra Attack|Extra Attack]], [[#Kirai Shout|Kirai Shout]]<br />
|classfeatures6=[[#Ki-Empowered Strikes|Ki-Empowered Strikes]], [[#Monastic Traditions|Monastic Tradition feature]]<br />
|classfeatures7=[[#Evasion|Evasion]], [[#Defiance|Defiance]]<br />
|classfeatures8=<br />
|classfeatures9=[[#Focused Training|Focused Training]], [[#Cosmic Communion|Cosmic Communion]]<br />
|classfeatures10=[[#Mind Purity|Mind Purity]]<br />
|classfeatures11=[[#Monastic Traditions|Monastic Tradition feature]]<br />
|classfeatures12=<br />
|classfeatures13=[[#Monastic Bond|Monastic Bond]]<br />
|classfeatures14=[[#Cosmic Resilience|Cosmic Resilience]]<br />
|classfeatures15=[[#Cosmic Faith|Cosmic Faith]]<br />
|classfeatures16=<br />
|classfeatures17=[[#Monastic Traditions|Monastic Tradition feature]]<br />
|classfeatures18=[[#Cosmic Resolve|Cosmic Resolve]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Transcendence|Transcendence]]<br />
<br />
|extrasonleft=3<br />
|extra1_name=Intuitive Strike<br />
|extra1_1=1d6<br />
|extra1_2=1d6<br />
|extra1_3=1d6<br />
|extra1_4=1d6<br />
|extra1_5=1d8<br />
|extra1_6=1d8<br />
|extra1_7=1d8<br />
|extra1_8=1d8<br />
|extra1_9=1d8<br />
|extra1_10=1d8<br />
|extra1_11=1d10<br />
|extra1_12=1d10<br />
|extra1_13=1d10<br />
|extra1_14=1d10<br />
|extra1_15=1d10<br />
|extra1_16=1d10<br />
|extra1_17=1d10<br />
|extra1_18=1d10<br />
|extra1_19=1d10<br />
|extra1_20=1d10<br />
|extra2_name=Ki Points<br />
|extra2_1=&mdash;<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=14<br />
|extra2_15=15<br />
|extra2_16=16<br />
|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
}}<br />
<br />
==== Intuitive Strike ====<br />
At 1st level, you gain the following benefits while you are unarmed and you aren't wearing armor or wielding a {{5e|Shield (Armor)|shield}}:<br />
<br />
:'''''Intuitive Strikes.''''' You can use {{5a|wis}} instead of {{5a|str}} for the attack and damage rolls of your {{5e|Unarmed Strike|unarmed strikes}}.<br />
<br />
:'''''Unarmed Combat.''''' You can roll a d6 in place of the normal damage of your {{5e|Unarmed Strike|unarmed strike}}. When you use the {{5e|Attack Action|Attack}} action with an {{5e|Unarmed Strike|unarmed strike}} on your turn, you can make one {{5e|Unarmed Strike|unarmed strike}} as a bonus action. <br />
<br />
====Cosmic Grace====<br />
Also at 1st level, you add your Wisdom modifier to your Acrobatics and Athletics checks and to your Dexterity saving throws. <br />
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In addition, while not wearing armor, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. <br />
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You don't benefit from Cosmic Grace if you are unable to move. <br />
<br />
==== Ki ====<br />
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.<br />
<br />
You can spend these points to fuel various ki features. You start knowing three such features: Heightened Reflexes, Shadow Crossing, and Flurry of Blows. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:<br />
<br />
<code><tt>Ki save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
;Flurry of Blows<br />
Immediately after you take the {{5e|Attack Action|Attack}} action on your turn, you can spend 1 ki point to make two unarmed strikes as a {{5e|Bonus Action}}.<br />
<br />
;Heightened Reflexes<br />
You can spend 1 ki point as a reaction against an attack or failed Dexterity save, you can add your Wisdom modifier as a bonus to your AC or save. If you are target by magic missiles, you can use this feature to nullify its effects. <br />
<br />
;Shadow Crossing<br />
You can spend 1 ki point to take the Hide action as a bonus action. If you are in dim light or darkness, you can take this action even when in plain sight. <br />
<br />
In addition, you add your Wisdom modifier to your Dexterity (Stealth) check when you use this ability.<br />
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====Freerunning==== <br />
At 2nd level, your standing jumps don't have their distance reduced, and you can add your Wisdom score to calculate your jump distance.<br />
<br />
==== Monastic Tradition ====<br />
When you reach 3rd level, you commit yourself to a monastic tradition. This class is meant to work with any monastic tradition brought by the [[Monk (5e Class)|Monk]] class. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level. <br />
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====Energy Manipulation ====<br />
At 3rd level, you are capable of using your powers over the Force to extinguish energy. When you are forced to make a saving throw against an effect that affects an area (such as a cone, sphere, radius, or line, between others) that causes acid, cold, fire, lighting or thunder, you can spend 1 ki point as a reaction and make a Wisdom saving throw against the spell save DC. On a success, you automatically fail the saving throw against the effect, but you become its only target. <br />
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If the effect is a spell, you must spend a number of ki points equal to the spell slot used to cast a spell in order to use this feature (or 1 ki point for a cantrip).<br />
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==== Ability Score Improvement ====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
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====Detect Disturbance====<br />
At 4th level, you are naturally in tune with other living creature's feelings and emotions. You can use your reaction to reroll a Wisdom (Perception) and (Insight) checks. <br />
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In addition, you can no longer be surprised while you are conscious. <br />
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==== Extra Attack ====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the {{5e|Attack Action|Attack}} action on your turn.<br />
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====Kirai Shout====<br />
At 5th level, you can use a bonus action and spend 1 ki point to let out a Shout so powerful it pushes and harms your enemies. All creatures in a 15-foot cone must succeed on a Constitution saving throw or are pushed 10 feet back and take 2d8 thunder damage.<br />
<br />
You can a number of ki points up to half your monk level, to increase the damage dealt by 1d8 per ki point spent. The cone also increases to 30-foot if you spend at least 5 ki, and to 60-foot if you spend at least 7 ki points.<br />
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==== Ki-Empowered Strikes ====<br />
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
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==== Evasion ====<br />
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a [[5e SRD:Fireball|''fireball'']] spell. When you are subjected to an effect that allows you to make a {{5a|dex}} saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
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==== Defiance ====<br />
Starting at 7th level, you can use your {{5a|wis}} modifier, instead of your {{5a|con}} modifier, when you make {{5a|con}} saving throws. <br />
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====Focused Training ====<br />
Starting at 9th level, you can choose to concentrate on your turn without taking an action (as if concentrating on a spell). While you concentrate, you and all friendly creatures in a 10-foot radius gain a bonus equal to your Wisdom modifier to their Dexterity checks and saving throws, and on the Strength (Athletics) checks made to jump. <br />
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====Cosmic Communion====<br />
Also at 9th level, you learn the spells ''{{5e|commune with nature}}'' and ''{{5e|Commune}}'', which you can cast as a ritual. When you cast ''{{5e|Commune}}'' ,you don't receive an answer from a deity, but from the cosmos itself, the whole shared continence of all living creatures. <br />
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====Mind Purity====<br />
Staring at 10th level, you become immune to the frightened and charmed conditions.<br />
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====Monastic Bond==== <br />
Starting at 13th level, you can use your awareness to discern the whereabouts and physical condition of those who have a bond with you. You can cast ''{{5e|Telepathic Bond}}'' as a ritual. <br />
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You don't require components, but you and the creatures you are about to form a bond with must meditate within 5 feet of each other for the duration of the ritual.<br />
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====Cosmic Resilience====<br />
At 14th level, you gain advantage on saving throws against spells.<br />
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Moreover, you take half damage from spells.<br />
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====Cosmic Faith====<br />
Starting at 15th level, your connection with the cosmos make you endure the deadliest of wounds. If you drop to 0 hit points and don't die outright, you can make a DC 10 Wisdom saving throw. If you succeed, you drop to 1 hit point instead.<br />
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Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.<br />
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====Cosmic Resolve ====<br />
Starting at 18th level, you gain resistance to force damage and to bludgeoning, piercing and slashing damage from non-magical sources. <br />
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====Transcendence====<br />
Upon reaching 20th level, you become a master in the control over the cosmic force. You became one with the cosmos, and your Dexterity and Wisdom scores increase by 2, up to a maximum of 22.<br />
<br />
In addition, you no longer age, and you are immune to disease, poison damage, and the poisoned condition. If you die, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 7 days later on the plane of existence where you died, having gained the benefits of one long rest.<br />
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=== Multiclassing ===<br />
'''Prerequisites.''' To qualify for multiclassing into the kirai monk class, you must meet these prerequisites: 13 {{5a|wis}} and 13 {{5a|dex}}.<br />
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'''Proficiencies.''' When you multiclass into the kirai monk warrior class, you gain the following proficiencies: simple weapons, a musical instrument or artisan's tools.<br />
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[[Category:Monk Tag]]</div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Circle_of_the_Healer_(5e_Subclass)&diff=1819801Circle of the Healer (5e Subclass)2024-03-11T17:11:09Z<p>Green Dragon: Reverted edits by 2601:602:9901:2640:3DF0:9A:7693:17AF (talk) to last revision by SirSprinkles</p>
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<div>=== Circle of the Healer ===<br />
As a druid, you have honed the use of natural remedies, and healing magic to aid yourself or others in many situations. Unlike the average medic, you have the versatility and chaotic thought prosses of the wilds to aid you in your skills.<br />
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;Makeshift Medic<br />
Beginning at 2nd level, you learn extra spells on the chart below in accordance to your druid spellcasting. Additionally, you choose between a Chaotic Cleric or a Mindful Medic. <br />
* <big>Chaotic Cleric</big>: When using any healing ability, roll a DC 15 medicine check. If you pass, the healing amount is doubled. If you fail, you instead deal 1d4+your {{5a|Wis}} Mod unavoidable damage to the target of your healing. <br />
* <big>Mindful Medic</big>: When using any healing ability, you add your medicine bonus to the healing.<br />
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{| class="5e" {{#vardefine:odd|0}}<br />
|+ Circle of the Healer Expanded Spell List<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Spell Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || ''Cure Wounds'' - ''Healing Word''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || ''Healing Spirit'' - ''Prayer of Healing''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || ''Mass Healing Word'' - ''Beacon of Hope''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || ''Death Ward'' - ''Guardian of Nature''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || ''Mass Cure Wounds'' - ''Raise Dead''<br />
|}<br />
<br />
;Swift Sutures<br />
Beginning at 6th level, you can use a bonus action to use a spell slot and heal you or a target within 30 feet, 1d8. Every level past 1 increases the number of d8s by 1. <br />
* <big>Chaotic Cleric</big>: When using this ability, you can choose to sacrifice 5 HP as the material instead of a spell slot. This can only be done once per turn. <br />
* <big>Mindful Medic</big>: When using this ability on a friendly creature that is not you, you can add an extra d8 to the heal.<br />
<br />
;Steady Hand<br />
Beginning at 10th level, Medicine Checks are made with double proficiency all the time, and with advantage in direct sunlight.<br />
* <big>Chaotic Cleric</big>: When healing a friendly creature, you can add any amount of your HP to theirs, as long as you remain with 1 Hit Point. This IS doubled if the Med Check is passed as normal. Any HP that exceeds the creatures original HP is added as temporary Hit Points, however they only last one round, (or 1 min out of combat). Failing your medicine check now deals 1d12 Damage + your medicine Bonus. <br />
* <big>Mindful Medic</big>: When healing a friendly creature and around a freshwater body or stream, you can add the double proficiency to the heal instead of your normal medicine bonus.<br />
<br />
;All In<br />
Beginning at 14th level, when making a medicine check, you can choose to take a -10 to the check. If so, the amount of healing is Maxed. You can use this feature an amount of times = to your Wisdom Modifier (Min 1), per long rest. Additionally, the paths of the medic and cleric diverge further, and you may choose between them, however you cannot choose differently from your original choice, Example, you cannot choose a sub medic feature if you are already the cleric path.<br><br />
<big>Chaotic Cleric</big><br />
*Risky move: Once per long rest, you can use your action to preform a revive on a creature. If you succeed the Medicine Check, the creature is revive with the effects of a long rest. If you fail, the creature dies.<br />
*Clerics Companion: You gain a tiny beast creature with HP = to four times your druid level, that can preform your swift sutures bonus action, on your initiative. Your HP can still be used as per usual. Once per long rest when you are put into death saves, your beast can help you as you could anyone in death saves.<br />
<big>Mindful Medic</big><br />
*Virtue of Death: Once per long rest, if a creature fails a death save within 5 feet of you, you can choose to make it a natural 20 instead. This creature can be you.<br />
*Healing Aura: Creatures within 30 feet of you add your medicine bonus to all healing rolls, death saves, as well as {{5a|Con}} saves and checks. <br />
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[[Category:Subclass]]</div>Green Dragonhttps://www.dandwiki.com/w/index.php?title=Radiant_Fist_(5e_Feat)&diff=1819800Radiant Fist (5e Feat)2024-03-11T17:07:41Z<p>Green Dragon: formatting</p>
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<div><br />
{{5e Feat<br />
|name= Radiant Fist<br />
|prereqs= Strength or Dexterity 13 and Wisdom or Charisma 13<br />
|benefit=You gain the following benefits:<br />
<br />
* Increase your Strength, Dexterity, or Wisdom score by 1, to a maximum of 20.<br />
* Your unarmed attacks deal an extra d4 Radiant damage.<br />
* Your unarmed attacks are counted as magical for the purpose of overcoming resistance and immunities to nonmagical attacks and damage.<br />
}}<br />
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[[Category:Combat Feat]]</div>Green Dragon