https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Shekar&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T00:43:52ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Kri_(5e_Race)&diff=1018247Kri (5e Race)2018-03-10T05:05:16Z<p>Shekar: /* Physical Description */</p>
<hr />
<div>==Kri==<br />
<br />
"I have not seen a person that can go toe to toe with a Kri... but I also have not seen one that wanted to try."<br />
<br />
-Jekua Fallen (Arena Master)<br />
<br />
===Physical Description===<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/564x/89/14/5c/89145c2ecafcd1acfd97cc73e7cd8aef.jpg|}}<br />
Kri are the embodiment of unbridled strength. Each one stands about 10 feet tall and weighs around 600 pounds. Their skin varies from dark gray to almost white, with the females being on the lighter side of the scale and the males shifting more to the darker hues. Their blood is almost translucent, making it seem like they don't bleed but their blood will fade to a grayish red after several hours exposed to air. both male and female Kri do not grow hair but males grow short horns around the jaw line.<br />
<br />
===History===<br />
Very little is know of Kri history they have no written or oral traditions and do not seem interested in the matter, the most popular theory is they were made as a warrior/slave race for more advanced or civilized races and either rebelled and escaped or were discarded when a more suitable replacement was found.<br />
<br />
===Society===<br />
Kri are very rare do not live in groups, therefore they do not have much of a society of their own but take from any society the are involved in, though they all seem to be very honour bound and most will dedicate themselves as a warrior to particular groups or individuals.<br />
<br />
===Kri Names===<br />
Kri take their names from the society in which they were raised.<br />
<br />
===Kri Traits===<br />
{{5e Racial Traits<br />
|summary=Kri are large and incredibly strong creatures, but lack any mental strength<br />
|abilities=Your {{5a|str}} score increases by 2, and your {{5a|con}} score increases by 1.<br />
|age=Kri reach maturity at age 15 and live around 80 years<br />
|alignment=Kri consider themselves honourable and tend more towards lawful and good alignments.<br />
|size=An average kri is 10-12 feet tall and weighs 600-900 lbs. Your size is Large.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1=Destructive Strength<br />
|description1=You have advantage on {{5a|str}} ability checks.made to break doors and other objects.<br />
|trait2=Leap<br />
|description2=your superior strength allows you to jump twice what you would usually be able to.<br />
|trait3=Huge Frame <br />
|description3=Your powerful muscles allow you to push further beyond what most creatures your size are capable of. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. However, you require twice as much food and water per day as a normal creature your size, and you have disadvantage on Dexterity (Stealth) checks.<br />
|trait4=<br />
|description4=<br />
|languages=You can speak but not read or write Common<br />
}}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: <!-- insert race name --> 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;" | 8′ || +2d12 || 450 lb. || x (2d6) lb. <!-- 8'2" to 10'0" / 454 lb. to 738 lb. --><br />
|}<br />
<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Large Size]]<br />
[[Category:Humanoid Type]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Kri_(5e_Race)&diff=1018243Kri (5e Race)2018-03-10T05:03:27Z<p>Shekar: /* Kri Traits */</p>
<hr />
<div>==Kri==<br />
<br />
"I have not seen a person that can go toe to toe with a Kri... but I also have not seen one that wanted to try."<br />
<br />
-Jekua Fallen (Arena Master)<br />
<br />
===Physical Description===<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/564x/89/14/5c/89145c2ecafcd1acfd97cc73e7cd8aef.jpg|}}<br />
Kri are the embodiment of unbridled strength. Each one stands about 10 feet tall and weighs around 600 pounds. Their skin varies from dark gray to almost white, with the females being on the lighter side of the scale and the males shifting more to the darker hues. Their blood is almost translucent, making it seem like they don't bleed but their blood will fade to a grayish red after several hours exposed to air. both male and female Kri do not grow hair but instead grow short horns around the jaw line.<br />
===History===<br />
Very little is know of Kri history they have no written or oral traditions and do not seem interested in the matter, the most popular theory is they were made as a warrior/slave race for more advanced or civilized races and either rebelled and escaped or were discarded when a more suitable replacement was found.<br />
<br />
===Society===<br />
Kri are very rare do not live in groups, therefore they do not have much of a society of their own but take from any society the are involved in, though they all seem to be very honour bound and most will dedicate themselves as a warrior to particular groups or individuals.<br />
<br />
===Kri Names===<br />
Kri take their names from the society in which they were raised.<br />
<br />
===Kri Traits===<br />
{{5e Racial Traits<br />
|summary=Kri are large and incredibly strong creatures, but lack any mental strength<br />
|abilities=Your {{5a|str}} score increases by 2, and your {{5a|con}} score increases by 1.<br />
|age=Kri reach maturity at age 15 and live around 80 years<br />
|alignment=Kri consider themselves honourable and tend more towards lawful and good alignments.<br />
|size=An average kri is 10-12 feet tall and weighs 600-900 lbs. Your size is Large.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1=Destructive Strength<br />
|description1=You have advantage on {{5a|str}} ability checks.made to break doors and other objects.<br />
|trait2=Leap<br />
|description2=your superior strength allows you to jump twice what you would usually be able to.<br />
|trait3=Huge Frame <br />
|description3=Your powerful muscles allow you to push further beyond what most creatures your size are capable of. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. However, you require twice as much food and water per day as a normal creature your size, and you have disadvantage on Dexterity (Stealth) checks.<br />
|trait4=<br />
|description4=<br />
|languages=You can speak but not read or write Common<br />
}}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: <!-- insert race name --> 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;" | 8′ || +2d12 || 450 lb. || x (2d6) lb. <!-- 8'2" to 10'0" / 454 lb. to 738 lb. --><br />
|}<br />
<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Large Size]]<br />
[[Category:Humanoid Type]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Kri_(5e_Race)&diff=1018225Kri (5e Race)2018-03-10T04:33:34Z<p>Shekar: /* Kri Traits */</p>
<hr />
<div>==Kri==<br />
<br />
"I have not seen a person that can go toe to toe with a Kri... but I also have not seen one that wanted to try."<br />
<br />
-Jekua Fallen (Arena Master)<br />
<br />
===Physical Description===<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/564x/89/14/5c/89145c2ecafcd1acfd97cc73e7cd8aef.jpg|}}<br />
Kri are the embodiment of unbridled strength. Each one stands about 10 feet tall and weighs around 600 pounds. Their skin varies from dark gray to almost white, with the females being on the lighter side of the scale and the males shifting more to the darker hues. Their blood is almost translucent, making it seem like they don't bleed but their blood will fade to a grayish red after several hours exposed to air. both male and female Kri do not grow hair but instead grow short horns around the jaw line.<br />
===History===<br />
Very little is know of Kri history they have no written or oral traditions and do not seem interested in the matter, the most popular theory is they were made as a warrior/slave race for more advanced or civilized races and either rebelled and escaped or were discarded when a more suitable replacement was found.<br />
<br />
===Society===<br />
Kri are very rare do not live in groups, therefore they do not have much of a society of their own but take from any society the are involved in, though they all seem to be very honour bound and most will dedicate themselves as a warrior to particular groups or individuals.<br />
<br />
===Kri Names===<br />
Kri take their names from the society in which they were raised.<br />
<br />
===Kri Traits===<br />
{{5e Racial Traits<br />
|summary=Kri are large and incredibly strong creatures, but lack any mental strength<br />
|abilities=Your {{5a|str}} score increases by 2, and your {{5a|con}} score increases by 1.<br />
|age=Kri reach maturity at age 15 and live around 80 years<br />
|alignment=Kri consider themselves honourable and tend more towards lawful and good alignments.<br />
|size=An average kri is about 10 feet tall and weighs 600 lbs. Your size is Large.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1=Destructive Strength<br />
|description1=You have advantage on {{5a|str}} ability checks.made to break doors and other objects.<br />
|trait2=Leap<br />
|description2=your superior strength allows you to jump twice what you would usually be able to.<br />
|trait3=Huge Frame <br />
|description3=Your powerful muscles allow you to push further beyond what most creatures your size are capable of. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. However, you require twice as much food and water per day as a normal creature your size, and you have disadvantage on Dexterity (Stealth) checks.<br />
|trait4=<br />
|description4=<br />
|languages=You can speak but not read or write Common<br />
}}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: <!-- insert race name --> 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;" | 8′ || +2d12 || 450 lb. || x (2d6) lb. <!-- 8'2" to 10'0" / 454 lb. to 738 lb. --><br />
|}<br />
<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Large Size]]<br />
[[Category:Humanoid Type]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Kri_(5e_Race)&diff=1018224Kri (5e Race)2018-03-10T04:33:08Z<p>Shekar: /* Kri Traits */</p>
<hr />
<div>==Kri==<br />
<br />
"I have not seen a person that can go toe to toe with a Kri... but I also have not seen one that wanted to try."<br />
<br />
-Jekua Fallen (Arena Master)<br />
<br />
===Physical Description===<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/564x/89/14/5c/89145c2ecafcd1acfd97cc73e7cd8aef.jpg|}}<br />
Kri are the embodiment of unbridled strength. Each one stands about 10 feet tall and weighs around 600 pounds. Their skin varies from dark gray to almost white, with the females being on the lighter side of the scale and the males shifting more to the darker hues. Their blood is almost translucent, making it seem like they don't bleed but their blood will fade to a grayish red after several hours exposed to air. both male and female Kri do not grow hair but instead grow short horns around the jaw line.<br />
===History===<br />
Very little is know of Kri history they have no written or oral traditions and do not seem interested in the matter, the most popular theory is they were made as a warrior/slave race for more advanced or civilized races and either rebelled and escaped or were discarded when a more suitable replacement was found.<br />
<br />
===Society===<br />
Kri are very rare do not live in groups, therefore they do not have much of a society of their own but take from any society the are involved in, though they all seem to be very honour bound and most will dedicate themselves as a warrior to particular groups or individuals.<br />
<br />
===Kri Names===<br />
Kri take their names from the society in which they were raised.<br />
<br />
===Kri Traits===<br />
{{5e Racial Traits<br />
|summary=Kri are large and incredibly strong creatures, but lack any mental strength<br />
|abilities=Your {{5a|str}} score increases by 2, and your {{5a|con}} score increases by 1.<br />
|age=Kri reach maturity at age 15 and live around 80 years<br />
|alignment=Kri consider themselves honourable and tend more towards lawful and good alignments.<br />
|size=An average kri is about 10 feet tall and weighs 600 lbs. Your size is Large.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1=Destructive Strength<br />
|description1=You have advantage on {{5a|str}} ability checks.made to break doors and other objects.<br />
|trait2=leap<br />
|description2=your superior strength allows you to jump twice what you would usually be able to.<br />
|trait3=Huge Frame <br />
|description3=Your powerful muscles allow you to push further beyond what most creatures your size are capable of. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. However, you require twice as much food and water per day as a normal creature your size, and you have disadvantage on Dexterity (Stealth) checks.<br />
|trait4=<br />
|description4=<br />
|languages=You can speak but not read or write Common<br />
}}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: <!-- insert race name --> 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;" | 8′ || +2d12 || 450 lb. || x (2d6) lb. <!-- 8'2" to 10'0" / 454 lb. to 738 lb. --><br />
|}<br />
<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Large Size]]<br />
[[Category:Humanoid Type]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Pit_Fiend_(5e_Race)&diff=1017815Pit Fiend (5e Race)2018-03-09T06:37:05Z<p>Shekar: /* */</p>
<hr />
<div>{{WIP}}<br />
{{stub|Incomplete}}<!--Remove this line when the race is finished--><br />
==Pit Fiend==<br />
<br />
<br />
<br />
===Physical Description===<br />
<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 />
===History===<br />
<br />
<br />
===Society===<br />
Pit Fiends are the highest ranked devils aside from dukes and archdevils they lead the armies of the nine hells.<br />
<br />
===Pit Fiend Names===<br />
<!--Lead text--><br />
<br />
'''Male:''' <br />
<br />
'''Female:''' <!--Female names--><br />
<br />
===Pit fiend traits Traits===<br />
{{5e Racial Traits<br />
|summary=Pit fiends are powerful devils<br />
|abilities=Your {{5a|str}} score increases by 2 and your {{5a|con}} increases by 1.<br />
|age=<br />
|alignment=any evil alignment<br />
|size=Pit Fiends usually stand 12-15 feet tall and weigh 800-1000 pounds,your size is large<br />
|speed=Your base walking speed is 30 feet feet.you also have a flying speed of 30 feet.<br />
|trait1=Darkvision <br />
|description1={{5e Darkvision}} <br />
|trait2=fiendish magic<br />
|description2=you know the fire bolt cantrip<br />
|trait3=scaled skin<br />
|description3=your skin is made of rough scales,when not wearing armour your ac equals 10 + you constitution modifier.<br />
|trait4=Claws<br />
|description4=your hands are sharp claws that deal 1d6 slashing damage.attack and damage rolls for these natural weapons are based on {{5a|str}}<br />
|trait5=<br />
|description5=<br />
<!-- Template supports up to 10 traits. --><br />
|languages=<br />
|subrace=<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><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 />
<br />
<!--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 />
<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>Shekarhttps://www.dandwiki.com/w/index.php?title=Jormungand_(5e_Creature)&diff=1017739Jormungand (5e Creature)2018-03-09T02:39:22Z<p>Shekar: </p>
<hr />
<div><br />
{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
__NOTOC__<br />
==Jormungand==<br />
{{5e Creature<br />
|size=Titanic<br />
|type=Monstrosity<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=Titan<br />
|alignment=Chaotic Evil<br />
|ac=24<br />
|armor=Natural armor<br />
|hp=605<br />
|hpdice=10d100+100<br />
|speed=50 feet,swim 120 feet,burrow 40 feet<br />
|str=30<br />
|dex=12<br />
|con=30<br />
|int=14<br />
|wis=11<br />
|cha=19<br />
|saves=str+16,con+16<br />
|skills=intimidation+20,perception+18<br />
|di=poison,bludgeoning,piercing,slashing from nonmagical attacks<br />
|ci=prone,charmed,frightened<br />
|dr=cold<br />
|dv=<br />
|senses=darkvision 120 feet<br />
|languages=none<br />
|cr=30<br />
|features=<br />
'''''Legendary Resistance (3/Day).''''' If jormungand fails a saving throw, he can choose to succeed instead.<br />
<br />
'''''Magic Resistance.''''' Jormungand has advantage on saving throws against spells and other magical<br />
<br />
'''''Siege Monster.''''' Jormungand deals double damage to objects and structures.<br />
<br />
'''''Magical Attacks''''' Jormungand's attacks are magical.<br />
<br />
|actions=<br />
'''''Multiattack.''''' Jormungand can use his Frightful Presence.he then makes 3 attacks 2 with his bite and 1 with his tail.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +16 to hit, reach 10 ft., one target. ''Hit:'' 25 (5d6 + 10) piercing damage plus 10 (2d10) poison damage.<br />
<br />
'''''Tail''''' ''Melee Weapon Attack:'' +16 to hit,reach 10 feet.,one target. ''Hit:'' 28 (6d6 +10) bludgeoning damage if the target is a colossal or smaller it is Grappled (escape DC 21). Until this grapple ends, the creature is Restrained, and jormungand can't make a tail attack on another target.<br />
<br />
'''''Frightful Presence.''''' Each creature of jormungand's choice that is within 120 feet of him and aware of him must succeed on a DC 21 {{5a|wis}} saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to jormungand's Frightful Presence for the next 24 hours.<br />
<br />
|legendary=<br />
Jormungand can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. jormungand regains spent legendary actions at the start of his turn.<br />
<br />
'''''Move.''''' Jormungand moves up to half his speed.<br />
<br />
'''''Bite.''''' Jormungand makes one bite attack.<br />
<br />
'''''Poison Breath (cost 2 actions)''''' Jormungand spits poison in a 30 foot cone.each creature in that area must make a dc 21 constatution saving throw taking 56(13d8) poison damage on a failed save or half as much on a successful one.<br />
<br />
|description=<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
Jormungund also known as the world serpent is the son of loki and brother of fenrir and hela.He is so long that he encircles the planet.When Ragnarok comes Thor will kill Jormungand but will drown in the poison that Jormungands corpse creates.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Jormungand_(5e_Creature)&diff=1017735Jormungand (5e Creature)2018-03-09T02:37:04Z<p>Shekar: /* Jormungand */</p>
<hr />
<div>{{WIP}}<br />
{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
__NOTOC__<br />
==Jormungand==<br />
{{5e Creature<br />
|size=Titanic<br />
|type=Monstrosity<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=Titan<br />
|alignment=Chaotic Evil<br />
|ac=24<br />
|armor=Natural armor<br />
|hp=605<br />
|hpdice=10d100+100<br />
|speed=50 feet,swim 120 feet,burrow 40 feet<br />
|str=30<br />
|dex=12<br />
|con=30<br />
|int=14<br />
|wis=11<br />
|cha=19<br />
|saves=str+16,con+16<br />
|skills=intimidation+20,perception+18<br />
|di=poison,bludgeoning,piercing,slashing from nonmagical attacks<br />
|ci=prone,charmed,frightened<br />
|dr=cold<br />
|dv=<br />
|senses=darkvision 120 feet<br />
|languages=none<br />
|cr=30<br />
|features=<br />
'''''Legendary Resistance (3/Day).''''' If jormungand fails a saving throw, he can choose to succeed instead.<br />
<br />
'''''Magic Resistance.''''' Jormungand has advantage on saving throws against spells and other magical<br />
<br />
'''''Siege Monster.''''' Jormungand deals double damage to objects and structures.<br />
<br />
'''''Magical Attacks''''' Jormungand's attacks are magical.<br />
<br />
|actions=<br />
'''''Multiattack.''''' Jormungand can use his Frightful Presence.he then makes 3 attacks 2 with his bite and 1 with his tail.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +16 to hit, reach 10 ft., one target. ''Hit:'' 25 (5d6 + 10) piercing damage plus 10 (2d10) poison damage.<br />
<br />
'''''Tail''''' ''Melee Weapon Attack:'' +16 to hit,reach 10 feet.,one target. ''Hit:'' 28 (6d6 +10) bludgeoning damage if the target is a colossal or smaller it is Grappled (escape DC 21). Until this grapple ends, the creature is Restrained, and jormungand can't make a tail attack on another target.<br />
<br />
'''''Frightful Presence.''''' Each creature of jormungand's choice that is within 120 feet of him and aware of him must succeed on a DC 21 {{5a|wis}} saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to jormungand's Frightful Presence for the next 24 hours.<br />
<br />
|legendary=<br />
Jormungand can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. jormungand regains spent legendary actions at the start of his turn.<br />
<br />
'''''Move.''''' Jormungand moves up to half his speed.<br />
<br />
'''''Bite.''''' Jormungand makes one bite attack.<br />
<br />
'''''Poison Breath (cost 2 actions)''''' Jormungand spits poison in a 30 foot cone.each creature in that area must make a dc 21 constatution saving throw taking 56(13d8) poison damage on a failed save or half as much on a successful one.<br />
<br />
|description=<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
Jormungund also known as the world serpent is the son of loki and brother of fenrir and hela.He is so long that he encircles the planet.When Ragnarok comes Thor will kill Jormungand but will drown in the poison that Jormungands corpse creates.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Jormungand_(5e_Creature)&diff=1017734Jormungand (5e Creature)2018-03-09T02:36:27Z<p>Shekar: /* Jormungand */</p>
<hr />
<div>{{WIP}}<br />
{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
__NOTOC__<br />
==Jormungand==<br />
{{5e Creature<br />
|size=Titanic<br />
|type=Monstrosity<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=Titan<br />
|alignment=Chaotic Evil<br />
|ac=24<br />
|armor=Natural armor<br />
|hp=605<br />
|hpdice=10d100+100<br />
|speed=50 feet,swim 120 feet,burrow 40 feet<br />
|str=30<br />
|dex=12<br />
|con=30<br />
|int=14<br />
|wis=11<br />
|cha=19<br />
|saves=str+16,con+16<br />
|skills=intimidation+20,perception+18<br />
|di=poison,bludgeoning,piercing,slashing from nonmagical attacks<br />
|ci=prone,charmed,frightened<br />
|dr=cold<br />
|dv=<br />
|senses=darkvision 120 feet<br />
|languages=none<br />
|cr=30<br />
|features=<br />
'''''Legendary Resistance (3/Day).''''' If jormungand fails a saving throw, he can choose to succeed instead.<br />
<br />
'''''Magic Resistance.''''' Jormungand has advantage on saving throws against spells and other magical<br />
<br />
'''''Siege Monster.''''' Jormungand deals double damage to objects and structures.<br />
<br />
'''''Magical Attacks''''' Jormungand's attacks are magical.<br />
<br />
|actions=<br />
'''''Multiattack.''''' Jormungand can use his Frightful Presence.he then makes 3 attacks 2 with his bite and 1 with his tail.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +16 to hit, reach 10 ft., one target. ''Hit:'' 25 (5d6 + 10) piercing damage plus 10 (2d10) poison damage.<br />
<br />
'''''Tail''''' ''Melee Weapon Attack:'' +16 to hit,reach 10 feet.,one target. ''Hit:'' 28 (6d6 +10) bludgeoning damage if the target is a colossal or smaller it is Grappled (escape DC 21). Until this grapple ends, the creature is Restrained, and jormungand can't make a tail attack on another target.<br />
<br />
'''''Frightful Presence.''''' Each creature of jormungand's choice that is within 120 feet of him and aware of him must succeed on a DC 21 {{5a|wis}} saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to jormungand's Frightful Presence for the next 24 hours.<br />
<br />
|legendary=<br />
Jormungand can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. jormungand regains spent legendary actions at the start of his turn.<br />
<br />
'''''Move.''''' Jormungand moves up to half his speed.<br />
<br />
'''''Bite.''''' Jormungand makes one bite attack.<br />
<br />
'''''Poison Breath (cost 2 actions)''''' Jormungand spits poison in a 30 foot cone.each creature in that area must make a dc 21 constatution saving throw taking 56(13d8) poison damage on a failed save or half as much on a successful one.<br />
<br />
|description=<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
Jormungund also known as the world serpent is the son of loki and brother of fenrir and hela.He is so long that he encircles the planet.When Ragnarok comes Thor will kill Jormungand but will drown in the poison that Jormungands corpse creates<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Jormungand_(5e_Creature)&diff=1017730Jormungand (5e Creature)2018-03-09T02:13:01Z<p>Shekar: /* Jormungand */</p>
<hr />
<div>{{WIP}}<br />
{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
__NOTOC__<br />
==Jormungand==<br />
{{5e Creature<br />
|size=Titanic<br />
|type=Monstrosity<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=Titan<br />
|alignment=Chaotic Evil<br />
|ac=24<br />
|armor=Natural armor<br />
|hp=605<br />
|hpdice=10d100+100<br />
|speed=50 feet,swim 120 feet,burrow 40 feet<br />
|str=30<br />
|dex=12<br />
|con=30<br />
|int=14<br />
|wis=11<br />
|cha=19<br />
|saves=str+16,con+16<br />
|skills=intimidation+20,perception+18<br />
|di=poison,bludgeoning,piercing,slashing from nonmagical attacks<br />
|ci=prone,charmed,frightened<br />
|dr=cold<br />
|dv=<!--Damage Vulnerabilities--><br />
|senses=darkvision 12o feet<br />
|languages=none<br />
|cr=27<br />
|features=<br />
'''''Legendary Resistance (3/Day).''''' If jormungand fails a saving throw, he can choose to succeed instead.<br />
<br />
'''''Magic Resistance.''''' jormungand has advantage on saving throws against spells and other magical<br />
<br />
'''''Siege Monster.''''' jormungand deals double damage to objects and structures.<br />
<br />
'''''Magical Attacks''''' Jormungand's attacks are magical.<br />
<br />
|actions=<br />
'''''Multiattack.''''' Jormungand can use his Frightful Presence.he then makes 3 attacks 2 with his bite and 1 with his tail.<br />
<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +16 to hit, reach 10 ft., one target. ''Hit:'' 25 (5d6 + 10) piercing damage plus 10 (2d10) poisan damage.<br />
<br />
'''''Tail''''' ''Melee Weapon Attack:'' +16 to hit,reach 10 feet.,one target. ''Hit:'' 28 (6d6 +10) bludgeoning damage if the target is a colossal or smaller it is Grappled (escape DC 21). Until this grapple ends, the creature is Restrained, and jormungand can't make a tail attack on another target.<br />
<br />
'''''Frightful Presence.''''' Each creature of jormungand's choice that is within 120 feet of him and aware of him must succeed on a DC 17 {{5a|wis}} saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to jormungand's Frightful Presence for the next 24 hours.<br />
<br />
|legendary=<br />
jormungand can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. jormungand regains spent legendary actions at the start of his turn.<br />
<br />
'''''Move.''''' jormungand moves up to half his speed.<br/><br />
<br />
'''''Bite.''''' jormungand makes one bite attack.<br />
<br />
'''''Poison Breath (cost 2 actions)''''' Jormungand spits poison in a 30 foot cone.each creature in that area must make a dc 21 constatution saving throw taking 56(13d8) poison damage on a failed save or half as much on a successful one.<br />
<br />
|description=<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Description of creature, tactics, lore, etc--><br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Pit_Fiend_(5e_Race)&diff=1017708Pit Fiend (5e Race)2018-03-09T00:53:53Z<p>Shekar: /* Pit fiend traits Traits */</p>
<hr />
<div>{{WIP}}<br />
{{stub|Incomplete}}<!--Remove this line when the race is finished--><br />
==<Race Name>==<br />
<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
<br />
===Physical Description===<br />
<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 />
===History===<br />
<br />
<br />
===Society===<br />
Pit Fiends are the highest ranked devils aside from dukes and archdevils they lead the armies of the nine hells.<br />
<br />
===Pit Fiend Names===<br />
<!--Lead text--><br />
<br />
'''Male:''' <br />
<br />
'''Female:''' <!--Female names--><br />
<br />
===Pit fiend traits Traits===<br />
{{5e Racial Traits<br />
|summary=Pit fiends are powerful devils<br />
|abilities=Your {{5a|str}} score increases by 2 and your {{5a|con}} increases by 1.<br />
|age=<br />
|alignment=any evil alignment<br />
|size=Pit Fiends usually stand 12-15 feet tall and weigh 800-1000 pounds,your size is large<br />
|speed=Your base walking speed is 30 feet feet.you also have a flying speed of 30 feet.<br />
|trait1=Darkvision <br />
|description1={{5e Darkvision}} <br />
|trait2=fiendish magic<br />
|description2=you know the fire bolt cantrip<br />
|trait3=scaled skin<br />
|description3=your skin is made of rough scales,when not wearing armour your ac equals 10 + you constitution modifier.<br />
|trait4=Claws<br />
|description4=your hands are sharp claws that deal 1d6 slashing damage.attack and damage rolls for these natural weapons are based on {{5a|str}}<br />
|trait5=<br />
|description5=<br />
<!-- Template supports up to 10 traits. --><br />
|languages=<br />
|subrace=<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><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 />
<br />
<!--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 />
<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>Shekarhttps://www.dandwiki.com/w/index.php?title=Pit_Fiend_(5e_Race)&diff=1017706Pit Fiend (5e Race)2018-03-09T00:53:47Z<p>Shekar: /* Pit fiend traits Traits */</p>
<hr />
<div>{{WIP}}<br />
{{stub|Incomplete}}<!--Remove this line when the race is finished--><br />
==<Race Name>==<br />
<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
<br />
===Physical Description===<br />
<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 />
===History===<br />
<br />
<br />
===Society===<br />
Pit Fiends are the highest ranked devils aside from dukes and archdevils they lead the armies of the nine hells.<br />
<br />
===Pit Fiend Names===<br />
<!--Lead text--><br />
<br />
'''Male:''' <br />
<br />
'''Female:''' <!--Female names--><br />
<br />
===Pit fiend traits Traits===<br />
{{5e Racial Traits<br />
|summary=Pit fiends are powerful devils<br />
|abilities=Your {{5a|str}} score increases by 2 and your {{5a|con}} increases by 1.<br />
|age=<br />
|alignment=any evil alignment<br />
|size=Pit Fiends usually stand 12-15 feet tall and weigh 800-1000 pounds,your size is large<br />
|speed=Your base walking speed is 30 feet feet.you also have a flying speed of 30 feet.<br />
|trait1=Darkvision <br />
|description1={{5e Darkvision}} <br />
|trait2=fiendish magic<br />
|description2=you know the fire bolt cantrip<br />
|trait3=scaled skin<br />
|description3=your skin is made of rough scales,when not wearing armour your ac equals 10 + you constitution modifier.<br />
|trait4=Claws<br />
|description4=your hands are sharp claws that deal 1d6 slashing damage.attack and damage rolls for these natural weapons are based on {{5a|str}}<br />
|trait5=<br />
|description5=<br />
<!-- Template supports up to 10 traits. --><br />
|languages=<br />
|subrace=<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><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 />
<br />
<!--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 />
<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>Shekarhttps://www.dandwiki.com/w/index.php?title=Pit_Fiend_(5e_Race)&diff=1017705Pit Fiend (5e Race)2018-03-09T00:53:40Z<p>Shekar: /* Pit fiend traits Traits */</p>
<hr />
<div>{{WIP}}<br />
{{stub|Incomplete}}<!--Remove this line when the race is finished--><br />
==<Race Name>==<br />
<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
<br />
===Physical Description===<br />
<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 />
===History===<br />
<br />
<br />
===Society===<br />
Pit Fiends are the highest ranked devils aside from dukes and archdevils they lead the armies of the nine hells.<br />
<br />
===Pit Fiend Names===<br />
<!--Lead text--><br />
<br />
'''Male:''' <br />
<br />
'''Female:''' <!--Female names--><br />
<br />
===Pit fiend traits Traits===<br />
{{5e Racial Traits<br />
|summary=Pit fiends are powerful devils<br />
|abilities=Your {{5a|str}} score increases by 2 and your {{5a|con}} increases by 1.<br />
|age=<br />
|alignment=any evil alignment<br />
|size=Pit Fiends usually stand 12-15 feet tall and weigh 800-1000 pounds,your size is large<br />
|speed=Your base walking speed is 30 feet feet.you also have a flying speed of 30 feet.<br />
|trait1=Darkvision <br />
|description1={{5e Darkvision}} <br />
|trait2=fiendish magic<br />
|description2=you know the fire bolt cantrip<br />
|trait3=scaled skin<br />
|description3=your skin is made of rough scales,when not wearing armour your ac equals 10 + you constitution modifier.<br />
|trait4=Claws<br />
|description4=your hands are sharp claws that deal 1d6 slashing damage.attack and damage rolls for these natural weapons are based on {{5a|str}}<br />
|trait5=<br />
|description5=<br />
<!-- Template supports up to 10 traits. --><br />
|languages=<br />
|subrace=<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><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 />
<br />
<!--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 />
<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>Shekarhttps://www.dandwiki.com/w/index.php?title=Pit_Fiend_(5e_Race)&diff=1017704Pit Fiend (5e Race)2018-03-09T00:53:06Z<p>Shekar: /* Pit fiend traits Traits */</p>
<hr />
<div>{{WIP}}<br />
{{stub|Incomplete}}<!--Remove this line when the race is finished--><br />
==<Race Name>==<br />
<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
<br />
===Physical Description===<br />
<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 />
===History===<br />
<br />
<br />
===Society===<br />
Pit Fiends are the highest ranked devils aside from dukes and archdevils they lead the armies of the nine hells.<br />
<br />
===Pit Fiend Names===<br />
<!--Lead text--><br />
<br />
'''Male:''' <br />
<br />
'''Female:''' <!--Female names--><br />
<br />
===Pit fiend traits Traits===<br />
{{5e Racial Traits<br />
|summary=Pit fiends are powerful devils<br />
|abilities=Your {{5a|str}} score increases by 2 and your {{5a|con}} increases by 1.<br />
|age=<br />
|alignment=any evil alignment<br />
|size=Pit Fiends usually stand 12-15 feet tall and weigh 800-1000 pounds,your size is large<br />
|speed=Your base walking speed is 30 feet feet.you also have a flying speed of 30 feet.<br />
|trait1=Darkvision <br />
|description1={{5e Darkvision}} <br />
|trait2=fiendish magic<br />
|description2=you know the {{5a|fire bolt}} cantrip<br />
|trait3=scaled skin<br />
|description3=your skin is made of rough scales,when not wearing armour your ac equals 10 + you constitution modifier.<br />
|trait4=Claws<br />
|description4=your hands are sharp claws that deal 1d6 slashing damage.attack and damage rolls for these natural weapons are based on {{5a|str}}<br />
|trait5=<br />
|description5=<br />
<!-- Template supports up to 10 traits. --><br />
|languages=<br />
|subrace=<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><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 />
<br />
<!--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 />
<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>Shekarhttps://www.dandwiki.com/w/index.php?title=Pit_Fiend_(5e_Race)&diff=1017701Pit Fiend (5e Race)2018-03-09T00:51:35Z<p>Shekar: Created page with "{{WIP}} {{stub|Incomplete}}<!--Remove this line when the race is finished--> ==<Race Name>== <!--Optional: Lead paragraph, a quote for example.--> ===Physical Description===..."</p>
<hr />
<div>{{WIP}}<br />
{{stub|Incomplete}}<!--Remove this line when the race is finished--><br />
==<Race Name>==<br />
<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
<br />
===Physical Description===<br />
<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 />
===History===<br />
<br />
<br />
===Society===<br />
Pit Fiends are the highest ranked devils aside from dukes and archdevils they lead the armies of the nine hells.<br />
<br />
===Pit Fiend Names===<br />
<!--Lead text--><br />
<br />
'''Male:''' <br />
<br />
'''Female:''' <!--Female names--><br />
<br />
===Pit fiend traits Traits===<br />
{{5e Racial Traits<br />
|summary=Pit fiends are powerful devils<br />
|abilities=Your {{5a|str}} score increases by 2 and your {{5a|con}} increases by 1.<br />
|age=<br />
|alignment=any evil alignment<br />
|size=Pit Fiends usually stand 12-15 feet tall and weigh 800-1000 pounds,your size is large<br />
|speed=Your base walking speed is 30 feet feet.you also have a flying speed of 30 feet.<br />
|trait1=Darkvision <br />
|description1={{5e Darkvision}} <br />
|trait2=fiendish magic<br />
|description2=you know the {{5e fire bolt}} cantrip<br />
|trait3=scaled skin<br />
|description3=your skin is made of rough scales,when not wearing armour your ac equals 10 + you constitution modifier.<br />
|trait4=Claws<br />
|description4=your hands are sharp claws that deal 1d6 slashing damage.attack and damage rolls for these natural weapons are based on {{5a|str}}<br />
|trait5=<br />
|description5=<br />
<!-- Template supports up to 10 traits. --><br />
|languages=<br />
|subrace=<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><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 />
<br />
<!--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 />
<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>Shekarhttps://www.dandwiki.com/w/index.php?title=Jormungand_(5e_Creature)&diff=1016614Jormungand (5e Creature)2018-03-06T20:20:55Z<p>Shekar: /* Jormungand */</p>
<hr />
<div>{{WIP}}<br />
{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
__NOTOC__<br />
==Jormungand==<br />
{{5e Creature<br />
|size=Titanic<br />
|type=Monstrosity<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=Titan<br />
|alignment=Chaotic Evil<br />
|ac=24<br />
|armor=Natural armor<br />
|hp=544<br />
|hpdice=9d100+90<br />
|speed=40 feet,swim 80 feet,burrow 30 feet<br />
|str=30<br />
|dex=12<br />
|con=30<br />
|int=14<br />
|wis=11<br />
|cha=19<br />
|saves=str+16,con+16<br />
|skills=intimidation+20,perception+18<br />
|di=poisan,bludgeoning,piercing,slashing from nonmagical attacks<br />
|ci=prone,charmed<br />
|dr=fire<br />
|dv=<!--Damage Vulnerabilities--><br />
|senses=passive [[5e SRD:Perception Skill|Perception]] X<br />
|languages=&mdash;<br />
|cr=27<br />
|features=<br />
'''''Legendary Resistance (3/Day).''''' If jormungand fails a saving throw, he can choose to succeed instead.<br />
<br />
'''''Magic Resistance.''''' jormungand has advantage on saving throws against spells and other magical<br />
<br />
'''''Siege Monster.''''' jormungand deals double damage to objects and structures.<br />
<br />
'''''Primal Strikes.''''' jormungand ignores other creatures' resistance and immunity to nonmagical bludgeoning, piercing, and slashing damage.<br />
<br />
'''''Magical Attacks''''' Jormungand's attacks are magical.<br />
|actions=<br />
'''''Multiattack.''''' Jormungand can use his Frightful Presence.he then makes 3 attacks 2 with his bite and 1 with his tail.<br />
<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +16 to hit, reach 10 ft., one target. ''Hit:'' 25 (5d6 + 10) piercing damage plus 10 (2d10) poisan damage.<br />
<br />
'''''Tail''''' ''Melee Weapon Attack:'' +16 to hit,reach 10 feet.,one target. ''Hit:'' 28 (6d6 +10) bludgeoning damage if the target is a colossal or smaller it is Grappled (escape DC 21). Until this grapple ends, the creature is Restrained, and jormungand can't make a tail attack on another target.<br />
<br />
'''''Frightful Presence.''''' Each creature of jormungand's choice that is within 120 feet of him and aware of him must succeed on a DC 17 {{5a|wis}} saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to jormungand's Frightful Presence for the next 24 hours.<br />
<br />
|legendary=<br />
jormungand can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. jormungand regains spent legendary actions at the start of his turn.<br />
<br />
'''''Move.''''' jormungand moves up to half his speed.<br/><br />
<br />
'''''Bite.''''' jormungand makes one bite attack.<br />
<br />
'''''Poison Breath (cost 2 actions)''''' Jormungand spits poison in a 30 foot cone.each creature in that area must make a dc 21 constatution saving throw taking 49(14d6) poison damage on a failed save or half as much on a successful one.<br />
<br />
|description=<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Description of creature, tactics, lore, etc--><br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Jormungand_(5e_Creature)&diff=1016613Jormungand (5e Creature)2018-03-06T20:19:33Z<p>Shekar: /* Jormungand */</p>
<hr />
<div>{{WIP}}<br />
{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
__NOTOC__<br />
==Jormungand==<br />
{{5e Creature<br />
|size=Titanic<br />
|type=Monstrosity<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=Titan<br />
|alignment=Chaotic Evil<br />
|ac=24<br />
|armor=Natural armor<br />
|hp=544<br />
|hpdice=9d100+90<br />
|speed=40 feet,swim 80 feet,burrow 30 feet<br />
|str=30<br />
|dex=12<br />
|con=30<br />
|int=14<br />
|wis=11<br />
|cha=19<br />
|saves=str+16,con+16<br />
|skills=intimidation+20,perception+18<br />
|di=poisan,bludgeoning,piercing,slashing from nonmagical attacks<br />
|ci=prone,charmed<br />
|dr=fire<br />
|dv=<!--Damage Vulnerabilities--><br />
|senses=passive [[5e SRD:Perception Skill|Perception]] X<br />
|languages=&mdash;<br />
|cr=27<br />
|features=<br />
'''''Legendary Resistance (3/Day).''''' If jormungand fails a saving throw, he can choose to succeed instead.<br />
<br />
'''''Magic Resistance.''''' jormungand has advantage on saving throws against spells and other magical<br />
<br />
'''''Siege Monster.''''' jormungand deals double damage to objects and structures.<br />
<br />
'''''Primal Strikes.''''' jormungand ignores other creatures' resistance and immunity to nonmagical bludgeoning, piercing, and slashing damage.<br />
<br />
'''''Magical Attacks''''' Jormungand's attacks are magical.<br />
|actions=<br />
'''''Multiattack.''''' Jormungand can use his Frightful Presence.he then makes 3 attacks 2 with his bite and 1 with his tail.<br />
<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +16 to hit, reach 10 ft., one target. ''Hit:'' 25 (5d6 + 10) piercing damage plus 10 (2d10) poisan damage.<br />
<br />
'''''Tail''''' ''Melee Weapon Attack:'' +16 to hit,reach 10 feet.,one target. ''Hit:'' 28 (6d6 +10) bludgeoning damage if the target is a colossal or smaller it is Grappled (escape DC 21). Until this grapple ends, the creature is Restrained, and jormungand can't make a tail attack on another target.<br />
<br />
'''''Frightful Presence.''''' Each creature of jormungand's choice that is within 120 feet of him and aware of him must succeed on a DC 17 {{5a|wis}} saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to jormungand's Frightful Presence for the next 24 hours.<br />
<br />
|legendary=<br />
jormungand can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. jormungand regains spent legendary actions at the start of his turn.<br />
<br />
'''''Move.''''' jormungand moves up to half his speed.<br/><br />
'''''Bite.''''' jormungand makes one bite attack.<br />
'''''Poison Breath (cost 2 actions)''''' Jormungand spits poison in a 30 foot cone.each creature in that area must make a dc 21 constatution saving throw taking 49(14d6) poison damage on a failed save or half as much on a successful one.<br />
<br />
|description=<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Description of creature, tactics, lore, etc--><br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Yellow_Sun_Kryptonian_(5e_Class)&diff=1014772Yellow Sun Kryptonian (5e Class)2018-03-02T05:52:09Z<p>Shekar: /* Solar Absorbtion */</p>
<hr />
<div>{{needsbalance|Not even slightly balanced.}}<br />
==Yellow Sun Kryptonian==<br />
<br />
The peoples of a troubled settlement look to the sky for hope as a being of immense power streaks across the sky. Those hard at work with a rescue attempt are awestruck at a single being lifts huge chunks of debris and casts them aside like scrap paper. The horrifying horde, blood crazed from their savage attack give pause as a godly silhouette strides through the flames of destruction.<br />
<br />
Elsewhere a world kneels before the glowing red eyes of its conqueror.<br />
<br />
Under a yellow sun the people of Krypton gain unbelievable powers that develop with time and exposure. Such is the effort and focus required the master these skills that such individuals treat mastery of their racial traits as other would a class; they learn new skills and develop as they gain experience to reach their full potential. As such this class works well in conjunction with the Kryptonian Race (5e Race) detailed in the race section of the D&D Wiki. <br />
<br />
===Creating a Yellow Sun Kryptonian===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
When you are creating a Kryptonian character there are several key questions to consider: Why has your character left Krypton? Is he on a mission from the Science Council? Part of an invasion force? Or simply choosing to indulge his own adventurous nature? If you decide that your story is set after the destruction of Krypton, how did your Kryptonian survive? How old was he when he left the planet? Can he remember his home? Did he leave a family behind? How well has he adapted to his new home? How much does he know of his heritage and culture?<br />
<br />
{{5e Class Features<br />
|name= Yellow Sun Kryptonian<br />
|summary= A powerful being able to channel sun energy to perform amazing feats.<br />
|hd=10<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= You are proficient in Athletics, Survival and one more skill of your choice.<br />
|item1a= Dungeoneer's pack<br />
|item1b= Explorer's pack<br />
|item2a= Scholar's pack<br />
|item2b= Priest's pack<br />
|item3a= Holy Symbol of a House or Guild of Krypton<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Man of Steel, Solar Battery<br />
|classfeatures2= Glow<br />
|classfeatures3= Archetype Feature<br />
|classfeatures4=<br />
|classfeatures5= Leap Tall Buildings<br />
|classfeatures6= Faster than a Speeding Bullet<br />
|classfeatures7= Archetype Feature<br />
|classfeatures8= <br />
|classfeatures9= Extra Attack<br />
|classfeatures10= More Powerful than a Locomotive<br />
|classfeatures11= Dark Vision<br />
|classfeatures12=<br />
|classfeatures13= Archetype Feature<br />
|classfeatures14= X-Ray Vision<br />
|classfeatures15= Heat Vision<br />
|classfeatures16=<br />
|classfeatures17= Archetype Feature<br />
|classfeatures18= Is it a bird? Is it a plane?<br />
|classfeatures19=<br />
|classfeatures20= Super Nova<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= <br />
|extra1_1<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 />
===Yellow Sun Kryptonian Abilities===<br />
==Solar Absorbtion==<br />
for each hour you have been exposed to sunlight you gain 10 solar energy these will be used in your abilities. Once you are no longer exposed to sunlight you no longer gain solar points.once you have have 20 solar points or more you can use a bonus action regain 10+class level hit points once you use this abilty you cant use it again until you complete a short or long rest.the most solar points you can have at once is 10 x your level.<br />
<br />
==== Man of Steel ====<br />
Beginning at level 1, Kryptonians under a yellow sun rely on their naturally dense cellular structure for defence rather than armour, as such they are not proficient in the use of armour but rather have an alternative method of establishing Armour class. The Armour Class of a Kryptonian that is not wearing armour is as follows:<br />
<br />
10 + Dexterity Modifier + Constitution Modifier<br />
<br />
if you have 15 or more solar points you get a +2 bonus to ac<br />
if you have no solar points you gain a -1 bonus to ac<br />
<br />
<br />
You are considered to be proficient in hand-to-hand combat (unarmed strikes) and deal 1d4 damage plus modifiers on a successful unarmed attack.this increases to 1d6 at 5th level, 1d8 at 11th level and 1d10 at 17th level.if you have 10 or more solar points you gain a +2 bonus to these attack and damage rolls if you have no solar points you gain a -1 bonus to these attack and damage rolls<br />
<br />
==== Glow ====<br />
Beginning at level 2 you are able to make your eyes glow a bright red or blue; you gain advantage on any intimidation rolls you make for 1 minute.After you use this ability you cant use it until you complete a short or long rest if you have 10 or more solar points the time this lasts for is double.if you have no solar points you cant use this ability.<br />
<br />
==== Kryptonian Archetype ====<br />
At 3rd level, you choose a Kryptonian Archetype from members of the Science Council, Military or System of Governance. You gain bonus abilities from this choice at 3rd, 7th, 13th and 17th level.<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 you 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 />
==== Able to Leap Tall Buildings ====<br />
At 5th level and beyond you gain the ability to leap huge distances; you can now long jump 30 ft from a standing start.you can also high jump 30 feet from a standing start.if you have 15 or more solar points the amount for both jumps is 1ncreased by 10.if you have 0 solar points you cant use this ability.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level you use your speed in a more aggressive manner. You can attack twice, instead of once, whenever you take the attack action.<br />
<br />
==== Faster than a Speeding Bullet ====<br />
From 6th level, you channel Solar Energy to increase you speed to super-human levels. You add 10ft onto your standard movement rate.if you have 15 or more solar points yoour speed is increased by 5 feet.if you dont have any solar points you no longer have use of this trait.you regain use of this trait once you regain at least 1 solar point.<br />
<br />
==== Heat Vision ====<br />
You gain the ability to shoot red or blue rays of heat from your eyes at 8th level.you can target any hostile creature within 60 feet of you and make a ranged spell attack that deals 1d8 + charisma modifier radient damage this can be used with extra attack.this ability uses up 4 solar points.if you have kess then 4 solar points you cant use this ability.<br />
<br />
==== More Powerful than a Locomotive ====<br />
Beginning at 10th level you learn to channel your power into your muscles to increase your strength. When you roll Strength check add twice your strength modifier onto your dice roll to determine the outcome.if you have no solar points you can no longer use this trait.you regain use of this trait once you have 1 or more solar points<br />
<br />
==== X-Ray Vision ====<br />
beginning at 14th level you have X-ray Vision, this allows a player to inspect the insides of an item, e.g. a chest, cupboard, backpack, or the other side of a door without opening the object or door. A player must still roll perception checks as normal and this ability cannot be used on lead or magically warded objects.if you have no solar points you no longer have use of this trait<br />
<br />
==== Cold Breath ====<br />
At 17th level you can blow out a 15ft cone of cold damage as a action. Models within the cone must pass a DC15 Constitution Save or take 3d6 cold damage. On a successful save the target takes half damage.once you use this ability you cant use it again until you finish a short or long rest.this ability costs 8 solar points,you cant use this ability if you have less then 8 solar points<br />
<br />
==== Is it a bird? Is it a Plane? ====<br />
startin at level 18 you gain the ability of flight- you gain a flight speed of 50 feet.you can also hover.if you have 10 or more solar points you gain +10 flying speed if you have less then 5 solar points you get -10 flying speed and lose the ability to hover you have no solar points you lose use of this trait until you gain 1 or more solar points<br />
<br />
<br />
==== Super Human ====<br />
At level 20 your strength and constatution each increase by 4.your new maximum for those abilities is 24<br />
<br />
===Kryptonian Archetype- Science Council===<br />
The most intelligent, curious and adventurous of the peoples of Krypton are awarded a place on the Science Council, with their only mission being to advance Kryptonian knowledge for the good of the people.<br />
<br />
==== Keen Mind ====<br />
At 3rd level, you gain proficiency in one Intelligence based skill of your choice. You may now choose to use your intelligence modifier in place of your constatution modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Craftsman ====<br />
At 7th level, you gain proficiency in one artisan tool or instrument of your choice. You also gain an advantage on any Intelligence or Wisdom Roll made to understand the workings of technology or magic. You no longer suffer a disadvantage whilst rolling saves against magical effects.<br />
<br />
==== Mind Over Body ====<br />
At 17th level your hearing is improved to such an extent that any creature attempting to use stealth around you does so at a disadvantage.<br />
<br />
===Kryptonian Archetype- Military===<br />
The most well trained and most talented fighters on Krypton are recruited into the armed forces, they are trained to do whatever it takes to protect their planet and are more than capable of doing so.<br />
<br />
===Kryptonian Archetype- Governing Council===<br />
The Kryptonians serving in government are bred and trained to be calm, insular and wise. They have the respect of many worlds, though their arrogant style of leadership rubs many the wrong way, particularly within the other two Kryptonian pillars of society.<br />
<br />
==== Silver Tongue ====<br />
At 3rd level, you gain proficiency in one Charisma based skill of your choice. You may now choose to use your Charisma modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Diplomacy ====<br />
At 7th level, you gain proficiency in one Wisdom based skill of your choice. You are also able to understand and speak any language you hear for more than a few minutes and gain advantage on rolls to persuade or deceive other characters.<br />
<br />
==== Master Manipulator ====<br />
At 13th level, you gain advantage on any Stealth or Sleight of Hand rolls.<br />
<br />
==== Expert Diplomat ====<br />
At 17th level, such is the respect others have for your authority and wisdom that you have many devoted followers. Your cult of personality results in people in most civilized areas being very helpful and amicable towards you. In addition you can sell all items for double their standard value to traders with enough gold to oblige.<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 Yellow Sun Kryptonian class, you must meet these prerequisites: Strength 15, Constitution 15<br />
<br />
'''Proficiencies.''' When you multiclass into the Yellow Sun Kryptonian class, you gain the following proficiencies: Athletics.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Yellow_Sun_Kryptonian_(5e_Class)&diff=1014760Yellow Sun Kryptonian (5e Class)2018-03-02T04:43:51Z<p>Shekar: /* Solar Absorbtion */</p>
<hr />
<div>{{needsbalance|Not even slightly balanced.}}<br />
==Yellow Sun Kryptonian==<br />
<br />
The peoples of a troubled settlement look to the sky for hope as a being of immense power streaks across the sky. Those hard at work with a rescue attempt are awestruck at a single being lifts huge chunks of debris and casts them aside like scrap paper. The horrifying horde, blood crazed from their savage attack give pause as a godly silhouette strides through the flames of destruction.<br />
<br />
Elsewhere a world kneels before the glowing red eyes of its conqueror.<br />
<br />
Under a yellow sun the people of Krypton gain unbelievable powers that develop with time and exposure. Such is the effort and focus required the master these skills that such individuals treat mastery of their racial traits as other would a class; they learn new skills and develop as they gain experience to reach their full potential. As such this class works well in conjunction with the Kryptonian Race (5e Race) detailed in the race section of the D&D Wiki. <br />
<br />
===Creating a Yellow Sun Kryptonian===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
When you are creating a Kryptonian character there are several key questions to consider: Why has your character left Krypton? Is he on a mission from the Science Council? Part of an invasion force? Or simply choosing to indulge his own adventurous nature? If you decide that your story is set after the destruction of Krypton, how did your Kryptonian survive? How old was he when he left the planet? Can he remember his home? Did he leave a family behind? How well has he adapted to his new home? How much does he know of his heritage and culture?<br />
<br />
{{5e Class Features<br />
|name= Yellow Sun Kryptonian<br />
|summary= A powerful being able to channel sun energy to perform amazing feats.<br />
|hd=10<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= You are proficient in Athletics, Survival and one more skill of your choice.<br />
|item1a= Dungeoneer's pack<br />
|item1b= Explorer's pack<br />
|item2a= Scholar's pack<br />
|item2b= Priest's pack<br />
|item3a= Holy Symbol of a House or Guild of Krypton<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Man of Steel, Solar Battery<br />
|classfeatures2= Glow<br />
|classfeatures3= Archetype Feature<br />
|classfeatures4=<br />
|classfeatures5= Leap Tall Buildings<br />
|classfeatures6= Faster than a Speeding Bullet<br />
|classfeatures7= Archetype Feature<br />
|classfeatures8= <br />
|classfeatures9= Extra Attack<br />
|classfeatures10= More Powerful than a Locomotive<br />
|classfeatures11= Dark Vision<br />
|classfeatures12=<br />
|classfeatures13= Archetype Feature<br />
|classfeatures14= X-Ray Vision<br />
|classfeatures15= Heat Vision<br />
|classfeatures16=<br />
|classfeatures17= Archetype Feature<br />
|classfeatures18= Is it a bird? Is it a plane?<br />
|classfeatures19=<br />
|classfeatures20= Super Nova<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= <br />
|extra1_1<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 />
===Yellow Sun Kryptonian Abilities===<br />
==Solar Absorbtion==<br />
for each hour you have been exposed to sunlight you gain 10 solar energy these will be used in your abilities. Once you are no longer exposed to sunlight you lose 2 solar points every hour.once you have have 20 solar points or more you can use a bonus action regain 10+class level hit points once you use this abilty you cant use it again until you complete a short or long rest.<br />
<br />
==== Man of Steel ====<br />
Beginning at level 1, Kryptonians under a yellow sun rely on their naturally dense cellular structure for defence rather than armour, as such they are not proficient in the use of armour but rather have an alternative method of establishing Armour class. The Armour Class of a Kryptonian that is not wearing armour is as follows:<br />
<br />
10 + Dexterity Modifier + Constitution Modifier<br />
<br />
if you have 15 or more solar points you get a +1 bonus to ac<br />
if you have no solar points you gain a -2 bonus to ac<br />
<br />
<br />
You are considered to be proficient in hand-to-hand combat (unarmed strikes) and deal 1d4 damage plus modifiers on a successful unarmed attack.this increases to 1d6 at 5th level, 1d8 at 11th level and 1d10 at 17th level.if you have 10 or more solar points you gain a +1 bonus to these attack and damage rolls if you have no solar points you gain a -2 bonus to these attack and damage rolls<br />
<br />
==== Glow ====<br />
Beginning at level 2 you are able to make your eyes glow a bright red or blue; you gain advantage on any intimidation rolls you make for 1 minute.After you use this ability you cant use it until you complete a short or long rest if you have 10 or more solar points the time this lasts for is double.if you have no solar points you cant use this ability.<br />
<br />
==== Kryptonian Archetype ====<br />
At 3rd level, you choose a Kryptonian Archetype from members of the Science Council, Military or System of Governance. You gain bonus abilities from this choice at 3rd, 7th, 13th and 17th level.<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 you 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 />
==== Able to Leap Tall Buildings ====<br />
At 5th level and beyond you gain the ability to leap huge distances; you can now long jump 30 ft from a standing start.you can also high jump 30 feet from a standing start.if you have 15 or more solar points the amount for both jumps is 1ncreased by 10.if you have 0 solar points you cant use this ability.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level you use your speed in a more aggressive manner. You can attack twice, instead of once, whenever you take the attack action.<br />
<br />
==== Faster than a Speeding Bullet ====<br />
From 6th level, you channel Solar Energy to increase you speed to super-human levels. You add 10ft onto your standard movement rate.if you have 15 or more solar points yoour speed is increased by 5 feet.if you dont have any solar points you no longer have use of this trait.you regain use of this trait once you regain at least 1 solar point.<br />
<br />
==== Heat Vision ====<br />
You gain the ability to shoot red or blue rays of heat from your eyes at 8th level.you can target any hostile creature within 60 feet of you and make a ranged spell attack that deals 1d8 + charisma modifier radient damage this can be used with extra attack.this ability uses up 4 solar points.if you have kess then 4 solar points you cant use this ability.<br />
<br />
==== More Powerful than a Locomotive ====<br />
Beginning at 10th level you learn to channel your power into your muscles to increase your strength. When you roll Strength check add twice your strength modifier onto your dice roll to determine the outcome.if you have no solar points you can no longer use this trait.you regain use of this trait once you have 1 or more solar points<br />
<br />
==== X-Ray Vision ====<br />
beginning at 14th level you have X-ray Vision, this allows a player to inspect the insides of an item, e.g. a chest, cupboard, backpack, or the other side of a door without opening the object or door. A player must still roll perception checks as normal and this ability cannot be used on lead or magically warded objects.if you have no solar points you no longer have use of this trait<br />
<br />
==== Cold Breath ====<br />
At 17th level you can blow out a 15ft cone of cold damage as a action. Models within the cone must pass a DC15 Constitution Save or take 3d6 cold damage. On a successful save the target takes half damage.once you use this ability you cant use it again until you finish a short or long rest.this ability costs 8 solar points,you cant use this ability if you have less then 8 solar points<br />
<br />
==== Is it a bird? Is it a Plane? ====<br />
startin at level 18 you gain the ability of flight- you gain a flight speed of 50 feet.you can also hover.if you have 10 or more solar points you gain +10 flying speed if you have less then 5 solar points you get -10 flying speed and lose the ability to hover you have no solar points you lose use of this trait until you gain 1 or more solar points<br />
<br />
<br />
==== Super Human ====<br />
At level 20 your strength and constatution each increase by 4.your new maximum for those abilities is 24<br />
<br />
===Kryptonian Archetype- Science Council===<br />
The most intelligent, curious and adventurous of the peoples of Krypton are awarded a place on the Science Council, with their only mission being to advance Kryptonian knowledge for the good of the people.<br />
<br />
==== Keen Mind ====<br />
At 3rd level, you gain proficiency in one Intelligence based skill of your choice. You may now choose to use your intelligence modifier in place of your constatution modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Craftsman ====<br />
At 7th level, you gain proficiency in one artisan tool or instrument of your choice. You also gain an advantage on any Intelligence or Wisdom Roll made to understand the workings of technology or magic. You no longer suffer a disadvantage whilst rolling saves against magical effects.<br />
<br />
==== Mind Over Body ====<br />
At 17th level your hearing is improved to such an extent that any creature attempting to use stealth around you does so at a disadvantage.<br />
<br />
===Kryptonian Archetype- Military===<br />
The most well trained and most talented fighters on Krypton are recruited into the armed forces, they are trained to do whatever it takes to protect their planet and are more than capable of doing so.<br />
<br />
===Kryptonian Archetype- Governing Council===<br />
The Kryptonians serving in government are bred and trained to be calm, insular and wise. They have the respect of many worlds, though their arrogant style of leadership rubs many the wrong way, particularly within the other two Kryptonian pillars of society.<br />
<br />
==== Silver Tongue ====<br />
At 3rd level, you gain proficiency in one Charisma based skill of your choice. You may now choose to use your Charisma modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Diplomacy ====<br />
At 7th level, you gain proficiency in one Wisdom based skill of your choice. You are also able to understand and speak any language you hear for more than a few minutes and gain advantage on rolls to persuade or deceive other characters.<br />
<br />
==== Master Manipulator ====<br />
At 13th level, you gain advantage on any Stealth or Sleight of Hand rolls.<br />
<br />
==== Expert Diplomat ====<br />
At 17th level, such is the respect others have for your authority and wisdom that you have many devoted followers. Your cult of personality results in people in most civilized areas being very helpful and amicable towards you. In addition you can sell all items for double their standard value to traders with enough gold to oblige.<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 Yellow Sun Kryptonian class, you must meet these prerequisites: Strength 15, Constitution 15<br />
<br />
'''Proficiencies.''' When you multiclass into the Yellow Sun Kryptonian class, you gain the following proficiencies: Athletics.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Yellow_Sun_Kryptonian_(5e_Class)&diff=1014759Yellow Sun Kryptonian (5e Class)2018-03-02T04:37:02Z<p>Shekar: /* Solar Absorbtion */</p>
<hr />
<div>{{needsbalance|Not even slightly balanced.}}<br />
==Yellow Sun Kryptonian==<br />
<br />
The peoples of a troubled settlement look to the sky for hope as a being of immense power streaks across the sky. Those hard at work with a rescue attempt are awestruck at a single being lifts huge chunks of debris and casts them aside like scrap paper. The horrifying horde, blood crazed from their savage attack give pause as a godly silhouette strides through the flames of destruction.<br />
<br />
Elsewhere a world kneels before the glowing red eyes of its conqueror.<br />
<br />
Under a yellow sun the people of Krypton gain unbelievable powers that develop with time and exposure. Such is the effort and focus required the master these skills that such individuals treat mastery of their racial traits as other would a class; they learn new skills and develop as they gain experience to reach their full potential. As such this class works well in conjunction with the Kryptonian Race (5e Race) detailed in the race section of the D&D Wiki. <br />
<br />
===Creating a Yellow Sun Kryptonian===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
When you are creating a Kryptonian character there are several key questions to consider: Why has your character left Krypton? Is he on a mission from the Science Council? Part of an invasion force? Or simply choosing to indulge his own adventurous nature? If you decide that your story is set after the destruction of Krypton, how did your Kryptonian survive? How old was he when he left the planet? Can he remember his home? Did he leave a family behind? How well has he adapted to his new home? How much does he know of his heritage and culture?<br />
<br />
{{5e Class Features<br />
|name= Yellow Sun Kryptonian<br />
|summary= A powerful being able to channel sun energy to perform amazing feats.<br />
|hd=10<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= You are proficient in Athletics, Survival and one more skill of your choice.<br />
|item1a= Dungeoneer's pack<br />
|item1b= Explorer's pack<br />
|item2a= Scholar's pack<br />
|item2b= Priest's pack<br />
|item3a= Holy Symbol of a House or Guild of Krypton<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Man of Steel, Solar Battery<br />
|classfeatures2= Glow<br />
|classfeatures3= Archetype Feature<br />
|classfeatures4=<br />
|classfeatures5= Leap Tall Buildings<br />
|classfeatures6= Faster than a Speeding Bullet<br />
|classfeatures7= Archetype Feature<br />
|classfeatures8= <br />
|classfeatures9= Extra Attack<br />
|classfeatures10= More Powerful than a Locomotive<br />
|classfeatures11= Dark Vision<br />
|classfeatures12=<br />
|classfeatures13= Archetype Feature<br />
|classfeatures14= X-Ray Vision<br />
|classfeatures15= Heat Vision<br />
|classfeatures16=<br />
|classfeatures17= Archetype Feature<br />
|classfeatures18= Is it a bird? Is it a plane?<br />
|classfeatures19=<br />
|classfeatures20= Super Nova<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= <br />
|extra1_1<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 />
===Yellow Sun Kryptonian Abilities===<br />
==Solar Absorbtion==<br />
for each hour you have been exposed to sunlight you gain 10 solar energy these will be used in your abilities. Once you are no longer exposed to sunlight you lose 2 solar points every hour.if you have 20 solar points or more you regain 1d4 hit points at the start of each of your turns as long as you have at least 1 hit point.<br />
<br />
==== Man of Steel ====<br />
Beginning at level 1, Kryptonians under a yellow sun rely on their naturally dense cellular structure for defence rather than armour, as such they are not proficient in the use of armour but rather have an alternative method of establishing Armour class. The Armour Class of a Kryptonian that is not wearing armour is as follows:<br />
<br />
10 + Dexterity Modifier + Constitution Modifier<br />
<br />
if you have 15 or more solar points you get a +1 bonus to ac<br />
if you have no solar points you gain a -2 bonus to ac<br />
<br />
<br />
You are considered to be proficient in hand-to-hand combat (unarmed strikes) and deal 1d4 damage plus modifiers on a successful unarmed attack.this increases to 1d6 at 5th level, 1d8 at 11th level and 1d10 at 17th level.if you have 10 or more solar points you gain a +1 bonus to these attack and damage rolls if you have no solar points you gain a -2 bonus to these attack and damage rolls<br />
<br />
==== Glow ====<br />
Beginning at level 2 you are able to make your eyes glow a bright red or blue; you gain advantage on any intimidation rolls you make for 1 minute.After you use this ability you cant use it until you complete a short or long rest if you have 10 or more solar points the time this lasts for is double.if you have no solar points you cant use this ability.<br />
<br />
==== Kryptonian Archetype ====<br />
At 3rd level, you choose a Kryptonian Archetype from members of the Science Council, Military or System of Governance. You gain bonus abilities from this choice at 3rd, 7th, 13th and 17th level.<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 you 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 />
==== Able to Leap Tall Buildings ====<br />
At 5th level and beyond you gain the ability to leap huge distances; you can now long jump 30 ft from a standing start.you can also high jump 30 feet from a standing start.if you have 15 or more solar points the amount for both jumps is 1ncreased by 10.if you have 0 solar points you cant use this ability.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level you use your speed in a more aggressive manner. You can attack twice, instead of once, whenever you take the attack action.<br />
<br />
==== Faster than a Speeding Bullet ====<br />
From 6th level, you channel Solar Energy to increase you speed to super-human levels. You add 10ft onto your standard movement rate.if you have 15 or more solar points yoour speed is increased by 5 feet.if you dont have any solar points you no longer have use of this trait.you regain use of this trait once you regain at least 1 solar point.<br />
<br />
==== Heat Vision ====<br />
You gain the ability to shoot red or blue rays of heat from your eyes at 8th level.you can target any hostile creature within 60 feet of you and make a ranged spell attack that deals 1d8 + charisma modifier radient damage this can be used with extra attack.this ability uses up 4 solar points.if you have kess then 4 solar points you cant use this ability.<br />
<br />
==== More Powerful than a Locomotive ====<br />
Beginning at 10th level you learn to channel your power into your muscles to increase your strength. When you roll Strength check add twice your strength modifier onto your dice roll to determine the outcome.if you have no solar points you can no longer use this trait.you regain use of this trait once you have 1 or more solar points<br />
<br />
==== X-Ray Vision ====<br />
beginning at 14th level you have X-ray Vision, this allows a player to inspect the insides of an item, e.g. a chest, cupboard, backpack, or the other side of a door without opening the object or door. A player must still roll perception checks as normal and this ability cannot be used on lead or magically warded objects.if you have no solar points you no longer have use of this trait<br />
<br />
==== Cold Breath ====<br />
At 17th level you can blow out a 15ft cone of cold damage as a action. Models within the cone must pass a DC15 Constitution Save or take 3d6 cold damage. On a successful save the target takes half damage.once you use this ability you cant use it again until you finish a short or long rest.this ability costs 8 solar points,you cant use this ability if you have less then 8 solar points<br />
<br />
==== Is it a bird? Is it a Plane? ====<br />
startin at level 18 you gain the ability of flight- you gain a flight speed of 50 feet.you can also hover.if you have 10 or more solar points you gain +10 flying speed if you have less then 5 solar points you get -10 flying speed and lose the ability to hover you have no solar points you lose use of this trait until you gain 1 or more solar points<br />
<br />
<br />
==== Super Human ====<br />
At level 20 your strength and constatution each increase by 4.your new maximum for those abilities is 24<br />
<br />
===Kryptonian Archetype- Science Council===<br />
The most intelligent, curious and adventurous of the peoples of Krypton are awarded a place on the Science Council, with their only mission being to advance Kryptonian knowledge for the good of the people.<br />
<br />
==== Keen Mind ====<br />
At 3rd level, you gain proficiency in one Intelligence based skill of your choice. You may now choose to use your intelligence modifier in place of your constatution modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Craftsman ====<br />
At 7th level, you gain proficiency in one artisan tool or instrument of your choice. You also gain an advantage on any Intelligence or Wisdom Roll made to understand the workings of technology or magic. You no longer suffer a disadvantage whilst rolling saves against magical effects.<br />
<br />
==== Mind Over Body ====<br />
At 17th level your hearing is improved to such an extent that any creature attempting to use stealth around you does so at a disadvantage.<br />
<br />
===Kryptonian Archetype- Military===<br />
The most well trained and most talented fighters on Krypton are recruited into the armed forces, they are trained to do whatever it takes to protect their planet and are more than capable of doing so.<br />
<br />
===Kryptonian Archetype- Governing Council===<br />
The Kryptonians serving in government are bred and trained to be calm, insular and wise. They have the respect of many worlds, though their arrogant style of leadership rubs many the wrong way, particularly within the other two Kryptonian pillars of society.<br />
<br />
==== Silver Tongue ====<br />
At 3rd level, you gain proficiency in one Charisma based skill of your choice. You may now choose to use your Charisma modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Diplomacy ====<br />
At 7th level, you gain proficiency in one Wisdom based skill of your choice. You are also able to understand and speak any language you hear for more than a few minutes and gain advantage on rolls to persuade or deceive other characters.<br />
<br />
==== Master Manipulator ====<br />
At 13th level, you gain advantage on any Stealth or Sleight of Hand rolls.<br />
<br />
==== Expert Diplomat ====<br />
At 17th level, such is the respect others have for your authority and wisdom that you have many devoted followers. Your cult of personality results in people in most civilized areas being very helpful and amicable towards you. In addition you can sell all items for double their standard value to traders with enough gold to oblige.<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 Yellow Sun Kryptonian class, you must meet these prerequisites: Strength 15, Constitution 15<br />
<br />
'''Proficiencies.''' When you multiclass into the Yellow Sun Kryptonian class, you gain the following proficiencies: Athletics.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Yellow_Sun_Kryptonian_(5e_Class)&diff=1014758Yellow Sun Kryptonian (5e Class)2018-03-02T04:31:01Z<p>Shekar: /* Yellow Sun Kryptonian Abilities */</p>
<hr />
<div>{{needsbalance|Not even slightly balanced.}}<br />
==Yellow Sun Kryptonian==<br />
<br />
The peoples of a troubled settlement look to the sky for hope as a being of immense power streaks across the sky. Those hard at work with a rescue attempt are awestruck at a single being lifts huge chunks of debris and casts them aside like scrap paper. The horrifying horde, blood crazed from their savage attack give pause as a godly silhouette strides through the flames of destruction.<br />
<br />
Elsewhere a world kneels before the glowing red eyes of its conqueror.<br />
<br />
Under a yellow sun the people of Krypton gain unbelievable powers that develop with time and exposure. Such is the effort and focus required the master these skills that such individuals treat mastery of their racial traits as other would a class; they learn new skills and develop as they gain experience to reach their full potential. As such this class works well in conjunction with the Kryptonian Race (5e Race) detailed in the race section of the D&D Wiki. <br />
<br />
===Creating a Yellow Sun Kryptonian===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
When you are creating a Kryptonian character there are several key questions to consider: Why has your character left Krypton? Is he on a mission from the Science Council? Part of an invasion force? Or simply choosing to indulge his own adventurous nature? If you decide that your story is set after the destruction of Krypton, how did your Kryptonian survive? How old was he when he left the planet? Can he remember his home? Did he leave a family behind? How well has he adapted to his new home? How much does he know of his heritage and culture?<br />
<br />
{{5e Class Features<br />
|name= Yellow Sun Kryptonian<br />
|summary= A powerful being able to channel sun energy to perform amazing feats.<br />
|hd=10<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= You are proficient in Athletics, Survival and one more skill of your choice.<br />
|item1a= Dungeoneer's pack<br />
|item1b= Explorer's pack<br />
|item2a= Scholar's pack<br />
|item2b= Priest's pack<br />
|item3a= Holy Symbol of a House or Guild of Krypton<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Man of Steel, Solar Battery<br />
|classfeatures2= Glow<br />
|classfeatures3= Archetype Feature<br />
|classfeatures4=<br />
|classfeatures5= Leap Tall Buildings<br />
|classfeatures6= Faster than a Speeding Bullet<br />
|classfeatures7= Archetype Feature<br />
|classfeatures8= <br />
|classfeatures9= Extra Attack<br />
|classfeatures10= More Powerful than a Locomotive<br />
|classfeatures11= Dark Vision<br />
|classfeatures12=<br />
|classfeatures13= Archetype Feature<br />
|classfeatures14= X-Ray Vision<br />
|classfeatures15= Heat Vision<br />
|classfeatures16=<br />
|classfeatures17= Archetype Feature<br />
|classfeatures18= Is it a bird? Is it a plane?<br />
|classfeatures19=<br />
|classfeatures20= Super Nova<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= <br />
|extra1_1<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 />
===Yellow Sun Kryptonian Abilities===<br />
==Solar Absorbtion==<br />
for each hour you have been exposed to sunlight you gain 10 solar energy these will be used in your abilities. Once you are no longer exposed to sunlight you lose 2 solar points every hour.if you have 20 solar points or more you regain 1d6 hit points at the start of each of your turns.<br />
<br />
==== Man of Steel ====<br />
Beginning at level 1, Kryptonians under a yellow sun rely on their naturally dense cellular structure for defence rather than armour, as such they are not proficient in the use of armour but rather have an alternative method of establishing Armour class. The Armour Class of a Kryptonian that is not wearing armour is as follows:<br />
<br />
10 + Dexterity Modifier + Constitution Modifier<br />
<br />
if you have 15 or more solar points you get a +1 bonus to ac<br />
if you have no solar points you gain a -2 bonus to ac<br />
<br />
<br />
You are considered to be proficient in hand-to-hand combat (unarmed strikes) and deal 1d4 damage plus modifiers on a successful unarmed attack.this increases to 1d6 at 5th level, 1d8 at 11th level and 1d10 at 17th level.if you have 10 or more solar points you gain a +1 bonus to these attack and damage rolls if you have no solar points you gain a -2 bonus to these attack and damage rolls<br />
<br />
==== Glow ====<br />
Beginning at level 2 you are able to make your eyes glow a bright red or blue; you gain advantage on any intimidation rolls you make for 1 minute.After you use this ability you cant use it until you complete a short or long rest if you have 10 or more solar points the time this lasts for is double.if you have no solar points you cant use this ability.<br />
<br />
==== Kryptonian Archetype ====<br />
At 3rd level, you choose a Kryptonian Archetype from members of the Science Council, Military or System of Governance. You gain bonus abilities from this choice at 3rd, 7th, 13th and 17th level.<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 you 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 />
==== Able to Leap Tall Buildings ====<br />
At 5th level and beyond you gain the ability to leap huge distances; you can now long jump 30 ft from a standing start.you can also high jump 30 feet from a standing start.if you have 15 or more solar points the amount for both jumps is 1ncreased by 10.if you have 0 solar points you cant use this ability.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level you use your speed in a more aggressive manner. You can attack twice, instead of once, whenever you take the attack action.<br />
<br />
==== Faster than a Speeding Bullet ====<br />
From 6th level, you channel Solar Energy to increase you speed to super-human levels. You add 10ft onto your standard movement rate.if you have 15 or more solar points yoour speed is increased by 5 feet.if you dont have any solar points you no longer have use of this trait.you regain use of this trait once you regain at least 1 solar point.<br />
<br />
==== Heat Vision ====<br />
You gain the ability to shoot red or blue rays of heat from your eyes at 8th level.you can target any hostile creature within 60 feet of you and make a ranged spell attack that deals 1d8 + charisma modifier radient damage this can be used with extra attack.this ability uses up 4 solar points.if you have kess then 4 solar points you cant use this ability.<br />
<br />
==== More Powerful than a Locomotive ====<br />
Beginning at 10th level you learn to channel your power into your muscles to increase your strength. When you roll Strength check add twice your strength modifier onto your dice roll to determine the outcome.if you have no solar points you can no longer use this trait.you regain use of this trait once you have 1 or more solar points<br />
<br />
==== X-Ray Vision ====<br />
beginning at 14th level you have X-ray Vision, this allows a player to inspect the insides of an item, e.g. a chest, cupboard, backpack, or the other side of a door without opening the object or door. A player must still roll perception checks as normal and this ability cannot be used on lead or magically warded objects.if you have no solar points you no longer have use of this trait<br />
<br />
==== Cold Breath ====<br />
At 17th level you can blow out a 15ft cone of cold damage as a action. Models within the cone must pass a DC15 Constitution Save or take 3d6 cold damage. On a successful save the target takes half damage.once you use this ability you cant use it again until you finish a short or long rest.this ability costs 8 solar points,you cant use this ability if you have less then 8 solar points<br />
<br />
==== Is it a bird? Is it a Plane? ====<br />
startin at level 18 you gain the ability of flight- you gain a flight speed of 50 feet.you can also hover.if you have 10 or more solar points you gain +10 flying speed if you have less then 5 solar points you get -10 flying speed and lose the ability to hover you have no solar points you lose use of this trait until you gain 1 or more solar points<br />
<br />
<br />
==== Super Human ====<br />
At level 20 your strength and constatution each increase by 4.your new maximum for those abilities is 24<br />
<br />
===Kryptonian Archetype- Science Council===<br />
The most intelligent, curious and adventurous of the peoples of Krypton are awarded a place on the Science Council, with their only mission being to advance Kryptonian knowledge for the good of the people.<br />
<br />
==== Keen Mind ====<br />
At 3rd level, you gain proficiency in one Intelligence based skill of your choice. You may now choose to use your intelligence modifier in place of your constatution modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Craftsman ====<br />
At 7th level, you gain proficiency in one artisan tool or instrument of your choice. You also gain an advantage on any Intelligence or Wisdom Roll made to understand the workings of technology or magic. You no longer suffer a disadvantage whilst rolling saves against magical effects.<br />
<br />
==== Mind Over Body ====<br />
At 17th level your hearing is improved to such an extent that any creature attempting to use stealth around you does so at a disadvantage.<br />
<br />
===Kryptonian Archetype- Military===<br />
The most well trained and most talented fighters on Krypton are recruited into the armed forces, they are trained to do whatever it takes to protect their planet and are more than capable of doing so.<br />
<br />
===Kryptonian Archetype- Governing Council===<br />
The Kryptonians serving in government are bred and trained to be calm, insular and wise. They have the respect of many worlds, though their arrogant style of leadership rubs many the wrong way, particularly within the other two Kryptonian pillars of society.<br />
<br />
==== Silver Tongue ====<br />
At 3rd level, you gain proficiency in one Charisma based skill of your choice. You may now choose to use your Charisma modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Diplomacy ====<br />
At 7th level, you gain proficiency in one Wisdom based skill of your choice. You are also able to understand and speak any language you hear for more than a few minutes and gain advantage on rolls to persuade or deceive other characters.<br />
<br />
==== Master Manipulator ====<br />
At 13th level, you gain advantage on any Stealth or Sleight of Hand rolls.<br />
<br />
==== Expert Diplomat ====<br />
At 17th level, such is the respect others have for your authority and wisdom that you have many devoted followers. Your cult of personality results in people in most civilized areas being very helpful and amicable towards you. In addition you can sell all items for double their standard value to traders with enough gold to oblige.<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 Yellow Sun Kryptonian class, you must meet these prerequisites: Strength 15, Constitution 15<br />
<br />
'''Proficiencies.''' When you multiclass into the Yellow Sun Kryptonian class, you gain the following proficiencies: Athletics.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Yellow_Sun_Kryptonian_(5e_Class)&diff=1014747Yellow Sun Kryptonian (5e Class)2018-03-02T03:47:43Z<p>Shekar: /* Extra Attack */</p>
<hr />
<div>{{needsbalance|Not even slightly balanced.}}<br />
==Yellow Sun Kryptonian==<br />
<br />
The peoples of a troubled settlement look to the sky for hope as a being of immense power streaks across the sky. Those hard at work with a rescue attempt are awestruck at a single being lifts huge chunks of debris and casts them aside like scrap paper. The horrifying horde, blood crazed from their savage attack give pause as a godly silhouette strides through the flames of destruction.<br />
<br />
Elsewhere a world kneels before the glowing red eyes of its conqueror.<br />
<br />
Under a yellow sun the people of Krypton gain unbelievable powers that develop with time and exposure. Such is the effort and focus required the master these skills that such individuals treat mastery of their racial traits as other would a class; they learn new skills and develop as they gain experience to reach their full potential. As such this class works well in conjunction with the Kryptonian Race (5e Race) detailed in the race section of the D&D Wiki. <br />
<br />
===Creating a Yellow Sun Kryptonian===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
When you are creating a Kryptonian character there are several key questions to consider: Why has your character left Krypton? Is he on a mission from the Science Council? Part of an invasion force? Or simply choosing to indulge his own adventurous nature? If you decide that your story is set after the destruction of Krypton, how did your Kryptonian survive? How old was he when he left the planet? Can he remember his home? Did he leave a family behind? How well has he adapted to his new home? How much does he know of his heritage and culture?<br />
<br />
{{5e Class Features<br />
|name= Yellow Sun Kryptonian<br />
|summary= A powerful being able to channel sun energy to perform amazing feats.<br />
|hd=10<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= You are proficient in Athletics, Survival and one more skill of your choice.<br />
|item1a= Dungeoneer's pack<br />
|item1b= Explorer's pack<br />
|item2a= Scholar's pack<br />
|item2b= Priest's pack<br />
|item3a= Holy Symbol of a House or Guild of Krypton<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Man of Steel, Solar Battery<br />
|classfeatures2= Glow<br />
|classfeatures3= Archetype Feature<br />
|classfeatures4=<br />
|classfeatures5= Leap Tall Buildings<br />
|classfeatures6= Faster than a Speeding Bullet<br />
|classfeatures7= Archetype Feature<br />
|classfeatures8= <br />
|classfeatures9= Extra Attack<br />
|classfeatures10= More Powerful than a Locomotive<br />
|classfeatures11= Dark Vision<br />
|classfeatures12=<br />
|classfeatures13= Archetype Feature<br />
|classfeatures14= X-Ray Vision<br />
|classfeatures15= Heat Vision<br />
|classfeatures16=<br />
|classfeatures17= Archetype Feature<br />
|classfeatures18= Is it a bird? Is it a plane?<br />
|classfeatures19=<br />
|classfeatures20= Super Nova<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= <br />
|extra1_1<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 />
===Yellow Sun Kryptonian Abilities===<br />
<br />
==== Man of Steel ====<br />
Beginning at level 1, Kryptonians under a yellow sun rely on their naturally dense cellular structure for defence rather than armour, as such they are not proficient in the use of armour but rather have an alternative method of establishing Armour class. The Armour Class of a Kryptonian that is not wearing armour is as follows:<br />
<br />
10 + Dexterity Modifier + Constitution Modifier<br />
<br />
<br />
<br />
You are considered to be proficient in hand-to-hand combat (unarmed strikes) and deal 1d4 damage plus modifiers on a successful unarmed attack.this increases to 1d6 at 6th level, 1d8 at 11th level and 1d10 at 17th level<br />
<br />
==== Glow ====<br />
Beginning at level 2 you are able to make your eyes glow a bright red or blue; you gain advantage on any intimidation rolls you make for 1 minute.After you use this ability you cant use it until you complete a short or long rest<br />
<br />
==== Kryptonian Archetype ====<br />
At 3rd level, you choose a Kryptonian Archetype from members of the Science Council, Military or System of Governance. You gain bonus abilities from this choice at 3rd, 7th, 13th and 17th level.<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 you 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 />
==== Able to Leap Tall Buildings ====<br />
At 5th level and beyond you gain the ability to leap huge distances; you can now jump 30 ft from a standing start horizontally and vertically.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level you use your speed in a more aggressive manner. You can attack twice, instead of once, whenever you take the attack action.<br />
<br />
==== Faster than a Speeding Bullet ====<br />
From 6th level, you channel Solar Energy to increase you speed to super-human levels. You add 10ft onto your standard movement rate.<br />
<br />
==== Heat Vision ====<br />
You gain the ability to shoot red or blue rays of heat from your eyes at 8th level.you can target any hostile creature within 60 feet of you and make a ranged spell attack that deals 1d8 + charisma modifier radient damage this can be used with extra attack<br />
<br />
==== More Powerful than a Locomotive ====<br />
Beginning at 10th level you learn to channel your power into your muscles to increase your strength. When you roll Strength check add twice your strength modifier onto your dice roll to determine the outcome.<br />
<br />
==== X-Ray Vision ====<br />
beginning at 14th level you have X-ray Vision, this allows a player to inspect the insides of an item, e.g. a chest, cupboard, backpack, or the other side of a door without opening the object or door. A player must still roll perception checks as normal and this ability cannot be used on lead or magically warded objects.<br />
<br />
==== Cold Breath ====<br />
At 17th level you can blow out a 15ft cone of cold damage as a action. Models within the cone must pass a DC15 Constitution Save or take 3d6 cold damage. On a successful save the target takes half damage.once you use this ability you cant use it again until you finish a short or long rest<br />
<br />
==== Is it a bird? Is it a Plane? ====<br />
startin at level 18 you gain the ability of flight- you gain a flight speed of 50 feet.you can also hover<br />
<br />
==== Super Human ====<br />
At level 20 your strength and constatution each increase by 4.your new maximum for those abilities is 24<br />
<br />
===Kryptonian Archetype- Science Council===<br />
The most intelligent, curious and adventurous of the peoples of Krypton are awarded a place on the Science Council, with their only mission being to advance Kryptonian knowledge for the good of the people.<br />
<br />
==== Keen Mind ====<br />
At 3rd level, you gain proficiency in one Intelligence based skill of your choice. You may now choose to use your intelligence modifier in place of your constatution modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Craftsman ====<br />
At 7th level, you gain proficiency in one artisan tool or instrument of your choice. You also gain an advantage on any Intelligence or Wisdom Roll made to understand the workings of technology or magic. You no longer suffer a disadvantage whilst rolling saves against magical effects.<br />
<br />
==== Mind Over Body ====<br />
At 17th level your hearing is improved to such an extent that any creature attempting to use stealth around you does so at a disadvantage.<br />
<br />
===Kryptonian Archetype- Military===<br />
The most well trained and most talented fighters on Krypton are recruited into the armed forces, they are trained to do whatever it takes to protect their planet and are more than capable of doing so.<br />
<br />
===Kryptonian Archetype- Governing Council===<br />
The Kryptonians serving in government are bred and trained to be calm, insular and wise. They have the respect of many worlds, though their arrogant style of leadership rubs many the wrong way, particularly within the other two Kryptonian pillars of society.<br />
<br />
==== Silver Tongue ====<br />
At 3rd level, you gain proficiency in one Charisma based skill of your choice. You may now choose to use your Charisma modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Diplomacy ====<br />
At 7th level, you gain proficiency in one Wisdom based skill of your choice. You are also able to understand and speak any language you hear for more than a few minutes and gain advantage on rolls to persuade or deceive other characters.<br />
<br />
==== Master Manipulator ====<br />
At 13th level, you gain advantage on any Stealth or Sleight of Hand rolls.<br />
<br />
==== Expert Diplomat ====<br />
At 17th level, such is the respect others have for your authority and wisdom that you have many devoted followers. Your cult of personality results in people in most civilized areas being very helpful and amicable towards you. In addition you can sell all items for double their standard value to traders with enough gold to oblige.<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 Yellow Sun Kryptonian class, you must meet these prerequisites: Strength 15, Constitution 15<br />
<br />
'''Proficiencies.''' When you multiclass into the Yellow Sun Kryptonian class, you gain the following proficiencies: Athletics.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Yellow_Sun_Kryptonian_(5e_Class)&diff=1014729Yellow Sun Kryptonian (5e Class)2018-03-02T01:41:39Z<p>Shekar: /* Master Manipulator */</p>
<hr />
<div>{{needsbalance|Not even slightly balanced.}}<br />
==Yellow Sun Kryptonian==<br />
<br />
The peoples of a troubled settlement look to the sky for hope as a being of immense power streaks across the sky. Those hard at work with a rescue attempt are awestruck at a single being lifts huge chunks of debris and casts them aside like scrap paper. The horrifying horde, blood crazed from their savage attack give pause as a godly silhouette strides through the flames of destruction.<br />
<br />
Elsewhere a world kneels before the glowing red eyes of its conqueror.<br />
<br />
Under a yellow sun the people of Krypton gain unbelievable powers that develop with time and exposure. Such is the effort and focus required the master these skills that such individuals treat mastery of their racial traits as other would a class; they learn new skills and develop as they gain experience to reach their full potential. As such this class works well in conjunction with the Kryptonian Race (5e Race) detailed in the race section of the D&D Wiki. <br />
<br />
===Creating a Yellow Sun Kryptonian===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
When you are creating a Kryptonian character there are several key questions to consider: Why has your character left Krypton? Is he on a mission from the Science Council? Part of an invasion force? Or simply choosing to indulge his own adventurous nature? If you decide that your story is set after the destruction of Krypton, how did your Kryptonian survive? How old was he when he left the planet? Can he remember his home? Did he leave a family behind? How well has he adapted to his new home? How much does he know of his heritage and culture?<br />
<br />
{{5e Class Features<br />
|name= Yellow Sun Kryptonian<br />
|summary= A powerful being able to channel sun energy to perform amazing feats.<br />
|hd=10<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= You are proficient in Athletics, Survival and one more skill of your choice.<br />
|item1a= Dungeoneer's pack<br />
|item1b= Explorer's pack<br />
|item2a= Scholar's pack<br />
|item2b= Priest's pack<br />
|item3a= Holy Symbol of a House or Guild of Krypton<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Man of Steel, Solar Battery<br />
|classfeatures2= Glow<br />
|classfeatures3= Archetype Feature<br />
|classfeatures4=<br />
|classfeatures5= Leap Tall Buildings<br />
|classfeatures6= Faster than a Speeding Bullet<br />
|classfeatures7= Archetype Feature<br />
|classfeatures8= <br />
|classfeatures9= Extra Attack<br />
|classfeatures10= More Powerful than a Locomotive<br />
|classfeatures11= Dark Vision<br />
|classfeatures12=<br />
|classfeatures13= Archetype Feature<br />
|classfeatures14= X-Ray Vision<br />
|classfeatures15= Heat Vision<br />
|classfeatures16=<br />
|classfeatures17= Archetype Feature<br />
|classfeatures18= Is it a bird? Is it a plane?<br />
|classfeatures19=<br />
|classfeatures20= Super Nova<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= <br />
|extra1_1<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 />
===Yellow Sun Kryptonian Abilities===<br />
<br />
==== Man of Steel ====<br />
Beginning at level 1, Kryptonians under a yellow sun rely on their naturally dense cellular structure for defence rather than armour, as such they are not proficient in the use of armour but rather have an alternative method of establishing Armour class. The Armour Class of a Kryptonian that is not wearing armour is as follows:<br />
<br />
10 + Dexterity Modifier + Constitution Modifier<br />
<br />
<br />
<br />
You are considered to be proficient in hand-to-hand combat (unarmed strikes) and deal 1d4 damage plus modifiers on a successful unarmed attack.this increases to 1d6 at 6th level, 1d8 at 11th level and 1d10 at 17th level<br />
<br />
==== Glow ====<br />
Beginning at level 2 you are able to make your eyes glow a bright red or blue; you gain advantage on any intimidation rolls you make for 1 minute.After you use this ability you cant use it until you complete a short or long rest<br />
<br />
==== Kryptonian Archetype ====<br />
At 3rd level, you choose a Kryptonian Archetype from members of the Science Council, Military or System of Governance. You gain bonus abilities from this choice at 3rd, 7th, 13th and 17th level.<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 you 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 />
==== Able to Leap Tall Buildings ====<br />
At 5th level and beyond you gain the ability to leap huge distances; you can now jump 30 ft from a standing start horizontally and vertically.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level you use your speed in a more aggressive manner. You can attack twice, instead of once, whenever you take the attack action.<br />
<br />
==== Faster than a Speeding Bullet ====<br />
From 6th level, you channel Solar Energy to increase you speed to super-human levels. You add 10ft onto your standard movement rate.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level you use your speed in a more aggressive manner. You can attack twice, instead of once, whenever you take the attack action.<br />
<br />
==== Heat Vision ====<br />
You gain the ability to shoot red or blue rays of heat from your eyes at 8th level.you can target any hostile creature within 60 feet of you and make a ranged spell attack that deals 1d8 + charisma modifier radient damage this can be used with extra attack<br />
<br />
==== More Powerful than a Locomotive ====<br />
Beginning at 10th level you learn to channel your power into your muscles to increase your strength. When you roll Strength check add twice your strength modifier onto your dice roll to determine the outcome.<br />
<br />
==== X-Ray Vision ====<br />
beginning at 14th level you have X-ray Vision, this allows a player to inspect the insides of an item, e.g. a chest, cupboard, backpack, or the other side of a door without opening the object or door. A player must still roll perception checks as normal and this ability cannot be used on lead or magically warded objects.<br />
<br />
==== Cold Breath ====<br />
At 17th level you can blow out a 15ft cone of cold damage as a action. Models within the cone must pass a DC15 Constitution Save or take 3d6 cold damage. On a successful save the target takes half damage.once you use this ability you cant use it again until you finish a short or long rest<br />
<br />
==== Is it a bird? Is it a Plane? ====<br />
startin at level 18 you gain the ability of flight- you gain a flight speed of 50 feet.you can also hover<br />
<br />
==== Super Human ====<br />
At level 20 your strength and constatution each increase by 4.your new maximum for those abilities is 24<br />
<br />
===Kryptonian Archetype- Science Council===<br />
The most intelligent, curious and adventurous of the peoples of Krypton are awarded a place on the Science Council, with their only mission being to advance Kryptonian knowledge for the good of the people.<br />
<br />
==== Keen Mind ====<br />
At 3rd level, you gain proficiency in one Intelligence based skill of your choice. You may now choose to use your intelligence modifier in place of your constatution modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Craftsman ====<br />
At 7th level, you gain proficiency in one artisan tool or instrument of your choice. You also gain an advantage on any Intelligence or Wisdom Roll made to understand the workings of technology or magic. You no longer suffer a disadvantage whilst rolling saves against magical effects.<br />
<br />
==== Mind Over Body ====<br />
At 17th level your hearing is improved to such an extent that any creature attempting to use stealth around you does so at a disadvantage.<br />
<br />
===Kryptonian Archetype- Military===<br />
The most well trained and most talented fighters on Krypton are recruited into the armed forces, they are trained to do whatever it takes to protect their planet and are more than capable of doing so.<br />
<br />
===Kryptonian Archetype- Governing Council===<br />
The Kryptonians serving in government are bred and trained to be calm, insular and wise. They have the respect of many worlds, though their arrogant style of leadership rubs many the wrong way, particularly within the other two Kryptonian pillars of society.<br />
<br />
==== Silver Tongue ====<br />
At 3rd level, you gain proficiency in one Charisma based skill of your choice. You may now choose to use your Charisma modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Diplomacy ====<br />
At 7th level, you gain proficiency in one Wisdom based skill of your choice. You are also able to understand and speak any language you hear for more than a few minutes and gain advantage on rolls to persuade or deceive other characters.<br />
<br />
==== Master Manipulator ====<br />
At 13th level, you gain advantage on any Stealth or Sleight of Hand rolls.<br />
<br />
==== Expert Diplomat ====<br />
At 17th level, such is the respect others have for your authority and wisdom that you have many devoted followers. Your cult of personality results in people in most civilized areas being very helpful and amicable towards you. In addition you can sell all items for double their standard value to traders with enough gold to oblige.<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 Yellow Sun Kryptonian class, you must meet these prerequisites: Strength 15, Constitution 15<br />
<br />
'''Proficiencies.''' When you multiclass into the Yellow Sun Kryptonian class, you gain the following proficiencies: Athletics.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Yellow_Sun_Kryptonian_(5e_Class)&diff=1014728Yellow Sun Kryptonian (5e Class)2018-03-02T01:38:49Z<p>Shekar: /* Is it a bird? Is it a Plane? */</p>
<hr />
<div>{{needsbalance|Not even slightly balanced.}}<br />
==Yellow Sun Kryptonian==<br />
<br />
The peoples of a troubled settlement look to the sky for hope as a being of immense power streaks across the sky. Those hard at work with a rescue attempt are awestruck at a single being lifts huge chunks of debris and casts them aside like scrap paper. The horrifying horde, blood crazed from their savage attack give pause as a godly silhouette strides through the flames of destruction.<br />
<br />
Elsewhere a world kneels before the glowing red eyes of its conqueror.<br />
<br />
Under a yellow sun the people of Krypton gain unbelievable powers that develop with time and exposure. Such is the effort and focus required the master these skills that such individuals treat mastery of their racial traits as other would a class; they learn new skills and develop as they gain experience to reach their full potential. As such this class works well in conjunction with the Kryptonian Race (5e Race) detailed in the race section of the D&D Wiki. <br />
<br />
===Creating a Yellow Sun Kryptonian===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
When you are creating a Kryptonian character there are several key questions to consider: Why has your character left Krypton? Is he on a mission from the Science Council? Part of an invasion force? Or simply choosing to indulge his own adventurous nature? If you decide that your story is set after the destruction of Krypton, how did your Kryptonian survive? How old was he when he left the planet? Can he remember his home? Did he leave a family behind? How well has he adapted to his new home? How much does he know of his heritage and culture?<br />
<br />
{{5e Class Features<br />
|name= Yellow Sun Kryptonian<br />
|summary= A powerful being able to channel sun energy to perform amazing feats.<br />
|hd=10<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= You are proficient in Athletics, Survival and one more skill of your choice.<br />
|item1a= Dungeoneer's pack<br />
|item1b= Explorer's pack<br />
|item2a= Scholar's pack<br />
|item2b= Priest's pack<br />
|item3a= Holy Symbol of a House or Guild of Krypton<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Man of Steel, Solar Battery<br />
|classfeatures2= Glow<br />
|classfeatures3= Archetype Feature<br />
|classfeatures4=<br />
|classfeatures5= Leap Tall Buildings<br />
|classfeatures6= Faster than a Speeding Bullet<br />
|classfeatures7= Archetype Feature<br />
|classfeatures8= <br />
|classfeatures9= Extra Attack<br />
|classfeatures10= More Powerful than a Locomotive<br />
|classfeatures11= Dark Vision<br />
|classfeatures12=<br />
|classfeatures13= Archetype Feature<br />
|classfeatures14= X-Ray Vision<br />
|classfeatures15= Heat Vision<br />
|classfeatures16=<br />
|classfeatures17= Archetype Feature<br />
|classfeatures18= Is it a bird? Is it a plane?<br />
|classfeatures19=<br />
|classfeatures20= Super Nova<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= <br />
|extra1_1<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 />
===Yellow Sun Kryptonian Abilities===<br />
<br />
==== Man of Steel ====<br />
Beginning at level 1, Kryptonians under a yellow sun rely on their naturally dense cellular structure for defence rather than armour, as such they are not proficient in the use of armour but rather have an alternative method of establishing Armour class. The Armour Class of a Kryptonian that is not wearing armour is as follows:<br />
<br />
10 + Dexterity Modifier + Constitution Modifier<br />
<br />
<br />
<br />
You are considered to be proficient in hand-to-hand combat (unarmed strikes) and deal 1d4 damage plus modifiers on a successful unarmed attack.this increases to 1d6 at 6th level, 1d8 at 11th level and 1d10 at 17th level<br />
<br />
==== Glow ====<br />
Beginning at level 2 you are able to make your eyes glow a bright red or blue; you gain advantage on any intimidation rolls you make for 1 minute.After you use this ability you cant use it until you complete a short or long rest<br />
<br />
==== Kryptonian Archetype ====<br />
At 3rd level, you choose a Kryptonian Archetype from members of the Science Council, Military or System of Governance. You gain bonus abilities from this choice at 3rd, 7th, 13th and 17th level.<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 you 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 />
==== Able to Leap Tall Buildings ====<br />
At 5th level and beyond you gain the ability to leap huge distances; you can now jump 30 ft from a standing start horizontally and vertically.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level you use your speed in a more aggressive manner. You can attack twice, instead of once, whenever you take the attack action.<br />
<br />
==== Faster than a Speeding Bullet ====<br />
From 6th level, you channel Solar Energy to increase you speed to super-human levels. You add 10ft onto your standard movement rate.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level you use your speed in a more aggressive manner. You can attack twice, instead of once, whenever you take the attack action.<br />
<br />
==== Heat Vision ====<br />
You gain the ability to shoot red or blue rays of heat from your eyes at 8th level.you can target any hostile creature within 60 feet of you and make a ranged spell attack that deals 1d8 + charisma modifier radient damage this can be used with extra attack<br />
<br />
==== More Powerful than a Locomotive ====<br />
Beginning at 10th level you learn to channel your power into your muscles to increase your strength. When you roll Strength check add twice your strength modifier onto your dice roll to determine the outcome.<br />
<br />
==== X-Ray Vision ====<br />
beginning at 14th level you have X-ray Vision, this allows a player to inspect the insides of an item, e.g. a chest, cupboard, backpack, or the other side of a door without opening the object or door. A player must still roll perception checks as normal and this ability cannot be used on lead or magically warded objects.<br />
<br />
==== Cold Breath ====<br />
At 17th level you can blow out a 15ft cone of cold damage as a action. Models within the cone must pass a DC15 Constitution Save or take 3d6 cold damage. On a successful save the target takes half damage.once you use this ability you cant use it again until you finish a short or long rest<br />
<br />
==== Is it a bird? Is it a Plane? ====<br />
startin at level 18 you gain the ability of flight- you gain a flight speed of 50 feet.you can also hover<br />
<br />
==== Super Human ====<br />
At level 20 your strength and constatution each increase by 4.your new maximum for those abilities is 24<br />
<br />
===Kryptonian Archetype- Science Council===<br />
The most intelligent, curious and adventurous of the peoples of Krypton are awarded a place on the Science Council, with their only mission being to advance Kryptonian knowledge for the good of the people.<br />
<br />
==== Keen Mind ====<br />
At 3rd level, you gain proficiency in one Intelligence based skill of your choice. You may now choose to use your intelligence modifier in place of your constatution modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Craftsman ====<br />
At 7th level, you gain proficiency in one artisan tool or instrument of your choice. You also gain an advantage on any Intelligence or Wisdom Roll made to understand the workings of technology or magic. You no longer suffer a disadvantage whilst rolling saves against magical effects.<br />
<br />
==== Mind Over Body ====<br />
At 17th level your hearing is improved to such an extent that any creature attempting to use stealth around you does so at a disadvantage.<br />
<br />
===Kryptonian Archetype- Military===<br />
The most well trained and most talented fighters on Krypton are recruited into the armed forces, they are trained to do whatever it takes to protect their planet and are more than capable of doing so.<br />
<br />
===Kryptonian Archetype- Governing Council===<br />
The Kryptonians serving in government are bred and trained to be calm, insular and wise. They have the respect of many worlds, though their arrogant style of leadership rubs many the wrong way, particularly within the other two Kryptonian pillars of society.<br />
<br />
==== Silver Tongue ====<br />
At 3rd level, you gain proficiency in one Charisma based skill of your choice. You may now choose to use your Charisma modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Diplomacy ====<br />
At 7th level, you gain proficiency in one Wisdom based skill of your choice. You are also able to understand and speak any language you hear for more than a few minutes and gain advantage on rolls to persuade or deceive other characters.<br />
<br />
==== Master Manipulator ====<br />
At 13th level, you gain advantage on any Stealth or Sleight of Hand rolls. You can become Invisible for up to one hour.<br />
<br />
==== Expert Diplomat ====<br />
At 17th level, such is the respect others have for your authority and wisdom that you have many devoted followers. Your cult of personality results in people in most civilized areas being very helpful and amicable towards you. In addition you can sell all items for double their standard value to traders with enough gold to oblige.<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 Yellow Sun Kryptonian class, you must meet these prerequisites: Strength 15, Constitution 15<br />
<br />
'''Proficiencies.''' When you multiclass into the Yellow Sun Kryptonian class, you gain the following proficiencies: Athletics.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Yellow_Sun_Kryptonian_(5e_Class)&diff=1014727Yellow Sun Kryptonian (5e Class)2018-03-02T01:37:37Z<p>Shekar: /* Man of Steel */</p>
<hr />
<div>{{needsbalance|Not even slightly balanced.}}<br />
==Yellow Sun Kryptonian==<br />
<br />
The peoples of a troubled settlement look to the sky for hope as a being of immense power streaks across the sky. Those hard at work with a rescue attempt are awestruck at a single being lifts huge chunks of debris and casts them aside like scrap paper. The horrifying horde, blood crazed from their savage attack give pause as a godly silhouette strides through the flames of destruction.<br />
<br />
Elsewhere a world kneels before the glowing red eyes of its conqueror.<br />
<br />
Under a yellow sun the people of Krypton gain unbelievable powers that develop with time and exposure. Such is the effort and focus required the master these skills that such individuals treat mastery of their racial traits as other would a class; they learn new skills and develop as they gain experience to reach their full potential. As such this class works well in conjunction with the Kryptonian Race (5e Race) detailed in the race section of the D&D Wiki. <br />
<br />
===Creating a Yellow Sun Kryptonian===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
When you are creating a Kryptonian character there are several key questions to consider: Why has your character left Krypton? Is he on a mission from the Science Council? Part of an invasion force? Or simply choosing to indulge his own adventurous nature? If you decide that your story is set after the destruction of Krypton, how did your Kryptonian survive? How old was he when he left the planet? Can he remember his home? Did he leave a family behind? How well has he adapted to his new home? How much does he know of his heritage and culture?<br />
<br />
{{5e Class Features<br />
|name= Yellow Sun Kryptonian<br />
|summary= A powerful being able to channel sun energy to perform amazing feats.<br />
|hd=10<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= You are proficient in Athletics, Survival and one more skill of your choice.<br />
|item1a= Dungeoneer's pack<br />
|item1b= Explorer's pack<br />
|item2a= Scholar's pack<br />
|item2b= Priest's pack<br />
|item3a= Holy Symbol of a House or Guild of Krypton<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Man of Steel, Solar Battery<br />
|classfeatures2= Glow<br />
|classfeatures3= Archetype Feature<br />
|classfeatures4=<br />
|classfeatures5= Leap Tall Buildings<br />
|classfeatures6= Faster than a Speeding Bullet<br />
|classfeatures7= Archetype Feature<br />
|classfeatures8= <br />
|classfeatures9= Extra Attack<br />
|classfeatures10= More Powerful than a Locomotive<br />
|classfeatures11= Dark Vision<br />
|classfeatures12=<br />
|classfeatures13= Archetype Feature<br />
|classfeatures14= X-Ray Vision<br />
|classfeatures15= Heat Vision<br />
|classfeatures16=<br />
|classfeatures17= Archetype Feature<br />
|classfeatures18= Is it a bird? Is it a plane?<br />
|classfeatures19=<br />
|classfeatures20= Super Nova<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= <br />
|extra1_1<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 />
===Yellow Sun Kryptonian Abilities===<br />
<br />
==== Man of Steel ====<br />
Beginning at level 1, Kryptonians under a yellow sun rely on their naturally dense cellular structure for defence rather than armour, as such they are not proficient in the use of armour but rather have an alternative method of establishing Armour class. The Armour Class of a Kryptonian that is not wearing armour is as follows:<br />
<br />
10 + Dexterity Modifier + Constitution Modifier<br />
<br />
<br />
<br />
You are considered to be proficient in hand-to-hand combat (unarmed strikes) and deal 1d4 damage plus modifiers on a successful unarmed attack.this increases to 1d6 at 6th level, 1d8 at 11th level and 1d10 at 17th level<br />
<br />
==== Glow ====<br />
Beginning at level 2 you are able to make your eyes glow a bright red or blue; you gain advantage on any intimidation rolls you make for 1 minute.After you use this ability you cant use it until you complete a short or long rest<br />
<br />
==== Kryptonian Archetype ====<br />
At 3rd level, you choose a Kryptonian Archetype from members of the Science Council, Military or System of Governance. You gain bonus abilities from this choice at 3rd, 7th, 13th and 17th level.<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 you 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 />
==== Able to Leap Tall Buildings ====<br />
At 5th level and beyond you gain the ability to leap huge distances; you can now jump 30 ft from a standing start horizontally and vertically.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level you use your speed in a more aggressive manner. You can attack twice, instead of once, whenever you take the attack action.<br />
<br />
==== Faster than a Speeding Bullet ====<br />
From 6th level, you channel Solar Energy to increase you speed to super-human levels. You add 10ft onto your standard movement rate.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level you use your speed in a more aggressive manner. You can attack twice, instead of once, whenever you take the attack action.<br />
<br />
==== Heat Vision ====<br />
You gain the ability to shoot red or blue rays of heat from your eyes at 8th level.you can target any hostile creature within 60 feet of you and make a ranged spell attack that deals 1d8 + charisma modifier radient damage this can be used with extra attack<br />
<br />
==== More Powerful than a Locomotive ====<br />
Beginning at 10th level you learn to channel your power into your muscles to increase your strength. When you roll Strength check add twice your strength modifier onto your dice roll to determine the outcome.<br />
<br />
==== X-Ray Vision ====<br />
beginning at 14th level you have X-ray Vision, this allows a player to inspect the insides of an item, e.g. a chest, cupboard, backpack, or the other side of a door without opening the object or door. A player must still roll perception checks as normal and this ability cannot be used on lead or magically warded objects.<br />
<br />
==== Cold Breath ====<br />
At 17th level you can blow out a 15ft cone of cold damage as a action. Models within the cone must pass a DC15 Constitution Save or take 3d6 cold damage. On a successful save the target takes half damage.once you use this ability you cant use it again until you finish a short or long rest<br />
<br />
==== Is it a bird? Is it a Plane? ====<br />
startin at level 18 you gain the ability of flight- you gain a flight speed of 50 feet.<br />
<br />
==== Super Human ====<br />
At level 20 your strength and constatution each increase by 4.your new maximum for those abilities is 24<br />
<br />
===Kryptonian Archetype- Science Council===<br />
The most intelligent, curious and adventurous of the peoples of Krypton are awarded a place on the Science Council, with their only mission being to advance Kryptonian knowledge for the good of the people.<br />
<br />
==== Keen Mind ====<br />
At 3rd level, you gain proficiency in one Intelligence based skill of your choice. You may now choose to use your intelligence modifier in place of your constatution modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Craftsman ====<br />
At 7th level, you gain proficiency in one artisan tool or instrument of your choice. You also gain an advantage on any Intelligence or Wisdom Roll made to understand the workings of technology or magic. You no longer suffer a disadvantage whilst rolling saves against magical effects.<br />
<br />
==== Mind Over Body ====<br />
At 17th level your hearing is improved to such an extent that any creature attempting to use stealth around you does so at a disadvantage.<br />
<br />
===Kryptonian Archetype- Military===<br />
The most well trained and most talented fighters on Krypton are recruited into the armed forces, they are trained to do whatever it takes to protect their planet and are more than capable of doing so.<br />
<br />
===Kryptonian Archetype- Governing Council===<br />
The Kryptonians serving in government are bred and trained to be calm, insular and wise. They have the respect of many worlds, though their arrogant style of leadership rubs many the wrong way, particularly within the other two Kryptonian pillars of society.<br />
<br />
==== Silver Tongue ====<br />
At 3rd level, you gain proficiency in one Charisma based skill of your choice. You may now choose to use your Charisma modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Diplomacy ====<br />
At 7th level, you gain proficiency in one Wisdom based skill of your choice. You are also able to understand and speak any language you hear for more than a few minutes and gain advantage on rolls to persuade or deceive other characters.<br />
<br />
==== Master Manipulator ====<br />
At 13th level, you gain advantage on any Stealth or Sleight of Hand rolls. You can become Invisible for up to one hour.<br />
<br />
==== Expert Diplomat ====<br />
At 17th level, such is the respect others have for your authority and wisdom that you have many devoted followers. Your cult of personality results in people in most civilized areas being very helpful and amicable towards you. In addition you can sell all items for double their standard value to traders with enough gold to oblige.<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 Yellow Sun Kryptonian class, you must meet these prerequisites: Strength 15, Constitution 15<br />
<br />
'''Proficiencies.''' When you multiclass into the Yellow Sun Kryptonian class, you gain the following proficiencies: Athletics.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Yellow_Sun_Kryptonian_(5e_Class)&diff=1014726Yellow Sun Kryptonian (5e Class)2018-03-02T01:36:29Z<p>Shekar: /* Yellow Sun Kryptonian Abilities */</p>
<hr />
<div>{{needsbalance|Not even slightly balanced.}}<br />
==Yellow Sun Kryptonian==<br />
<br />
The peoples of a troubled settlement look to the sky for hope as a being of immense power streaks across the sky. Those hard at work with a rescue attempt are awestruck at a single being lifts huge chunks of debris and casts them aside like scrap paper. The horrifying horde, blood crazed from their savage attack give pause as a godly silhouette strides through the flames of destruction.<br />
<br />
Elsewhere a world kneels before the glowing red eyes of its conqueror.<br />
<br />
Under a yellow sun the people of Krypton gain unbelievable powers that develop with time and exposure. Such is the effort and focus required the master these skills that such individuals treat mastery of their racial traits as other would a class; they learn new skills and develop as they gain experience to reach their full potential. As such this class works well in conjunction with the Kryptonian Race (5e Race) detailed in the race section of the D&D Wiki. <br />
<br />
===Creating a Yellow Sun Kryptonian===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
When you are creating a Kryptonian character there are several key questions to consider: Why has your character left Krypton? Is he on a mission from the Science Council? Part of an invasion force? Or simply choosing to indulge his own adventurous nature? If you decide that your story is set after the destruction of Krypton, how did your Kryptonian survive? How old was he when he left the planet? Can he remember his home? Did he leave a family behind? How well has he adapted to his new home? How much does he know of his heritage and culture?<br />
<br />
{{5e Class Features<br />
|name= Yellow Sun Kryptonian<br />
|summary= A powerful being able to channel sun energy to perform amazing feats.<br />
|hd=10<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= You are proficient in Athletics, Survival and one more skill of your choice.<br />
|item1a= Dungeoneer's pack<br />
|item1b= Explorer's pack<br />
|item2a= Scholar's pack<br />
|item2b= Priest's pack<br />
|item3a= Holy Symbol of a House or Guild of Krypton<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Man of Steel, Solar Battery<br />
|classfeatures2= Glow<br />
|classfeatures3= Archetype Feature<br />
|classfeatures4=<br />
|classfeatures5= Leap Tall Buildings<br />
|classfeatures6= Faster than a Speeding Bullet<br />
|classfeatures7= Archetype Feature<br />
|classfeatures8= <br />
|classfeatures9= Extra Attack<br />
|classfeatures10= More Powerful than a Locomotive<br />
|classfeatures11= Dark Vision<br />
|classfeatures12=<br />
|classfeatures13= Archetype Feature<br />
|classfeatures14= X-Ray Vision<br />
|classfeatures15= Heat Vision<br />
|classfeatures16=<br />
|classfeatures17= Archetype Feature<br />
|classfeatures18= Is it a bird? Is it a plane?<br />
|classfeatures19=<br />
|classfeatures20= Super Nova<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= <br />
|extra1_1<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 />
===Yellow Sun Kryptonian Abilities===<br />
<br />
==== Man of Steel ====<br />
Beginning at level 1, Kryptonians under a yellow sun rely on their naturally dense cellular structure for defence rather than armour, as such they are not proficient in the use of armour but rather have an alternative method of establishing Armour class. The Armour Class of a Kryptonian that is not wearing armour is as follows:<br />
<br />
10 + Dexterity Modifier + Constitution Modifier<br />
<br />
<br />
<br />
You are considered to be proficient in hand-to-hand combat (unarmed strikes) and deal 1d4 damage plus modifiers on a successful unarmed attack.this increases to 1d6 at 6th level and 1d8 at 11th level<br />
<br />
==== Glow ====<br />
Beginning at level 2 you are able to make your eyes glow a bright red or blue; you gain advantage on any intimidation rolls you make for 1 minute.After you use this ability you cant use it until you complete a short or long rest<br />
<br />
==== Kryptonian Archetype ====<br />
At 3rd level, you choose a Kryptonian Archetype from members of the Science Council, Military or System of Governance. You gain bonus abilities from this choice at 3rd, 7th, 13th and 17th level.<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 you 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 />
==== Able to Leap Tall Buildings ====<br />
At 5th level and beyond you gain the ability to leap huge distances; you can now jump 30 ft from a standing start horizontally and vertically.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level you use your speed in a more aggressive manner. You can attack twice, instead of once, whenever you take the attack action.<br />
<br />
==== Faster than a Speeding Bullet ====<br />
From 6th level, you channel Solar Energy to increase you speed to super-human levels. You add 10ft onto your standard movement rate.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level you use your speed in a more aggressive manner. You can attack twice, instead of once, whenever you take the attack action.<br />
<br />
==== Heat Vision ====<br />
You gain the ability to shoot red or blue rays of heat from your eyes at 8th level.you can target any hostile creature within 60 feet of you and make a ranged spell attack that deals 1d8 + charisma modifier radient damage this can be used with extra attack<br />
<br />
==== More Powerful than a Locomotive ====<br />
Beginning at 10th level you learn to channel your power into your muscles to increase your strength. When you roll Strength check add twice your strength modifier onto your dice roll to determine the outcome.<br />
<br />
==== X-Ray Vision ====<br />
beginning at 14th level you have X-ray Vision, this allows a player to inspect the insides of an item, e.g. a chest, cupboard, backpack, or the other side of a door without opening the object or door. A player must still roll perception checks as normal and this ability cannot be used on lead or magically warded objects.<br />
<br />
==== Cold Breath ====<br />
At 17th level you can blow out a 15ft cone of cold damage as a action. Models within the cone must pass a DC15 Constitution Save or take 3d6 cold damage. On a successful save the target takes half damage.once you use this ability you cant use it again until you finish a short or long rest<br />
<br />
==== Is it a bird? Is it a Plane? ====<br />
startin at level 18 you gain the ability of flight- you gain a flight speed of 50 feet.<br />
<br />
==== Super Human ====<br />
At level 20 your strength and constatution each increase by 4.your new maximum for those abilities is 24<br />
<br />
===Kryptonian Archetype- Science Council===<br />
The most intelligent, curious and adventurous of the peoples of Krypton are awarded a place on the Science Council, with their only mission being to advance Kryptonian knowledge for the good of the people.<br />
<br />
==== Keen Mind ====<br />
At 3rd level, you gain proficiency in one Intelligence based skill of your choice. You may now choose to use your intelligence modifier in place of your constatution modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Craftsman ====<br />
At 7th level, you gain proficiency in one artisan tool or instrument of your choice. You also gain an advantage on any Intelligence or Wisdom Roll made to understand the workings of technology or magic. You no longer suffer a disadvantage whilst rolling saves against magical effects.<br />
<br />
==== Mind Over Body ====<br />
At 17th level your hearing is improved to such an extent that any creature attempting to use stealth around you does so at a disadvantage.<br />
<br />
===Kryptonian Archetype- Military===<br />
The most well trained and most talented fighters on Krypton are recruited into the armed forces, they are trained to do whatever it takes to protect their planet and are more than capable of doing so.<br />
<br />
===Kryptonian Archetype- Governing Council===<br />
The Kryptonians serving in government are bred and trained to be calm, insular and wise. They have the respect of many worlds, though their arrogant style of leadership rubs many the wrong way, particularly within the other two Kryptonian pillars of society.<br />
<br />
==== Silver Tongue ====<br />
At 3rd level, you gain proficiency in one Charisma based skill of your choice. You may now choose to use your Charisma modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Diplomacy ====<br />
At 7th level, you gain proficiency in one Wisdom based skill of your choice. You are also able to understand and speak any language you hear for more than a few minutes and gain advantage on rolls to persuade or deceive other characters.<br />
<br />
==== Master Manipulator ====<br />
At 13th level, you gain advantage on any Stealth or Sleight of Hand rolls. You can become Invisible for up to one hour.<br />
<br />
==== Expert Diplomat ====<br />
At 17th level, such is the respect others have for your authority and wisdom that you have many devoted followers. Your cult of personality results in people in most civilized areas being very helpful and amicable towards you. In addition you can sell all items for double their standard value to traders with enough gold to oblige.<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 Yellow Sun Kryptonian class, you must meet these prerequisites: Strength 15, Constitution 15<br />
<br />
'''Proficiencies.''' When you multiclass into the Yellow Sun Kryptonian class, you gain the following proficiencies: Athletics.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Yellow_Sun_Kryptonian_(5e_Class)&diff=1014724Yellow Sun Kryptonian (5e Class)2018-03-02T01:35:08Z<p>Shekar: /* Heat Vision */</p>
<hr />
<div>{{needsbalance|Not even slightly balanced.}}<br />
==Yellow Sun Kryptonian==<br />
<br />
The peoples of a troubled settlement look to the sky for hope as a being of immense power streaks across the sky. Those hard at work with a rescue attempt are awestruck at a single being lifts huge chunks of debris and casts them aside like scrap paper. The horrifying horde, blood crazed from their savage attack give pause as a godly silhouette strides through the flames of destruction.<br />
<br />
Elsewhere a world kneels before the glowing red eyes of its conqueror.<br />
<br />
Under a yellow sun the people of Krypton gain unbelievable powers that develop with time and exposure. Such is the effort and focus required the master these skills that such individuals treat mastery of their racial traits as other would a class; they learn new skills and develop as they gain experience to reach their full potential. As such this class works well in conjunction with the Kryptonian Race (5e Race) detailed in the race section of the D&D Wiki. <br />
<br />
===Creating a Yellow Sun Kryptonian===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
When you are creating a Kryptonian character there are several key questions to consider: Why has your character left Krypton? Is he on a mission from the Science Council? Part of an invasion force? Or simply choosing to indulge his own adventurous nature? If you decide that your story is set after the destruction of Krypton, how did your Kryptonian survive? How old was he when he left the planet? Can he remember his home? Did he leave a family behind? How well has he adapted to his new home? How much does he know of his heritage and culture?<br />
<br />
{{5e Class Features<br />
|name= Yellow Sun Kryptonian<br />
|summary= A powerful being able to channel sun energy to perform amazing feats.<br />
|hd=10<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= You are proficient in Athletics, Survival and one more skill of your choice.<br />
|item1a= Dungeoneer's pack<br />
|item1b= Explorer's pack<br />
|item2a= Scholar's pack<br />
|item2b= Priest's pack<br />
|item3a= Holy Symbol of a House or Guild of Krypton<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Man of Steel, Solar Battery<br />
|classfeatures2= Glow<br />
|classfeatures3= Archetype Feature<br />
|classfeatures4=<br />
|classfeatures5= Leap Tall Buildings<br />
|classfeatures6= Faster than a Speeding Bullet<br />
|classfeatures7= Archetype Feature<br />
|classfeatures8= <br />
|classfeatures9= Extra Attack<br />
|classfeatures10= More Powerful than a Locomotive<br />
|classfeatures11= Dark Vision<br />
|classfeatures12=<br />
|classfeatures13= Archetype Feature<br />
|classfeatures14= X-Ray Vision<br />
|classfeatures15= Heat Vision<br />
|classfeatures16=<br />
|classfeatures17= Archetype Feature<br />
|classfeatures18= Is it a bird? Is it a plane?<br />
|classfeatures19=<br />
|classfeatures20= Super Nova<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= <br />
|extra1_1<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 />
===Yellow Sun Kryptonian Abilities===<br />
<br />
==== Man of Steel ====<br />
Beginning at level 1, Kryptonians under a yellow sun rely on their naturally dense cellular structure for defence rather than armour, as such they are not proficient in the use of armour but rather have an alternative method of establishing Armour class. The Armour Class of a Kryptonian that is not wearing armour is as follows:<br />
<br />
10 + Dexterity Modifier + Constitution Modifier<br />
<br />
<br />
<br />
You are considered to be proficient in hand-to-hand combat (unarmed strikes) and deal 1d4 damage plus modifiers on a successful unarmed attack.this increases to 1d6 at 6th level and 1d8 at 11th level<br />
<br />
==== Glow ====<br />
Beginning at level 2 you are able to make your eyes glow a bright red or blue; you gain advantage on any intimidation rolls you make for 1 minute.After you use this ability you cant use it until you complete a short or long rest<br />
<br />
==== Kryptonian Archetype ====<br />
At 3rd level, you choose a Kryptonian Archetype from members of the Science Council, Military or System of Governance. You gain bonus abilities from this choice at 3rd, 7th, 13th and 17th level.<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 you 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 />
==== Able to Leap Tall Buildings ====<br />
At 5th level and beyond you gain the ability to leap huge distances; you can now jump 30 ft from a standing start horizontally and vertically.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level you use your speed in a more aggressive manner. You can attack twice, instead of once, whenever you take the attack action.<br />
<br />
==== Faster than a Speeding Bullet ====<br />
From 6th level, you channel Solar Energy to increase you speed to super-human levels. You add 10ft onto your standard movement rate.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level you use your speed in a more aggressive manner. You can attack twice, instead of once, whenever you take the attack action.<br />
<br />
==== More Powerful than a Locomotive ====<br />
Beginning at 10th level you learn to channel your power into your muscles to increase your strength. When you roll Strength check add twice your strength modifier onto your dice roll to determine the outcome.<br />
<br />
==== X-Ray Vision ====<br />
beginning at 14th level you have X-ray Vision, this allows a player to inspect the insides of an item, e.g. a chest, cupboard, backpack, or the other side of a door without opening the object or door. A player must still roll perception checks as normal and this ability cannot be used on lead or magically warded objects.<br />
<br />
==== Heat Vision ====<br />
You gain the ability to shoot red or blue rays of heat from your eyes at 8th level.you can target any hostile creature within 60 feet of you and make a ranged spell attack that deals 1d8 + charisma modifier radient damage this can be used with extra attack<br />
<br />
==== Cold Breath ====<br />
At 17th level you can blow out a 15ft cone of cold damage as a action. Models within the cone must pass a DC15 Constitution Save or take 3d6 cold damage. On a successful save the target takes half damage.once you use this ability you cant use it again until you finish a short or long rest<br />
<br />
==== Is it a bird? Is it a Plane? ====<br />
startin at level 18 you gain the ability of flight- you gain a flight speed of 50 feet.<br />
<br />
==== Super Human ====<br />
At level 20 your strength and constatution each increase by 4.your new maximum for those abilities is 24<br />
<br />
===Kryptonian Archetype- Science Council===<br />
The most intelligent, curious and adventurous of the peoples of Krypton are awarded a place on the Science Council, with their only mission being to advance Kryptonian knowledge for the good of the people.<br />
<br />
==== Keen Mind ====<br />
At 3rd level, you gain proficiency in one Intelligence based skill of your choice. You may now choose to use your intelligence modifier in place of your constatution modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Craftsman ====<br />
At 7th level, you gain proficiency in one artisan tool or instrument of your choice. You also gain an advantage on any Intelligence or Wisdom Roll made to understand the workings of technology or magic. You no longer suffer a disadvantage whilst rolling saves against magical effects.<br />
<br />
==== Mind Over Body ====<br />
At 17th level your hearing is improved to such an extent that any creature attempting to use stealth around you does so at a disadvantage.<br />
<br />
===Kryptonian Archetype- Military===<br />
The most well trained and most talented fighters on Krypton are recruited into the armed forces, they are trained to do whatever it takes to protect their planet and are more than capable of doing so.<br />
<br />
===Kryptonian Archetype- Governing Council===<br />
The Kryptonians serving in government are bred and trained to be calm, insular and wise. They have the respect of many worlds, though their arrogant style of leadership rubs many the wrong way, particularly within the other two Kryptonian pillars of society.<br />
<br />
==== Silver Tongue ====<br />
At 3rd level, you gain proficiency in one Charisma based skill of your choice. You may now choose to use your Charisma modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Diplomacy ====<br />
At 7th level, you gain proficiency in one Wisdom based skill of your choice. You are also able to understand and speak any language you hear for more than a few minutes and gain advantage on rolls to persuade or deceive other characters.<br />
<br />
==== Master Manipulator ====<br />
At 13th level, you gain advantage on any Stealth or Sleight of Hand rolls. You can become Invisible for up to one hour.<br />
<br />
==== Expert Diplomat ====<br />
At 17th level, such is the respect others have for your authority and wisdom that you have many devoted followers. Your cult of personality results in people in most civilized areas being very helpful and amicable towards you. In addition you can sell all items for double their standard value to traders with enough gold to oblige.<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 Yellow Sun Kryptonian class, you must meet these prerequisites: Strength 15, Constitution 15<br />
<br />
'''Proficiencies.''' When you multiclass into the Yellow Sun Kryptonian class, you gain the following proficiencies: Athletics.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Yellow_Sun_Kryptonian_(5e_Class)&diff=1014722Yellow Sun Kryptonian (5e Class)2018-03-02T01:32:15Z<p>Shekar: /* Cold Breath */</p>
<hr />
<div>{{needsbalance|Not even slightly balanced.}}<br />
==Yellow Sun Kryptonian==<br />
<br />
The peoples of a troubled settlement look to the sky for hope as a being of immense power streaks across the sky. Those hard at work with a rescue attempt are awestruck at a single being lifts huge chunks of debris and casts them aside like scrap paper. The horrifying horde, blood crazed from their savage attack give pause as a godly silhouette strides through the flames of destruction.<br />
<br />
Elsewhere a world kneels before the glowing red eyes of its conqueror.<br />
<br />
Under a yellow sun the people of Krypton gain unbelievable powers that develop with time and exposure. Such is the effort and focus required the master these skills that such individuals treat mastery of their racial traits as other would a class; they learn new skills and develop as they gain experience to reach their full potential. As such this class works well in conjunction with the Kryptonian Race (5e Race) detailed in the race section of the D&D Wiki. <br />
<br />
===Creating a Yellow Sun Kryptonian===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
When you are creating a Kryptonian character there are several key questions to consider: Why has your character left Krypton? Is he on a mission from the Science Council? Part of an invasion force? Or simply choosing to indulge his own adventurous nature? If you decide that your story is set after the destruction of Krypton, how did your Kryptonian survive? How old was he when he left the planet? Can he remember his home? Did he leave a family behind? How well has he adapted to his new home? How much does he know of his heritage and culture?<br />
<br />
{{5e Class Features<br />
|name= Yellow Sun Kryptonian<br />
|summary= A powerful being able to channel sun energy to perform amazing feats.<br />
|hd=10<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= You are proficient in Athletics, Survival and one more skill of your choice.<br />
|item1a= Dungeoneer's pack<br />
|item1b= Explorer's pack<br />
|item2a= Scholar's pack<br />
|item2b= Priest's pack<br />
|item3a= Holy Symbol of a House or Guild of Krypton<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Man of Steel, Solar Battery<br />
|classfeatures2= Glow<br />
|classfeatures3= Archetype Feature<br />
|classfeatures4=<br />
|classfeatures5= Leap Tall Buildings<br />
|classfeatures6= Faster than a Speeding Bullet<br />
|classfeatures7= Archetype Feature<br />
|classfeatures8= <br />
|classfeatures9= Extra Attack<br />
|classfeatures10= More Powerful than a Locomotive<br />
|classfeatures11= Dark Vision<br />
|classfeatures12=<br />
|classfeatures13= Archetype Feature<br />
|classfeatures14= X-Ray Vision<br />
|classfeatures15= Heat Vision<br />
|classfeatures16=<br />
|classfeatures17= Archetype Feature<br />
|classfeatures18= Is it a bird? Is it a plane?<br />
|classfeatures19=<br />
|classfeatures20= Super Nova<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= <br />
|extra1_1<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 />
===Yellow Sun Kryptonian Abilities===<br />
<br />
==== Man of Steel ====<br />
Beginning at level 1, Kryptonians under a yellow sun rely on their naturally dense cellular structure for defence rather than armour, as such they are not proficient in the use of armour but rather have an alternative method of establishing Armour class. The Armour Class of a Kryptonian that is not wearing armour is as follows:<br />
<br />
10 + Dexterity Modifier + Constitution Modifier<br />
<br />
<br />
<br />
You are considered to be proficient in hand-to-hand combat (unarmed strikes) and deal 1d4 damage plus modifiers on a successful unarmed attack.this increases to 1d6 at 6th level and 1d8 at 11th level<br />
<br />
==== Glow ====<br />
Beginning at level 2 you are able to make your eyes glow a bright red or blue; you gain advantage on any intimidation rolls you make for 1 minute.After you use this ability you cant use it until you complete a short or long rest<br />
<br />
==== Kryptonian Archetype ====<br />
At 3rd level, you choose a Kryptonian Archetype from members of the Science Council, Military or System of Governance. You gain bonus abilities from this choice at 3rd, 7th, 13th and 17th level.<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 you 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 />
==== Able to Leap Tall Buildings ====<br />
At 5th level and beyond you gain the ability to leap huge distances; you can now jump 30 ft from a standing start horizontally and vertically.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level you use your speed in a more aggressive manner. You can attack twice, instead of once, whenever you take the attack action.<br />
<br />
==== Faster than a Speeding Bullet ====<br />
From 6th level, you channel Solar Energy to increase you speed to super-human levels. You add 10ft onto your standard movement rate.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level you use your speed in a more aggressive manner. You can attack twice, instead of once, whenever you take the attack action.<br />
<br />
==== More Powerful than a Locomotive ====<br />
Beginning at 10th level you learn to channel your power into your muscles to increase your strength. When you roll Strength check add twice your strength modifier onto your dice roll to determine the outcome.<br />
<br />
==== X-Ray Vision ====<br />
beginning at 14th level you have X-ray Vision, this allows a player to inspect the insides of an item, e.g. a chest, cupboard, backpack, or the other side of a door without opening the object or door. A player must still roll perception checks as normal and this ability cannot be used on lead or magically warded objects.<br />
<br />
==== Heat Vision ====<br />
You gain the ability to shoot red or blue rays of heat from your eyes at level 15.you can target any hostile creature within 60 feet of you and make a ranged spell attack that deals 1d8 + charisma modifier radient damage this can be used with extra attack<br />
==== Cold Breath ====<br />
At 17th level you can blow out a 15ft cone of cold damage as a action. Models within the cone must pass a DC15 Constitution Save or take 3d6 cold damage. On a successful save the target takes half damage.once you use this ability you cant use it again until you finish a short or long rest<br />
<br />
==== Is it a bird? Is it a Plane? ====<br />
startin at level 18 you gain the ability of flight- you gain a flight speed of 50 feet.<br />
<br />
==== Super Human ====<br />
At level 20 your strength and constatution each increase by 4.your new maximum for those abilities is 24<br />
<br />
===Kryptonian Archetype- Science Council===<br />
The most intelligent, curious and adventurous of the peoples of Krypton are awarded a place on the Science Council, with their only mission being to advance Kryptonian knowledge for the good of the people.<br />
<br />
==== Keen Mind ====<br />
At 3rd level, you gain proficiency in one Intelligence based skill of your choice. You may now choose to use your intelligence modifier in place of your constatution modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Craftsman ====<br />
At 7th level, you gain proficiency in one artisan tool or instrument of your choice. You also gain an advantage on any Intelligence or Wisdom Roll made to understand the workings of technology or magic. You no longer suffer a disadvantage whilst rolling saves against magical effects.<br />
<br />
==== Mind Over Body ====<br />
At 17th level your hearing is improved to such an extent that any creature attempting to use stealth around you does so at a disadvantage.<br />
<br />
===Kryptonian Archetype- Military===<br />
The most well trained and most talented fighters on Krypton are recruited into the armed forces, they are trained to do whatever it takes to protect their planet and are more than capable of doing so.<br />
<br />
===Kryptonian Archetype- Governing Council===<br />
The Kryptonians serving in government are bred and trained to be calm, insular and wise. They have the respect of many worlds, though their arrogant style of leadership rubs many the wrong way, particularly within the other two Kryptonian pillars of society.<br />
<br />
==== Silver Tongue ====<br />
At 3rd level, you gain proficiency in one Charisma based skill of your choice. You may now choose to use your Charisma modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Diplomacy ====<br />
At 7th level, you gain proficiency in one Wisdom based skill of your choice. You are also able to understand and speak any language you hear for more than a few minutes and gain advantage on rolls to persuade or deceive other characters.<br />
<br />
==== Master Manipulator ====<br />
At 13th level, you gain advantage on any Stealth or Sleight of Hand rolls. You can become Invisible for up to one hour.<br />
<br />
==== Expert Diplomat ====<br />
At 17th level, such is the respect others have for your authority and wisdom that you have many devoted followers. Your cult of personality results in people in most civilized areas being very helpful and amicable towards you. In addition you can sell all items for double their standard value to traders with enough gold to oblige.<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 Yellow Sun Kryptonian class, you must meet these prerequisites: Strength 15, Constitution 15<br />
<br />
'''Proficiencies.''' When you multiclass into the Yellow Sun Kryptonian class, you gain the following proficiencies: Athletics.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Yellow_Sun_Kryptonian_(5e_Class)&diff=1014720Yellow Sun Kryptonian (5e Class)2018-03-02T01:31:45Z<p>Shekar: /* Yellow Sun Kryptonian Abilities */</p>
<hr />
<div>{{needsbalance|Not even slightly balanced.}}<br />
==Yellow Sun Kryptonian==<br />
<br />
The peoples of a troubled settlement look to the sky for hope as a being of immense power streaks across the sky. Those hard at work with a rescue attempt are awestruck at a single being lifts huge chunks of debris and casts them aside like scrap paper. The horrifying horde, blood crazed from their savage attack give pause as a godly silhouette strides through the flames of destruction.<br />
<br />
Elsewhere a world kneels before the glowing red eyes of its conqueror.<br />
<br />
Under a yellow sun the people of Krypton gain unbelievable powers that develop with time and exposure. Such is the effort and focus required the master these skills that such individuals treat mastery of their racial traits as other would a class; they learn new skills and develop as they gain experience to reach their full potential. As such this class works well in conjunction with the Kryptonian Race (5e Race) detailed in the race section of the D&D Wiki. <br />
<br />
===Creating a Yellow Sun Kryptonian===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
When you are creating a Kryptonian character there are several key questions to consider: Why has your character left Krypton? Is he on a mission from the Science Council? Part of an invasion force? Or simply choosing to indulge his own adventurous nature? If you decide that your story is set after the destruction of Krypton, how did your Kryptonian survive? How old was he when he left the planet? Can he remember his home? Did he leave a family behind? How well has he adapted to his new home? How much does he know of his heritage and culture?<br />
<br />
{{5e Class Features<br />
|name= Yellow Sun Kryptonian<br />
|summary= A powerful being able to channel sun energy to perform amazing feats.<br />
|hd=10<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= You are proficient in Athletics, Survival and one more skill of your choice.<br />
|item1a= Dungeoneer's pack<br />
|item1b= Explorer's pack<br />
|item2a= Scholar's pack<br />
|item2b= Priest's pack<br />
|item3a= Holy Symbol of a House or Guild of Krypton<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Man of Steel, Solar Battery<br />
|classfeatures2= Glow<br />
|classfeatures3= Archetype Feature<br />
|classfeatures4=<br />
|classfeatures5= Leap Tall Buildings<br />
|classfeatures6= Faster than a Speeding Bullet<br />
|classfeatures7= Archetype Feature<br />
|classfeatures8= <br />
|classfeatures9= Extra Attack<br />
|classfeatures10= More Powerful than a Locomotive<br />
|classfeatures11= Dark Vision<br />
|classfeatures12=<br />
|classfeatures13= Archetype Feature<br />
|classfeatures14= X-Ray Vision<br />
|classfeatures15= Heat Vision<br />
|classfeatures16=<br />
|classfeatures17= Archetype Feature<br />
|classfeatures18= Is it a bird? Is it a plane?<br />
|classfeatures19=<br />
|classfeatures20= Super Nova<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= <br />
|extra1_1<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 />
===Yellow Sun Kryptonian Abilities===<br />
<br />
==== Man of Steel ====<br />
Beginning at level 1, Kryptonians under a yellow sun rely on their naturally dense cellular structure for defence rather than armour, as such they are not proficient in the use of armour but rather have an alternative method of establishing Armour class. The Armour Class of a Kryptonian that is not wearing armour is as follows:<br />
<br />
10 + Dexterity Modifier + Constitution Modifier<br />
<br />
<br />
<br />
You are considered to be proficient in hand-to-hand combat (unarmed strikes) and deal 1d4 damage plus modifiers on a successful unarmed attack.this increases to 1d6 at 6th level and 1d8 at 11th level<br />
<br />
==== Glow ====<br />
Beginning at level 2 you are able to make your eyes glow a bright red or blue; you gain advantage on any intimidation rolls you make for 1 minute.After you use this ability you cant use it until you complete a short or long rest<br />
<br />
==== Kryptonian Archetype ====<br />
At 3rd level, you choose a Kryptonian Archetype from members of the Science Council, Military or System of Governance. You gain bonus abilities from this choice at 3rd, 7th, 13th and 17th level.<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 you 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 />
==== Able to Leap Tall Buildings ====<br />
At 5th level and beyond you gain the ability to leap huge distances; you can now jump 30 ft from a standing start horizontally and vertically.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level you use your speed in a more aggressive manner. You can attack twice, instead of once, whenever you take the attack action.<br />
<br />
==== Faster than a Speeding Bullet ====<br />
From 6th level, you channel Solar Energy to increase you speed to super-human levels. You add 10ft onto your standard movement rate.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level you use your speed in a more aggressive manner. You can attack twice, instead of once, whenever you take the attack action.<br />
<br />
==== More Powerful than a Locomotive ====<br />
Beginning at 10th level you learn to channel your power into your muscles to increase your strength. When you roll Strength check add twice your strength modifier onto your dice roll to determine the outcome.<br />
<br />
==== X-Ray Vision ====<br />
beginning at 14th level you have X-ray Vision, this allows a player to inspect the insides of an item, e.g. a chest, cupboard, backpack, or the other side of a door without opening the object or door. A player must still roll perception checks as normal and this ability cannot be used on lead or magically warded objects.<br />
<br />
==== Heat Vision ====<br />
You gain the ability to shoot red or blue rays of heat from your eyes at level 15.you can target any hostile creature within 60 feet of you and make a ranged spell attack that deals 1d8 + charisma modifier radient damage this can be used with extra attack<br />
==== Cold Breath ====<br />
At 17th level you can blow out a 15ft cone of cold damage as a action. Models within the cone must pass a DC15 Constitution Save or take 3d6 cold damage. On a successful save the target takes half damage.once you use this ability you cant use it again until you finish a short or long rest<br />
<br />
==== Cold Breath ====<br />
At 17th level you can blow out a 15ft cone of cold damage as a action. Models within the cone must pass a DC15 Constitution Save or take 3d6 cold damage. On a successful save the target takes half damage.once you use this ability you cant use it again until you finish a short or long rest<br />
<br />
==== Is it a bird? Is it a Plane? ====<br />
startin at level 18 you gain the ability of flight- you gain a flight speed of 50 feet.<br />
<br />
==== Super Human ====<br />
At level 20 your strength and constatution each increase by 4.your new maximum for those abilities is 24<br />
<br />
===Kryptonian Archetype- Science Council===<br />
The most intelligent, curious and adventurous of the peoples of Krypton are awarded a place on the Science Council, with their only mission being to advance Kryptonian knowledge for the good of the people.<br />
<br />
==== Keen Mind ====<br />
At 3rd level, you gain proficiency in one Intelligence based skill of your choice. You may now choose to use your intelligence modifier in place of your constatution modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Craftsman ====<br />
At 7th level, you gain proficiency in one artisan tool or instrument of your choice. You also gain an advantage on any Intelligence or Wisdom Roll made to understand the workings of technology or magic. You no longer suffer a disadvantage whilst rolling saves against magical effects.<br />
<br />
==== Mind Over Body ====<br />
At 17th level your hearing is improved to such an extent that any creature attempting to use stealth around you does so at a disadvantage.<br />
<br />
===Kryptonian Archetype- Military===<br />
The most well trained and most talented fighters on Krypton are recruited into the armed forces, they are trained to do whatever it takes to protect their planet and are more than capable of doing so.<br />
<br />
===Kryptonian Archetype- Governing Council===<br />
The Kryptonians serving in government are bred and trained to be calm, insular and wise. They have the respect of many worlds, though their arrogant style of leadership rubs many the wrong way, particularly within the other two Kryptonian pillars of society.<br />
<br />
==== Silver Tongue ====<br />
At 3rd level, you gain proficiency in one Charisma based skill of your choice. You may now choose to use your Charisma modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Diplomacy ====<br />
At 7th level, you gain proficiency in one Wisdom based skill of your choice. You are also able to understand and speak any language you hear for more than a few minutes and gain advantage on rolls to persuade or deceive other characters.<br />
<br />
==== Master Manipulator ====<br />
At 13th level, you gain advantage on any Stealth or Sleight of Hand rolls. You can become Invisible for up to one hour.<br />
<br />
==== Expert Diplomat ====<br />
At 17th level, such is the respect others have for your authority and wisdom that you have many devoted followers. Your cult of personality results in people in most civilized areas being very helpful and amicable towards you. In addition you can sell all items for double their standard value to traders with enough gold to oblige.<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 Yellow Sun Kryptonian class, you must meet these prerequisites: Strength 15, Constitution 15<br />
<br />
'''Proficiencies.''' When you multiclass into the Yellow Sun Kryptonian class, you gain the following proficiencies: Athletics.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Yellow_Sun_Kryptonian_(5e_Class)&diff=1014717Yellow Sun Kryptonian (5e Class)2018-03-02T01:30:38Z<p>Shekar: /* Kryptonian Archetype- Military */</p>
<hr />
<div>{{needsbalance|Not even slightly balanced.}}<br />
==Yellow Sun Kryptonian==<br />
<br />
The peoples of a troubled settlement look to the sky for hope as a being of immense power streaks across the sky. Those hard at work with a rescue attempt are awestruck at a single being lifts huge chunks of debris and casts them aside like scrap paper. The horrifying horde, blood crazed from their savage attack give pause as a godly silhouette strides through the flames of destruction.<br />
<br />
Elsewhere a world kneels before the glowing red eyes of its conqueror.<br />
<br />
Under a yellow sun the people of Krypton gain unbelievable powers that develop with time and exposure. Such is the effort and focus required the master these skills that such individuals treat mastery of their racial traits as other would a class; they learn new skills and develop as they gain experience to reach their full potential. As such this class works well in conjunction with the Kryptonian Race (5e Race) detailed in the race section of the D&D Wiki. <br />
<br />
===Creating a Yellow Sun Kryptonian===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
When you are creating a Kryptonian character there are several key questions to consider: Why has your character left Krypton? Is he on a mission from the Science Council? Part of an invasion force? Or simply choosing to indulge his own adventurous nature? If you decide that your story is set after the destruction of Krypton, how did your Kryptonian survive? How old was he when he left the planet? Can he remember his home? Did he leave a family behind? How well has he adapted to his new home? How much does he know of his heritage and culture?<br />
<br />
{{5e Class Features<br />
|name= Yellow Sun Kryptonian<br />
|summary= A powerful being able to channel sun energy to perform amazing feats.<br />
|hd=10<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= You are proficient in Athletics, Survival and one more skill of your choice.<br />
|item1a= Dungeoneer's pack<br />
|item1b= Explorer's pack<br />
|item2a= Scholar's pack<br />
|item2b= Priest's pack<br />
|item3a= Holy Symbol of a House or Guild of Krypton<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Man of Steel, Solar Battery<br />
|classfeatures2= Glow<br />
|classfeatures3= Archetype Feature<br />
|classfeatures4=<br />
|classfeatures5= Leap Tall Buildings<br />
|classfeatures6= Faster than a Speeding Bullet<br />
|classfeatures7= Archetype Feature<br />
|classfeatures8= <br />
|classfeatures9= Extra Attack<br />
|classfeatures10= More Powerful than a Locomotive<br />
|classfeatures11= Dark Vision<br />
|classfeatures12=<br />
|classfeatures13= Archetype Feature<br />
|classfeatures14= X-Ray Vision<br />
|classfeatures15= Heat Vision<br />
|classfeatures16=<br />
|classfeatures17= Archetype Feature<br />
|classfeatures18= Is it a bird? Is it a plane?<br />
|classfeatures19=<br />
|classfeatures20= Super Nova<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= <br />
|extra1_1<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 />
===Yellow Sun Kryptonian Abilities===<br />
<br />
==== Man of Steel ====<br />
Beginning at level 1, Kryptonians under a yellow sun rely on their naturally dense cellular structure for defence rather than armour, as such they are not proficient in the use of armour but rather have an alternative method of establishing Armour class. The Armour Class of a Kryptonian that is not wearing armour is as follows:<br />
<br />
10 + Dexterity Modifier + Constitution Modifier<br />
<br />
<br />
<br />
You are considered to be proficient in hand-to-hand combat (unarmed strikes) and deal 1d4 damage plus modifiers on a successful unarmed attack.this increases to 1d6 at 6th level and 1d8 at 11th level<br />
<br />
==== Glow ====<br />
Beginning at level 2 you are able to make your eyes glow a bright red or blue; you gain advantage on any intimidation rolls you make for 1 minute.After you use this ability you cant use it until you complete a short or long rest<br />
<br />
==== Kryptonian Archetype ====<br />
At 3rd level, you choose a Kryptonian Archetype from members of the Science Council, Military or System of Governance. You gain bonus abilities from this choice at 3rd, 7th, 13th and 17th level.<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 you 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 />
==== Able to Leap Tall Buildings ====<br />
At 5th level and beyond you gain the ability to leap huge distances; you can now jump 30 ft from a standing start horizontally and vertically.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level you use your speed in a more aggressive manner. You can attack twice, instead of once, whenever you take the attack action.<br />
<br />
==== Faster than a Speeding Bullet ====<br />
From 6th level, you channel Solar Energy to increase you speed to super-human levels. You add 10ft onto your standard movement rate.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level you use your speed in a more aggressive manner. You can attack twice, instead of once, whenever you take the attack action.<br />
<br />
==== More Powerful than a Locomotive ====<br />
Beginning at 10th level you learn to channel your power into your muscles to increase your strength. When you roll Strength check add twice your strength modifier onto your dice roll to determine the outcome.<br />
<br />
==== X-Ray Vision ====<br />
beginning at 14th level you have X-ray Vision, this allows a player to inspect the insides of an item, e.g. a chest, cupboard, backpack, or the other side of a door without opening the object or door. A player must still roll perception checks as normal and this ability cannot be used on lead or magically warded objects.<br />
<br />
==== Heat Vision ====<br />
You gain the ability to shoot red or blue rays of heat from your eyes at level 15.you can target any hostile creature within 60 feet of you and make a ranged spell attack that deals 1d8 + charisma modifier radient damage this can be used with extra attack<br />
<br />
==== Is it a bird? Is it a Plane? ====<br />
From level 18 you gain the ability of flight- you gain a flight speed of 50 feet.<br />
<br />
==== Super Human ====<br />
At level 20 your strength and constatution each increase by 4.your new maximum for those abilities is 24<br />
<br />
===Kryptonian Archetype- Science Council===<br />
The most intelligent, curious and adventurous of the peoples of Krypton are awarded a place on the Science Council, with their only mission being to advance Kryptonian knowledge for the good of the people.<br />
<br />
==== Keen Mind ====<br />
At 3rd level, you gain proficiency in one Intelligence based skill of your choice. You may now choose to use your intelligence modifier in place of your constatution modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Craftsman ====<br />
At 7th level, you gain proficiency in one artisan tool or instrument of your choice. You also gain an advantage on any Intelligence or Wisdom Roll made to understand the workings of technology or magic. You no longer suffer a disadvantage whilst rolling saves against magical effects.<br />
<br />
==== Mind Over Body ====<br />
At 17th level your hearing is improved to such an extent that any creature attempting to use stealth around you does so at a disadvantage.<br />
<br />
===Kryptonian Archetype- Military===<br />
The most well trained and most talented fighters on Krypton are recruited into the armed forces, they are trained to do whatever it takes to protect their planet and are more than capable of doing so.<br />
<br />
===Kryptonian Archetype- Governing Council===<br />
The Kryptonians serving in government are bred and trained to be calm, insular and wise. They have the respect of many worlds, though their arrogant style of leadership rubs many the wrong way, particularly within the other two Kryptonian pillars of society.<br />
<br />
==== Silver Tongue ====<br />
At 3rd level, you gain proficiency in one Charisma based skill of your choice. You may now choose to use your Charisma modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Diplomacy ====<br />
At 7th level, you gain proficiency in one Wisdom based skill of your choice. You are also able to understand and speak any language you hear for more than a few minutes and gain advantage on rolls to persuade or deceive other characters.<br />
<br />
==== Master Manipulator ====<br />
At 13th level, you gain advantage on any Stealth or Sleight of Hand rolls. You can become Invisible for up to one hour.<br />
<br />
==== Expert Diplomat ====<br />
At 17th level, such is the respect others have for your authority and wisdom that you have many devoted followers. Your cult of personality results in people in most civilized areas being very helpful and amicable towards you. In addition you can sell all items for double their standard value to traders with enough gold to oblige.<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 Yellow Sun Kryptonian class, you must meet these prerequisites: Strength 15, Constitution 15<br />
<br />
'''Proficiencies.''' When you multiclass into the Yellow Sun Kryptonian class, you gain the following proficiencies: Athletics.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Yellow_Sun_Kryptonian_(5e_Class)&diff=1014466Yellow Sun Kryptonian (5e Class)2018-03-01T08:44:00Z<p>Shekar: /* Dark Vision */</p>
<hr />
<div>{{needsbalance|Not even slightly balanced.}}<br />
==Yellow Sun Kryptonian==<br />
<br />
The peoples of a troubled settlement look to the sky for hope as a being of immense power streaks across the sky. Those hard at work with a rescue attempt are awestruck at a single being lifts huge chunks of debris and casts them aside like scrap paper. The horrifying horde, blood crazed from their savage attack give pause as a godly silhouette strides through the flames of destruction.<br />
<br />
Elsewhere a world kneels before the glowing red eyes of its conqueror.<br />
<br />
Under a yellow sun the people of Krypton gain unbelievable powers that develop with time and exposure. Such is the effort and focus required the master these skills that such individuals treat mastery of their racial traits as other would a class; they learn new skills and develop as they gain experience to reach their full potential. As such this class works well in conjunction with the Kryptonian Race (5e Race) detailed in the race section of the D&D Wiki. <br />
<br />
===Creating a Yellow Sun Kryptonian===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
When you are creating a Kryptonian character there are several key questions to consider: Why has your character left Krypton? Is he on a mission from the Science Council? Part of an invasion force? Or simply choosing to indulge his own adventurous nature? If you decide that your story is set after the destruction of Krypton, how did your Kryptonian survive? How old was he when he left the planet? Can he remember his home? Did he leave a family behind? How well has he adapted to his new home? How much does he know of his heritage and culture?<br />
<br />
{{5e Class Features<br />
|name= Yellow Sun Kryptonian<br />
|summary= A powerful being able to channel sun energy to perform amazing feats.<br />
|hd=10<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= You are proficient in Athletics, Survival and one more skill of your choice.<br />
|item1a= Dungeoneer's pack<br />
|item1b= Explorer's pack<br />
|item2a= Scholar's pack<br />
|item2b= Priest's pack<br />
|item3a= Holy Symbol of a House or Guild of Krypton<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Man of Steel, Solar Battery<br />
|classfeatures2= Glow<br />
|classfeatures3= Archetype Feature<br />
|classfeatures4=<br />
|classfeatures5= Leap Tall Buildings<br />
|classfeatures6= Faster than a Speeding Bullet<br />
|classfeatures7= Archetype Feature<br />
|classfeatures8= <br />
|classfeatures9= Extra Attack<br />
|classfeatures10= More Powerful than a Locomotive<br />
|classfeatures11= Dark Vision<br />
|classfeatures12=<br />
|classfeatures13= Archetype Feature<br />
|classfeatures14= X-Ray Vision<br />
|classfeatures15= Heat Vision<br />
|classfeatures16=<br />
|classfeatures17= Archetype Feature<br />
|classfeatures18= Is it a bird? Is it a plane?<br />
|classfeatures19=<br />
|classfeatures20= Super Nova<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= <br />
|extra1_1<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 />
===Yellow Sun Kryptonian Abilities===<br />
<br />
==== Man of Steel ====<br />
Beginning at level 1, Kryptonians under a yellow sun rely on their naturally dense cellular structure for defence rather than armour, as such they are not proficient in the use of armour but rather have an alternative method of establishing Armour class. The Armour Class of a Kryptonian that is not wearing armour is as follows:<br />
<br />
10 + Dexterity Modifier + Constitution Modifier<br />
<br />
<br />
<br />
You are considered to be proficient in hand-to-hand combat (unarmed strikes) and deal 1d4 damage plus modifiers on a successful unarmed attack.this increases to 1d6 at 6th level and 1d8 at 11th level<br />
<br />
==== Glow ====<br />
Beginning at level 2 you are able to make your eyes glow a bright red or blue; you gain advantage on any intimidation rolls you make for 1 minute.After you use this ability you cant use it until you complete a short or long rest<br />
<br />
==== Kryptonian Archetype ====<br />
At 3rd level, you choose a Kryptonian Archetype from members of the Science Council, Military or System of Governance. You gain bonus abilities from this choice at 3rd, 7th, 13th and 17th level.<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 you 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 />
==== Able to Leap Tall Buildings ====<br />
At 5th level and beyond you gain the ability to leap huge distances; you can now jump 30 ft from a standing start horizontally and vertically.<br />
<br />
==== Faster than a Speeding Bullet ====<br />
From 6th level, you channel Solar Energy to increase you speed to super-human levels. You add 10ft onto your standard movement rate.<br />
<br />
==== Extra Attack ====<br />
Beginning at 9th level you use your speed in a more aggressive manner. You can attack twice, instead of once, whenever you take the attack action.<br />
<br />
==== More Powerful than a Locomotive ====<br />
Beginning at 10th level you learn to channel your power into your muscles to increase your strength. When you roll Strength check add twice your strength modifier onto your dice roll to determine the outcome.<br />
<br />
==== X-Ray Vision ====<br />
beginning at 14th level you have X-ray Vision, this allows a player to inspect the insides of an item, e.g. a chest, cupboard, backpack, or the other side of a door without opening the object or door. A player must still roll perception checks as normal and this ability cannot be used on lead or magically warded objects.<br />
<br />
==== Heat Vision ====<br />
You gain the ability to shoot red or blue rays of heat from your eyes at level 15.you can target any hostile creature within 60 feet of you and make a ranged spell attack that deals 1d8 + charisma modifier radient damage this can be used with extra attack<br />
<br />
==== Is it a bird? Is it a Plane? ====<br />
From level 18 you gain the ability of flight- you gain a flight speed of 50 feet.<br />
<br />
==== Super Human ====<br />
At level 20 your strength and constatution each increase by 4.your new maximum for those abilities is 24<br />
<br />
===Kryptonian Archetype- Science Council===<br />
The most intelligent, curious and adventurous of the peoples of Krypton are awarded a place on the Science Council, with their only mission being to advance Kryptonian knowledge for the good of the people.<br />
<br />
==== Keen Mind ====<br />
At 3rd level, you gain proficiency in one Intelligence based skill of your choice. You may now choose to use your intelligence modifier in place of your constatution modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Craftsman ====<br />
At 7th level, you gain proficiency in one artisan tool or instrument of your choice. You also gain an advantage on any Intelligence or Wisdom Roll made to understand the workings of technology or magic. You no longer suffer a disadvantage whilst rolling saves against magical effects.<br />
<br />
==== Mind Over Body ====<br />
At 17th level your hearing is improved to such an extent that any creature attempting to use stealth around you does so at a disadvantage.<br />
<br />
===Kryptonian Archetype- Military===<br />
The most well trained and most talented fighters on Krypton are recruited into the armed forces, they are trained to do whatever it takes to protect their planet and are more than capable of doing so.<br />
<br />
<br />
==== Cold Breath ====<br />
At 17th level you can blow out a 15ft cone of cold damage as a action. Models within the cone must pass a DC15 Constitution Save or take 3d6 cold damage. On a successful save the target takes half damage.once you use this ability you cant use it again until you finish a short or long rest<br />
<br />
===Kryptonian Archetype- Governing Council===<br />
The Kryptonians serving in government are bred and trained to be calm, insular and wise. They have the respect of many worlds, though their arrogant style of leadership rubs many the wrong way, particularly within the other two Kryptonian pillars of society.<br />
<br />
==== Silver Tongue ====<br />
At 3rd level, you gain proficiency in one Charisma based skill of your choice. You may now choose to use your Charisma modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Diplomacy ====<br />
At 7th level, you gain proficiency in one Wisdom based skill of your choice. You are also able to understand and speak any language you hear for more than a few minutes and gain advantage on rolls to persuade or deceive other characters.<br />
<br />
==== Master Manipulator ====<br />
At 13th level, you gain advantage on any Stealth or Sleight of Hand rolls. You can become Invisible for up to one hour.<br />
<br />
==== Expert Diplomat ====<br />
At 17th level, such is the respect others have for your authority and wisdom that you have many devoted followers. Your cult of personality results in people in most civilized areas being very helpful and amicable towards you. In addition you can sell all items for double their standard value to traders with enough gold to oblige.<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 Yellow Sun Kryptonian class, you must meet these prerequisites: Strength 15, Constitution 15<br />
<br />
'''Proficiencies.''' When you multiclass into the Yellow Sun Kryptonian class, you gain the following proficiencies: Athletics.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Yellow_Sun_Kryptonian_(5e_Class)&diff=1014465Yellow Sun Kryptonian (5e Class)2018-03-01T08:42:00Z<p>Shekar: /* Able to Leap Tall Buildings */</p>
<hr />
<div>{{needsbalance|Not even slightly balanced.}}<br />
==Yellow Sun Kryptonian==<br />
<br />
The peoples of a troubled settlement look to the sky for hope as a being of immense power streaks across the sky. Those hard at work with a rescue attempt are awestruck at a single being lifts huge chunks of debris and casts them aside like scrap paper. The horrifying horde, blood crazed from their savage attack give pause as a godly silhouette strides through the flames of destruction.<br />
<br />
Elsewhere a world kneels before the glowing red eyes of its conqueror.<br />
<br />
Under a yellow sun the people of Krypton gain unbelievable powers that develop with time and exposure. Such is the effort and focus required the master these skills that such individuals treat mastery of their racial traits as other would a class; they learn new skills and develop as they gain experience to reach their full potential. As such this class works well in conjunction with the Kryptonian Race (5e Race) detailed in the race section of the D&D Wiki. <br />
<br />
===Creating a Yellow Sun Kryptonian===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
When you are creating a Kryptonian character there are several key questions to consider: Why has your character left Krypton? Is he on a mission from the Science Council? Part of an invasion force? Or simply choosing to indulge his own adventurous nature? If you decide that your story is set after the destruction of Krypton, how did your Kryptonian survive? How old was he when he left the planet? Can he remember his home? Did he leave a family behind? How well has he adapted to his new home? How much does he know of his heritage and culture?<br />
<br />
{{5e Class Features<br />
|name= Yellow Sun Kryptonian<br />
|summary= A powerful being able to channel sun energy to perform amazing feats.<br />
|hd=10<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= You are proficient in Athletics, Survival and one more skill of your choice.<br />
|item1a= Dungeoneer's pack<br />
|item1b= Explorer's pack<br />
|item2a= Scholar's pack<br />
|item2b= Priest's pack<br />
|item3a= Holy Symbol of a House or Guild of Krypton<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Man of Steel, Solar Battery<br />
|classfeatures2= Glow<br />
|classfeatures3= Archetype Feature<br />
|classfeatures4=<br />
|classfeatures5= Leap Tall Buildings<br />
|classfeatures6= Faster than a Speeding Bullet<br />
|classfeatures7= Archetype Feature<br />
|classfeatures8= <br />
|classfeatures9= Extra Attack<br />
|classfeatures10= More Powerful than a Locomotive<br />
|classfeatures11= Dark Vision<br />
|classfeatures12=<br />
|classfeatures13= Archetype Feature<br />
|classfeatures14= X-Ray Vision<br />
|classfeatures15= Heat Vision<br />
|classfeatures16=<br />
|classfeatures17= Archetype Feature<br />
|classfeatures18= Is it a bird? Is it a plane?<br />
|classfeatures19=<br />
|classfeatures20= Super Nova<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= <br />
|extra1_1<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 />
===Yellow Sun Kryptonian Abilities===<br />
<br />
==== Man of Steel ====<br />
Beginning at level 1, Kryptonians under a yellow sun rely on their naturally dense cellular structure for defence rather than armour, as such they are not proficient in the use of armour but rather have an alternative method of establishing Armour class. The Armour Class of a Kryptonian that is not wearing armour is as follows:<br />
<br />
10 + Dexterity Modifier + Constitution Modifier<br />
<br />
<br />
<br />
You are considered to be proficient in hand-to-hand combat (unarmed strikes) and deal 1d4 damage plus modifiers on a successful unarmed attack.this increases to 1d6 at 6th level and 1d8 at 11th level<br />
<br />
==== Glow ====<br />
Beginning at level 2 you are able to make your eyes glow a bright red or blue; you gain advantage on any intimidation rolls you make for 1 minute.After you use this ability you cant use it until you complete a short or long rest<br />
<br />
==== Kryptonian Archetype ====<br />
At 3rd level, you choose a Kryptonian Archetype from members of the Science Council, Military or System of Governance. You gain bonus abilities from this choice at 3rd, 7th, 13th and 17th level.<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 you 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 />
==== Able to Leap Tall Buildings ====<br />
At 5th level and beyond you gain the ability to leap huge distances; you can now jump 30 ft from a standing start horizontally and vertically.<br />
<br />
==== Faster than a Speeding Bullet ====<br />
From 6th level, you channel Solar Energy to increase you speed to super-human levels. You add 10ft onto your standard movement rate.<br />
<br />
==== Extra Attack ====<br />
Beginning at 9th level you use your speed in a more aggressive manner. You can attack twice, instead of once, whenever you take the attack action.<br />
<br />
==== More Powerful than a Locomotive ====<br />
Beginning at 10th level you learn to channel your power into your muscles to increase your strength. When you roll Strength check add twice your strength modifier onto your dice roll to determine the outcome.<br />
<br />
==== Dark Vision ====<br />
Beginning at 11th level, you gain dark vision ability with a range of 60ft.<br />
<br />
==== X-Ray Vision ====<br />
beginning at 14th level you have X-ray Vision, this allows a player to inspect the insides of an item, e.g. a chest, cupboard, backpack, or the other side of a door without opening the object or door. A player must still roll perception checks as normal and this ability cannot be used on lead or magically warded objects.<br />
<br />
==== Heat Vision ====<br />
You gain the ability to shoot red or blue rays of heat from your eyes at level 15.you can target any hostile creature within 60 feet of you and make a ranged spell attack that deals 1d8 + charisma modifier radient damage this can be used with extra attack<br />
<br />
==== Is it a bird? Is it a Plane? ====<br />
From level 18 you gain the ability of flight- you gain a flight speed of 50 feet.<br />
<br />
==== Super Human ====<br />
At level 20 your strength and constatution each increase by 4.your new maximum for those abilities is 24<br />
<br />
===Kryptonian Archetype- Science Council===<br />
The most intelligent, curious and adventurous of the peoples of Krypton are awarded a place on the Science Council, with their only mission being to advance Kryptonian knowledge for the good of the people.<br />
<br />
==== Keen Mind ====<br />
At 3rd level, you gain proficiency in one Intelligence based skill of your choice. You may now choose to use your intelligence modifier in place of your constatution modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Craftsman ====<br />
At 7th level, you gain proficiency in one artisan tool or instrument of your choice. You also gain an advantage on any Intelligence or Wisdom Roll made to understand the workings of technology or magic. You no longer suffer a disadvantage whilst rolling saves against magical effects.<br />
<br />
==== Mind Over Body ====<br />
At 17th level your hearing is improved to such an extent that any creature attempting to use stealth around you does so at a disadvantage.<br />
<br />
===Kryptonian Archetype- Military===<br />
The most well trained and most talented fighters on Krypton are recruited into the armed forces, they are trained to do whatever it takes to protect their planet and are more than capable of doing so.<br />
<br />
<br />
==== Cold Breath ====<br />
At 17th level you can blow out a 15ft cone of cold damage as a action. Models within the cone must pass a DC15 Constitution Save or take 3d6 cold damage. On a successful save the target takes half damage.once you use this ability you cant use it again until you finish a short or long rest<br />
<br />
===Kryptonian Archetype- Governing Council===<br />
The Kryptonians serving in government are bred and trained to be calm, insular and wise. They have the respect of many worlds, though their arrogant style of leadership rubs many the wrong way, particularly within the other two Kryptonian pillars of society.<br />
<br />
==== Silver Tongue ====<br />
At 3rd level, you gain proficiency in one Charisma based skill of your choice. You may now choose to use your Charisma modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Diplomacy ====<br />
At 7th level, you gain proficiency in one Wisdom based skill of your choice. You are also able to understand and speak any language you hear for more than a few minutes and gain advantage on rolls to persuade or deceive other characters.<br />
<br />
==== Master Manipulator ====<br />
At 13th level, you gain advantage on any Stealth or Sleight of Hand rolls. You can become Invisible for up to one hour.<br />
<br />
==== Expert Diplomat ====<br />
At 17th level, such is the respect others have for your authority and wisdom that you have many devoted followers. Your cult of personality results in people in most civilized areas being very helpful and amicable towards you. In addition you can sell all items for double their standard value to traders with enough gold to oblige.<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 Yellow Sun Kryptonian class, you must meet these prerequisites: Strength 15, Constitution 15<br />
<br />
'''Proficiencies.''' When you multiclass into the Yellow Sun Kryptonian class, you gain the following proficiencies: Athletics.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Yellow_Sun_Kryptonian_(5e_Class)&diff=1014417Yellow Sun Kryptonian (5e Class)2018-03-01T04:46:51Z<p>Shekar: /* Heat Vision */</p>
<hr />
<div>{{needsbalance|Not even slightly balanced.}}<br />
==Yellow Sun Kryptonian==<br />
<br />
The peoples of a troubled settlement look to the sky for hope as a being of immense power streaks across the sky. Those hard at work with a rescue attempt are awestruck at a single being lifts huge chunks of debris and casts them aside like scrap paper. The horrifying horde, blood crazed from their savage attack give pause as a godly silhouette strides through the flames of destruction.<br />
<br />
Elsewhere a world kneels before the glowing red eyes of its conqueror.<br />
<br />
Under a yellow sun the people of Krypton gain unbelievable powers that develop with time and exposure. Such is the effort and focus required the master these skills that such individuals treat mastery of their racial traits as other would a class; they learn new skills and develop as they gain experience to reach their full potential. As such this class works well in conjunction with the Kryptonian Race (5e Race) detailed in the race section of the D&D Wiki. <br />
<br />
===Creating a Yellow Sun Kryptonian===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
When you are creating a Kryptonian character there are several key questions to consider: Why has your character left Krypton? Is he on a mission from the Science Council? Part of an invasion force? Or simply choosing to indulge his own adventurous nature? If you decide that your story is set after the destruction of Krypton, how did your Kryptonian survive? How old was he when he left the planet? Can he remember his home? Did he leave a family behind? How well has he adapted to his new home? How much does he know of his heritage and culture?<br />
<br />
{{5e Class Features<br />
|name= Yellow Sun Kryptonian<br />
|summary= A powerful being able to channel sun energy to perform amazing feats.<br />
|hd=10<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= You are proficient in Athletics, Survival and one more skill of your choice.<br />
|item1a= Dungeoneer's pack<br />
|item1b= Explorer's pack<br />
|item2a= Scholar's pack<br />
|item2b= Priest's pack<br />
|item3a= Holy Symbol of a House or Guild of Krypton<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Man of Steel, Solar Battery<br />
|classfeatures2= Glow<br />
|classfeatures3= Archetype Feature<br />
|classfeatures4=<br />
|classfeatures5= Leap Tall Buildings<br />
|classfeatures6= Faster than a Speeding Bullet<br />
|classfeatures7= Archetype Feature<br />
|classfeatures8= <br />
|classfeatures9= Extra Attack<br />
|classfeatures10= More Powerful than a Locomotive<br />
|classfeatures11= Dark Vision<br />
|classfeatures12=<br />
|classfeatures13= Archetype Feature<br />
|classfeatures14= X-Ray Vision<br />
|classfeatures15= Heat Vision<br />
|classfeatures16=<br />
|classfeatures17= Archetype Feature<br />
|classfeatures18= Is it a bird? Is it a plane?<br />
|classfeatures19=<br />
|classfeatures20= Super Nova<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= <br />
|extra1_1<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 />
===Yellow Sun Kryptonian Abilities===<br />
<br />
==== Man of Steel ====<br />
Beginning at level 1, Kryptonians under a yellow sun rely on their naturally dense cellular structure for defence rather than armour, as such they are not proficient in the use of armour but rather have an alternative method of establishing Armour class. The Armour Class of a Kryptonian that is not wearing armour is as follows:<br />
<br />
10 + Dexterity Modifier + Constitution Modifier<br />
<br />
<br />
<br />
You are considered to be proficient in hand-to-hand combat (unarmed strikes) and deal 1d4 damage plus modifiers on a successful unarmed attack.this increases to 1d6 at 6th level and 1d8 at 11th level<br />
<br />
==== Glow ====<br />
Beginning at level 2 you are able to make your eyes glow a bright red or blue; you gain advantage on any intimidation rolls you make for 1 minute.After you use this ability you cant use it until you complete a short or long rest<br />
<br />
==== Kryptonian Archetype ====<br />
At 3rd level, you choose a Kryptonian Archetype from members of the Science Council, Military or System of Governance. You gain bonus abilities from this choice at 3rd, 7th, 13th and 17th level.<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 you 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 />
==== Able to Leap Tall Buildings ====<br />
At 5th level and beyond you gain the ability to leap huge distances; you can now jump 20ft from a standing start horizontally and vertically.<br />
<br />
==== Faster than a Speeding Bullet ====<br />
From 6th level, you channel Solar Energy to increase you speed to super-human levels. You add 10ft onto your standard movement rate.<br />
<br />
==== Extra Attack ====<br />
Beginning at 9th level you use your speed in a more aggressive manner. You can attack twice, instead of once, whenever you take the attack action.<br />
<br />
==== More Powerful than a Locomotive ====<br />
Beginning at 10th level you learn to channel your power into your muscles to increase your strength. When you roll Strength check add twice your strength modifier onto your dice roll to determine the outcome.<br />
<br />
==== Dark Vision ====<br />
Beginning at 11th level, you gain dark vision ability with a range of 60ft.<br />
<br />
==== X-Ray Vision ====<br />
beginning at 14th level you have X-ray Vision, this allows a player to inspect the insides of an item, e.g. a chest, cupboard, backpack, or the other side of a door without opening the object or door. A player must still roll perception checks as normal and this ability cannot be used on lead or magically warded objects.<br />
<br />
==== Heat Vision ====<br />
You gain the ability to shoot red or blue rays of heat from your eyes at level 15.you can target any hostile creature within 60 feet of you and make a ranged spell attack that deals 1d8 + charisma modifier radient damage this can be used with extra attack<br />
<br />
==== Is it a bird? Is it a Plane? ====<br />
From level 18 you gain the ability of flight- you gain a flight speed of 60ft.<br />
<br />
==== Super Human ====<br />
At level 20 your strength and constatution each increase by 4.your new maximum for those abilities is 24<br />
<br />
===Kryptonian Archetype- Science Council===<br />
The most intelligent, curious and adventurous of the peoples of Krypton are awarded a place on the Science Council, with their only mission being to advance Kryptonian knowledge for the good of the people.<br />
<br />
==== Keen Mind ====<br />
At 3rd level, you gain proficiency in one Intelligence based skill of your choice. You may now choose to use your intelligence modifier in place of your constatution modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Craftsman ====<br />
At 7th level, you gain proficiency in one artisan tool or instrument of your choice. You also gain an advantage on any Intelligence or Wisdom Roll made to understand the workings of technology or magic. You no longer suffer a disadvantage whilst rolling saves against magical effects.<br />
<br />
==== Mind Over Body ====<br />
At 17th level your hearing is improved to such an extent that any creature attempting to use stealth around you does so at a disadvantage.<br />
<br />
===Kryptonian Archetype- Military===<br />
The most well trained and most talented fighters on Krypton are recruited into the armed forces, they are trained to do whatever it takes to protect their planet and are more than capable of doing so.<br />
<br />
<br />
==== Cold Breath ====<br />
At 17th level you can blow out a 15ft cone of cold damage as a action. Models within the cone must pass a DC15 Constitution Save or take 3d6 cold damage. On a successful save the target takes half damage.once you use this ability you cant use it again until you finish a short or long rest<br />
<br />
===Kryptonian Archetype- Governing Council===<br />
The Kryptonians serving in government are bred and trained to be calm, insular and wise. They have the respect of many worlds, though their arrogant style of leadership rubs many the wrong way, particularly within the other two Kryptonian pillars of society.<br />
<br />
==== Silver Tongue ====<br />
At 3rd level, you gain proficiency in one Charisma based skill of your choice. You may now choose to use your Charisma modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Diplomacy ====<br />
At 7th level, you gain proficiency in one Wisdom based skill of your choice. You are also able to understand and speak any language you hear for more than a few minutes and gain advantage on rolls to persuade or deceive other characters.<br />
<br />
==== Master Manipulator ====<br />
At 13th level, you gain advantage on any Stealth or Sleight of Hand rolls. You can become Invisible for up to one hour.<br />
<br />
==== Expert Diplomat ====<br />
At 17th level, such is the respect others have for your authority and wisdom that you have many devoted followers. Your cult of personality results in people in most civilized areas being very helpful and amicable towards you. In addition you can sell all items for double their standard value to traders with enough gold to oblige.<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 Yellow Sun Kryptonian class, you must meet these prerequisites: Strength 15, Constitution 15<br />
<br />
'''Proficiencies.''' When you multiclass into the Yellow Sun Kryptonian class, you gain the following proficiencies: Athletics.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Yellow_Sun_Kryptonian_(5e_Class)&diff=1014415Yellow Sun Kryptonian (5e Class)2018-03-01T04:37:51Z<p>Shekar: /* Kryptonian Archetype- Military */</p>
<hr />
<div>{{needsbalance|Not even slightly balanced.}}<br />
==Yellow Sun Kryptonian==<br />
<br />
The peoples of a troubled settlement look to the sky for hope as a being of immense power streaks across the sky. Those hard at work with a rescue attempt are awestruck at a single being lifts huge chunks of debris and casts them aside like scrap paper. The horrifying horde, blood crazed from their savage attack give pause as a godly silhouette strides through the flames of destruction.<br />
<br />
Elsewhere a world kneels before the glowing red eyes of its conqueror.<br />
<br />
Under a yellow sun the people of Krypton gain unbelievable powers that develop with time and exposure. Such is the effort and focus required the master these skills that such individuals treat mastery of their racial traits as other would a class; they learn new skills and develop as they gain experience to reach their full potential. As such this class works well in conjunction with the Kryptonian Race (5e Race) detailed in the race section of the D&D Wiki. <br />
<br />
===Creating a Yellow Sun Kryptonian===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
When you are creating a Kryptonian character there are several key questions to consider: Why has your character left Krypton? Is he on a mission from the Science Council? Part of an invasion force? Or simply choosing to indulge his own adventurous nature? If you decide that your story is set after the destruction of Krypton, how did your Kryptonian survive? How old was he when he left the planet? Can he remember his home? Did he leave a family behind? How well has he adapted to his new home? How much does he know of his heritage and culture?<br />
<br />
{{5e Class Features<br />
|name= Yellow Sun Kryptonian<br />
|summary= A powerful being able to channel sun energy to perform amazing feats.<br />
|hd=10<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= You are proficient in Athletics, Survival and one more skill of your choice.<br />
|item1a= Dungeoneer's pack<br />
|item1b= Explorer's pack<br />
|item2a= Scholar's pack<br />
|item2b= Priest's pack<br />
|item3a= Holy Symbol of a House or Guild of Krypton<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Man of Steel, Solar Battery<br />
|classfeatures2= Glow<br />
|classfeatures3= Archetype Feature<br />
|classfeatures4=<br />
|classfeatures5= Leap Tall Buildings<br />
|classfeatures6= Faster than a Speeding Bullet<br />
|classfeatures7= Archetype Feature<br />
|classfeatures8= <br />
|classfeatures9= Extra Attack<br />
|classfeatures10= More Powerful than a Locomotive<br />
|classfeatures11= Dark Vision<br />
|classfeatures12=<br />
|classfeatures13= Archetype Feature<br />
|classfeatures14= X-Ray Vision<br />
|classfeatures15= Heat Vision<br />
|classfeatures16=<br />
|classfeatures17= Archetype Feature<br />
|classfeatures18= Is it a bird? Is it a plane?<br />
|classfeatures19=<br />
|classfeatures20= Super Nova<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= <br />
|extra1_1<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 />
===Yellow Sun Kryptonian Abilities===<br />
<br />
==== Man of Steel ====<br />
Beginning at level 1, Kryptonians under a yellow sun rely on their naturally dense cellular structure for defence rather than armour, as such they are not proficient in the use of armour but rather have an alternative method of establishing Armour class. The Armour Class of a Kryptonian that is not wearing armour is as follows:<br />
<br />
10 + Dexterity Modifier + Constitution Modifier<br />
<br />
<br />
<br />
You are considered to be proficient in hand-to-hand combat (unarmed strikes) and deal 1d4 damage plus modifiers on a successful unarmed attack.this increases to 1d6 at 6th level and 1d8 at 11th level<br />
<br />
==== Glow ====<br />
Beginning at level 2 you are able to make your eyes glow a bright red or blue; you gain advantage on any intimidation rolls you make for 1 minute.After you use this ability you cant use it until you complete a short or long rest<br />
<br />
==== Kryptonian Archetype ====<br />
At 3rd level, you choose a Kryptonian Archetype from members of the Science Council, Military or System of Governance. You gain bonus abilities from this choice at 3rd, 7th, 13th and 17th level.<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 you 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 />
==== Able to Leap Tall Buildings ====<br />
At 5th level and beyond you gain the ability to leap huge distances; you can now jump 20ft from a standing start horizontally and vertically.<br />
<br />
==== Faster than a Speeding Bullet ====<br />
From 6th level, you channel Solar Energy to increase you speed to super-human levels. You add 10ft onto your standard movement rate.<br />
<br />
==== Extra Attack ====<br />
Beginning at 9th level you use your speed in a more aggressive manner. You can attack twice, instead of once, whenever you take the attack action.<br />
<br />
==== More Powerful than a Locomotive ====<br />
Beginning at 10th level you learn to channel your power into your muscles to increase your strength. When you roll Strength check add twice your strength modifier onto your dice roll to determine the outcome.<br />
<br />
==== Dark Vision ====<br />
Beginning at 11th level, you gain dark vision ability with a range of 60ft.<br />
<br />
==== X-Ray Vision ====<br />
beginning at 14th level you have X-ray Vision, this allows a player to inspect the insides of an item, e.g. a chest, cupboard, backpack, or the other side of a door without opening the object or door. A player must still roll perception checks as normal and this ability cannot be used on lead or magically warded objects.<br />
<br />
==== Heat Vision ====<br />
You gain the ability to shoot red or blue rays of heat from your eyes at level 15.this is a ranged spell attack that deals 1d8 + charisma modifier damage this can be used with extra attack.<br />
<br />
==== Is it a bird? Is it a Plane? ====<br />
From level 18 you gain the ability of flight- you gain a flight speed of 60ft.<br />
<br />
==== Super Human ====<br />
At level 20 your strength and constatution each increase by 4.your new maximum for those abilities is 24<br />
<br />
===Kryptonian Archetype- Science Council===<br />
The most intelligent, curious and adventurous of the peoples of Krypton are awarded a place on the Science Council, with their only mission being to advance Kryptonian knowledge for the good of the people.<br />
<br />
==== Keen Mind ====<br />
At 3rd level, you gain proficiency in one Intelligence based skill of your choice. You may now choose to use your intelligence modifier in place of your constatution modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Craftsman ====<br />
At 7th level, you gain proficiency in one artisan tool or instrument of your choice. You also gain an advantage on any Intelligence or Wisdom Roll made to understand the workings of technology or magic. You no longer suffer a disadvantage whilst rolling saves against magical effects.<br />
<br />
==== Mind Over Body ====<br />
At 17th level your hearing is improved to such an extent that any creature attempting to use stealth around you does so at a disadvantage.<br />
<br />
===Kryptonian Archetype- Military===<br />
The most well trained and most talented fighters on Krypton are recruited into the armed forces, they are trained to do whatever it takes to protect their planet and are more than capable of doing so.<br />
<br />
<br />
==== Cold Breath ====<br />
At 17th level you can blow out a 15ft cone of cold damage as a action. Models within the cone must pass a DC15 Constitution Save or take 3d6 cold damage. On a successful save the target takes half damage.once you use this ability you cant use it again until you finish a short or long rest<br />
<br />
===Kryptonian Archetype- Governing Council===<br />
The Kryptonians serving in government are bred and trained to be calm, insular and wise. They have the respect of many worlds, though their arrogant style of leadership rubs many the wrong way, particularly within the other two Kryptonian pillars of society.<br />
<br />
==== Silver Tongue ====<br />
At 3rd level, you gain proficiency in one Charisma based skill of your choice. You may now choose to use your Charisma modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Diplomacy ====<br />
At 7th level, you gain proficiency in one Wisdom based skill of your choice. You are also able to understand and speak any language you hear for more than a few minutes and gain advantage on rolls to persuade or deceive other characters.<br />
<br />
==== Master Manipulator ====<br />
At 13th level, you gain advantage on any Stealth or Sleight of Hand rolls. You can become Invisible for up to one hour.<br />
<br />
==== Expert Diplomat ====<br />
At 17th level, such is the respect others have for your authority and wisdom that you have many devoted followers. Your cult of personality results in people in most civilized areas being very helpful and amicable towards you. In addition you can sell all items for double their standard value to traders with enough gold to oblige.<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 Yellow Sun Kryptonian class, you must meet these prerequisites: Strength 15, Constitution 15<br />
<br />
'''Proficiencies.''' When you multiclass into the Yellow Sun Kryptonian class, you gain the following proficiencies: Athletics.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Yellow_Sun_Kryptonian_(5e_Class)&diff=1014414Yellow Sun Kryptonian (5e Class)2018-03-01T04:33:04Z<p>Shekar: /* Master Craftsman */</p>
<hr />
<div>{{needsbalance|Not even slightly balanced.}}<br />
==Yellow Sun Kryptonian==<br />
<br />
The peoples of a troubled settlement look to the sky for hope as a being of immense power streaks across the sky. Those hard at work with a rescue attempt are awestruck at a single being lifts huge chunks of debris and casts them aside like scrap paper. The horrifying horde, blood crazed from their savage attack give pause as a godly silhouette strides through the flames of destruction.<br />
<br />
Elsewhere a world kneels before the glowing red eyes of its conqueror.<br />
<br />
Under a yellow sun the people of Krypton gain unbelievable powers that develop with time and exposure. Such is the effort and focus required the master these skills that such individuals treat mastery of their racial traits as other would a class; they learn new skills and develop as they gain experience to reach their full potential. As such this class works well in conjunction with the Kryptonian Race (5e Race) detailed in the race section of the D&D Wiki. <br />
<br />
===Creating a Yellow Sun Kryptonian===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
When you are creating a Kryptonian character there are several key questions to consider: Why has your character left Krypton? Is he on a mission from the Science Council? Part of an invasion force? Or simply choosing to indulge his own adventurous nature? If you decide that your story is set after the destruction of Krypton, how did your Kryptonian survive? How old was he when he left the planet? Can he remember his home? Did he leave a family behind? How well has he adapted to his new home? How much does he know of his heritage and culture?<br />
<br />
{{5e Class Features<br />
|name= Yellow Sun Kryptonian<br />
|summary= A powerful being able to channel sun energy to perform amazing feats.<br />
|hd=10<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= You are proficient in Athletics, Survival and one more skill of your choice.<br />
|item1a= Dungeoneer's pack<br />
|item1b= Explorer's pack<br />
|item2a= Scholar's pack<br />
|item2b= Priest's pack<br />
|item3a= Holy Symbol of a House or Guild of Krypton<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Man of Steel, Solar Battery<br />
|classfeatures2= Glow<br />
|classfeatures3= Archetype Feature<br />
|classfeatures4=<br />
|classfeatures5= Leap Tall Buildings<br />
|classfeatures6= Faster than a Speeding Bullet<br />
|classfeatures7= Archetype Feature<br />
|classfeatures8= <br />
|classfeatures9= Extra Attack<br />
|classfeatures10= More Powerful than a Locomotive<br />
|classfeatures11= Dark Vision<br />
|classfeatures12=<br />
|classfeatures13= Archetype Feature<br />
|classfeatures14= X-Ray Vision<br />
|classfeatures15= Heat Vision<br />
|classfeatures16=<br />
|classfeatures17= Archetype Feature<br />
|classfeatures18= Is it a bird? Is it a plane?<br />
|classfeatures19=<br />
|classfeatures20= Super Nova<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= <br />
|extra1_1<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 />
===Yellow Sun Kryptonian Abilities===<br />
<br />
==== Man of Steel ====<br />
Beginning at level 1, Kryptonians under a yellow sun rely on their naturally dense cellular structure for defence rather than armour, as such they are not proficient in the use of armour but rather have an alternative method of establishing Armour class. The Armour Class of a Kryptonian that is not wearing armour is as follows:<br />
<br />
10 + Dexterity Modifier + Constitution Modifier<br />
<br />
<br />
<br />
You are considered to be proficient in hand-to-hand combat (unarmed strikes) and deal 1d4 damage plus modifiers on a successful unarmed attack.this increases to 1d6 at 6th level and 1d8 at 11th level<br />
<br />
==== Glow ====<br />
Beginning at level 2 you are able to make your eyes glow a bright red or blue; you gain advantage on any intimidation rolls you make for 1 minute.After you use this ability you cant use it until you complete a short or long rest<br />
<br />
==== Kryptonian Archetype ====<br />
At 3rd level, you choose a Kryptonian Archetype from members of the Science Council, Military or System of Governance. You gain bonus abilities from this choice at 3rd, 7th, 13th and 17th level.<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 you 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 />
==== Able to Leap Tall Buildings ====<br />
At 5th level and beyond you gain the ability to leap huge distances; you can now jump 20ft from a standing start horizontally and vertically.<br />
<br />
==== Faster than a Speeding Bullet ====<br />
From 6th level, you channel Solar Energy to increase you speed to super-human levels. You add 10ft onto your standard movement rate.<br />
<br />
==== Extra Attack ====<br />
Beginning at 9th level you use your speed in a more aggressive manner. You can attack twice, instead of once, whenever you take the attack action.<br />
<br />
==== More Powerful than a Locomotive ====<br />
Beginning at 10th level you learn to channel your power into your muscles to increase your strength. When you roll Strength check add twice your strength modifier onto your dice roll to determine the outcome.<br />
<br />
==== Dark Vision ====<br />
Beginning at 11th level, you gain dark vision ability with a range of 60ft.<br />
<br />
==== X-Ray Vision ====<br />
beginning at 14th level you have X-ray Vision, this allows a player to inspect the insides of an item, e.g. a chest, cupboard, backpack, or the other side of a door without opening the object or door. A player must still roll perception checks as normal and this ability cannot be used on lead or magically warded objects.<br />
<br />
==== Heat Vision ====<br />
You gain the ability to shoot red or blue rays of heat from your eyes at level 15.this is a ranged spell attack that deals 1d8 + charisma modifier damage this can be used with extra attack.<br />
<br />
==== Is it a bird? Is it a Plane? ====<br />
From level 18 you gain the ability of flight- you gain a flight speed of 60ft.<br />
<br />
==== Super Human ====<br />
At level 20 your strength and constatution each increase by 4.your new maximum for those abilities is 24<br />
<br />
===Kryptonian Archetype- Science Council===<br />
The most intelligent, curious and adventurous of the peoples of Krypton are awarded a place on the Science Council, with their only mission being to advance Kryptonian knowledge for the good of the people.<br />
<br />
==== Keen Mind ====<br />
At 3rd level, you gain proficiency in one Intelligence based skill of your choice. You may now choose to use your intelligence modifier in place of your constatution modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Craftsman ====<br />
At 7th level, you gain proficiency in one artisan tool or instrument of your choice. You also gain an advantage on any Intelligence or Wisdom Roll made to understand the workings of technology or magic. You no longer suffer a disadvantage whilst rolling saves against magical effects.<br />
<br />
==== Mind Over Body ====<br />
At 17th level your hearing is improved to such an extent that any creature attempting to use stealth around you does so at a disadvantage.<br />
<br />
===Kryptonian Archetype- Military===<br />
The most best trained and most talented fighters on Krypton are recruited into the armed forces, they are trained to do whatever it takes to protect their planet and are more than capable of doing so.<br />
<br />
==== Honed Body ====<br />
At 3rd level, you gain proficiency in one Dexterity based skill of your choice. You may now choose to use your Dexterity modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Death Dealers ====<br />
At 7th level, you gain proficiency in all Martial Weapons, any weapon you use is considered to have the ''finesse'' rule.<br />
<br />
==== Superhuman Shield ====<br />
At 13th level, you may apply armour to increase your Man of Steel Armour Class as follows: Light Armour +1AC, Medium Armour +2AC, Heavy Armour +3AC, Shield +1AC. You may also benefit from any magic effects this armour may provide.<br />
<br />
==== Cold Breath ====<br />
At 17th level you can blow out a 15ft cone of cold damage as a action. Models within the cone must pass a DC15 Constitution Save or take 8d12 cold damage. On a successful save the target takes half damage.<br />
<br />
===Kryptonian Archetype- Governing Council===<br />
The Kryptonians serving in government are bred and trained to be calm, insular and wise. They have the respect of many worlds, though their arrogant style of leadership rubs many the wrong way, particularly within the other two Kryptonian pillars of society.<br />
<br />
==== Silver Tongue ====<br />
At 3rd level, you gain proficiency in one Charisma based skill of your choice. You may now choose to use your Charisma modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Diplomacy ====<br />
At 7th level, you gain proficiency in one Wisdom based skill of your choice. You are also able to understand and speak any language you hear for more than a few minutes and gain advantage on rolls to persuade or deceive other characters.<br />
<br />
==== Master Manipulator ====<br />
At 13th level, you gain advantage on any Stealth or Sleight of Hand rolls. You can become Invisible for up to one hour.<br />
<br />
==== Expert Diplomat ====<br />
At 17th level, such is the respect others have for your authority and wisdom that you have many devoted followers. Your cult of personality results in people in most civilized areas being very helpful and amicable towards you. In addition you can sell all items for double their standard value to traders with enough gold to oblige.<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 Yellow Sun Kryptonian class, you must meet these prerequisites: Strength 15, Constitution 15<br />
<br />
'''Proficiencies.''' When you multiclass into the Yellow Sun Kryptonian class, you gain the following proficiencies: Athletics.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Yellow_Sun_Kryptonian_(5e_Class)&diff=1014413Yellow Sun Kryptonian (5e Class)2018-03-01T04:31:43Z<p>Shekar: /* Keen Mind */</p>
<hr />
<div>{{needsbalance|Not even slightly balanced.}}<br />
==Yellow Sun Kryptonian==<br />
<br />
The peoples of a troubled settlement look to the sky for hope as a being of immense power streaks across the sky. Those hard at work with a rescue attempt are awestruck at a single being lifts huge chunks of debris and casts them aside like scrap paper. The horrifying horde, blood crazed from their savage attack give pause as a godly silhouette strides through the flames of destruction.<br />
<br />
Elsewhere a world kneels before the glowing red eyes of its conqueror.<br />
<br />
Under a yellow sun the people of Krypton gain unbelievable powers that develop with time and exposure. Such is the effort and focus required the master these skills that such individuals treat mastery of their racial traits as other would a class; they learn new skills and develop as they gain experience to reach their full potential. As such this class works well in conjunction with the Kryptonian Race (5e Race) detailed in the race section of the D&D Wiki. <br />
<br />
===Creating a Yellow Sun Kryptonian===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
When you are creating a Kryptonian character there are several key questions to consider: Why has your character left Krypton? Is he on a mission from the Science Council? Part of an invasion force? Or simply choosing to indulge his own adventurous nature? If you decide that your story is set after the destruction of Krypton, how did your Kryptonian survive? How old was he when he left the planet? Can he remember his home? Did he leave a family behind? How well has he adapted to his new home? How much does he know of his heritage and culture?<br />
<br />
{{5e Class Features<br />
|name= Yellow Sun Kryptonian<br />
|summary= A powerful being able to channel sun energy to perform amazing feats.<br />
|hd=10<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= You are proficient in Athletics, Survival and one more skill of your choice.<br />
|item1a= Dungeoneer's pack<br />
|item1b= Explorer's pack<br />
|item2a= Scholar's pack<br />
|item2b= Priest's pack<br />
|item3a= Holy Symbol of a House or Guild of Krypton<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Man of Steel, Solar Battery<br />
|classfeatures2= Glow<br />
|classfeatures3= Archetype Feature<br />
|classfeatures4=<br />
|classfeatures5= Leap Tall Buildings<br />
|classfeatures6= Faster than a Speeding Bullet<br />
|classfeatures7= Archetype Feature<br />
|classfeatures8= <br />
|classfeatures9= Extra Attack<br />
|classfeatures10= More Powerful than a Locomotive<br />
|classfeatures11= Dark Vision<br />
|classfeatures12=<br />
|classfeatures13= Archetype Feature<br />
|classfeatures14= X-Ray Vision<br />
|classfeatures15= Heat Vision<br />
|classfeatures16=<br />
|classfeatures17= Archetype Feature<br />
|classfeatures18= Is it a bird? Is it a plane?<br />
|classfeatures19=<br />
|classfeatures20= Super Nova<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= <br />
|extra1_1<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 />
===Yellow Sun Kryptonian Abilities===<br />
<br />
==== Man of Steel ====<br />
Beginning at level 1, Kryptonians under a yellow sun rely on their naturally dense cellular structure for defence rather than armour, as such they are not proficient in the use of armour but rather have an alternative method of establishing Armour class. The Armour Class of a Kryptonian that is not wearing armour is as follows:<br />
<br />
10 + Dexterity Modifier + Constitution Modifier<br />
<br />
<br />
<br />
You are considered to be proficient in hand-to-hand combat (unarmed strikes) and deal 1d4 damage plus modifiers on a successful unarmed attack.this increases to 1d6 at 6th level and 1d8 at 11th level<br />
<br />
==== Glow ====<br />
Beginning at level 2 you are able to make your eyes glow a bright red or blue; you gain advantage on any intimidation rolls you make for 1 minute.After you use this ability you cant use it until you complete a short or long rest<br />
<br />
==== Kryptonian Archetype ====<br />
At 3rd level, you choose a Kryptonian Archetype from members of the Science Council, Military or System of Governance. You gain bonus abilities from this choice at 3rd, 7th, 13th and 17th level.<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 you 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 />
==== Able to Leap Tall Buildings ====<br />
At 5th level and beyond you gain the ability to leap huge distances; you can now jump 20ft from a standing start horizontally and vertically.<br />
<br />
==== Faster than a Speeding Bullet ====<br />
From 6th level, you channel Solar Energy to increase you speed to super-human levels. You add 10ft onto your standard movement rate.<br />
<br />
==== Extra Attack ====<br />
Beginning at 9th level you use your speed in a more aggressive manner. You can attack twice, instead of once, whenever you take the attack action.<br />
<br />
==== More Powerful than a Locomotive ====<br />
Beginning at 10th level you learn to channel your power into your muscles to increase your strength. When you roll Strength check add twice your strength modifier onto your dice roll to determine the outcome.<br />
<br />
==== Dark Vision ====<br />
Beginning at 11th level, you gain dark vision ability with a range of 60ft.<br />
<br />
==== X-Ray Vision ====<br />
beginning at 14th level you have X-ray Vision, this allows a player to inspect the insides of an item, e.g. a chest, cupboard, backpack, or the other side of a door without opening the object or door. A player must still roll perception checks as normal and this ability cannot be used on lead or magically warded objects.<br />
<br />
==== Heat Vision ====<br />
You gain the ability to shoot red or blue rays of heat from your eyes at level 15.this is a ranged spell attack that deals 1d8 + charisma modifier damage this can be used with extra attack.<br />
<br />
==== Is it a bird? Is it a Plane? ====<br />
From level 18 you gain the ability of flight- you gain a flight speed of 60ft.<br />
<br />
==== Super Human ====<br />
At level 20 your strength and constatution each increase by 4.your new maximum for those abilities is 24<br />
<br />
===Kryptonian Archetype- Science Council===<br />
The most intelligent, curious and adventurous of the peoples of Krypton are awarded a place on the Science Council, with their only mission being to advance Kryptonian knowledge for the good of the people.<br />
<br />
==== Keen Mind ====<br />
At 3rd level, you gain proficiency in one Intelligence based skill of your choice. You may now choose to use your intelligence modifier in place of your constatution modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Craftsman ====<br />
At 7th level, you gain proficiency in one artisan tool or instrument of your choice. You also gain an advantage on any Intelligence or Wisdom Roll made to understand the workings of technology or magic. You no longer suffer a disadvantage whilst rolling saves against magical effects.<br />
<br />
==== Master Craftsman ====<br />
At 13th level, with access to appropriate materials you are able to improve the efficiency of almost any item. For example you may make a weapon cause more damage, a health potion restore more hitpoints or even something more mundane such as allowing a shelf to hold more weight. These improvements and the time/materials needed to complete them should be negotiated with a dungeon master and may be subject to additional DC rolls at his discretion.<br />
<br />
==== Mind Over Body ====<br />
At 17th level your hearing is improved to such an extent that any creature attempting to use stealth around you does so at a disadvantage.<br />
<br />
===Kryptonian Archetype- Military===<br />
The most best trained and most talented fighters on Krypton are recruited into the armed forces, they are trained to do whatever it takes to protect their planet and are more than capable of doing so.<br />
<br />
==== Honed Body ====<br />
At 3rd level, you gain proficiency in one Dexterity based skill of your choice. You may now choose to use your Dexterity modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Death Dealers ====<br />
At 7th level, you gain proficiency in all Martial Weapons, any weapon you use is considered to have the ''finesse'' rule.<br />
<br />
==== Superhuman Shield ====<br />
At 13th level, you may apply armour to increase your Man of Steel Armour Class as follows: Light Armour +1AC, Medium Armour +2AC, Heavy Armour +3AC, Shield +1AC. You may also benefit from any magic effects this armour may provide.<br />
<br />
==== Cold Breath ====<br />
At 17th level you can blow out a 15ft cone of cold damage as a action. Models within the cone must pass a DC15 Constitution Save or take 8d12 cold damage. On a successful save the target takes half damage.<br />
<br />
===Kryptonian Archetype- Governing Council===<br />
The Kryptonians serving in government are bred and trained to be calm, insular and wise. They have the respect of many worlds, though their arrogant style of leadership rubs many the wrong way, particularly within the other two Kryptonian pillars of society.<br />
<br />
==== Silver Tongue ====<br />
At 3rd level, you gain proficiency in one Charisma based skill of your choice. You may now choose to use your Charisma modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Diplomacy ====<br />
At 7th level, you gain proficiency in one Wisdom based skill of your choice. You are also able to understand and speak any language you hear for more than a few minutes and gain advantage on rolls to persuade or deceive other characters.<br />
<br />
==== Master Manipulator ====<br />
At 13th level, you gain advantage on any Stealth or Sleight of Hand rolls. You can become Invisible for up to one hour.<br />
<br />
==== Expert Diplomat ====<br />
At 17th level, such is the respect others have for your authority and wisdom that you have many devoted followers. Your cult of personality results in people in most civilized areas being very helpful and amicable towards you. In addition you can sell all items for double their standard value to traders with enough gold to oblige.<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 Yellow Sun Kryptonian class, you must meet these prerequisites: Strength 15, Constitution 15<br />
<br />
'''Proficiencies.''' When you multiclass into the Yellow Sun Kryptonian class, you gain the following proficiencies: Athletics.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Yellow_Sun_Kryptonian_(5e_Class)&diff=1014411Yellow Sun Kryptonian (5e Class)2018-03-01T04:31:09Z<p>Shekar: /* X-Ray Vision */</p>
<hr />
<div>{{needsbalance|Not even slightly balanced.}}<br />
==Yellow Sun Kryptonian==<br />
<br />
The peoples of a troubled settlement look to the sky for hope as a being of immense power streaks across the sky. Those hard at work with a rescue attempt are awestruck at a single being lifts huge chunks of debris and casts them aside like scrap paper. The horrifying horde, blood crazed from their savage attack give pause as a godly silhouette strides through the flames of destruction.<br />
<br />
Elsewhere a world kneels before the glowing red eyes of its conqueror.<br />
<br />
Under a yellow sun the people of Krypton gain unbelievable powers that develop with time and exposure. Such is the effort and focus required the master these skills that such individuals treat mastery of their racial traits as other would a class; they learn new skills and develop as they gain experience to reach their full potential. As such this class works well in conjunction with the Kryptonian Race (5e Race) detailed in the race section of the D&D Wiki. <br />
<br />
===Creating a Yellow Sun Kryptonian===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
When you are creating a Kryptonian character there are several key questions to consider: Why has your character left Krypton? Is he on a mission from the Science Council? Part of an invasion force? Or simply choosing to indulge his own adventurous nature? If you decide that your story is set after the destruction of Krypton, how did your Kryptonian survive? How old was he when he left the planet? Can he remember his home? Did he leave a family behind? How well has he adapted to his new home? How much does he know of his heritage and culture?<br />
<br />
{{5e Class Features<br />
|name= Yellow Sun Kryptonian<br />
|summary= A powerful being able to channel sun energy to perform amazing feats.<br />
|hd=10<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= You are proficient in Athletics, Survival and one more skill of your choice.<br />
|item1a= Dungeoneer's pack<br />
|item1b= Explorer's pack<br />
|item2a= Scholar's pack<br />
|item2b= Priest's pack<br />
|item3a= Holy Symbol of a House or Guild of Krypton<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Man of Steel, Solar Battery<br />
|classfeatures2= Glow<br />
|classfeatures3= Archetype Feature<br />
|classfeatures4=<br />
|classfeatures5= Leap Tall Buildings<br />
|classfeatures6= Faster than a Speeding Bullet<br />
|classfeatures7= Archetype Feature<br />
|classfeatures8= <br />
|classfeatures9= Extra Attack<br />
|classfeatures10= More Powerful than a Locomotive<br />
|classfeatures11= Dark Vision<br />
|classfeatures12=<br />
|classfeatures13= Archetype Feature<br />
|classfeatures14= X-Ray Vision<br />
|classfeatures15= Heat Vision<br />
|classfeatures16=<br />
|classfeatures17= Archetype Feature<br />
|classfeatures18= Is it a bird? Is it a plane?<br />
|classfeatures19=<br />
|classfeatures20= Super Nova<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= <br />
|extra1_1<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 />
===Yellow Sun Kryptonian Abilities===<br />
<br />
==== Man of Steel ====<br />
Beginning at level 1, Kryptonians under a yellow sun rely on their naturally dense cellular structure for defence rather than armour, as such they are not proficient in the use of armour but rather have an alternative method of establishing Armour class. The Armour Class of a Kryptonian that is not wearing armour is as follows:<br />
<br />
10 + Dexterity Modifier + Constitution Modifier<br />
<br />
<br />
<br />
You are considered to be proficient in hand-to-hand combat (unarmed strikes) and deal 1d4 damage plus modifiers on a successful unarmed attack.this increases to 1d6 at 6th level and 1d8 at 11th level<br />
<br />
==== Glow ====<br />
Beginning at level 2 you are able to make your eyes glow a bright red or blue; you gain advantage on any intimidation rolls you make for 1 minute.After you use this ability you cant use it until you complete a short or long rest<br />
<br />
==== Kryptonian Archetype ====<br />
At 3rd level, you choose a Kryptonian Archetype from members of the Science Council, Military or System of Governance. You gain bonus abilities from this choice at 3rd, 7th, 13th and 17th level.<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 you 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 />
==== Able to Leap Tall Buildings ====<br />
At 5th level and beyond you gain the ability to leap huge distances; you can now jump 20ft from a standing start horizontally and vertically.<br />
<br />
==== Faster than a Speeding Bullet ====<br />
From 6th level, you channel Solar Energy to increase you speed to super-human levels. You add 10ft onto your standard movement rate.<br />
<br />
==== Extra Attack ====<br />
Beginning at 9th level you use your speed in a more aggressive manner. You can attack twice, instead of once, whenever you take the attack action.<br />
<br />
==== More Powerful than a Locomotive ====<br />
Beginning at 10th level you learn to channel your power into your muscles to increase your strength. When you roll Strength check add twice your strength modifier onto your dice roll to determine the outcome.<br />
<br />
==== Dark Vision ====<br />
Beginning at 11th level, you gain dark vision ability with a range of 60ft.<br />
<br />
==== X-Ray Vision ====<br />
beginning at 14th level you have X-ray Vision, this allows a player to inspect the insides of an item, e.g. a chest, cupboard, backpack, or the other side of a door without opening the object or door. A player must still roll perception checks as normal and this ability cannot be used on lead or magically warded objects.<br />
<br />
==== Heat Vision ====<br />
You gain the ability to shoot red or blue rays of heat from your eyes at level 15.this is a ranged spell attack that deals 1d8 + charisma modifier damage this can be used with extra attack.<br />
<br />
==== Is it a bird? Is it a Plane? ====<br />
From level 18 you gain the ability of flight- you gain a flight speed of 60ft.<br />
<br />
==== Super Human ====<br />
At level 20 your strength and constatution each increase by 4.your new maximum for those abilities is 24<br />
<br />
===Kryptonian Archetype- Science Council===<br />
The most intelligent, curious and adventurous of the peoples of Krypton are awarded a place on the Science Council, with their only mission being to advance Kryptonian knowledge for the good of the people.<br />
<br />
==== Keen Mind ====<br />
At 3rd level, you gain proficiency in one Intelligence based skill of your choice. You may now choose to use your intelligence modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Craftsman ====<br />
At 7th level, you gain proficiency in one artisan tool or instrument of your choice. You also gain an advantage on any Intelligence or Wisdom Roll made to understand the workings of technology or magic. You no longer suffer a disadvantage whilst rolling saves against magical effects.<br />
<br />
==== Master Craftsman ====<br />
At 13th level, with access to appropriate materials you are able to improve the efficiency of almost any item. For example you may make a weapon cause more damage, a health potion restore more hitpoints or even something more mundane such as allowing a shelf to hold more weight. These improvements and the time/materials needed to complete them should be negotiated with a dungeon master and may be subject to additional DC rolls at his discretion.<br />
<br />
==== Mind Over Body ====<br />
At 17th level your hearing is improved to such an extent that any creature attempting to use stealth around you does so at a disadvantage.<br />
<br />
===Kryptonian Archetype- Military===<br />
The most best trained and most talented fighters on Krypton are recruited into the armed forces, they are trained to do whatever it takes to protect their planet and are more than capable of doing so.<br />
<br />
==== Honed Body ====<br />
At 3rd level, you gain proficiency in one Dexterity based skill of your choice. You may now choose to use your Dexterity modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Death Dealers ====<br />
At 7th level, you gain proficiency in all Martial Weapons, any weapon you use is considered to have the ''finesse'' rule.<br />
<br />
==== Superhuman Shield ====<br />
At 13th level, you may apply armour to increase your Man of Steel Armour Class as follows: Light Armour +1AC, Medium Armour +2AC, Heavy Armour +3AC, Shield +1AC. You may also benefit from any magic effects this armour may provide.<br />
<br />
==== Cold Breath ====<br />
At 17th level you can blow out a 15ft cone of cold damage as a action. Models within the cone must pass a DC15 Constitution Save or take 8d12 cold damage. On a successful save the target takes half damage.<br />
<br />
===Kryptonian Archetype- Governing Council===<br />
The Kryptonians serving in government are bred and trained to be calm, insular and wise. They have the respect of many worlds, though their arrogant style of leadership rubs many the wrong way, particularly within the other two Kryptonian pillars of society.<br />
<br />
==== Silver Tongue ====<br />
At 3rd level, you gain proficiency in one Charisma based skill of your choice. You may now choose to use your Charisma modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Diplomacy ====<br />
At 7th level, you gain proficiency in one Wisdom based skill of your choice. You are also able to understand and speak any language you hear for more than a few minutes and gain advantage on rolls to persuade or deceive other characters.<br />
<br />
==== Master Manipulator ====<br />
At 13th level, you gain advantage on any Stealth or Sleight of Hand rolls. You can become Invisible for up to one hour.<br />
<br />
==== Expert Diplomat ====<br />
At 17th level, such is the respect others have for your authority and wisdom that you have many devoted followers. Your cult of personality results in people in most civilized areas being very helpful and amicable towards you. In addition you can sell all items for double their standard value to traders with enough gold to oblige.<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 Yellow Sun Kryptonian class, you must meet these prerequisites: Strength 15, Constitution 15<br />
<br />
'''Proficiencies.''' When you multiclass into the Yellow Sun Kryptonian class, you gain the following proficiencies: Athletics.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Yellow_Sun_Kryptonian_(5e_Class)&diff=1014410Yellow Sun Kryptonian (5e Class)2018-03-01T04:29:45Z<p>Shekar: /* Super Nova */</p>
<hr />
<div>{{needsbalance|Not even slightly balanced.}}<br />
==Yellow Sun Kryptonian==<br />
<br />
The peoples of a troubled settlement look to the sky for hope as a being of immense power streaks across the sky. Those hard at work with a rescue attempt are awestruck at a single being lifts huge chunks of debris and casts them aside like scrap paper. The horrifying horde, blood crazed from their savage attack give pause as a godly silhouette strides through the flames of destruction.<br />
<br />
Elsewhere a world kneels before the glowing red eyes of its conqueror.<br />
<br />
Under a yellow sun the people of Krypton gain unbelievable powers that develop with time and exposure. Such is the effort and focus required the master these skills that such individuals treat mastery of their racial traits as other would a class; they learn new skills and develop as they gain experience to reach their full potential. As such this class works well in conjunction with the Kryptonian Race (5e Race) detailed in the race section of the D&D Wiki. <br />
<br />
===Creating a Yellow Sun Kryptonian===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
When you are creating a Kryptonian character there are several key questions to consider: Why has your character left Krypton? Is he on a mission from the Science Council? Part of an invasion force? Or simply choosing to indulge his own adventurous nature? If you decide that your story is set after the destruction of Krypton, how did your Kryptonian survive? How old was he when he left the planet? Can he remember his home? Did he leave a family behind? How well has he adapted to his new home? How much does he know of his heritage and culture?<br />
<br />
{{5e Class Features<br />
|name= Yellow Sun Kryptonian<br />
|summary= A powerful being able to channel sun energy to perform amazing feats.<br />
|hd=10<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= You are proficient in Athletics, Survival and one more skill of your choice.<br />
|item1a= Dungeoneer's pack<br />
|item1b= Explorer's pack<br />
|item2a= Scholar's pack<br />
|item2b= Priest's pack<br />
|item3a= Holy Symbol of a House or Guild of Krypton<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Man of Steel, Solar Battery<br />
|classfeatures2= Glow<br />
|classfeatures3= Archetype Feature<br />
|classfeatures4=<br />
|classfeatures5= Leap Tall Buildings<br />
|classfeatures6= Faster than a Speeding Bullet<br />
|classfeatures7= Archetype Feature<br />
|classfeatures8= <br />
|classfeatures9= Extra Attack<br />
|classfeatures10= More Powerful than a Locomotive<br />
|classfeatures11= Dark Vision<br />
|classfeatures12=<br />
|classfeatures13= Archetype Feature<br />
|classfeatures14= X-Ray Vision<br />
|classfeatures15= Heat Vision<br />
|classfeatures16=<br />
|classfeatures17= Archetype Feature<br />
|classfeatures18= Is it a bird? Is it a plane?<br />
|classfeatures19=<br />
|classfeatures20= Super Nova<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= <br />
|extra1_1<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 />
===Yellow Sun Kryptonian Abilities===<br />
<br />
==== Man of Steel ====<br />
Beginning at level 1, Kryptonians under a yellow sun rely on their naturally dense cellular structure for defence rather than armour, as such they are not proficient in the use of armour but rather have an alternative method of establishing Armour class. The Armour Class of a Kryptonian that is not wearing armour is as follows:<br />
<br />
10 + Dexterity Modifier + Constitution Modifier<br />
<br />
<br />
<br />
You are considered to be proficient in hand-to-hand combat (unarmed strikes) and deal 1d4 damage plus modifiers on a successful unarmed attack.this increases to 1d6 at 6th level and 1d8 at 11th level<br />
<br />
==== Glow ====<br />
Beginning at level 2 you are able to make your eyes glow a bright red or blue; you gain advantage on any intimidation rolls you make for 1 minute.After you use this ability you cant use it until you complete a short or long rest<br />
<br />
==== Kryptonian Archetype ====<br />
At 3rd level, you choose a Kryptonian Archetype from members of the Science Council, Military or System of Governance. You gain bonus abilities from this choice at 3rd, 7th, 13th and 17th level.<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 you 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 />
==== Able to Leap Tall Buildings ====<br />
At 5th level and beyond you gain the ability to leap huge distances; you can now jump 20ft from a standing start horizontally and vertically.<br />
<br />
==== Faster than a Speeding Bullet ====<br />
From 6th level, you channel Solar Energy to increase you speed to super-human levels. You add 10ft onto your standard movement rate.<br />
<br />
==== Extra Attack ====<br />
Beginning at 9th level you use your speed in a more aggressive manner. You can attack twice, instead of once, whenever you take the attack action.<br />
<br />
==== More Powerful than a Locomotive ====<br />
Beginning at 10th level you learn to channel your power into your muscles to increase your strength. When you roll Strength check add twice your strength modifier onto your dice roll to determine the outcome.<br />
<br />
==== Dark Vision ====<br />
Beginning at 11th level, you gain dark vision ability with a range of 60ft.<br />
<br />
==== X-Ray Vision ====<br />
From 14th level you have X-ray Vision, this allows a player to inspect the insides of an item, e.g. a chest, cupboard, backpack, or the other side of a door without opening the object or door. A player must still roll perception checks as normal and this ability cannot be used on lead or magically warded objects.<br />
<br />
==== Heat Vision ====<br />
You gain the ability to shoot red or blue rays of heat from your eyes at level 15.this is a ranged spell attack that deals 1d8 + charisma modifier damage this can be used with extra attack.<br />
<br />
==== Is it a bird? Is it a Plane? ====<br />
From level 18 you gain the ability of flight- you gain a flight speed of 60ft.<br />
<br />
==== Super Human ====<br />
At level 20 your strength and constatution each increase by 4.your new maximum for those abilities is 24<br />
<br />
===Kryptonian Archetype- Science Council===<br />
The most intelligent, curious and adventurous of the peoples of Krypton are awarded a place on the Science Council, with their only mission being to advance Kryptonian knowledge for the good of the people.<br />
<br />
==== Keen Mind ====<br />
At 3rd level, you gain proficiency in one Intelligence based skill of your choice. You may now choose to use your intelligence modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Craftsman ====<br />
At 7th level, you gain proficiency in one artisan tool or instrument of your choice. You also gain an advantage on any Intelligence or Wisdom Roll made to understand the workings of technology or magic. You no longer suffer a disadvantage whilst rolling saves against magical effects.<br />
<br />
==== Master Craftsman ====<br />
At 13th level, with access to appropriate materials you are able to improve the efficiency of almost any item. For example you may make a weapon cause more damage, a health potion restore more hitpoints or even something more mundane such as allowing a shelf to hold more weight. These improvements and the time/materials needed to complete them should be negotiated with a dungeon master and may be subject to additional DC rolls at his discretion.<br />
<br />
==== Mind Over Body ====<br />
At 17th level your hearing is improved to such an extent that any creature attempting to use stealth around you does so at a disadvantage.<br />
<br />
===Kryptonian Archetype- Military===<br />
The most best trained and most talented fighters on Krypton are recruited into the armed forces, they are trained to do whatever it takes to protect their planet and are more than capable of doing so.<br />
<br />
==== Honed Body ====<br />
At 3rd level, you gain proficiency in one Dexterity based skill of your choice. You may now choose to use your Dexterity modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Death Dealers ====<br />
At 7th level, you gain proficiency in all Martial Weapons, any weapon you use is considered to have the ''finesse'' rule.<br />
<br />
==== Superhuman Shield ====<br />
At 13th level, you may apply armour to increase your Man of Steel Armour Class as follows: Light Armour +1AC, Medium Armour +2AC, Heavy Armour +3AC, Shield +1AC. You may also benefit from any magic effects this armour may provide.<br />
<br />
==== Cold Breath ====<br />
At 17th level you can blow out a 15ft cone of cold damage as a action. Models within the cone must pass a DC15 Constitution Save or take 8d12 cold damage. On a successful save the target takes half damage.<br />
<br />
===Kryptonian Archetype- Governing Council===<br />
The Kryptonians serving in government are bred and trained to be calm, insular and wise. They have the respect of many worlds, though their arrogant style of leadership rubs many the wrong way, particularly within the other two Kryptonian pillars of society.<br />
<br />
==== Silver Tongue ====<br />
At 3rd level, you gain proficiency in one Charisma based skill of your choice. You may now choose to use your Charisma modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Diplomacy ====<br />
At 7th level, you gain proficiency in one Wisdom based skill of your choice. You are also able to understand and speak any language you hear for more than a few minutes and gain advantage on rolls to persuade or deceive other characters.<br />
<br />
==== Master Manipulator ====<br />
At 13th level, you gain advantage on any Stealth or Sleight of Hand rolls. You can become Invisible for up to one hour.<br />
<br />
==== Expert Diplomat ====<br />
At 17th level, such is the respect others have for your authority and wisdom that you have many devoted followers. Your cult of personality results in people in most civilized areas being very helpful and amicable towards you. In addition you can sell all items for double their standard value to traders with enough gold to oblige.<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 Yellow Sun Kryptonian class, you must meet these prerequisites: Strength 15, Constitution 15<br />
<br />
'''Proficiencies.''' When you multiclass into the Yellow Sun Kryptonian class, you gain the following proficiencies: Athletics.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Yellow_Sun_Kryptonian_(5e_Class)&diff=1014408Yellow Sun Kryptonian (5e Class)2018-03-01T04:26:27Z<p>Shekar: /* Heat Vision */</p>
<hr />
<div>{{needsbalance|Not even slightly balanced.}}<br />
==Yellow Sun Kryptonian==<br />
<br />
The peoples of a troubled settlement look to the sky for hope as a being of immense power streaks across the sky. Those hard at work with a rescue attempt are awestruck at a single being lifts huge chunks of debris and casts them aside like scrap paper. The horrifying horde, blood crazed from their savage attack give pause as a godly silhouette strides through the flames of destruction.<br />
<br />
Elsewhere a world kneels before the glowing red eyes of its conqueror.<br />
<br />
Under a yellow sun the people of Krypton gain unbelievable powers that develop with time and exposure. Such is the effort and focus required the master these skills that such individuals treat mastery of their racial traits as other would a class; they learn new skills and develop as they gain experience to reach their full potential. As such this class works well in conjunction with the Kryptonian Race (5e Race) detailed in the race section of the D&D Wiki. <br />
<br />
===Creating a Yellow Sun Kryptonian===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
When you are creating a Kryptonian character there are several key questions to consider: Why has your character left Krypton? Is he on a mission from the Science Council? Part of an invasion force? Or simply choosing to indulge his own adventurous nature? If you decide that your story is set after the destruction of Krypton, how did your Kryptonian survive? How old was he when he left the planet? Can he remember his home? Did he leave a family behind? How well has he adapted to his new home? How much does he know of his heritage and culture?<br />
<br />
{{5e Class Features<br />
|name= Yellow Sun Kryptonian<br />
|summary= A powerful being able to channel sun energy to perform amazing feats.<br />
|hd=10<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= You are proficient in Athletics, Survival and one more skill of your choice.<br />
|item1a= Dungeoneer's pack<br />
|item1b= Explorer's pack<br />
|item2a= Scholar's pack<br />
|item2b= Priest's pack<br />
|item3a= Holy Symbol of a House or Guild of Krypton<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Man of Steel, Solar Battery<br />
|classfeatures2= Glow<br />
|classfeatures3= Archetype Feature<br />
|classfeatures4=<br />
|classfeatures5= Leap Tall Buildings<br />
|classfeatures6= Faster than a Speeding Bullet<br />
|classfeatures7= Archetype Feature<br />
|classfeatures8= <br />
|classfeatures9= Extra Attack<br />
|classfeatures10= More Powerful than a Locomotive<br />
|classfeatures11= Dark Vision<br />
|classfeatures12=<br />
|classfeatures13= Archetype Feature<br />
|classfeatures14= X-Ray Vision<br />
|classfeatures15= Heat Vision<br />
|classfeatures16=<br />
|classfeatures17= Archetype Feature<br />
|classfeatures18= Is it a bird? Is it a plane?<br />
|classfeatures19=<br />
|classfeatures20= Super Nova<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= <br />
|extra1_1<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 />
===Yellow Sun Kryptonian Abilities===<br />
<br />
==== Man of Steel ====<br />
Beginning at level 1, Kryptonians under a yellow sun rely on their naturally dense cellular structure for defence rather than armour, as such they are not proficient in the use of armour but rather have an alternative method of establishing Armour class. The Armour Class of a Kryptonian that is not wearing armour is as follows:<br />
<br />
10 + Dexterity Modifier + Constitution Modifier<br />
<br />
<br />
<br />
You are considered to be proficient in hand-to-hand combat (unarmed strikes) and deal 1d4 damage plus modifiers on a successful unarmed attack.this increases to 1d6 at 6th level and 1d8 at 11th level<br />
<br />
==== Glow ====<br />
Beginning at level 2 you are able to make your eyes glow a bright red or blue; you gain advantage on any intimidation rolls you make for 1 minute.After you use this ability you cant use it until you complete a short or long rest<br />
<br />
==== Kryptonian Archetype ====<br />
At 3rd level, you choose a Kryptonian Archetype from members of the Science Council, Military or System of Governance. You gain bonus abilities from this choice at 3rd, 7th, 13th and 17th level.<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 you 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 />
==== Able to Leap Tall Buildings ====<br />
At 5th level and beyond you gain the ability to leap huge distances; you can now jump 20ft from a standing start horizontally and vertically.<br />
<br />
==== Faster than a Speeding Bullet ====<br />
From 6th level, you channel Solar Energy to increase you speed to super-human levels. You add 10ft onto your standard movement rate.<br />
<br />
==== Extra Attack ====<br />
Beginning at 9th level you use your speed in a more aggressive manner. You can attack twice, instead of once, whenever you take the attack action.<br />
<br />
==== More Powerful than a Locomotive ====<br />
Beginning at 10th level you learn to channel your power into your muscles to increase your strength. When you roll Strength check add twice your strength modifier onto your dice roll to determine the outcome.<br />
<br />
==== Dark Vision ====<br />
Beginning at 11th level, you gain dark vision ability with a range of 60ft.<br />
<br />
==== X-Ray Vision ====<br />
From 14th level you have X-ray Vision, this allows a player to inspect the insides of an item, e.g. a chest, cupboard, backpack, or the other side of a door without opening the object or door. A player must still roll perception checks as normal and this ability cannot be used on lead or magically warded objects.<br />
<br />
==== Heat Vision ====<br />
You gain the ability to shoot red or blue rays of heat from your eyes at level 15.this is a ranged spell attack that deals 1d8 + charisma modifier damage this can be used with extra attack.<br />
<br />
==== Is it a bird? Is it a Plane? ====<br />
From level 18 you gain the ability of flight- you gain a flight speed of 60ft.<br />
<br />
==== Super Nova ====<br />
At level 20 you gain the Super Nova ability. All enemies within 40ft of you must pass a DC15 Constitution Save, taking 15d12 radiant damage if they fail and half as much damage if they succeed.<br />
<br />
===Kryptonian Archetype- Science Council===<br />
The most intelligent, curious and adventurous of the peoples of Krypton are awarded a place on the Science Council, with their only mission being to advance Kryptonian knowledge for the good of the people.<br />
<br />
==== Keen Mind ====<br />
At 3rd level, you gain proficiency in one Intelligence based skill of your choice. You may now choose to use your intelligence modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Craftsman ====<br />
At 7th level, you gain proficiency in one artisan tool or instrument of your choice. You also gain an advantage on any Intelligence or Wisdom Roll made to understand the workings of technology or magic. You no longer suffer a disadvantage whilst rolling saves against magical effects.<br />
<br />
==== Master Craftsman ====<br />
At 13th level, with access to appropriate materials you are able to improve the efficiency of almost any item. For example you may make a weapon cause more damage, a health potion restore more hitpoints or even something more mundane such as allowing a shelf to hold more weight. These improvements and the time/materials needed to complete them should be negotiated with a dungeon master and may be subject to additional DC rolls at his discretion.<br />
<br />
==== Mind Over Body ====<br />
At 17th level your hearing is improved to such an extent that any creature attempting to use stealth around you does so at a disadvantage.<br />
<br />
===Kryptonian Archetype- Military===<br />
The most best trained and most talented fighters on Krypton are recruited into the armed forces, they are trained to do whatever it takes to protect their planet and are more than capable of doing so.<br />
<br />
==== Honed Body ====<br />
At 3rd level, you gain proficiency in one Dexterity based skill of your choice. You may now choose to use your Dexterity modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Death Dealers ====<br />
At 7th level, you gain proficiency in all Martial Weapons, any weapon you use is considered to have the ''finesse'' rule.<br />
<br />
==== Superhuman Shield ====<br />
At 13th level, you may apply armour to increase your Man of Steel Armour Class as follows: Light Armour +1AC, Medium Armour +2AC, Heavy Armour +3AC, Shield +1AC. You may also benefit from any magic effects this armour may provide.<br />
<br />
==== Cold Breath ====<br />
At 17th level you can blow out a 15ft cone of cold damage as a action. Models within the cone must pass a DC15 Constitution Save or take 8d12 cold damage. On a successful save the target takes half damage.<br />
<br />
===Kryptonian Archetype- Governing Council===<br />
The Kryptonians serving in government are bred and trained to be calm, insular and wise. They have the respect of many worlds, though their arrogant style of leadership rubs many the wrong way, particularly within the other two Kryptonian pillars of society.<br />
<br />
==== Silver Tongue ====<br />
At 3rd level, you gain proficiency in one Charisma based skill of your choice. You may now choose to use your Charisma modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Diplomacy ====<br />
At 7th level, you gain proficiency in one Wisdom based skill of your choice. You are also able to understand and speak any language you hear for more than a few minutes and gain advantage on rolls to persuade or deceive other characters.<br />
<br />
==== Master Manipulator ====<br />
At 13th level, you gain advantage on any Stealth or Sleight of Hand rolls. You can become Invisible for up to one hour.<br />
<br />
==== Expert Diplomat ====<br />
At 17th level, such is the respect others have for your authority and wisdom that you have many devoted followers. Your cult of personality results in people in most civilized areas being very helpful and amicable towards you. In addition you can sell all items for double their standard value to traders with enough gold to oblige.<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 Yellow Sun Kryptonian class, you must meet these prerequisites: Strength 15, Constitution 15<br />
<br />
'''Proficiencies.''' When you multiclass into the Yellow Sun Kryptonian class, you gain the following proficiencies: Athletics.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Yellow_Sun_Kryptonian_(5e_Class)&diff=1014406Yellow Sun Kryptonian (5e Class)2018-03-01T04:22:47Z<p>Shekar: /* Dark Vision */</p>
<hr />
<div>{{needsbalance|Not even slightly balanced.}}<br />
==Yellow Sun Kryptonian==<br />
<br />
The peoples of a troubled settlement look to the sky for hope as a being of immense power streaks across the sky. Those hard at work with a rescue attempt are awestruck at a single being lifts huge chunks of debris and casts them aside like scrap paper. The horrifying horde, blood crazed from their savage attack give pause as a godly silhouette strides through the flames of destruction.<br />
<br />
Elsewhere a world kneels before the glowing red eyes of its conqueror.<br />
<br />
Under a yellow sun the people of Krypton gain unbelievable powers that develop with time and exposure. Such is the effort and focus required the master these skills that such individuals treat mastery of their racial traits as other would a class; they learn new skills and develop as they gain experience to reach their full potential. As such this class works well in conjunction with the Kryptonian Race (5e Race) detailed in the race section of the D&D Wiki. <br />
<br />
===Creating a Yellow Sun Kryptonian===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
When you are creating a Kryptonian character there are several key questions to consider: Why has your character left Krypton? Is he on a mission from the Science Council? Part of an invasion force? Or simply choosing to indulge his own adventurous nature? If you decide that your story is set after the destruction of Krypton, how did your Kryptonian survive? How old was he when he left the planet? Can he remember his home? Did he leave a family behind? How well has he adapted to his new home? How much does he know of his heritage and culture?<br />
<br />
{{5e Class Features<br />
|name= Yellow Sun Kryptonian<br />
|summary= A powerful being able to channel sun energy to perform amazing feats.<br />
|hd=10<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= You are proficient in Athletics, Survival and one more skill of your choice.<br />
|item1a= Dungeoneer's pack<br />
|item1b= Explorer's pack<br />
|item2a= Scholar's pack<br />
|item2b= Priest's pack<br />
|item3a= Holy Symbol of a House or Guild of Krypton<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Man of Steel, Solar Battery<br />
|classfeatures2= Glow<br />
|classfeatures3= Archetype Feature<br />
|classfeatures4=<br />
|classfeatures5= Leap Tall Buildings<br />
|classfeatures6= Faster than a Speeding Bullet<br />
|classfeatures7= Archetype Feature<br />
|classfeatures8= <br />
|classfeatures9= Extra Attack<br />
|classfeatures10= More Powerful than a Locomotive<br />
|classfeatures11= Dark Vision<br />
|classfeatures12=<br />
|classfeatures13= Archetype Feature<br />
|classfeatures14= X-Ray Vision<br />
|classfeatures15= Heat Vision<br />
|classfeatures16=<br />
|classfeatures17= Archetype Feature<br />
|classfeatures18= Is it a bird? Is it a plane?<br />
|classfeatures19=<br />
|classfeatures20= Super Nova<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= <br />
|extra1_1<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 />
===Yellow Sun Kryptonian Abilities===<br />
<br />
==== Man of Steel ====<br />
Beginning at level 1, Kryptonians under a yellow sun rely on their naturally dense cellular structure for defence rather than armour, as such they are not proficient in the use of armour but rather have an alternative method of establishing Armour class. The Armour Class of a Kryptonian that is not wearing armour is as follows:<br />
<br />
10 + Dexterity Modifier + Constitution Modifier<br />
<br />
<br />
<br />
You are considered to be proficient in hand-to-hand combat (unarmed strikes) and deal 1d4 damage plus modifiers on a successful unarmed attack.this increases to 1d6 at 6th level and 1d8 at 11th level<br />
<br />
==== Glow ====<br />
Beginning at level 2 you are able to make your eyes glow a bright red or blue; you gain advantage on any intimidation rolls you make for 1 minute.After you use this ability you cant use it until you complete a short or long rest<br />
<br />
==== Kryptonian Archetype ====<br />
At 3rd level, you choose a Kryptonian Archetype from members of the Science Council, Military or System of Governance. You gain bonus abilities from this choice at 3rd, 7th, 13th and 17th level.<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 you 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 />
==== Able to Leap Tall Buildings ====<br />
At 5th level and beyond you gain the ability to leap huge distances; you can now jump 20ft from a standing start horizontally and vertically.<br />
<br />
==== Faster than a Speeding Bullet ====<br />
From 6th level, you channel Solar Energy to increase you speed to super-human levels. You add 10ft onto your standard movement rate.<br />
<br />
==== Extra Attack ====<br />
Beginning at 9th level you use your speed in a more aggressive manner. You can attack twice, instead of once, whenever you take the attack action.<br />
<br />
==== More Powerful than a Locomotive ====<br />
Beginning at 10th level you learn to channel your power into your muscles to increase your strength. When you roll Strength check add twice your strength modifier onto your dice roll to determine the outcome.<br />
<br />
==== Dark Vision ====<br />
Beginning at 11th level, you gain dark vision ability with a range of 60ft.<br />
<br />
==== X-Ray Vision ====<br />
From 14th level you have X-ray Vision, this allows a player to inspect the insides of an item, e.g. a chest, cupboard, backpack, or the other side of a door without opening the object or door. A player must still roll perception checks as normal and this ability cannot be used on lead or magically warded objects.<br />
<br />
==== Heat Vision ====<br />
You gain the ability to shoot red or blue rays of heat from your eyes at level 15. You force a target enemy to make a DC15 Dexterity Save or take 10d10 Radiant Damage. Note- this does not count as a magical attack.<br />
<br />
==== Is it a bird? Is it a Plane? ====<br />
From level 18 you gain the ability of flight- you gain a flight speed of 60ft.<br />
<br />
==== Super Nova ====<br />
At level 20 you gain the Super Nova ability. All enemies within 40ft of you must pass a DC15 Constitution Save, taking 15d12 radiant damage if they fail and half as much damage if they succeed.<br />
<br />
===Kryptonian Archetype- Science Council===<br />
The most intelligent, curious and adventurous of the peoples of Krypton are awarded a place on the Science Council, with their only mission being to advance Kryptonian knowledge for the good of the people.<br />
<br />
==== Keen Mind ====<br />
At 3rd level, you gain proficiency in one Intelligence based skill of your choice. You may now choose to use your intelligence modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Craftsman ====<br />
At 7th level, you gain proficiency in one artisan tool or instrument of your choice. You also gain an advantage on any Intelligence or Wisdom Roll made to understand the workings of technology or magic. You no longer suffer a disadvantage whilst rolling saves against magical effects.<br />
<br />
==== Master Craftsman ====<br />
At 13th level, with access to appropriate materials you are able to improve the efficiency of almost any item. For example you may make a weapon cause more damage, a health potion restore more hitpoints or even something more mundane such as allowing a shelf to hold more weight. These improvements and the time/materials needed to complete them should be negotiated with a dungeon master and may be subject to additional DC rolls at his discretion.<br />
<br />
==== Mind Over Body ====<br />
At 17th level your hearing is improved to such an extent that any creature attempting to use stealth around you does so at a disadvantage.<br />
<br />
===Kryptonian Archetype- Military===<br />
The most best trained and most talented fighters on Krypton are recruited into the armed forces, they are trained to do whatever it takes to protect their planet and are more than capable of doing so.<br />
<br />
==== Honed Body ====<br />
At 3rd level, you gain proficiency in one Dexterity based skill of your choice. You may now choose to use your Dexterity modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Death Dealers ====<br />
At 7th level, you gain proficiency in all Martial Weapons, any weapon you use is considered to have the ''finesse'' rule.<br />
<br />
==== Superhuman Shield ====<br />
At 13th level, you may apply armour to increase your Man of Steel Armour Class as follows: Light Armour +1AC, Medium Armour +2AC, Heavy Armour +3AC, Shield +1AC. You may also benefit from any magic effects this armour may provide.<br />
<br />
==== Cold Breath ====<br />
At 17th level you can blow out a 15ft cone of cold damage as a action. Models within the cone must pass a DC15 Constitution Save or take 8d12 cold damage. On a successful save the target takes half damage.<br />
<br />
===Kryptonian Archetype- Governing Council===<br />
The Kryptonians serving in government are bred and trained to be calm, insular and wise. They have the respect of many worlds, though their arrogant style of leadership rubs many the wrong way, particularly within the other two Kryptonian pillars of society.<br />
<br />
==== Silver Tongue ====<br />
At 3rd level, you gain proficiency in one Charisma based skill of your choice. You may now choose to use your Charisma modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Diplomacy ====<br />
At 7th level, you gain proficiency in one Wisdom based skill of your choice. You are also able to understand and speak any language you hear for more than a few minutes and gain advantage on rolls to persuade or deceive other characters.<br />
<br />
==== Master Manipulator ====<br />
At 13th level, you gain advantage on any Stealth or Sleight of Hand rolls. You can become Invisible for up to one hour.<br />
<br />
==== Expert Diplomat ====<br />
At 17th level, such is the respect others have for your authority and wisdom that you have many devoted followers. Your cult of personality results in people in most civilized areas being very helpful and amicable towards you. In addition you can sell all items for double their standard value to traders with enough gold to oblige.<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 Yellow Sun Kryptonian class, you must meet these prerequisites: Strength 15, Constitution 15<br />
<br />
'''Proficiencies.''' When you multiclass into the Yellow Sun Kryptonian class, you gain the following proficiencies: Athletics.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Yellow_Sun_Kryptonian_(5e_Class)&diff=1014405Yellow Sun Kryptonian (5e Class)2018-03-01T04:21:40Z<p>Shekar: /* More Powerful than a Locomotive */</p>
<hr />
<div>{{needsbalance|Not even slightly balanced.}}<br />
==Yellow Sun Kryptonian==<br />
<br />
The peoples of a troubled settlement look to the sky for hope as a being of immense power streaks across the sky. Those hard at work with a rescue attempt are awestruck at a single being lifts huge chunks of debris and casts them aside like scrap paper. The horrifying horde, blood crazed from their savage attack give pause as a godly silhouette strides through the flames of destruction.<br />
<br />
Elsewhere a world kneels before the glowing red eyes of its conqueror.<br />
<br />
Under a yellow sun the people of Krypton gain unbelievable powers that develop with time and exposure. Such is the effort and focus required the master these skills that such individuals treat mastery of their racial traits as other would a class; they learn new skills and develop as they gain experience to reach their full potential. As such this class works well in conjunction with the Kryptonian Race (5e Race) detailed in the race section of the D&D Wiki. <br />
<br />
===Creating a Yellow Sun Kryptonian===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
When you are creating a Kryptonian character there are several key questions to consider: Why has your character left Krypton? Is he on a mission from the Science Council? Part of an invasion force? Or simply choosing to indulge his own adventurous nature? If you decide that your story is set after the destruction of Krypton, how did your Kryptonian survive? How old was he when he left the planet? Can he remember his home? Did he leave a family behind? How well has he adapted to his new home? How much does he know of his heritage and culture?<br />
<br />
{{5e Class Features<br />
|name= Yellow Sun Kryptonian<br />
|summary= A powerful being able to channel sun energy to perform amazing feats.<br />
|hd=10<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= You are proficient in Athletics, Survival and one more skill of your choice.<br />
|item1a= Dungeoneer's pack<br />
|item1b= Explorer's pack<br />
|item2a= Scholar's pack<br />
|item2b= Priest's pack<br />
|item3a= Holy Symbol of a House or Guild of Krypton<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Man of Steel, Solar Battery<br />
|classfeatures2= Glow<br />
|classfeatures3= Archetype Feature<br />
|classfeatures4=<br />
|classfeatures5= Leap Tall Buildings<br />
|classfeatures6= Faster than a Speeding Bullet<br />
|classfeatures7= Archetype Feature<br />
|classfeatures8= <br />
|classfeatures9= Extra Attack<br />
|classfeatures10= More Powerful than a Locomotive<br />
|classfeatures11= Dark Vision<br />
|classfeatures12=<br />
|classfeatures13= Archetype Feature<br />
|classfeatures14= X-Ray Vision<br />
|classfeatures15= Heat Vision<br />
|classfeatures16=<br />
|classfeatures17= Archetype Feature<br />
|classfeatures18= Is it a bird? Is it a plane?<br />
|classfeatures19=<br />
|classfeatures20= Super Nova<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= <br />
|extra1_1<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 />
===Yellow Sun Kryptonian Abilities===<br />
<br />
==== Man of Steel ====<br />
Beginning at level 1, Kryptonians under a yellow sun rely on their naturally dense cellular structure for defence rather than armour, as such they are not proficient in the use of armour but rather have an alternative method of establishing Armour class. The Armour Class of a Kryptonian that is not wearing armour is as follows:<br />
<br />
10 + Dexterity Modifier + Constitution Modifier<br />
<br />
<br />
<br />
You are considered to be proficient in hand-to-hand combat (unarmed strikes) and deal 1d4 damage plus modifiers on a successful unarmed attack.this increases to 1d6 at 6th level and 1d8 at 11th level<br />
<br />
==== Glow ====<br />
Beginning at level 2 you are able to make your eyes glow a bright red or blue; you gain advantage on any intimidation rolls you make for 1 minute.After you use this ability you cant use it until you complete a short or long rest<br />
<br />
==== Kryptonian Archetype ====<br />
At 3rd level, you choose a Kryptonian Archetype from members of the Science Council, Military or System of Governance. You gain bonus abilities from this choice at 3rd, 7th, 13th and 17th level.<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 you 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 />
==== Able to Leap Tall Buildings ====<br />
At 5th level and beyond you gain the ability to leap huge distances; you can now jump 20ft from a standing start horizontally and vertically.<br />
<br />
==== Faster than a Speeding Bullet ====<br />
From 6th level, you channel Solar Energy to increase you speed to super-human levels. You add 10ft onto your standard movement rate.<br />
<br />
==== Extra Attack ====<br />
Beginning at 9th level you use your speed in a more aggressive manner. You can attack twice, instead of once, whenever you take the attack action.<br />
<br />
==== More Powerful than a Locomotive ====<br />
Beginning at 10th level you learn to channel your power into your muscles to increase your strength. When you roll Strength check add twice your strength modifier onto your dice roll to determine the outcome.<br />
<br />
==== Dark Vision ====<br />
Beginning at 11th level, you gain dark vision ability with a range of 80ft.<br />
<br />
==== X-Ray Vision ====<br />
From 14th level you have X-ray Vision, this allows a player to inspect the insides of an item, e.g. a chest, cupboard, backpack, or the other side of a door without opening the object or door. A player must still roll perception checks as normal and this ability cannot be used on lead or magically warded objects.<br />
<br />
==== Heat Vision ====<br />
You gain the ability to shoot red or blue rays of heat from your eyes at level 15. You force a target enemy to make a DC15 Dexterity Save or take 10d10 Radiant Damage. Note- this does not count as a magical attack.<br />
<br />
==== Is it a bird? Is it a Plane? ====<br />
From level 18 you gain the ability of flight- you gain a flight speed of 60ft.<br />
<br />
==== Super Nova ====<br />
At level 20 you gain the Super Nova ability. All enemies within 40ft of you must pass a DC15 Constitution Save, taking 15d12 radiant damage if they fail and half as much damage if they succeed.<br />
<br />
===Kryptonian Archetype- Science Council===<br />
The most intelligent, curious and adventurous of the peoples of Krypton are awarded a place on the Science Council, with their only mission being to advance Kryptonian knowledge for the good of the people.<br />
<br />
==== Keen Mind ====<br />
At 3rd level, you gain proficiency in one Intelligence based skill of your choice. You may now choose to use your intelligence modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Craftsman ====<br />
At 7th level, you gain proficiency in one artisan tool or instrument of your choice. You also gain an advantage on any Intelligence or Wisdom Roll made to understand the workings of technology or magic. You no longer suffer a disadvantage whilst rolling saves against magical effects.<br />
<br />
==== Master Craftsman ====<br />
At 13th level, with access to appropriate materials you are able to improve the efficiency of almost any item. For example you may make a weapon cause more damage, a health potion restore more hitpoints or even something more mundane such as allowing a shelf to hold more weight. These improvements and the time/materials needed to complete them should be negotiated with a dungeon master and may be subject to additional DC rolls at his discretion.<br />
<br />
==== Mind Over Body ====<br />
At 17th level your hearing is improved to such an extent that any creature attempting to use stealth around you does so at a disadvantage.<br />
<br />
===Kryptonian Archetype- Military===<br />
The most best trained and most talented fighters on Krypton are recruited into the armed forces, they are trained to do whatever it takes to protect their planet and are more than capable of doing so.<br />
<br />
==== Honed Body ====<br />
At 3rd level, you gain proficiency in one Dexterity based skill of your choice. You may now choose to use your Dexterity modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Death Dealers ====<br />
At 7th level, you gain proficiency in all Martial Weapons, any weapon you use is considered to have the ''finesse'' rule.<br />
<br />
==== Superhuman Shield ====<br />
At 13th level, you may apply armour to increase your Man of Steel Armour Class as follows: Light Armour +1AC, Medium Armour +2AC, Heavy Armour +3AC, Shield +1AC. You may also benefit from any magic effects this armour may provide.<br />
<br />
==== Cold Breath ====<br />
At 17th level you can blow out a 15ft cone of cold damage as a action. Models within the cone must pass a DC15 Constitution Save or take 8d12 cold damage. On a successful save the target takes half damage.<br />
<br />
===Kryptonian Archetype- Governing Council===<br />
The Kryptonians serving in government are bred and trained to be calm, insular and wise. They have the respect of many worlds, though their arrogant style of leadership rubs many the wrong way, particularly within the other two Kryptonian pillars of society.<br />
<br />
==== Silver Tongue ====<br />
At 3rd level, you gain proficiency in one Charisma based skill of your choice. You may now choose to use your Charisma modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Diplomacy ====<br />
At 7th level, you gain proficiency in one Wisdom based skill of your choice. You are also able to understand and speak any language you hear for more than a few minutes and gain advantage on rolls to persuade or deceive other characters.<br />
<br />
==== Master Manipulator ====<br />
At 13th level, you gain advantage on any Stealth or Sleight of Hand rolls. You can become Invisible for up to one hour.<br />
<br />
==== Expert Diplomat ====<br />
At 17th level, such is the respect others have for your authority and wisdom that you have many devoted followers. Your cult of personality results in people in most civilized areas being very helpful and amicable towards you. In addition you can sell all items for double their standard value to traders with enough gold to oblige.<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 Yellow Sun Kryptonian class, you must meet these prerequisites: Strength 15, Constitution 15<br />
<br />
'''Proficiencies.''' When you multiclass into the Yellow Sun Kryptonian class, you gain the following proficiencies: Athletics.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Yellow_Sun_Kryptonian_(5e_Class)&diff=1014404Yellow Sun Kryptonian (5e Class)2018-03-01T04:20:02Z<p>Shekar: /* Faster than a Speeding Bullet */</p>
<hr />
<div>{{needsbalance|Not even slightly balanced.}}<br />
==Yellow Sun Kryptonian==<br />
<br />
The peoples of a troubled settlement look to the sky for hope as a being of immense power streaks across the sky. Those hard at work with a rescue attempt are awestruck at a single being lifts huge chunks of debris and casts them aside like scrap paper. The horrifying horde, blood crazed from their savage attack give pause as a godly silhouette strides through the flames of destruction.<br />
<br />
Elsewhere a world kneels before the glowing red eyes of its conqueror.<br />
<br />
Under a yellow sun the people of Krypton gain unbelievable powers that develop with time and exposure. Such is the effort and focus required the master these skills that such individuals treat mastery of their racial traits as other would a class; they learn new skills and develop as they gain experience to reach their full potential. As such this class works well in conjunction with the Kryptonian Race (5e Race) detailed in the race section of the D&D Wiki. <br />
<br />
===Creating a Yellow Sun Kryptonian===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
When you are creating a Kryptonian character there are several key questions to consider: Why has your character left Krypton? Is he on a mission from the Science Council? Part of an invasion force? Or simply choosing to indulge his own adventurous nature? If you decide that your story is set after the destruction of Krypton, how did your Kryptonian survive? How old was he when he left the planet? Can he remember his home? Did he leave a family behind? How well has he adapted to his new home? How much does he know of his heritage and culture?<br />
<br />
{{5e Class Features<br />
|name= Yellow Sun Kryptonian<br />
|summary= A powerful being able to channel sun energy to perform amazing feats.<br />
|hd=10<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= You are proficient in Athletics, Survival and one more skill of your choice.<br />
|item1a= Dungeoneer's pack<br />
|item1b= Explorer's pack<br />
|item2a= Scholar's pack<br />
|item2b= Priest's pack<br />
|item3a= Holy Symbol of a House or Guild of Krypton<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Man of Steel, Solar Battery<br />
|classfeatures2= Glow<br />
|classfeatures3= Archetype Feature<br />
|classfeatures4=<br />
|classfeatures5= Leap Tall Buildings<br />
|classfeatures6= Faster than a Speeding Bullet<br />
|classfeatures7= Archetype Feature<br />
|classfeatures8= <br />
|classfeatures9= Extra Attack<br />
|classfeatures10= More Powerful than a Locomotive<br />
|classfeatures11= Dark Vision<br />
|classfeatures12=<br />
|classfeatures13= Archetype Feature<br />
|classfeatures14= X-Ray Vision<br />
|classfeatures15= Heat Vision<br />
|classfeatures16=<br />
|classfeatures17= Archetype Feature<br />
|classfeatures18= Is it a bird? Is it a plane?<br />
|classfeatures19=<br />
|classfeatures20= Super Nova<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= <br />
|extra1_1<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 />
===Yellow Sun Kryptonian Abilities===<br />
<br />
==== Man of Steel ====<br />
Beginning at level 1, Kryptonians under a yellow sun rely on their naturally dense cellular structure for defence rather than armour, as such they are not proficient in the use of armour but rather have an alternative method of establishing Armour class. The Armour Class of a Kryptonian that is not wearing armour is as follows:<br />
<br />
10 + Dexterity Modifier + Constitution Modifier<br />
<br />
<br />
<br />
You are considered to be proficient in hand-to-hand combat (unarmed strikes) and deal 1d4 damage plus modifiers on a successful unarmed attack.this increases to 1d6 at 6th level and 1d8 at 11th level<br />
<br />
==== Glow ====<br />
Beginning at level 2 you are able to make your eyes glow a bright red or blue; you gain advantage on any intimidation rolls you make for 1 minute.After you use this ability you cant use it until you complete a short or long rest<br />
<br />
==== Kryptonian Archetype ====<br />
At 3rd level, you choose a Kryptonian Archetype from members of the Science Council, Military or System of Governance. You gain bonus abilities from this choice at 3rd, 7th, 13th and 17th level.<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 you 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 />
==== Able to Leap Tall Buildings ====<br />
At 5th level and beyond you gain the ability to leap huge distances; you can now jump 20ft from a standing start horizontally and vertically.<br />
<br />
==== Faster than a Speeding Bullet ====<br />
From 6th level, you channel Solar Energy to increase you speed to super-human levels. You add 10ft onto your standard movement rate.<br />
<br />
==== Extra Attack ====<br />
Beginning at 9th level you use your speed in a more aggressive manner. You can attack twice, instead of once, whenever you take the attack action.<br />
<br />
==== More Powerful than a Locomotive ====<br />
Beginning at 10th level you learn to channel your power into your muscles to increase your strength. When you roll Strength check add Your level number onto your dice roll to determine the outcome. In addition, you may elect to make a powered strike instead of a normal attack in combat; if this unarmed attack hits it deals an extra 5d10 damage.<br />
<br />
==== Dark Vision ====<br />
Beginning at 11th level, you gain dark vision ability with a range of 80ft.<br />
<br />
==== X-Ray Vision ====<br />
From 14th level you have X-ray Vision, this allows a player to inspect the insides of an item, e.g. a chest, cupboard, backpack, or the other side of a door without opening the object or door. A player must still roll perception checks as normal and this ability cannot be used on lead or magically warded objects.<br />
<br />
==== Heat Vision ====<br />
You gain the ability to shoot red or blue rays of heat from your eyes at level 15. You force a target enemy to make a DC15 Dexterity Save or take 10d10 Radiant Damage. Note- this does not count as a magical attack.<br />
<br />
==== Is it a bird? Is it a Plane? ====<br />
From level 18 you gain the ability of flight- you gain a flight speed of 60ft.<br />
<br />
==== Super Nova ====<br />
At level 20 you gain the Super Nova ability. All enemies within 40ft of you must pass a DC15 Constitution Save, taking 15d12 radiant damage if they fail and half as much damage if they succeed.<br />
<br />
===Kryptonian Archetype- Science Council===<br />
The most intelligent, curious and adventurous of the peoples of Krypton are awarded a place on the Science Council, with their only mission being to advance Kryptonian knowledge for the good of the people.<br />
<br />
==== Keen Mind ====<br />
At 3rd level, you gain proficiency in one Intelligence based skill of your choice. You may now choose to use your intelligence modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Craftsman ====<br />
At 7th level, you gain proficiency in one artisan tool or instrument of your choice. You also gain an advantage on any Intelligence or Wisdom Roll made to understand the workings of technology or magic. You no longer suffer a disadvantage whilst rolling saves against magical effects.<br />
<br />
==== Master Craftsman ====<br />
At 13th level, with access to appropriate materials you are able to improve the efficiency of almost any item. For example you may make a weapon cause more damage, a health potion restore more hitpoints or even something more mundane such as allowing a shelf to hold more weight. These improvements and the time/materials needed to complete them should be negotiated with a dungeon master and may be subject to additional DC rolls at his discretion.<br />
<br />
==== Mind Over Body ====<br />
At 17th level your hearing is improved to such an extent that any creature attempting to use stealth around you does so at a disadvantage.<br />
<br />
===Kryptonian Archetype- Military===<br />
The most best trained and most talented fighters on Krypton are recruited into the armed forces, they are trained to do whatever it takes to protect their planet and are more than capable of doing so.<br />
<br />
==== Honed Body ====<br />
At 3rd level, you gain proficiency in one Dexterity based skill of your choice. You may now choose to use your Dexterity modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Death Dealers ====<br />
At 7th level, you gain proficiency in all Martial Weapons, any weapon you use is considered to have the ''finesse'' rule.<br />
<br />
==== Superhuman Shield ====<br />
At 13th level, you may apply armour to increase your Man of Steel Armour Class as follows: Light Armour +1AC, Medium Armour +2AC, Heavy Armour +3AC, Shield +1AC. You may also benefit from any magic effects this armour may provide.<br />
<br />
==== Cold Breath ====<br />
At 17th level you can blow out a 15ft cone of cold damage as a action. Models within the cone must pass a DC15 Constitution Save or take 8d12 cold damage. On a successful save the target takes half damage.<br />
<br />
===Kryptonian Archetype- Governing Council===<br />
The Kryptonians serving in government are bred and trained to be calm, insular and wise. They have the respect of many worlds, though their arrogant style of leadership rubs many the wrong way, particularly within the other two Kryptonian pillars of society.<br />
<br />
==== Silver Tongue ====<br />
At 3rd level, you gain proficiency in one Charisma based skill of your choice. You may now choose to use your Charisma modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Diplomacy ====<br />
At 7th level, you gain proficiency in one Wisdom based skill of your choice. You are also able to understand and speak any language you hear for more than a few minutes and gain advantage on rolls to persuade or deceive other characters.<br />
<br />
==== Master Manipulator ====<br />
At 13th level, you gain advantage on any Stealth or Sleight of Hand rolls. You can become Invisible for up to one hour.<br />
<br />
==== Expert Diplomat ====<br />
At 17th level, such is the respect others have for your authority and wisdom that you have many devoted followers. Your cult of personality results in people in most civilized areas being very helpful and amicable towards you. In addition you can sell all items for double their standard value to traders with enough gold to oblige.<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 Yellow Sun Kryptonian class, you must meet these prerequisites: Strength 15, Constitution 15<br />
<br />
'''Proficiencies.''' When you multiclass into the Yellow Sun Kryptonian class, you gain the following proficiencies: Athletics.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Yellow_Sun_Kryptonian_(5e_Class)&diff=1014403Yellow Sun Kryptonian (5e Class)2018-03-01T04:19:28Z<p>Shekar: /* Able to Leap Tall Buildings */</p>
<hr />
<div>{{needsbalance|Not even slightly balanced.}}<br />
==Yellow Sun Kryptonian==<br />
<br />
The peoples of a troubled settlement look to the sky for hope as a being of immense power streaks across the sky. Those hard at work with a rescue attempt are awestruck at a single being lifts huge chunks of debris and casts them aside like scrap paper. The horrifying horde, blood crazed from their savage attack give pause as a godly silhouette strides through the flames of destruction.<br />
<br />
Elsewhere a world kneels before the glowing red eyes of its conqueror.<br />
<br />
Under a yellow sun the people of Krypton gain unbelievable powers that develop with time and exposure. Such is the effort and focus required the master these skills that such individuals treat mastery of their racial traits as other would a class; they learn new skills and develop as they gain experience to reach their full potential. As such this class works well in conjunction with the Kryptonian Race (5e Race) detailed in the race section of the D&D Wiki. <br />
<br />
===Creating a Yellow Sun Kryptonian===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
When you are creating a Kryptonian character there are several key questions to consider: Why has your character left Krypton? Is he on a mission from the Science Council? Part of an invasion force? Or simply choosing to indulge his own adventurous nature? If you decide that your story is set after the destruction of Krypton, how did your Kryptonian survive? How old was he when he left the planet? Can he remember his home? Did he leave a family behind? How well has he adapted to his new home? How much does he know of his heritage and culture?<br />
<br />
{{5e Class Features<br />
|name= Yellow Sun Kryptonian<br />
|summary= A powerful being able to channel sun energy to perform amazing feats.<br />
|hd=10<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= You are proficient in Athletics, Survival and one more skill of your choice.<br />
|item1a= Dungeoneer's pack<br />
|item1b= Explorer's pack<br />
|item2a= Scholar's pack<br />
|item2b= Priest's pack<br />
|item3a= Holy Symbol of a House or Guild of Krypton<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Man of Steel, Solar Battery<br />
|classfeatures2= Glow<br />
|classfeatures3= Archetype Feature<br />
|classfeatures4=<br />
|classfeatures5= Leap Tall Buildings<br />
|classfeatures6= Faster than a Speeding Bullet<br />
|classfeatures7= Archetype Feature<br />
|classfeatures8= <br />
|classfeatures9= Extra Attack<br />
|classfeatures10= More Powerful than a Locomotive<br />
|classfeatures11= Dark Vision<br />
|classfeatures12=<br />
|classfeatures13= Archetype Feature<br />
|classfeatures14= X-Ray Vision<br />
|classfeatures15= Heat Vision<br />
|classfeatures16=<br />
|classfeatures17= Archetype Feature<br />
|classfeatures18= Is it a bird? Is it a plane?<br />
|classfeatures19=<br />
|classfeatures20= Super Nova<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= <br />
|extra1_1<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 />
===Yellow Sun Kryptonian Abilities===<br />
<br />
==== Man of Steel ====<br />
Beginning at level 1, Kryptonians under a yellow sun rely on their naturally dense cellular structure for defence rather than armour, as such they are not proficient in the use of armour but rather have an alternative method of establishing Armour class. The Armour Class of a Kryptonian that is not wearing armour is as follows:<br />
<br />
10 + Dexterity Modifier + Constitution Modifier<br />
<br />
<br />
<br />
You are considered to be proficient in hand-to-hand combat (unarmed strikes) and deal 1d4 damage plus modifiers on a successful unarmed attack.this increases to 1d6 at 6th level and 1d8 at 11th level<br />
<br />
==== Glow ====<br />
Beginning at level 2 you are able to make your eyes glow a bright red or blue; you gain advantage on any intimidation rolls you make for 1 minute.After you use this ability you cant use it until you complete a short or long rest<br />
<br />
==== Kryptonian Archetype ====<br />
At 3rd level, you choose a Kryptonian Archetype from members of the Science Council, Military or System of Governance. You gain bonus abilities from this choice at 3rd, 7th, 13th and 17th level.<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 you 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 />
==== Able to Leap Tall Buildings ====<br />
At 5th level and beyond you gain the ability to leap huge distances; you can now jump 20ft from a standing start horizontally and vertically.<br />
<br />
==== Faster than a Speeding Bullet ====<br />
From 6th level, you channel Solar Energy to increase you speed to super-human levels. You add 10ft onto your standard movement rate. In addition, whilst in combat you take an additional bonus action on your turn. This action may only be a dash or disengage action.<br />
<br />
==== Extra Attack ====<br />
Beginning at 9th level you use your speed in a more aggressive manner. You can attack twice, instead of once, whenever you take the attack action.<br />
<br />
==== More Powerful than a Locomotive ====<br />
Beginning at 10th level you learn to channel your power into your muscles to increase your strength. When you roll Strength check add Your level number onto your dice roll to determine the outcome. In addition, you may elect to make a powered strike instead of a normal attack in combat; if this unarmed attack hits it deals an extra 5d10 damage.<br />
<br />
==== Dark Vision ====<br />
Beginning at 11th level, you gain dark vision ability with a range of 80ft.<br />
<br />
==== X-Ray Vision ====<br />
From 14th level you have X-ray Vision, this allows a player to inspect the insides of an item, e.g. a chest, cupboard, backpack, or the other side of a door without opening the object or door. A player must still roll perception checks as normal and this ability cannot be used on lead or magically warded objects.<br />
<br />
==== Heat Vision ====<br />
You gain the ability to shoot red or blue rays of heat from your eyes at level 15. You force a target enemy to make a DC15 Dexterity Save or take 10d10 Radiant Damage. Note- this does not count as a magical attack.<br />
<br />
==== Is it a bird? Is it a Plane? ====<br />
From level 18 you gain the ability of flight- you gain a flight speed of 60ft.<br />
<br />
==== Super Nova ====<br />
At level 20 you gain the Super Nova ability. All enemies within 40ft of you must pass a DC15 Constitution Save, taking 15d12 radiant damage if they fail and half as much damage if they succeed.<br />
<br />
===Kryptonian Archetype- Science Council===<br />
The most intelligent, curious and adventurous of the peoples of Krypton are awarded a place on the Science Council, with their only mission being to advance Kryptonian knowledge for the good of the people.<br />
<br />
==== Keen Mind ====<br />
At 3rd level, you gain proficiency in one Intelligence based skill of your choice. You may now choose to use your intelligence modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Craftsman ====<br />
At 7th level, you gain proficiency in one artisan tool or instrument of your choice. You also gain an advantage on any Intelligence or Wisdom Roll made to understand the workings of technology or magic. You no longer suffer a disadvantage whilst rolling saves against magical effects.<br />
<br />
==== Master Craftsman ====<br />
At 13th level, with access to appropriate materials you are able to improve the efficiency of almost any item. For example you may make a weapon cause more damage, a health potion restore more hitpoints or even something more mundane such as allowing a shelf to hold more weight. These improvements and the time/materials needed to complete them should be negotiated with a dungeon master and may be subject to additional DC rolls at his discretion.<br />
<br />
==== Mind Over Body ====<br />
At 17th level your hearing is improved to such an extent that any creature attempting to use stealth around you does so at a disadvantage.<br />
<br />
===Kryptonian Archetype- Military===<br />
The most best trained and most talented fighters on Krypton are recruited into the armed forces, they are trained to do whatever it takes to protect their planet and are more than capable of doing so.<br />
<br />
==== Honed Body ====<br />
At 3rd level, you gain proficiency in one Dexterity based skill of your choice. You may now choose to use your Dexterity modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Death Dealers ====<br />
At 7th level, you gain proficiency in all Martial Weapons, any weapon you use is considered to have the ''finesse'' rule.<br />
<br />
==== Superhuman Shield ====<br />
At 13th level, you may apply armour to increase your Man of Steel Armour Class as follows: Light Armour +1AC, Medium Armour +2AC, Heavy Armour +3AC, Shield +1AC. You may also benefit from any magic effects this armour may provide.<br />
<br />
==== Cold Breath ====<br />
At 17th level you can blow out a 15ft cone of cold damage as a action. Models within the cone must pass a DC15 Constitution Save or take 8d12 cold damage. On a successful save the target takes half damage.<br />
<br />
===Kryptonian Archetype- Governing Council===<br />
The Kryptonians serving in government are bred and trained to be calm, insular and wise. They have the respect of many worlds, though their arrogant style of leadership rubs many the wrong way, particularly within the other two Kryptonian pillars of society.<br />
<br />
==== Silver Tongue ====<br />
At 3rd level, you gain proficiency in one Charisma based skill of your choice. You may now choose to use your Charisma modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Diplomacy ====<br />
At 7th level, you gain proficiency in one Wisdom based skill of your choice. You are also able to understand and speak any language you hear for more than a few minutes and gain advantage on rolls to persuade or deceive other characters.<br />
<br />
==== Master Manipulator ====<br />
At 13th level, you gain advantage on any Stealth or Sleight of Hand rolls. You can become Invisible for up to one hour.<br />
<br />
==== Expert Diplomat ====<br />
At 17th level, such is the respect others have for your authority and wisdom that you have many devoted followers. Your cult of personality results in people in most civilized areas being very helpful and amicable towards you. In addition you can sell all items for double their standard value to traders with enough gold to oblige.<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 Yellow Sun Kryptonian class, you must meet these prerequisites: Strength 15, Constitution 15<br />
<br />
'''Proficiencies.''' When you multiclass into the Yellow Sun Kryptonian class, you gain the following proficiencies: Athletics.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Yellow_Sun_Kryptonian_(5e_Class)&diff=1014401Yellow Sun Kryptonian (5e Class)2018-03-01T04:18:47Z<p>Shekar: /* Yellow Sun Kryptonian */</p>
<hr />
<div>{{needsbalance|Not even slightly balanced.}}<br />
==Yellow Sun Kryptonian==<br />
<br />
The peoples of a troubled settlement look to the sky for hope as a being of immense power streaks across the sky. Those hard at work with a rescue attempt are awestruck at a single being lifts huge chunks of debris and casts them aside like scrap paper. The horrifying horde, blood crazed from their savage attack give pause as a godly silhouette strides through the flames of destruction.<br />
<br />
Elsewhere a world kneels before the glowing red eyes of its conqueror.<br />
<br />
Under a yellow sun the people of Krypton gain unbelievable powers that develop with time and exposure. Such is the effort and focus required the master these skills that such individuals treat mastery of their racial traits as other would a class; they learn new skills and develop as they gain experience to reach their full potential. As such this class works well in conjunction with the Kryptonian Race (5e Race) detailed in the race section of the D&D Wiki. <br />
<br />
===Creating a Yellow Sun Kryptonian===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
When you are creating a Kryptonian character there are several key questions to consider: Why has your character left Krypton? Is he on a mission from the Science Council? Part of an invasion force? Or simply choosing to indulge his own adventurous nature? If you decide that your story is set after the destruction of Krypton, how did your Kryptonian survive? How old was he when he left the planet? Can he remember his home? Did he leave a family behind? How well has he adapted to his new home? How much does he know of his heritage and culture?<br />
<br />
{{5e Class Features<br />
|name= Yellow Sun Kryptonian<br />
|summary= A powerful being able to channel sun energy to perform amazing feats.<br />
|hd=10<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= You are proficient in Athletics, Survival and one more skill of your choice.<br />
|item1a= Dungeoneer's pack<br />
|item1b= Explorer's pack<br />
|item2a= Scholar's pack<br />
|item2b= Priest's pack<br />
|item3a= Holy Symbol of a House or Guild of Krypton<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Man of Steel, Solar Battery<br />
|classfeatures2= Glow<br />
|classfeatures3= Archetype Feature<br />
|classfeatures4=<br />
|classfeatures5= Leap Tall Buildings<br />
|classfeatures6= Faster than a Speeding Bullet<br />
|classfeatures7= Archetype Feature<br />
|classfeatures8= <br />
|classfeatures9= Extra Attack<br />
|classfeatures10= More Powerful than a Locomotive<br />
|classfeatures11= Dark Vision<br />
|classfeatures12=<br />
|classfeatures13= Archetype Feature<br />
|classfeatures14= X-Ray Vision<br />
|classfeatures15= Heat Vision<br />
|classfeatures16=<br />
|classfeatures17= Archetype Feature<br />
|classfeatures18= Is it a bird? Is it a plane?<br />
|classfeatures19=<br />
|classfeatures20= Super Nova<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= <br />
|extra1_1<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 />
===Yellow Sun Kryptonian Abilities===<br />
<br />
==== Man of Steel ====<br />
Beginning at level 1, Kryptonians under a yellow sun rely on their naturally dense cellular structure for defence rather than armour, as such they are not proficient in the use of armour but rather have an alternative method of establishing Armour class. The Armour Class of a Kryptonian that is not wearing armour is as follows:<br />
<br />
10 + Dexterity Modifier + Constitution Modifier<br />
<br />
<br />
<br />
You are considered to be proficient in hand-to-hand combat (unarmed strikes) and deal 1d4 damage plus modifiers on a successful unarmed attack.this increases to 1d6 at 6th level and 1d8 at 11th level<br />
<br />
==== Glow ====<br />
Beginning at level 2 you are able to make your eyes glow a bright red or blue; you gain advantage on any intimidation rolls you make for 1 minute.After you use this ability you cant use it until you complete a short or long rest<br />
<br />
==== Kryptonian Archetype ====<br />
At 3rd level, you choose a Kryptonian Archetype from members of the Science Council, Military or System of Governance. You gain bonus abilities from this choice at 3rd, 7th, 13th and 17th level.<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 you 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 />
==== Able to Leap Tall Buildings ====<br />
At 5th level and beyond you gain the ability to leap huge distances; you can now jump 60ft from a standing start horizontally and vertically.<br />
<br />
==== Faster than a Speeding Bullet ====<br />
From 6th level, you channel Solar Energy to increase you speed to super-human levels. You add 10ft onto your standard movement rate. In addition, whilst in combat you take an additional bonus action on your turn. This action may only be a dash or disengage action.<br />
<br />
==== Extra Attack ====<br />
Beginning at 9th level you use your speed in a more aggressive manner. You can attack twice, instead of once, whenever you take the attack action.<br />
<br />
==== More Powerful than a Locomotive ====<br />
Beginning at 10th level you learn to channel your power into your muscles to increase your strength. When you roll Strength check add Your level number onto your dice roll to determine the outcome. In addition, you may elect to make a powered strike instead of a normal attack in combat; if this unarmed attack hits it deals an extra 5d10 damage.<br />
<br />
==== Dark Vision ====<br />
Beginning at 11th level, you gain dark vision ability with a range of 80ft.<br />
<br />
==== X-Ray Vision ====<br />
From 14th level you have X-ray Vision, this allows a player to inspect the insides of an item, e.g. a chest, cupboard, backpack, or the other side of a door without opening the object or door. A player must still roll perception checks as normal and this ability cannot be used on lead or magically warded objects.<br />
<br />
==== Heat Vision ====<br />
You gain the ability to shoot red or blue rays of heat from your eyes at level 15. You force a target enemy to make a DC15 Dexterity Save or take 10d10 Radiant Damage. Note- this does not count as a magical attack.<br />
<br />
==== Is it a bird? Is it a Plane? ====<br />
From level 18 you gain the ability of flight- you gain a flight speed of 60ft.<br />
<br />
==== Super Nova ====<br />
At level 20 you gain the Super Nova ability. All enemies within 40ft of you must pass a DC15 Constitution Save, taking 15d12 radiant damage if they fail and half as much damage if they succeed.<br />
<br />
===Kryptonian Archetype- Science Council===<br />
The most intelligent, curious and adventurous of the peoples of Krypton are awarded a place on the Science Council, with their only mission being to advance Kryptonian knowledge for the good of the people.<br />
<br />
==== Keen Mind ====<br />
At 3rd level, you gain proficiency in one Intelligence based skill of your choice. You may now choose to use your intelligence modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Craftsman ====<br />
At 7th level, you gain proficiency in one artisan tool or instrument of your choice. You also gain an advantage on any Intelligence or Wisdom Roll made to understand the workings of technology or magic. You no longer suffer a disadvantage whilst rolling saves against magical effects.<br />
<br />
==== Master Craftsman ====<br />
At 13th level, with access to appropriate materials you are able to improve the efficiency of almost any item. For example you may make a weapon cause more damage, a health potion restore more hitpoints or even something more mundane such as allowing a shelf to hold more weight. These improvements and the time/materials needed to complete them should be negotiated with a dungeon master and may be subject to additional DC rolls at his discretion.<br />
<br />
==== Mind Over Body ====<br />
At 17th level your hearing is improved to such an extent that any creature attempting to use stealth around you does so at a disadvantage.<br />
<br />
===Kryptonian Archetype- Military===<br />
The most best trained and most talented fighters on Krypton are recruited into the armed forces, they are trained to do whatever it takes to protect their planet and are more than capable of doing so.<br />
<br />
==== Honed Body ====<br />
At 3rd level, you gain proficiency in one Dexterity based skill of your choice. You may now choose to use your Dexterity modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Death Dealers ====<br />
At 7th level, you gain proficiency in all Martial Weapons, any weapon you use is considered to have the ''finesse'' rule.<br />
<br />
==== Superhuman Shield ====<br />
At 13th level, you may apply armour to increase your Man of Steel Armour Class as follows: Light Armour +1AC, Medium Armour +2AC, Heavy Armour +3AC, Shield +1AC. You may also benefit from any magic effects this armour may provide.<br />
<br />
==== Cold Breath ====<br />
At 17th level you can blow out a 15ft cone of cold damage as a action. Models within the cone must pass a DC15 Constitution Save or take 8d12 cold damage. On a successful save the target takes half damage.<br />
<br />
===Kryptonian Archetype- Governing Council===<br />
The Kryptonians serving in government are bred and trained to be calm, insular and wise. They have the respect of many worlds, though their arrogant style of leadership rubs many the wrong way, particularly within the other two Kryptonian pillars of society.<br />
<br />
==== Silver Tongue ====<br />
At 3rd level, you gain proficiency in one Charisma based skill of your choice. You may now choose to use your Charisma modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Diplomacy ====<br />
At 7th level, you gain proficiency in one Wisdom based skill of your choice. You are also able to understand and speak any language you hear for more than a few minutes and gain advantage on rolls to persuade or deceive other characters.<br />
<br />
==== Master Manipulator ====<br />
At 13th level, you gain advantage on any Stealth or Sleight of Hand rolls. You can become Invisible for up to one hour.<br />
<br />
==== Expert Diplomat ====<br />
At 17th level, such is the respect others have for your authority and wisdom that you have many devoted followers. Your cult of personality results in people in most civilized areas being very helpful and amicable towards you. In addition you can sell all items for double their standard value to traders with enough gold to oblige.<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 Yellow Sun Kryptonian class, you must meet these prerequisites: Strength 15, Constitution 15<br />
<br />
'''Proficiencies.''' When you multiclass into the Yellow Sun Kryptonian class, you gain the following proficiencies: Athletics.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Yellow_Sun_Kryptonian_(5e_Class)&diff=1014399Yellow Sun Kryptonian (5e Class)2018-03-01T04:17:52Z<p>Shekar: /* Glow */</p>
<hr />
<div>{{needsbalance|Not even slightly balanced.}}<br />
==Yellow Sun Kryptonian==<br />
<br />
The peoples of a troubled settlement look to the sky for hope as a being of immense power streaks across the sky. Those hard at work with a rescue attempt are awestruck at a single being lifts huge chunks of debris and casts them aside like scrap paper. The horrifying horde, blood crazed from their savage attack give pause as a godly silhouette strides through the flames of destruction.<br />
<br />
Elsewhere a world kneels before the glowing red eyes of its conqueror.<br />
<br />
Under a yellow sun the people of Krypton gain unbelievable powers that develop with time and exposure. Such is the effort and focus required the master these skills that such individuals treat mastery of their racial traits as other would a class; they learn new skills and develop as they gain experience to reach their full potential. As such this class works well in conjunction with the Kryptonian Race (5e Race) detailed in the race section of the D&D Wiki. <br />
<br />
===Creating a Yellow Sun Kryptonian===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
When you are creating a Kryptonian character there are several key questions to consider: Why has your character left Krypton? Is he on a mission from the Science Council? Part of an invasion force? Or simply choosing to indulge his own adventurous nature? If you decide that your story is set after the destruction of Krypton, how did your Kryptonian survive? How old was he when he left the planet? Can he remember his home? Did he leave a family behind? How well has he adapted to his new home? How much does he know of his heritage and culture?<br />
<br />
{{5e Class Features<br />
|name= Yellow Sun Kryptonian<br />
|summary= A powerful being able to channel sun energy to perform amazing feats.<br />
|hd=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= You are proficient in Athletics, Survival and one more skill of your choice.<br />
|item1a= Dungeoneer's pack<br />
|item1b= Explorer's pack<br />
|item2a= Scholar's pack<br />
|item2b= Priest's pack<br />
|item3a= Holy Symbol of a House or Guild of Krypton<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Man of Steel, Solar Battery<br />
|classfeatures2= Glow<br />
|classfeatures3= Archetype Feature<br />
|classfeatures4=<br />
|classfeatures5= Leap Tall Buildings<br />
|classfeatures6= Faster than a Speeding Bullet<br />
|classfeatures7= Archetype Feature<br />
|classfeatures8= <br />
|classfeatures9= Extra Attack<br />
|classfeatures10= More Powerful than a Locomotive<br />
|classfeatures11= Dark Vision<br />
|classfeatures12=<br />
|classfeatures13= Archetype Feature<br />
|classfeatures14= X-Ray Vision<br />
|classfeatures15= Heat Vision<br />
|classfeatures16=<br />
|classfeatures17= Archetype Feature<br />
|classfeatures18= Is it a bird? Is it a plane?<br />
|classfeatures19=<br />
|classfeatures20= Super Nova<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= <br />
|extra1_1<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 />
===Yellow Sun Kryptonian Abilities===<br />
<br />
==== Man of Steel ====<br />
Beginning at level 1, Kryptonians under a yellow sun rely on their naturally dense cellular structure for defence rather than armour, as such they are not proficient in the use of armour but rather have an alternative method of establishing Armour class. The Armour Class of a Kryptonian that is not wearing armour is as follows:<br />
<br />
10 + Dexterity Modifier + Constitution Modifier<br />
<br />
<br />
<br />
You are considered to be proficient in hand-to-hand combat (unarmed strikes) and deal 1d4 damage plus modifiers on a successful unarmed attack.this increases to 1d6 at 6th level and 1d8 at 11th level<br />
<br />
==== Glow ====<br />
Beginning at level 2 you are able to make your eyes glow a bright red or blue; you gain advantage on any intimidation rolls you make for 1 minute.After you use this ability you cant use it until you complete a short or long rest<br />
<br />
==== Kryptonian Archetype ====<br />
At 3rd level, you choose a Kryptonian Archetype from members of the Science Council, Military or System of Governance. You gain bonus abilities from this choice at 3rd, 7th, 13th and 17th level.<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 you 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 />
==== Able to Leap Tall Buildings ====<br />
At 5th level and beyond you gain the ability to leap huge distances; you can now jump 60ft from a standing start horizontally and vertically.<br />
<br />
==== Faster than a Speeding Bullet ====<br />
From 6th level, you channel Solar Energy to increase you speed to super-human levels. You add 10ft onto your standard movement rate. In addition, whilst in combat you take an additional bonus action on your turn. This action may only be a dash or disengage action.<br />
<br />
==== Extra Attack ====<br />
Beginning at 9th level you use your speed in a more aggressive manner. You can attack twice, instead of once, whenever you take the attack action.<br />
<br />
==== More Powerful than a Locomotive ====<br />
Beginning at 10th level you learn to channel your power into your muscles to increase your strength. When you roll Strength check add Your level number onto your dice roll to determine the outcome. In addition, you may elect to make a powered strike instead of a normal attack in combat; if this unarmed attack hits it deals an extra 5d10 damage.<br />
<br />
==== Dark Vision ====<br />
Beginning at 11th level, you gain dark vision ability with a range of 80ft.<br />
<br />
==== X-Ray Vision ====<br />
From 14th level you have X-ray Vision, this allows a player to inspect the insides of an item, e.g. a chest, cupboard, backpack, or the other side of a door without opening the object or door. A player must still roll perception checks as normal and this ability cannot be used on lead or magically warded objects.<br />
<br />
==== Heat Vision ====<br />
You gain the ability to shoot red or blue rays of heat from your eyes at level 15. You force a target enemy to make a DC15 Dexterity Save or take 10d10 Radiant Damage. Note- this does not count as a magical attack.<br />
<br />
==== Is it a bird? Is it a Plane? ====<br />
From level 18 you gain the ability of flight- you gain a flight speed of 60ft.<br />
<br />
==== Super Nova ====<br />
At level 20 you gain the Super Nova ability. All enemies within 40ft of you must pass a DC15 Constitution Save, taking 15d12 radiant damage if they fail and half as much damage if they succeed.<br />
<br />
===Kryptonian Archetype- Science Council===<br />
The most intelligent, curious and adventurous of the peoples of Krypton are awarded a place on the Science Council, with their only mission being to advance Kryptonian knowledge for the good of the people.<br />
<br />
==== Keen Mind ====<br />
At 3rd level, you gain proficiency in one Intelligence based skill of your choice. You may now choose to use your intelligence modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Craftsman ====<br />
At 7th level, you gain proficiency in one artisan tool or instrument of your choice. You also gain an advantage on any Intelligence or Wisdom Roll made to understand the workings of technology or magic. You no longer suffer a disadvantage whilst rolling saves against magical effects.<br />
<br />
==== Master Craftsman ====<br />
At 13th level, with access to appropriate materials you are able to improve the efficiency of almost any item. For example you may make a weapon cause more damage, a health potion restore more hitpoints or even something more mundane such as allowing a shelf to hold more weight. These improvements and the time/materials needed to complete them should be negotiated with a dungeon master and may be subject to additional DC rolls at his discretion.<br />
<br />
==== Mind Over Body ====<br />
At 17th level your hearing is improved to such an extent that any creature attempting to use stealth around you does so at a disadvantage.<br />
<br />
===Kryptonian Archetype- Military===<br />
The most best trained and most talented fighters on Krypton are recruited into the armed forces, they are trained to do whatever it takes to protect their planet and are more than capable of doing so.<br />
<br />
==== Honed Body ====<br />
At 3rd level, you gain proficiency in one Dexterity based skill of your choice. You may now choose to use your Dexterity modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Death Dealers ====<br />
At 7th level, you gain proficiency in all Martial Weapons, any weapon you use is considered to have the ''finesse'' rule.<br />
<br />
==== Superhuman Shield ====<br />
At 13th level, you may apply armour to increase your Man of Steel Armour Class as follows: Light Armour +1AC, Medium Armour +2AC, Heavy Armour +3AC, Shield +1AC. You may also benefit from any magic effects this armour may provide.<br />
<br />
==== Cold Breath ====<br />
At 17th level you can blow out a 15ft cone of cold damage as a action. Models within the cone must pass a DC15 Constitution Save or take 8d12 cold damage. On a successful save the target takes half damage.<br />
<br />
===Kryptonian Archetype- Governing Council===<br />
The Kryptonians serving in government are bred and trained to be calm, insular and wise. They have the respect of many worlds, though their arrogant style of leadership rubs many the wrong way, particularly within the other two Kryptonian pillars of society.<br />
<br />
==== Silver Tongue ====<br />
At 3rd level, you gain proficiency in one Charisma based skill of your choice. You may now choose to use your Charisma modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Diplomacy ====<br />
At 7th level, you gain proficiency in one Wisdom based skill of your choice. You are also able to understand and speak any language you hear for more than a few minutes and gain advantage on rolls to persuade or deceive other characters.<br />
<br />
==== Master Manipulator ====<br />
At 13th level, you gain advantage on any Stealth or Sleight of Hand rolls. You can become Invisible for up to one hour.<br />
<br />
==== Expert Diplomat ====<br />
At 17th level, such is the respect others have for your authority and wisdom that you have many devoted followers. Your cult of personality results in people in most civilized areas being very helpful and amicable towards you. In addition you can sell all items for double their standard value to traders with enough gold to oblige.<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 Yellow Sun Kryptonian class, you must meet these prerequisites: Strength 15, Constitution 15<br />
<br />
'''Proficiencies.''' When you multiclass into the Yellow Sun Kryptonian class, you gain the following proficiencies: Athletics.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Yellow_Sun_Kryptonian_(5e_Class)&diff=1014398Yellow Sun Kryptonian (5e Class)2018-03-01T04:16:41Z<p>Shekar: /* Solar Battery */</p>
<hr />
<div>{{needsbalance|Not even slightly balanced.}}<br />
==Yellow Sun Kryptonian==<br />
<br />
The peoples of a troubled settlement look to the sky for hope as a being of immense power streaks across the sky. Those hard at work with a rescue attempt are awestruck at a single being lifts huge chunks of debris and casts them aside like scrap paper. The horrifying horde, blood crazed from their savage attack give pause as a godly silhouette strides through the flames of destruction.<br />
<br />
Elsewhere a world kneels before the glowing red eyes of its conqueror.<br />
<br />
Under a yellow sun the people of Krypton gain unbelievable powers that develop with time and exposure. Such is the effort and focus required the master these skills that such individuals treat mastery of their racial traits as other would a class; they learn new skills and develop as they gain experience to reach their full potential. As such this class works well in conjunction with the Kryptonian Race (5e Race) detailed in the race section of the D&D Wiki. <br />
<br />
===Creating a Yellow Sun Kryptonian===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
When you are creating a Kryptonian character there are several key questions to consider: Why has your character left Krypton? Is he on a mission from the Science Council? Part of an invasion force? Or simply choosing to indulge his own adventurous nature? If you decide that your story is set after the destruction of Krypton, how did your Kryptonian survive? How old was he when he left the planet? Can he remember his home? Did he leave a family behind? How well has he adapted to his new home? How much does he know of his heritage and culture?<br />
<br />
{{5e Class Features<br />
|name= Yellow Sun Kryptonian<br />
|summary= A powerful being able to channel sun energy to perform amazing feats.<br />
|hd=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= You are proficient in Athletics, Survival and one more skill of your choice.<br />
|item1a= Dungeoneer's pack<br />
|item1b= Explorer's pack<br />
|item2a= Scholar's pack<br />
|item2b= Priest's pack<br />
|item3a= Holy Symbol of a House or Guild of Krypton<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Man of Steel, Solar Battery<br />
|classfeatures2= Glow<br />
|classfeatures3= Archetype Feature<br />
|classfeatures4=<br />
|classfeatures5= Leap Tall Buildings<br />
|classfeatures6= Faster than a Speeding Bullet<br />
|classfeatures7= Archetype Feature<br />
|classfeatures8= <br />
|classfeatures9= Extra Attack<br />
|classfeatures10= More Powerful than a Locomotive<br />
|classfeatures11= Dark Vision<br />
|classfeatures12=<br />
|classfeatures13= Archetype Feature<br />
|classfeatures14= X-Ray Vision<br />
|classfeatures15= Heat Vision<br />
|classfeatures16=<br />
|classfeatures17= Archetype Feature<br />
|classfeatures18= Is it a bird? Is it a plane?<br />
|classfeatures19=<br />
|classfeatures20= Super Nova<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= <br />
|extra1_1<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 />
===Yellow Sun Kryptonian Abilities===<br />
<br />
==== Man of Steel ====<br />
Beginning at level 1, Kryptonians under a yellow sun rely on their naturally dense cellular structure for defence rather than armour, as such they are not proficient in the use of armour but rather have an alternative method of establishing Armour class. The Armour Class of a Kryptonian that is not wearing armour is as follows:<br />
<br />
10 + Dexterity Modifier + Constitution Modifier<br />
<br />
<br />
<br />
You are considered to be proficient in hand-to-hand combat (unarmed strikes) and deal 1d4 damage plus modifiers on a successful unarmed attack.this increases to 1d6 at 6th level and 1d8 at 11th level<br />
<br />
==== Glow ====<br />
Beginning at level 2 you are able to make your eyes glow a bright red or blue; you gain advantage on any intimidation rolls you make for 10 minutes.<br />
<br />
==== Kryptonian Archetype ====<br />
At 3rd level, you choose a Kryptonian Archetype from members of the Science Council, Military or System of Governance. You gain bonus abilities from this choice at 3rd, 7th, 13th and 17th level.<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 you 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 />
==== Able to Leap Tall Buildings ====<br />
At 5th level and beyond you gain the ability to leap huge distances; you can now jump 60ft from a standing start horizontally and vertically.<br />
<br />
==== Faster than a Speeding Bullet ====<br />
From 6th level, you channel Solar Energy to increase you speed to super-human levels. You add 10ft onto your standard movement rate. In addition, whilst in combat you take an additional bonus action on your turn. This action may only be a dash or disengage action.<br />
<br />
==== Extra Attack ====<br />
Beginning at 9th level you use your speed in a more aggressive manner. You can attack twice, instead of once, whenever you take the attack action.<br />
<br />
==== More Powerful than a Locomotive ====<br />
Beginning at 10th level you learn to channel your power into your muscles to increase your strength. When you roll Strength check add Your level number onto your dice roll to determine the outcome. In addition, you may elect to make a powered strike instead of a normal attack in combat; if this unarmed attack hits it deals an extra 5d10 damage.<br />
<br />
==== Dark Vision ====<br />
Beginning at 11th level, you gain dark vision ability with a range of 80ft.<br />
<br />
==== X-Ray Vision ====<br />
From 14th level you have X-ray Vision, this allows a player to inspect the insides of an item, e.g. a chest, cupboard, backpack, or the other side of a door without opening the object or door. A player must still roll perception checks as normal and this ability cannot be used on lead or magically warded objects.<br />
<br />
==== Heat Vision ====<br />
You gain the ability to shoot red or blue rays of heat from your eyes at level 15. You force a target enemy to make a DC15 Dexterity Save or take 10d10 Radiant Damage. Note- this does not count as a magical attack.<br />
<br />
==== Is it a bird? Is it a Plane? ====<br />
From level 18 you gain the ability of flight- you gain a flight speed of 60ft.<br />
<br />
==== Super Nova ====<br />
At level 20 you gain the Super Nova ability. All enemies within 40ft of you must pass a DC15 Constitution Save, taking 15d12 radiant damage if they fail and half as much damage if they succeed.<br />
<br />
===Kryptonian Archetype- Science Council===<br />
The most intelligent, curious and adventurous of the peoples of Krypton are awarded a place on the Science Council, with their only mission being to advance Kryptonian knowledge for the good of the people.<br />
<br />
==== Keen Mind ====<br />
At 3rd level, you gain proficiency in one Intelligence based skill of your choice. You may now choose to use your intelligence modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Craftsman ====<br />
At 7th level, you gain proficiency in one artisan tool or instrument of your choice. You also gain an advantage on any Intelligence or Wisdom Roll made to understand the workings of technology or magic. You no longer suffer a disadvantage whilst rolling saves against magical effects.<br />
<br />
==== Master Craftsman ====<br />
At 13th level, with access to appropriate materials you are able to improve the efficiency of almost any item. For example you may make a weapon cause more damage, a health potion restore more hitpoints or even something more mundane such as allowing a shelf to hold more weight. These improvements and the time/materials needed to complete them should be negotiated with a dungeon master and may be subject to additional DC rolls at his discretion.<br />
<br />
==== Mind Over Body ====<br />
At 17th level your hearing is improved to such an extent that any creature attempting to use stealth around you does so at a disadvantage.<br />
<br />
===Kryptonian Archetype- Military===<br />
The most best trained and most talented fighters on Krypton are recruited into the armed forces, they are trained to do whatever it takes to protect their planet and are more than capable of doing so.<br />
<br />
==== Honed Body ====<br />
At 3rd level, you gain proficiency in one Dexterity based skill of your choice. You may now choose to use your Dexterity modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Death Dealers ====<br />
At 7th level, you gain proficiency in all Martial Weapons, any weapon you use is considered to have the ''finesse'' rule.<br />
<br />
==== Superhuman Shield ====<br />
At 13th level, you may apply armour to increase your Man of Steel Armour Class as follows: Light Armour +1AC, Medium Armour +2AC, Heavy Armour +3AC, Shield +1AC. You may also benefit from any magic effects this armour may provide.<br />
<br />
==== Cold Breath ====<br />
At 17th level you can blow out a 15ft cone of cold damage as a action. Models within the cone must pass a DC15 Constitution Save or take 8d12 cold damage. On a successful save the target takes half damage.<br />
<br />
===Kryptonian Archetype- Governing Council===<br />
The Kryptonians serving in government are bred and trained to be calm, insular and wise. They have the respect of many worlds, though their arrogant style of leadership rubs many the wrong way, particularly within the other two Kryptonian pillars of society.<br />
<br />
==== Silver Tongue ====<br />
At 3rd level, you gain proficiency in one Charisma based skill of your choice. You may now choose to use your Charisma modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Diplomacy ====<br />
At 7th level, you gain proficiency in one Wisdom based skill of your choice. You are also able to understand and speak any language you hear for more than a few minutes and gain advantage on rolls to persuade or deceive other characters.<br />
<br />
==== Master Manipulator ====<br />
At 13th level, you gain advantage on any Stealth or Sleight of Hand rolls. You can become Invisible for up to one hour.<br />
<br />
==== Expert Diplomat ====<br />
At 17th level, such is the respect others have for your authority and wisdom that you have many devoted followers. Your cult of personality results in people in most civilized areas being very helpful and amicable towards you. In addition you can sell all items for double their standard value to traders with enough gold to oblige.<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 Yellow Sun Kryptonian class, you must meet these prerequisites: Strength 15, Constitution 15<br />
<br />
'''Proficiencies.''' When you multiclass into the Yellow Sun Kryptonian class, you gain the following proficiencies: Athletics.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Yellow_Sun_Kryptonian_(5e_Class)&diff=1014397Yellow Sun Kryptonian (5e Class)2018-03-01T04:15:57Z<p>Shekar: /* Man of Steel */</p>
<hr />
<div>{{needsbalance|Not even slightly balanced.}}<br />
==Yellow Sun Kryptonian==<br />
<br />
The peoples of a troubled settlement look to the sky for hope as a being of immense power streaks across the sky. Those hard at work with a rescue attempt are awestruck at a single being lifts huge chunks of debris and casts them aside like scrap paper. The horrifying horde, blood crazed from their savage attack give pause as a godly silhouette strides through the flames of destruction.<br />
<br />
Elsewhere a world kneels before the glowing red eyes of its conqueror.<br />
<br />
Under a yellow sun the people of Krypton gain unbelievable powers that develop with time and exposure. Such is the effort and focus required the master these skills that such individuals treat mastery of their racial traits as other would a class; they learn new skills and develop as they gain experience to reach their full potential. As such this class works well in conjunction with the Kryptonian Race (5e Race) detailed in the race section of the D&D Wiki. <br />
<br />
===Creating a Yellow Sun Kryptonian===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
When you are creating a Kryptonian character there are several key questions to consider: Why has your character left Krypton? Is he on a mission from the Science Council? Part of an invasion force? Or simply choosing to indulge his own adventurous nature? If you decide that your story is set after the destruction of Krypton, how did your Kryptonian survive? How old was he when he left the planet? Can he remember his home? Did he leave a family behind? How well has he adapted to his new home? How much does he know of his heritage and culture?<br />
<br />
{{5e Class Features<br />
|name= Yellow Sun Kryptonian<br />
|summary= A powerful being able to channel sun energy to perform amazing feats.<br />
|hd=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= You are proficient in Athletics, Survival and one more skill of your choice.<br />
|item1a= Dungeoneer's pack<br />
|item1b= Explorer's pack<br />
|item2a= Scholar's pack<br />
|item2b= Priest's pack<br />
|item3a= Holy Symbol of a House or Guild of Krypton<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Man of Steel, Solar Battery<br />
|classfeatures2= Glow<br />
|classfeatures3= Archetype Feature<br />
|classfeatures4=<br />
|classfeatures5= Leap Tall Buildings<br />
|classfeatures6= Faster than a Speeding Bullet<br />
|classfeatures7= Archetype Feature<br />
|classfeatures8= <br />
|classfeatures9= Extra Attack<br />
|classfeatures10= More Powerful than a Locomotive<br />
|classfeatures11= Dark Vision<br />
|classfeatures12=<br />
|classfeatures13= Archetype Feature<br />
|classfeatures14= X-Ray Vision<br />
|classfeatures15= Heat Vision<br />
|classfeatures16=<br />
|classfeatures17= Archetype Feature<br />
|classfeatures18= Is it a bird? Is it a plane?<br />
|classfeatures19=<br />
|classfeatures20= Super Nova<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= <br />
|extra1_1<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 />
===Yellow Sun Kryptonian Abilities===<br />
<br />
==== Man of Steel ====<br />
Beginning at level 1, Kryptonians under a yellow sun rely on their naturally dense cellular structure for defence rather than armour, as such they are not proficient in the use of armour but rather have an alternative method of establishing Armour class. The Armour Class of a Kryptonian that is not wearing armour is as follows:<br />
<br />
10 + Dexterity Modifier + Constitution Modifier<br />
<br />
<br />
<br />
You are considered to be proficient in hand-to-hand combat (unarmed strikes) and deal 1d4 damage plus modifiers on a successful unarmed attack.this increases to 1d6 at 6th level and 1d8 at 11th level<br />
<br />
==== Solar Battery ====<br />
At 1st level you are already aware of the great power you can draw from the sun. You regain 1d4 Hitpoints without exceeding the maximum noted in your character's profile.<br />
<br />
==== Glow ====<br />
Beginning at level 2 you are able to make your eyes glow a bright red or blue; you gain advantage on any intimidation rolls you make for 10 minutes.<br />
<br />
==== Kryptonian Archetype ====<br />
At 3rd level, you choose a Kryptonian Archetype from members of the Science Council, Military or System of Governance. You gain bonus abilities from this choice at 3rd, 7th, 13th and 17th level.<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 you 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 />
==== Able to Leap Tall Buildings ====<br />
At 5th level and beyond you gain the ability to leap huge distances; you can now jump 60ft from a standing start horizontally and vertically.<br />
<br />
==== Faster than a Speeding Bullet ====<br />
From 6th level, you channel Solar Energy to increase you speed to super-human levels. You add 10ft onto your standard movement rate. In addition, whilst in combat you take an additional bonus action on your turn. This action may only be a dash or disengage action.<br />
<br />
==== Extra Attack ====<br />
Beginning at 9th level you use your speed in a more aggressive manner. You can attack twice, instead of once, whenever you take the attack action.<br />
<br />
==== More Powerful than a Locomotive ====<br />
Beginning at 10th level you learn to channel your power into your muscles to increase your strength. When you roll Strength check add Your level number onto your dice roll to determine the outcome. In addition, you may elect to make a powered strike instead of a normal attack in combat; if this unarmed attack hits it deals an extra 5d10 damage.<br />
<br />
==== Dark Vision ====<br />
Beginning at 11th level, you gain dark vision ability with a range of 80ft.<br />
<br />
==== X-Ray Vision ====<br />
From 14th level you have X-ray Vision, this allows a player to inspect the insides of an item, e.g. a chest, cupboard, backpack, or the other side of a door without opening the object or door. A player must still roll perception checks as normal and this ability cannot be used on lead or magically warded objects.<br />
<br />
==== Heat Vision ====<br />
You gain the ability to shoot red or blue rays of heat from your eyes at level 15. You force a target enemy to make a DC15 Dexterity Save or take 10d10 Radiant Damage. Note- this does not count as a magical attack.<br />
<br />
==== Is it a bird? Is it a Plane? ====<br />
From level 18 you gain the ability of flight- you gain a flight speed of 60ft.<br />
<br />
==== Super Nova ====<br />
At level 20 you gain the Super Nova ability. All enemies within 40ft of you must pass a DC15 Constitution Save, taking 15d12 radiant damage if they fail and half as much damage if they succeed.<br />
<br />
===Kryptonian Archetype- Science Council===<br />
The most intelligent, curious and adventurous of the peoples of Krypton are awarded a place on the Science Council, with their only mission being to advance Kryptonian knowledge for the good of the people.<br />
<br />
==== Keen Mind ====<br />
At 3rd level, you gain proficiency in one Intelligence based skill of your choice. You may now choose to use your intelligence modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Craftsman ====<br />
At 7th level, you gain proficiency in one artisan tool or instrument of your choice. You also gain an advantage on any Intelligence or Wisdom Roll made to understand the workings of technology or magic. You no longer suffer a disadvantage whilst rolling saves against magical effects.<br />
<br />
==== Master Craftsman ====<br />
At 13th level, with access to appropriate materials you are able to improve the efficiency of almost any item. For example you may make a weapon cause more damage, a health potion restore more hitpoints or even something more mundane such as allowing a shelf to hold more weight. These improvements and the time/materials needed to complete them should be negotiated with a dungeon master and may be subject to additional DC rolls at his discretion.<br />
<br />
==== Mind Over Body ====<br />
At 17th level your hearing is improved to such an extent that any creature attempting to use stealth around you does so at a disadvantage.<br />
<br />
===Kryptonian Archetype- Military===<br />
The most best trained and most talented fighters on Krypton are recruited into the armed forces, they are trained to do whatever it takes to protect their planet and are more than capable of doing so.<br />
<br />
==== Honed Body ====<br />
At 3rd level, you gain proficiency in one Dexterity based skill of your choice. You may now choose to use your Dexterity modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Death Dealers ====<br />
At 7th level, you gain proficiency in all Martial Weapons, any weapon you use is considered to have the ''finesse'' rule.<br />
<br />
==== Superhuman Shield ====<br />
At 13th level, you may apply armour to increase your Man of Steel Armour Class as follows: Light Armour +1AC, Medium Armour +2AC, Heavy Armour +3AC, Shield +1AC. You may also benefit from any magic effects this armour may provide.<br />
<br />
==== Cold Breath ====<br />
At 17th level you can blow out a 15ft cone of cold damage as a action. Models within the cone must pass a DC15 Constitution Save or take 8d12 cold damage. On a successful save the target takes half damage.<br />
<br />
===Kryptonian Archetype- Governing Council===<br />
The Kryptonians serving in government are bred and trained to be calm, insular and wise. They have the respect of many worlds, though their arrogant style of leadership rubs many the wrong way, particularly within the other two Kryptonian pillars of society.<br />
<br />
==== Silver Tongue ====<br />
At 3rd level, you gain proficiency in one Charisma based skill of your choice. You may now choose to use your Charisma modifier in place of your strength modifier when calculating your Man of Steel Armour Class.<br />
<br />
==== Diplomacy ====<br />
At 7th level, you gain proficiency in one Wisdom based skill of your choice. You are also able to understand and speak any language you hear for more than a few minutes and gain advantage on rolls to persuade or deceive other characters.<br />
<br />
==== Master Manipulator ====<br />
At 13th level, you gain advantage on any Stealth or Sleight of Hand rolls. You can become Invisible for up to one hour.<br />
<br />
==== Expert Diplomat ====<br />
At 17th level, such is the respect others have for your authority and wisdom that you have many devoted followers. Your cult of personality results in people in most civilized areas being very helpful and amicable towards you. In addition you can sell all items for double their standard value to traders with enough gold to oblige.<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 Yellow Sun Kryptonian class, you must meet these prerequisites: Strength 15, Constitution 15<br />
<br />
'''Proficiencies.''' When you multiclass into the Yellow Sun Kryptonian class, you gain the following proficiencies: Athletics.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Kri_(5e_Race)&diff=1014395Kri (5e Race)2018-03-01T04:07:30Z<p>Shekar: </p>
<hr />
<div>==Kri==<br />
<br />
"I have not seen a person that can go toe to toe with a Kri... but I also have not seen one that wanted to try."<br />
<br />
-Jekua Fallen (Arena Master)<br />
<br />
===Physical Description===<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/564x/89/14/5c/89145c2ecafcd1acfd97cc73e7cd8aef.jpg|}}<br />
Kri are the embodiment of unbridled strength. Each one stands about 10 feet tall and weighs around 600 pounds. Their skin varies from dark gray to almost white, with the females being on the lighter side of the scale and the males shifting more to the darker hues. Their blood is almost translucent, making it seem like they don't bleed but their blood will fade to a grayish red after several hours exposed to air. both male and female Kri do not grow hair but instead grow short horns around the jaw line.<br />
===History===<br />
Very little is know of Kri history they have no written or oral traditions and do not seem interested in the matter, the most popular theory is they were made as a warrior/slave race for more advanced or civilized races and either rebelled and escaped or were discarded when a more suitable replacement was found.<br />
<br />
===Society===<br />
Kri are very rare do not live in groups, therefore they do not have much of a society of their own but take from any society the are involved in, though they all seem to be very honour bound and most will dedicate themselves as a warrior to particular groups or individuals.<br />
<br />
===Kri Names===<br />
Kri take their names from the society in which they were raised.<br />
<br />
===Kri Traits===<br />
{{5e Racial Traits<br />
|summary=Kri are large and incredibly strong creatures, but lack any mental strength<br />
|abilities=Your {{5a|str}} score increases by 2, and your {{5a|con}} score increases by 1.<br />
|age=Kri reach maturity at age 15 and live around 80 years<br />
|alignment=Kri consider themselves honourable and tend more towards lawful and good alignments.<br />
|size=An average kri is about 10 feet tall and weighs 600 lbs. Your size is Large.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1=Supreme Strength<br />
|description1=You have advantage on {{5a|str}} saving throws and {{5a|str}} ability checks.<br />
|trait2=Unintelligent<br />
|description2=You have disadvantage on {{5a|int}} saving throws and {{5a|int}} ability checks.<br />
<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
|languages=You can speak but not read or write Common<br />
}}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: <!-- insert race name --> 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;" | 8′ || +2d12 || 450 lb. || x (2d6) lb. <!-- 8'2" to 10'0" / 454 lb. to 738 lb. --><br />
|}<br />
<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Large Size]]<br />
[[Category:Humanoid Type]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Kri_(5e_Race)&diff=1014394Kri (5e Race)2018-03-01T04:06:49Z<p>Shekar: Undo revision 1014393 by Shekar (talk) it got nerfed and even when large this race only has a score of 4.5</p>
<hr />
<div>==Kri==<br />
<br />
"I have not seen a person that can go toe to toe with a Kri... but I also have not seen one that wanted to try."<br />
<br />
-Jekua Fallen (Arena Master)<br />
<br />
===Physical Description===<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/564x/89/14/5c/89145c2ecafcd1acfd97cc73e7cd8aef.jpg|}}<br />
Kri are the embodiment of unbridled strength. Each one stands about 10 feet tall and weighs around 600 pounds. Their skin varies from dark gray to almost white, with the females being on the lighter side of the scale and the males shifting more to the darker hues. Their blood is almost translucent, making it seem like they don't bleed but their blood will fade to a grayish red after several hours exposed to air. both male and female Kri do not grow hair but instead grow short horns around the jaw line.<br />
===History===<br />
Very little is know of Kri history they have no written or oral traditions and do not seem interested in the matter, the most popular theory is they were made as a warrior/slave race for more advanced or civilized races and either rebelled and escaped or were discarded when a more suitable replacement was found.<br />
<br />
===Society===<br />
Kri are very rare do not live in groups, therefore they do not have much of a society of their own but take from any society the are involved in, though they all seem to be very honour bound and most will dedicate themselves as a warrior to particular groups or individuals.<br />
<br />
===Kri Names===<br />
Kri take their names from the society in which they were raised.<br />
<br />
===Kri Traits===<br />
{{5e Racial Traits<br />
|summary=Kri are large and incredibly strong creatures, but lack any mental strength<br />
|abilities=Your {{5a|str}} score increases by 2, and your {{5a|con}} score increases by 1.<br />
|age=Kri reach maturity at age 15 and live around 80 years<br />
|alignment=Kri consider themselves honourable and tend more towards lawful and good alignments.<br />
|size=An average kri is about 10 feet tall and weighs 600 lbs. Your size is Large.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1=Supreme Strength<br />
|description1=You have advantage on {{5a|str}} saving throws and {{5a|str}} ability checks.<br />
|trait2=Unintelligent<br />
|description2=You have disadvantage on {{5a|int}} saving throws and {{5a|int}} ability checks.<br />
|trait3=Mostly Large<br />
|description3=You mostly function as a Large creature. Compared to a Medium creature, you take up more space, require greater rations, and have greater lifting and carrying capacity. However you attack as though you were of Medium size, to include wielding the same weapons and having the same reach as a Medium creature.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
|languages=You can speak but not read or write Common<br />
}}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: <!-- insert race name --> 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;" | 8′ || +2d12 || 450 lb. || x (2d6) lb. <!-- 8'2" to 10'0" / 454 lb. to 738 lb. --><br />
|}<br />
<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Large Size]]<br />
[[Category:Humanoid Type]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Kri_(5e_Race)&diff=1014393Kri (5e Race)2018-03-01T04:04:05Z<p>Shekar: </p>
<hr />
<div>==Kri==<br />
<br />
"I have not seen a person that can go toe to toe with a Kri... but I also have not seen one that wanted to try."<br />
<br />
-Jekua Fallen (Arena Master)<br />
<br />
===Physical Description===<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/564x/89/14/5c/89145c2ecafcd1acfd97cc73e7cd8aef.jpg|}}<br />
Kri are the embodiment of unbridled strength. Each one stands about 10 feet tall and weighs around 600 pounds. Their skin varies from dark gray to almost white, with the females being on the lighter side of the scale and the males shifting more to the darker hues. Their blood is almost translucent, making it seem like they don't bleed but their blood will fade to a grayish red after several hours exposed to air. both male and female Kri do not grow hair but instead grow short horns around the jaw line.<br />
===History===<br />
Very little is know of Kri history they have no written or oral traditions and do not seem interested in the matter, the most popular theory is they were made as a warrior/slave race for more advanced or civilized races and either rebelled and escaped or were discarded when a more suitable replacement was found.<br />
<br />
===Society===<br />
Kri are very rare do not live in groups, therefore they do not have much of a society of their own but take from any society the are involved in, though they all seem to be very honour bound and most will dedicate themselves as a warrior to particular groups or individuals.<br />
<br />
===Kri Names===<br />
Kri take their names from the society in which they were raised.<br />
<br />
===Kri Traits===<br />
{{5e Racial Traits<br />
|summary=Kri are large and incredibly strong creatures, but lack any mental strength<br />
|abilities=Your {{5a|str}} score increases by 2, and your {{5a|con}} score increases by 1.<br />
|age=Kri reach maturity at age 15 and live around 80 years<br />
|alignment=Kri consider themselves honourable and tend more towards lawful and good alignments.<br />
|size=An average kri is about 10 feet tall and weighs 600 lbs. Your size is Large.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1=Supreme Strength<br />
|description1=You have advantage on {{5a|str}} saving throws and {{5a|str}} ability checks.<br />
|trait2=Unintelligent<br />
|description2=You have disadvantage on {{5a|int}} saving throws and {{5a|int}} ability checks.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
|languages=You can speak but not read or write Common<br />
}}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: <!-- insert race name --> 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;" | 8′ || +2d12 || 450 lb. || x (2d6) lb. <!-- 8'2" to 10'0" / 454 lb. to 738 lb. --><br />
|}<br />
<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Large Size]]<br />
[[Category:Humanoid Type]]</div>Shekarhttps://www.dandwiki.com/w/index.php?title=Dragon_Ogre_(5e_Race)&diff=1014357Dragon Ogre (5e Race)2018-03-01T02:15:42Z<p>Shekar: /* Heavy Attacks */</p>
<hr />
<div>{{Copyright Disclaimer|franchise=Warhammer|owner=Games Workshop}}<br />
=Dragon Ogre=<br />
''"Shaggoth!" cried one of Malekith's soldiers, and the prince knew it to be true. The oldest legends of the dragons spoke of such creatures, but Malekith had considered them to be myths from before the rise of the elves; before even the coming of the Old Ones and the banishment of the elven gods. Cousins to the dragons who had ruled the world before the coming of the gods, the shaggoths had bartered their souls to Chaos long before the Dark Gods had arisen to claim this world. If the dragons were to be believed, they had warred with the shaggoths for an eternity until finally the dragons had triumphed and driven their foes into hiding.''<br />
<br />
==Dragon Ogres==<br />
{{Design Note|The dragon ogre is a ''composite character''. You do not select a separate race and class combination. You begin play with one level of the dragon ogre class, which also includes all your racial features. You cannot multiclass: when your level increases, you must take a level of the dragon ogre class. This is because, as a monster, your unusual physiology is unsuitable for many features granted by other classes.}} <br />
<br />
===Physical Description===<br />
{{5e Image|float:right|http://whfb.lexicanum.com/mediawiki/images/thumb/0/03/ShaggothRyanBerger.jpg/500px-ShaggothRyanBerger.jpg|Dragon Ogre Shaggoth}}<br />
Dragon ogres appear as a vile and perverse interbreed between the majestic dragon, and the lesser so ogre. Much like a centaur, their body is quadrupedal in nature with four legs baring a tauric lower half, whilst a humanoid torso extends up from where otherwise the withers would be. This is where the similarities end.<br />
<br />
Their lower body is coated entirely in a tough hide and dragon-like scales with various spines jutting out along the quadrupedal back. These continue down a deceptively long, yet thin, tail stretching out from its hindquarters. Powerful scaled legs bare clawed, almost hand-like feet similar to a dragons. Hide gives way to skin from the humanoid waist up, though sparingly scales still dot their form. Their upped body is striking similar to that of their ogre counterparts. Monstrously thick arms and hands, bulky torsos and a face to make the Gods themselves weep. Two large horns protrude from their heads and some dragon ogres bare tusks and yet further horns or spines. Hair grows atop their head and upper bodies, however for their quadrupedal half, it does not.<br />
<br />
Blessed or cursed, depending on how it is looked upon, dragon ogres are immortal, paving way to exceedingly long lives. Their form is however still material, leading them to die if they sustain sufficient injuries or fall prone to illness or disease. They do not require sustenance to sustain their bodies as a mortal does, but can instead bath in lightning storms to maintain their long lives and even to rejuvenate their vigor. This leads them to be strongly resistant to electric-based attacks and magic. So long as they continue to bathe in lightning, dragon ogres continue to grow in size and power throughout their lives. Theoretically, there is no real limit to how massive one can become with time given. Their very presence seems to draw on storms to the locations that they inhabit. The larger and more powerful the dragon ogre or the greater the numbers, the added effect on this storm evoking effect. However, without infrequent storms to sustain them, dragon ogres find their bodies weakening and their stamina failing them, forcing the monstrous creatures back into hibernation until a great storm can rouse them once more.<br />
<br />
===History===<br />
Dragon ogres are an ancient race whose origins lie in the distant past before the arrival of the Old Ones. Long before elves had developed writing, or humans had learned how to make fire, the dragon ogres were on the verge of extinction. During the Coming of Chaos, the eldest of their race made a pact with the Chaos Gods. The dragon ogres were granted immortality, but were eternally damned and bound to serve the Dark Gods.<br />
<br />
Dragon ogres are quite distinct from the race of ogres. In fact when the two races first encountered each other, they became instant enemies. Great battles were fought between the ogres and dragon ogres for control of the Mountains of Mourn, with the dragon ogres eventually being driven into the north by the ogres, numbers dwindling greatly.<br />
<br />
===Society===<br />
In a similar manner to dragons, dragon ogres spend most of their time sleeping in the mountains and it often takes a powerful thunderstorm to wake them. Solitary creatures, they generally rest alone and rarely gather when awoken for anything less than a warpath under the liege of a mighty shaggoth. Having no need for food or water and their tough forms providing little requirement for permanent residence, it is extremely rare to find a dragon ogre living within or even remotely near any establishment. Their monstrous forms electing fear and mistrust in their war-like race throughout all that know stories of the beasts. <br />
<br />
Their lives and futures are not their own, bound eternally to the Dark Gods to serve their wishes. This leads them oft down the chaotic path of destruction and war in the unlikely case that they have awoken from their deep slumbers. Their war-bound nature has lead to few of this ancient race still existing. The few that still remain live either as monolithic beasts of the old times, ranging anywhere in size from a small house to a mountainside, or the smaller, newer born nomadic dragon ogres of the Unberogen tribe. Whilst most of the older shaggoths spend their lives dormant, lest a great storm awaken them, the Unberogen dragon ogres live in fear of the Dark Gods will as they try to make a life fitting with the world around them, ever bound to the day they will be drawing to the calling of Chaos.<br />
<br />
===Dragon Ogre Names===<br />
Whilst dragon ogres do hold first names for distinguishing between individuals, they do not have family names as is traditional. Instead they are known by a title matching their appropriate feats in life that takes place of a family name. (Ex. Stormcrusher, Mountain Lord, Sire of Dragon Ogres) Some also choose to take on a surname of their choice, however this bares no relation to their heritage. <br />
<br />
Dragon ogres take first names similar to those of their ogre brethren. There is little to no distinction between genders for naming purposes.<br />
<br />
'''Names:''' Bruzug, Tezar, Vorekag, Kholek, Bakiruk, Dikorg, Krakanrok, Mezar, Arag<br />
<br />
===Dragon Ogre Racial Traits===<br />
{{5e Racial Traits<br />
|summary=A monstrous quadrupedal hyrbid of dragon and ogre.<br />
|abilities=Your {{5a|str}} score increases by 2 and your {{5a|con}} score increases by 2.<br />
|age=Dragon ogres cannot die of old age, instead are sustained by war and lightning to keep them conscious. You are immortal.<br />
|alignment=Whilst dragon ogres can attempt to lead varied lives, whatever their personality might align them to, their pact to the Dark Gods will always force them to become chaotic evil if the gods command it. Generally they lean towards chaotic alignments.<br />
|size=Dragon ogres begin maturity around 6 foot in height, though can grow to be significantly bigger. Your size is Medium.<br />
|speed=Your base walking speed is 35 feet.<br />
|trait1=Monstrous Physiology<br />
|description1=Your type is monstrosity. You cannot wear footwear such as magical boots. You cannot mount another creature, but may allow a Medium or Small creature to mount you.<br />
|trait2=Claws<br />
|description2=Your unarmed strike deals 1d6 slashing damage.<br />
|trait3={{5E|Darkvision}}<br />
|description3={{5e Darkvision}}<br />
|trait4=Born of Lightning<br />
|description4=You have resistance to lightning damage, and when your are hit by something that deals lightning damage you become charged until the end of your next turn. While charged, your next melee attack deals additional lightning damage equal to your proficiency bonus. <br />
|trait5=Resilience<br />
|description5=You have {{5e|Advantage}} on saving throws against {{5c|Poisoned|poison}}, and you have resistance against poison damage.<br />
|languages=You can speak and understand Common, Giant, and Draconic.<br />
}}<br />
<br />
==Dragon Orge Class==<br />
<br />
===Creating a Dragon Ogre===<br />
When creating a dragon ogre think about your origin and history. How did you come to be and how are you treated growing up and learning what ypu are and did it that affect your personality? Also, when creating a dragon ogre ask yourself what your character wants to accomplish. Do you want to travel, seek vengeance on dragons, become all powerful, be at peace with nature or something else?<br />
<br />
====Quick Build====<br />
You can make a dragon ogre quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Outlander background.<br />
<br />
{{5e Class Features<br />
|name=Dragon Ogre<br />
|summary=A monstrous quadrupedal hyrbid of dragon and ogre.<br />
|hd=10<br />
|spellcasting=<br />
|armor=All armor<br />
|weapons=Simple weapons, martial weapons<br />
|tools=None<br />
|saves={{5a|str}}, {{5a|con}}<br />
|skills=Choose two from {{5s|Athletics}}, {{5s|History}}, {{5s|Intimidation}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item2a=a [[5e SRD:Greataxe|greataxe]]<br />
|item2b=a [[5e SRD:Maul|maul]]<br />
|item1a=a [[Leather Shoulder Guard (5e Equipment)|leather shoulder guard]]<br />
|item1b=[[5e SRD:Ring Mail (Armor)|ring mail]]<br />
|item3a=<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1=[[#Dragon Ogre Racial Traits|Dragon Ogre Racial Traits]]<br>[[#Scales|Scales]]<br>[[#Dragon Ogre Heritage|Dragon Ogre Heritage]]<br />
|classfeatures2=[[#Strange Heritage|Strange Heritage]]<br />
|classfeatures3=[[#Lightning Immunity|Lightning Immunity]] <br />
|classfeatures4=<br />
|classfeatures5=[[#Large Size|Large Size]]<br />
|classfeatures6=[[#Ability Score Improvement|Ability Score Improvement]] <br />
|classfeatures7=Dragon Ogre Heritage Feature<br />
|classfeatures8=<br />
|classfeatures9=[[#Tail Sweep|Tail Sweep]]<br />
|classfeatures10=Dragon Ogre Heritage Feature<br />
|classfeatures11=[[#Heavy Attacks|Heavy Attacks]]<br />
|classfeatures12=<br />
|classfeatures13=Dragon Ogre Heritage Feature<br />
|classfeatures14=[[#Ability Score Improvement|Ability Score Improvement]]<br />
|classfeatures15=[[#Heavy Shove|Heavy Shove]]<br />
|classfeatures16=<br />
|classfeatures17=[[#Resilient Nature|Resilient Nature]] <br />
|classfeatures18=Dragon Ogre Heritage Feature<br />
|classfeatures19=<br />
|classfeatures20=Dragon Ogre Heritage Feature<br />
}}<br />
<br />
====Scales====<br />
Your Armor Class equals 12 + your {{5a|dex}} modifier when you are not wearing armor.<br />
<br />
You are considered to be wearing light armor for the purpose of wearing [[Partial Armor (5e Variant Rule)|partial armor]].<br />
<br />
====Dragon Ogre Heritage====<br />
At 1st level you choose a dragon ogre heritage that determines what type of dragon ogre you are.<br />
<br />
====Strange Heritage====<br />
At 2nd level, you have advantage on {{5s|Survival}} checks to track dragons and giants, as well as on {{5a|int}} checks to recall information about them. <br />
<br />
====Lightning Immunity====<br />
At 3rd level, you become immune to lightning damage.<br />
<br />
====Ability Score Improvement====<br />
When you reach 4th level, and again at 6th, 8th, 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 />
====Large Size====<br />
When you reach 5th level, your size becomes Large.<br />
<br />
You can wield Large-sized weapons. Large weapons have four times the cost and weight of a normal weapon, but deal double the damage dice. <br />
<br />
See [[Large Player Characters (5e Variant Rule)]] for rules on how a Large creature wields normal sized weapons, and notes on carrying capacity, consumables and cover.<br />
<br />
====Tail Sweep====<br />
<br />
At 9th level, as an action, you may attempt to trip creatures that are within a 10ft cone of the back of your character.<br />
<br />
All creatures must a {{5a|dex}} saving throw equal to 8 + your proficiency modifier + {{5a|str}} modifier to not take 2d10 bludgeoning damage and be knocked {{5c|prone}} if they are a Huge or smaller creature.<br />
<br />
====Heavy Attacks====<br />
Starting at 11th level, you have become even stronger making your strikes hit harder.<br />
<br />
You may add double your {{5a|Str}} modifier to damage rolls from melee weapons.<br />
<br />
====Heavy Shove====<br />
At 15rd level, you may use all your movement and your action to make an improved shove action. If successful, this shove moves a creature 15 feet.<br />
<br />
====Resilient Nature====<br />
At 17th level, you have advantage on saving throws against being {{5c|paralyzed}}, {{5c|stunned}}, {{5c|frightend}}, and {{5c|petrified}}. If a creature attempts to inflict you with one of these conditions, you have advantage on your first attack roll against the creature until the start of your next turn.<br />
<br />
===Dragon Ogre Shaggoth===<br />
<br />
====Feral Instincts====<br />
Starting at 1st level, you may use a bonus action to rely on primal instincts until the start of your next turn.<br />
<br />
This gives you advantage on {{5a|str}} and {{5a|con}} saving throws, but disadvantage on all other saving throws.<br />
<br />
====Bull Rush====<br />
Starting at 7th level, when use you a Dash action, you may use your bonus action to make an attack against a creature with an appendage(tail/claw/horns) that you are proficient in for 3d6 slashing damage.<br />
<br />
====Savage Attacks====<br />
Starting at 10th level, when you score a critical hit with a melee weapon attack, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.<br />
<br />
====Unnatural Strength====<br />
At 13th level, you gain advantage on {{5s|Athletics}} checks.<br />
<br />
====Fearsome Strikes====<br />
Starting at 18th level, your weapon attacks score a critical hit on a roll of 18–20.<br />
<br />
====Giant====<br />
Starting at 20th level, your size becomes Huge. <br />
<br />
You can wield Huge-sized weapons. Huge weapons have sixteen times the cost and weight of a normal weapon, but deal triple the damage dice.<br />
<br />
===Tempest Dragon Ogre===<br />
<br />
====Storm Rage====<br />
Starting at 1st level, whenever you take thunder damage, you gain temporary hit points equal to the damage dealt.<br />
<br />
In addition, when you are outdoors during a thunderstorm you have advantage on {{5a|str}} checks. <br />
<br />
====Shock====<br />
Starting at 7th level, you may cast the [[5e SRD:Thunderwave|''thunderwave'']] spell at its lowest level as an action. <br />
<br />
====Rebound====<br />
Starting at 10th level, as a reaction, you may discharge a spark of lightning on a melee attack against you.<br />
<br />
This deals 2d10 lightning damage against the attacker with a {{5a|con}} saving throw equal to of 8 + your proficiency modifier + {{5a|con}} modifier(minimum 1) to take half damage.<br />
<br />
====Lightning Discharge====<br />
Starting at 13th level, you can cast [[5e SRD:Lightning Bolt|''lightning bolt'']] a number of times equal to your {{5a|Con}} modifier(minimum 1) with your spellcasting ability being {{5a|Con}}. You regain all uses of this feature once you finish a long rest.<br />
<br />
====Surge====<br />
Starting at 18th level, you have 5 charges of Surge. One charge is restored after you finish a short rest, afterwards, charges may only be restored after you finish a long rest after which all charges are restored.<br />
<br />
You may use a charge to use a Dash action as a bonus action.<br />
<br />
You may use a charge to jump 10ft in the air.<br />
<br />
You may use a charge to make your weapon do an additional 1d8 lightning damage, which can be activated after you hit with a melee attack.<br />
<br />
====Lightning Breath====<br />
At 20th level, you may expel lightning in a 40-foot cone. Each creature in that cone must make a DC 16 Dexterity saving throw, taking 44 (8d10) lightning damage on a failed save, or half as much damage on a successful one. You regain use of this trait after you finish a short or long rest.<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Class]]<br />
[[Category:Medium Size]]<br />
[[Category:Large Size]]<br />
[[Category:Monstrosity Type]]<br />
[[Category:Composite Character]]</div>Shekar