https://www.dandwiki.com/w/api.php?action=feedcontributions&user=204.63.214.244&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T13:24:08ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Unseen_Predator_(5e_Feat)&diff=1302302Unseen Predator (5e Feat)2020-03-17T12:58:28Z<p>204.63.214.244: </p>
<hr />
<div><br />
{{5e Feat<br />
|name=Unseen Predator<br />
|prereqs=Way of Shadow Tradition<br />
|benefit=Once per turn when you attempt to attack an enemy while hidden, you can choose to leap out of hiding and attack them, jumping up to 15 feet towards them at the cost of 5 movement points, dealing one extra damage die equal to each 5 feet leaped.<br />
}}<br />
<br />
<vote type=1/><br />
----<br />
{{5e Feats Breadcrumb}}<br />
[[Category:Combat Feat]]</div>204.63.214.244https://www.dandwiki.com/w/index.php?title=Unseen_Predator_(5e_Feat)&diff=1302301Unseen Predator (5e Feat)2020-03-17T12:58:03Z<p>204.63.214.244: </p>
<hr />
<div>{{needsbalance|Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing}}<br />
{{5e Feat<br />
|name=Unseen Predator<br />
|prereqs=Way of Shadow Tradition<br />
|benefit=Once per turn when you attempt to attack an enemy while hidden, you can choose to leap out of hiding and attack them, jumping up to 15 feet towards them at the cost of 5 movement points, dealing one extra damage die equal to each 5 feet leaped.<br />
}}<br />
<br />
<vote type=1/><br />
----<br />
{{5e Feats Breadcrumb}}<br />
[[Category:Combat Feat]]</div>204.63.214.244https://www.dandwiki.com/w/index.php?title=Unseen_Predator_(5e_Feat)&diff=1300508Unseen Predator (5e Feat)2020-03-14T14:26:51Z<p>204.63.214.244: </p>
<hr />
<div><br />
{{5e Feat<br />
|name=Unseen Predator<br />
|prereqs=Way of Shadow Tradition<br />
|benefit=Once per turn when you attempt to attack an enemy while hidden, you can choose to leap out of hiding and attack them, jumping up to 15 feet towards them at the cost of 5 movement points, dealing one extra damage die equal to each 5 feet leaped.<br />
}}<br />
<br />
<vote type=1/><br />
----<br />
{{5e Feats Breadcrumb}}<br />
[[Category:Combat Feat]]</div>204.63.214.244https://www.dandwiki.com/w/index.php?title=Unseen_Predator_(5e_Feat)&diff=1298473Unseen Predator (5e Feat)2020-03-11T04:26:17Z<p>204.63.214.244: </p>
<hr />
<div><br />
{{5e Feat<br />
|name=Unseen Predator<br />
|benefit=Once per turn when you attempt to attack an enemy while hidden, you can choose to leap out of hiding and attack them, jumping up to 15 feet towards them at the cost of 5 movement points, dealing one extra damage die equal to each 5 feet leaped.<br />
}}<br />
<br />
<vote type=1/><br />
----<br />
{{5e Feats Breadcrumb}}<br />
[[Category:Combat Feat]]</div>204.63.214.244https://www.dandwiki.com/w/index.php?title=Unseen_Predator_(5e_Feat)&diff=1298472Unseen Predator (5e Feat)2020-03-11T04:25:45Z<p>204.63.214.244: </p>
<hr />
<div>{{needsbalance|Feats are meant to replace increasing an ability score by 2. That's it. If that's our metric, some of these are drastically overpowered, as many can vastly increase damage output. Many are exploitable. Others are confusing}}<br />
{{5e Feat<br />
|name=Unseen Predator<br />
|benefit=Once per turn when you attempt to attack an enemy while hidden, you can choose to leap out of hiding and attack them, jumping up to 15 feet towards them at the cost of 5 movement points, dealing one extra damage die equal to each 5 feet leaped.<br />
}}<br />
<br />
<vote type=1/><br />
----<br />
{{5e Feats Breadcrumb}}<br />
[[Category:Combat Feat]]</div>204.63.214.244https://www.dandwiki.com/w/index.php?title=Unseen_Predator_(5e_Feat)&diff=1297880Unseen Predator (5e Feat)2020-03-10T00:54:51Z<p>204.63.214.244: </p>
<hr />
<div><br />
{{5e Feat<br />
|name=Unseen Predator<br />
|prereqs=Way of Shadow Tradition<br />
|benefit=Once per turn when you attempt to attack an enemy while hidden, you can choose to leap out of hiding and attack them, jumping up to 15 feet towards them at the cost of 5 movement points, dealing one extra damage die equal to each 5 feet leaped, and giving them disadvantage on their initiative roll due to the sudden spook.<br />
}}<br />
<br />
<vote type=1/><br />
----<br />
{{5e Feats Breadcrumb}}<br />
<br />
<!--REMOVE CATEGORIES AS APPROPRIATE (You'll usually just need one)--><br />
[[Category:Combat Feat]]<br />
[[Category:Discovery Feat]] <!--Feats that deal with investigating, locations or travel--><br />
[[Category:Interaction Feat]] <!--Feats that deal with objects or creatures--><br />
[[Category:Racial Feat]]</div>204.63.214.244https://www.dandwiki.com/w/index.php?title=Juggernaut_(5e_Class)&diff=1290774Juggernaut (5e Class)2020-02-24T02:54:05Z<p>204.63.214.244: /* Shield Bond */</p>
<hr />
<div>== Juggernaut ==<br />
<br />
A tall, muscular orc looks ahead at his enemies, planting his shield in the ground and creating a near impenetrable wall. <br />
A goliath runs in front of his friends to block the on-coming savage and deadly attacks of the fabled red dragon. <br />
A dwarf, seething, channels his energy to make giant spikes appear on his shield, suddenly flying to the enemy. <br />
<br />
Juggernauts, masters of strength and defense, are warriors who aim to block attacks, taunt enemies, and trap foes with their shield. Juggernauts are uncommon, as most warriors prefer methods of power over defense. They strive to embody their strength within their main weapon, a shield. Their shield represents themselves, their honor, and their spirit for a fight. <br />
<br />
=== Uncommon Style ===<br />
The fighting style of a juggernaut is very rare. It is similar to the way of a fighter, block or attack, but it is also very different from any other style of fighting. Most classes wish to damage foes, heal allies, or curse/bless creatures. The honor of a juggernaut is embodied in their fighting style as well, similar to that of a paladin. <br />
<br />
=== Creating a Juggernaut ===<br />
A juggernaut's main power is their shield. Who crafted your shield? Did you make it? Did you take your father or your mother's shield? Or did they die an unhonorable death, and you are following their footsteps to avenge them? <br />
<br />
;Quick Build<br />
You can make a Juggernaut quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Folk Hero background. Third, choose Chain Mail, a Flail, and a Warhammer. <br />
<br />
{{5e Class Features<br />
|name=Juggernaut<br />
|summary=A strong warrior who blocks attacks, traps enemies, and taunts foes. <br />
|hd=12<br />
|spellcasting=<br />
|armor=All armor, shields<br />
|weapons=Simple weapons, martial weapons<br />
|tools=Smithing tools<br />
|saves=Strength, Constitution<br />
|skills= Choose two from: Medicine, Intimidation, Survival, Investigation, Perception, Athletics<br />
|item1a=Chain Mail <br />
|item1b=Scale Mail Armor<br />
|item2a=A Flail <br />
|item2b=Any Martial Melee weapon <br />
|item3a=A Warhammer<br />
|item3b=Any Simple Melee Weapon<br />
|item4a= A Explorer's Pack<br />
|item4b=A Dungeoneers Pack<br />
|classfeatures1=Colossal Shield, Taunt<br />
|classfeatures2=Juggernaut Defense Style, Superior Health<br />
|classfeatures3=Defense Specialization Path<br />
|classfeatures4=<br />
|classfeatures5=Shield Bash, Extra Attack<br />
|classfeatures6=Indomitable Resistance<br />
|classfeatures7=Defense Specialization Feature<br />
|classfeatures8=<br />
|classfeatures9=Shield Bond<br />
|classfeatures10=<br />
|classfeatures11=Taunt Upgrade<br />
|classfeatures12=<br />
|classfeatures13=Improved Superior Health<br />
|classfeatures14=Defense Specialization Feature<br />
|classfeatures15=Improved Indomitable Resistance<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18= Improved Shield Bond<br />
|classfeatures19=<br />
|classfeatures20=Unstoppable Might<br />
}}<br />
<br />
===Colossal Shield===<br />
<br />
Starting at 1st level, you have a specially upgraded shield, which is larger than an average shield. Your shield is considered one size larger, covering your body. Your shield protects either the front or back of your body from non-magical projectiles. If you are size Small, this attribute does not apply.If you are size Large, it grows to size large. Due to the overwhelming size, you gain the following changes:<br />
<br />
-Your speed is decreased by 5 ft. <br />
<br />
-The shield bonus to your AC becomes equal to your Constitution or Proficiency modifier (which ever is higher) instead of the regular benefit.<br />
<br />
;Losing Your Shield<br />
If you lose or destroy your shield, you may spend 50 gold and 8 hours of working on a new shield under a blacksmith's supervision. To a Juggernaut, losing their shield is fatal to their honor. For the next day when you use your shield, it is treated as a regular shield and after that, it can be treated as a colossal shield.<br />
<br />
<br />
<br />
===Taunt===<br />
Starting at 1st level, as a bonus action you can enrage enemies into fighting you. Choose an enemy to taunt and they must make a Charisma saving throw. On a failed save, the enemy has disadvantage against other targets with melee attacks. The DC is 8 + Charisma Modifier + Proficiency. This ability lasts for one round. You can use this skill an equal amount of times to your Proficiency Bonus. You recover all uses on a short or long rest.<br />
<br />
Starting at 11th level, you can choose up to Proficiency Bonus enemies at a time. Additionally, the enemy now has disadvantage with all attacks.<br />
<br />
===Juggernaut Defense Style===<br />
Starting at 2nd level, you inherit a juggernaut defending style as your specialty. Choose one of the following below: <br />
<br />
;Protection<br />
As an action, when an ally is within 5 feet of you, you can declare the ally as protected by you. That ally gains your Strength modifier added to their Armor Class. Additionally, as a reaction, you can take a melee attack for an ally within 5 feet of you. This attack will be redirected to you instead.<br />
<br />
;Unmovable Stance<br />
As an action, you can enter a defensive stance, in which only the most powerful forces can move. You gain advantage on physical saving throws that would move you in any way. This lasts until you are attacked successfully or the start of your next turn.<br />
<br />
;Grapple<br />
Any Strength check against you by a large or smaller creature is at disadvantage. Any Strength check made by you, against a Large or smaller creature, is with advantage.<br />
<br />
;Brute Force<br />
You gain a +2 to attack rolls made with melee weapons. You can also wield weapons with the heavy, two-handed, and reach properties with one hand<br />
<br />
;Unyielding Strength<br />
If a creature makes a melee attack against you and misses, you may use your reaction to knock the enemy back 1d10 + Strength Modifier feet, knocking them prone.<br />
<br />
===Superior Health===<br />
Starting at 2nd level, you can add your Proficiency to the number of hit points you gain when rolling hit dice on a short rest. <br />
<br />
Starting at 13th level, you now gain advantage on Constitution saves. Additionally, any hit dice used are automatically at the maximum roll.<br />
<br />
===Defense Specialization Path===<br />
Starting at 3rd level, you gain a Defense Specialization Path, as outlined at the end of this class. If your alignment changes you gain the starters for both paths.(starter being anything under 7th level)<br />
<br />
Your choice grants you features at 3rd level, then again at 7th and 14th level.<br />
<br />
===Ability Score Increase ===<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
===Shield Bash ===<br />
Starting at 5th level, if you are within 5 feet of a creature, you can use a bonus action to bash them with your shield. Make an attack roll, adding your Strength modifier and Proficiency Bonus, and on a hit, deal 2d8 plus Strength modifier bludgeoning damage. If the target is Large or smaller, on a critical hit, they are knocked prone. Before this feature a shield bash with the colossal shield counts as a attack with an improvised weapon that deals 2d4 damage.<br />
<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
===Indomitable Resistance===<br />
Starting at 6th level, if you fail a save, you can choose to instead succeed a number of times equal to your proficiency bonus. If the save was to take half damage, you instead take no damage. You regain all uses after a short or long rest.<br />
<br />
Starting at 15th level, you gain resistance to non-magical Slashing, Piercing, and Bludgeoning damage.<br />
<br />
=== Shield Bond ===<br />
Starting at 9th level, you have become the ultimate tank. You grant cover to allies within five feet of you. At 9th level allies within 5ft of you gain half cover (A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.) <br />
At level 18 the cover granted by this ability increases to three-quarters cover(A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.)<br />
<br />
Additionally, if you did not take the Defender specialization path, you gain the Mjölnir Shield ability. You can also call your shield to your hand in a 30-ft radius as a bonus action. At 18th level, the Shield bond call ability increases to 60-ft.<br />
<br />
===Unstoppable Might===<br />
Starting at 20th level, your Strength and Constitution scores increase to 24. If already at or above 24, then this has no effect.<br />
<br />
== Defense Specialization Path ==<br />
<br />
===The Defender===<br />
Defenders are the juggernauts who aim to protect those weaker than it from any harm. Their fighting style involves protecting and blocking allies from harm. A defender has a set of ideals they follow and learn from. Juggernauts who break this code become a ravagers, brutal warriors who are insurmountably more aggressive and do not follow any ideals. Most ravagers are shunned by juggernauts because they do not follow the "correct" ideals of defense. <br />
<br />
===Ideals of a Defender:===<br />
-You should attack only in defense. "The world does not need unnecessary bloodshed."<br />
<br />
-You must do everything you can to protect those weaker than you. "The innocent must be protected from the evil in this world."<br />
<br />
-Hold your shield with honor, never with arrogance. "Stay humble even in the most violent of moments."<br />
<br />
-You must protect your allies at all costs. "This world is nothing without companionship."<br />
<br />
====Mjölnir Shield====<br />
-Starting at 3rd level, your shield becomes as light as a feather to you and no longer reduces your speed. You can carry your shield easily, and it does not count against your maximum weight. No other creature is able to lift your shield, as it remains fixed to the ground unable to be moved. You can magically sense the position of the shield in a 60-foot radius, and if your shield is within 30 feet of you, you can use your bonus action to summon it to your hand.<br />
<br />
====Health Sacrifice====<br />
Starting at 7th level, you can sacrifice your health to help your allies. When you touch a friendly creature, as a bonus action, you can restore up to 30 hit points to them. You lose the half the number of hit points you gave to your ally. Hit points given cannot be temporary hit points. This can be used a number of times equal to your Constitution modifier per long rest.<br />
<br />
====Defense of 1000 Shields====<br />
Starting at 14th level, you can use your action to rally any willing allies behind you. As a reaction to this feature, each ally in a 30-foot radius can use their movement to get behind you. Each ally must move within 10 feet of you and they do not take opportunity attacks during this feature. You create a 20-foot radius aura of defense, centered on yourself, blocking any incoming enemies. Until your next turn, an enemy must make a Constitution saving throw, with a DC of 8 + constitution modifier + proficiency bonus. On a failed save, the creature takes 2d8 force damage and is removed from the aura. This aura blocks any melee or ranged attacks, but does not block any magic ranged attacks. This feature can only be used once per day. As a result of using this ability, your speed is halved. This lasts until the end of the encounter.<br />
<br />
===The Ravager===<br />
<br />
The phrase: "Your best offense is a good defense" embodies this class. Ravagers are juggernauts who seek the path to violence as their defense. Their goal is to protect only themselves from enemies and retaliating viciously. Ravagers are often shunned or looked down upon by other juggernauts because of their aggressive motives in battle. Still, ravagers are proud of their abilities and always try to prove themselves. <br />
<br />
====Agressive Movement====<br />
Starting at 3rd level, your speed increases by 10 feet. Additionally, if you hit a creature with a shield bash, after moving at least 20 feet, you have advantage on the damage dealt with the attack.<br />
<br />
====Spiked Shield====<br />
Starting at 7th level, your equip your shield with 8 long spikes. Your shield bash now deals piercing damage. When you are hit by a creature with a melee attack, you may use your reaction to make a shield bash against it.<br />
<br />
====Vicious Retaliation====<br />
Starting at 14th level, when a creature hits you with a melee attack, you can use your reaction to attack with a shield bash attack. You can do this a number of times equal to your {{5E|Constitution}} modifier before taking a short or long rest.<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 Juggernaut class, you must meet these prerequisites: Strength 13, Constitution 13<br />
<br />
'''Proficiencies.''' When you multiclass into the juggernaut class, you gain the following proficiencies: Intimidation, Athletics<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>204.63.214.244https://www.dandwiki.com/w/index.php?title=Juggernaut_(5e_Class)&diff=1290773Juggernaut (5e Class)2020-02-24T02:53:41Z<p>204.63.214.244: /* Shield Bond */</p>
<hr />
<div>== Juggernaut ==<br />
<br />
A tall, muscular orc looks ahead at his enemies, planting his shield in the ground and creating a near impenetrable wall. <br />
A goliath runs in front of his friends to block the on-coming savage and deadly attacks of the fabled red dragon. <br />
A dwarf, seething, channels his energy to make giant spikes appear on his shield, suddenly flying to the enemy. <br />
<br />
Juggernauts, masters of strength and defense, are warriors who aim to block attacks, taunt enemies, and trap foes with their shield. Juggernauts are uncommon, as most warriors prefer methods of power over defense. They strive to embody their strength within their main weapon, a shield. Their shield represents themselves, their honor, and their spirit for a fight. <br />
<br />
=== Uncommon Style ===<br />
The fighting style of a juggernaut is very rare. It is similar to the way of a fighter, block or attack, but it is also very different from any other style of fighting. Most classes wish to damage foes, heal allies, or curse/bless creatures. The honor of a juggernaut is embodied in their fighting style as well, similar to that of a paladin. <br />
<br />
=== Creating a Juggernaut ===<br />
A juggernaut's main power is their shield. Who crafted your shield? Did you make it? Did you take your father or your mother's shield? Or did they die an unhonorable death, and you are following their footsteps to avenge them? <br />
<br />
;Quick Build<br />
You can make a Juggernaut quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Folk Hero background. Third, choose Chain Mail, a Flail, and a Warhammer. <br />
<br />
{{5e Class Features<br />
|name=Juggernaut<br />
|summary=A strong warrior who blocks attacks, traps enemies, and taunts foes. <br />
|hd=12<br />
|spellcasting=<br />
|armor=All armor, shields<br />
|weapons=Simple weapons, martial weapons<br />
|tools=Smithing tools<br />
|saves=Strength, Constitution<br />
|skills= Choose two from: Medicine, Intimidation, Survival, Investigation, Perception, Athletics<br />
|item1a=Chain Mail <br />
|item1b=Scale Mail Armor<br />
|item2a=A Flail <br />
|item2b=Any Martial Melee weapon <br />
|item3a=A Warhammer<br />
|item3b=Any Simple Melee Weapon<br />
|item4a= A Explorer's Pack<br />
|item4b=A Dungeoneers Pack<br />
|classfeatures1=Colossal Shield, Taunt<br />
|classfeatures2=Juggernaut Defense Style, Superior Health<br />
|classfeatures3=Defense Specialization Path<br />
|classfeatures4=<br />
|classfeatures5=Shield Bash, Extra Attack<br />
|classfeatures6=Indomitable Resistance<br />
|classfeatures7=Defense Specialization Feature<br />
|classfeatures8=<br />
|classfeatures9=Shield Bond<br />
|classfeatures10=<br />
|classfeatures11=Taunt Upgrade<br />
|classfeatures12=<br />
|classfeatures13=Improved Superior Health<br />
|classfeatures14=Defense Specialization Feature<br />
|classfeatures15=Improved Indomitable Resistance<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18= Improved Shield Bond<br />
|classfeatures19=<br />
|classfeatures20=Unstoppable Might<br />
}}<br />
<br />
===Colossal Shield===<br />
<br />
Starting at 1st level, you have a specially upgraded shield, which is larger than an average shield. Your shield is considered one size larger, covering your body. Your shield protects either the front or back of your body from non-magical projectiles. If you are size Small, this attribute does not apply.If you are size Large, it grows to size large. Due to the overwhelming size, you gain the following changes:<br />
<br />
-Your speed is decreased by 5 ft. <br />
<br />
-The shield bonus to your AC becomes equal to your Constitution or Proficiency modifier (which ever is higher) instead of the regular benefit.<br />
<br />
;Losing Your Shield<br />
If you lose or destroy your shield, you may spend 50 gold and 8 hours of working on a new shield under a blacksmith's supervision. To a Juggernaut, losing their shield is fatal to their honor. For the next day when you use your shield, it is treated as a regular shield and after that, it can be treated as a colossal shield.<br />
<br />
<br />
<br />
===Taunt===<br />
Starting at 1st level, as a bonus action you can enrage enemies into fighting you. Choose an enemy to taunt and they must make a Charisma saving throw. On a failed save, the enemy has disadvantage against other targets with melee attacks. The DC is 8 + Charisma Modifier + Proficiency. This ability lasts for one round. You can use this skill an equal amount of times to your Proficiency Bonus. You recover all uses on a short or long rest.<br />
<br />
Starting at 11th level, you can choose up to Proficiency Bonus enemies at a time. Additionally, the enemy now has disadvantage with all attacks.<br />
<br />
===Juggernaut Defense Style===<br />
Starting at 2nd level, you inherit a juggernaut defending style as your specialty. Choose one of the following below: <br />
<br />
;Protection<br />
As an action, when an ally is within 5 feet of you, you can declare the ally as protected by you. That ally gains your Strength modifier added to their Armor Class. Additionally, as a reaction, you can take a melee attack for an ally within 5 feet of you. This attack will be redirected to you instead.<br />
<br />
;Unmovable Stance<br />
As an action, you can enter a defensive stance, in which only the most powerful forces can move. You gain advantage on physical saving throws that would move you in any way. This lasts until you are attacked successfully or the start of your next turn.<br />
<br />
;Grapple<br />
Any Strength check against you by a large or smaller creature is at disadvantage. Any Strength check made by you, against a Large or smaller creature, is with advantage.<br />
<br />
;Brute Force<br />
You gain a +2 to attack rolls made with melee weapons. You can also wield weapons with the heavy, two-handed, and reach properties with one hand<br />
<br />
;Unyielding Strength<br />
If a creature makes a melee attack against you and misses, you may use your reaction to knock the enemy back 1d10 + Strength Modifier feet, knocking them prone.<br />
<br />
===Superior Health===<br />
Starting at 2nd level, you can add your Proficiency to the number of hit points you gain when rolling hit dice on a short rest. <br />
<br />
Starting at 13th level, you now gain advantage on Constitution saves. Additionally, any hit dice used are automatically at the maximum roll.<br />
<br />
===Defense Specialization Path===<br />
Starting at 3rd level, you gain a Defense Specialization Path, as outlined at the end of this class. If your alignment changes you gain the starters for both paths.(starter being anything under 7th level)<br />
<br />
Your choice grants you features at 3rd level, then again at 7th and 14th level.<br />
<br />
===Ability Score Increase ===<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
===Shield Bash ===<br />
Starting at 5th level, if you are within 5 feet of a creature, you can use a bonus action to bash them with your shield. Make an attack roll, adding your Strength modifier and Proficiency Bonus, and on a hit, deal 2d8 plus Strength modifier bludgeoning damage. If the target is Large or smaller, on a critical hit, they are knocked prone. Before this feature a shield bash with the colossal shield counts as a attack with an improvised weapon that deals 2d4 damage.<br />
<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
===Indomitable Resistance===<br />
Starting at 6th level, if you fail a save, you can choose to instead succeed a number of times equal to your proficiency bonus. If the save was to take half damage, you instead take no damage. You regain all uses after a short or long rest.<br />
<br />
Starting at 15th level, you gain resistance to non-magical Slashing, Piercing, and Bludgeoning damage.<br />
<br />
=== Shield Bond ===<br />
Starting at 9th level, you have become the ultimate tank. You grant cover to allies within five feet of you. At 9th level allies within 5ft of you gain half cover (A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.) <br />
At level 18 the cover granted by this ability increases to three-quarters cover(A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.)<br />
<br />
Additionally, if you did not take the Defender specialization path, you gain the Mjolnir Shield ability. You can also call your shield to your hand in a 30-ft radius as a bonus action. At 18th level, the Shield bond call ability increases to 60-ft.<br />
<br />
===Unstoppable Might===<br />
Starting at 20th level, your Strength and Constitution scores increase to 24. If already at or above 24, then this has no effect.<br />
<br />
== Defense Specialization Path ==<br />
<br />
===The Defender===<br />
Defenders are the juggernauts who aim to protect those weaker than it from any harm. Their fighting style involves protecting and blocking allies from harm. A defender has a set of ideals they follow and learn from. Juggernauts who break this code become a ravagers, brutal warriors who are insurmountably more aggressive and do not follow any ideals. Most ravagers are shunned by juggernauts because they do not follow the "correct" ideals of defense. <br />
<br />
===Ideals of a Defender:===<br />
-You should attack only in defense. "The world does not need unnecessary bloodshed."<br />
<br />
-You must do everything you can to protect those weaker than you. "The innocent must be protected from the evil in this world."<br />
<br />
-Hold your shield with honor, never with arrogance. "Stay humble even in the most violent of moments."<br />
<br />
-You must protect your allies at all costs. "This world is nothing without companionship."<br />
<br />
====Mjölnir Shield====<br />
-Starting at 3rd level, your shield becomes as light as a feather to you and no longer reduces your speed. You can carry your shield easily, and it does not count against your maximum weight. No other creature is able to lift your shield, as it remains fixed to the ground unable to be moved. You can magically sense the position of the shield in a 60-foot radius, and if your shield is within 30 feet of you, you can use your bonus action to summon it to your hand.<br />
<br />
====Health Sacrifice====<br />
Starting at 7th level, you can sacrifice your health to help your allies. When you touch a friendly creature, as a bonus action, you can restore up to 30 hit points to them. You lose the half the number of hit points you gave to your ally. Hit points given cannot be temporary hit points. This can be used a number of times equal to your Constitution modifier per long rest.<br />
<br />
====Defense of 1000 Shields====<br />
Starting at 14th level, you can use your action to rally any willing allies behind you. As a reaction to this feature, each ally in a 30-foot radius can use their movement to get behind you. Each ally must move within 10 feet of you and they do not take opportunity attacks during this feature. You create a 20-foot radius aura of defense, centered on yourself, blocking any incoming enemies. Until your next turn, an enemy must make a Constitution saving throw, with a DC of 8 + constitution modifier + proficiency bonus. On a failed save, the creature takes 2d8 force damage and is removed from the aura. This aura blocks any melee or ranged attacks, but does not block any magic ranged attacks. This feature can only be used once per day. As a result of using this ability, your speed is halved. This lasts until the end of the encounter.<br />
<br />
===The Ravager===<br />
<br />
The phrase: "Your best offense is a good defense" embodies this class. Ravagers are juggernauts who seek the path to violence as their defense. Their goal is to protect only themselves from enemies and retaliating viciously. Ravagers are often shunned or looked down upon by other juggernauts because of their aggressive motives in battle. Still, ravagers are proud of their abilities and always try to prove themselves. <br />
<br />
====Agressive Movement====<br />
Starting at 3rd level, your speed increases by 10 feet. Additionally, if you hit a creature with a shield bash, after moving at least 20 feet, you have advantage on the damage dealt with the attack.<br />
<br />
====Spiked Shield====<br />
Starting at 7th level, your equip your shield with 8 long spikes. Your shield bash now deals piercing damage. When you are hit by a creature with a melee attack, you may use your reaction to make a shield bash against it.<br />
<br />
====Vicious Retaliation====<br />
Starting at 14th level, when a creature hits you with a melee attack, you can use your reaction to attack with a shield bash attack. You can do this a number of times equal to your {{5E|Constitution}} modifier before taking a short or long rest.<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 Juggernaut class, you must meet these prerequisites: Strength 13, Constitution 13<br />
<br />
'''Proficiencies.''' When you multiclass into the juggernaut class, you gain the following proficiencies: Intimidation, Athletics<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>204.63.214.244https://www.dandwiki.com/w/index.php?title=Clown_(5e_Race)&diff=1287192Clown (5e Race)2020-02-16T14:40:15Z<p>204.63.214.244: /* Random Height and Weight */</p>
<hr />
<div>==Clown==<br />
<div class="externalimage-holder" style="width:30%;float:right"><br />
{{5e Image|float:right|https://i.pinimg.com/originals/02/3e/66/023e66e5acb7f051fb107d7ef5e5b3e9.jpg|Clown de Arthur Sarnoff}}<br />
{{5e Image|float:right|https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/a14f508b-e33a-425e-852c-e140c0e91066/d7f89eh-5b6c69f4-34ee-4105-aaa2-38b839ed8835.jpg|[https://www.deviantart.com/silver87/art/Clown-448842905 Clown by Silver87}}<br />
</div><br />
<br />
<br />
===Physical Description===<br />
<br />
Clowns appear similar to humans, but with pale white skin and colorful markings on their face, as well as (contrary to popular belief) their body. They also have sharp teeth, vibrantly colored hair, and somewhat exaggerated facial features. Like tigers, no two clowns have the same markings. <br />
<br />
<br />
===History===<br />
<br />
Clowns were created by a god known as Sylagar. Originally, Sylagar was a pair of twin deities. While they had some things in common, in other respects they were complete opposites. In spite of their contrasting natures, they did love each other as brothers do. During the Dawn War, both were fatally wounded by Primordials, their own godly essences both so damaged that their death would be final and permanent. To save themselves, they both fused into the one god Sylagar. Even with their now conjoined form and identity, each of the two twins' personality shines through, alternating between night and day. Sylagar is always considered the god of duality, mischief, and whimsy... during the day he is also a god of joy and hope, but during the night he trades those latter two domains for fear and carnage.<br />
<br />
Sylagar created the race of clowns in his image. At first they were a single culture that worshipped Sylagar as a whole, but there came a religious schism leading to two separate cultures; one worshipping the Sylagar of the day, and one worshipping the Sylagar of the night.<br />
<br />
===Society===<br />
There was originally a single clown society however after a religious schism their society split in twain.<br />
<br />
The Jolly Clown's society primarily reveres the day side of the god Sylagar. This led to their society's whimsical mischief to be focused on bringing joy to the world and easing people's pain and suffering.<br />
<br />
The Murderous Clown's society however primarily reveres the night side of the god Sylagar. This led to their society's whimsical mischief to be more focused on bringing pain and suffering to the world and terrorizing those around them. <br />
<br />
Both societies agree however that it is best for their japes to start small and gradually ramp up in both scale and intensity. Because of their duality and tendency to start slowly most races are wary of clowns of all types as it is difficult to tell the two types apart at first.<br />
<br />
===Clown Names===<br />
<!--Lead text--><br />
<br />
'''Male:''' Bobo, Flopsy, Gamzee<br />
<br />
'''Female:''' La La, Flower, Bippy<br />
<br />
===Clown Traits===<br />
{{5e Racial Traits<br />
|summary=<!--Short summary. This will also be displayed on the race index page.--><br />
|abilities=Your {{5a|con}} score and your {{5a|cha}} increase by 1.<br />
|age=Clowns live roughly as long as humans. You reach adulthood at 19, and live to be 90.<br />
|alignment=Culturally, clowns strongly tend towards chaotic alignments. Not all Jolly clowns are good, and not all Murderous clowns are evil; its simply their culture.<br />
|size=Clowns are roughly the same size as humans, but with a bit more variance.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1=Blessing of Whimsy<br />
|description1=When you roll a 1 on a d20, you may choose to gain an inspiration token, but your GM imposes a minor and thematically appropriate consequence on you for this roll's failure. Once you use this ability, you cannot use it again until you've used the inspiration token.<br />
|trait2=Compressible Form<br />
|description2=You can squeeze into places too tight for other creatures of your size with ease. You can move through a space as narrow as half a foot wide without squeezing. <br />
|languages= You can speak, read, and write Common and one language of your choice. <br />
|subrace=You are either a Jolly Clown or a Murderous Clown.<br />
}}<br />
<br />
====Jolly Clown====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|cha}} increases by 1.<br />
|trait1=Slapstick Comedy<br />
|description1=You can use a reaction to automatically negate damage from falling or from a failed {{5s|dex}} saving throw. You may perform this trait once, regaining its use when you take a long rest.<br />
|trait2=Jolly Coulromancy<br />
|description2=You can cast {{5e|hideous laughter}} as a 1st-level spell once with this trait, or twice once you reach level 5. You regain all uses of this trait when you take a long rest.<br />
}}<br />
<br />
====Murderous Clown====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|con}} increases by 1.<br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Tough<br />
|description2=You gain an additional 2 hit points per character level.<br />
|trait3=Dark Coulromancy<br />
|description3=You can cast {{5e|fear}} as a 1st-level spell once with this trait, or twice once you reach level 5. You regain all uses of this trait when you take a long rest. You also can freely cast the {{5e| Nightly Terrors}} cantrip.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Clown<br />
|feet=4<br />
|inches=3<br />
|heightmod=3d12<br />
|weight=90<br />
|weightmod=1d60<br />
}}<br />
<br />
<!--The following section is optional, delete any or all of the tables as appropriate--><br />
<br />
===Suggested Characteristics===<br />
When creating a Clown 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 || I am quite jovial and always have a joke lined up.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I suffer from bouts of depression and can be a downer to be around.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I am very gluttonous and tend to stuff my face when not doing other things.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I can be psychotic and my jokes are very dark.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I am loopy and not always all there.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || My jokes are sometimes sadistic even if I don't intend them to be.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || I am a very bombastic individual.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || I tend to be under emotive.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I try to bring joy to children everywhere.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I work create the ultimate balloon animal.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I endeavor to craft the ultimate gag.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || Someday I will make the world appreciate the art of miming.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I will one day become become a world famous japester.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I wish to rise to the position of jester of a powerful ruler.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I endeavor to bring pride to my troupe.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || My troupe has a gag-master I wish to surpass.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I will bring appreciation of clowns to people everywhere.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || There is a rival jokester I must always outdo.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I try to bring honor to the art of miming in all I do.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I will bring my troupe's art to new heights.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Flaw<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || Must always play a gag out.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || Known to take a joke to far.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || Can't take being the butt of a joke.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || Must be the center of attention.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || Always messes up the punch line.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || Never takes things seriously.<br />
|}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>204.63.214.244https://www.dandwiki.com/w/index.php?title=Clown_(5e_Race)&diff=1287191Clown (5e Race)2020-02-16T14:39:23Z<p>204.63.214.244: /* Random Height and Weight */</p>
<hr />
<div>==Clown==<br />
<div class="externalimage-holder" style="width:30%;float:right"><br />
{{5e Image|float:right|https://i.pinimg.com/originals/02/3e/66/023e66e5acb7f051fb107d7ef5e5b3e9.jpg|Clown de Arthur Sarnoff}}<br />
{{5e Image|float:right|https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/a14f508b-e33a-425e-852c-e140c0e91066/d7f89eh-5b6c69f4-34ee-4105-aaa2-38b839ed8835.jpg|[https://www.deviantart.com/silver87/art/Clown-448842905 Clown by Silver87}}<br />
</div><br />
<br />
<br />
===Physical Description===<br />
<br />
Clowns appear similar to humans, but with pale white skin and colorful markings on their face, as well as (contrary to popular belief) their body. They also have sharp teeth, vibrantly colored hair, and somewhat exaggerated facial features. Like tigers, no two clowns have the same markings. <br />
<br />
<br />
===History===<br />
<br />
Clowns were created by a god known as Sylagar. Originally, Sylagar was a pair of twin deities. While they had some things in common, in other respects they were complete opposites. In spite of their contrasting natures, they did love each other as brothers do. During the Dawn War, both were fatally wounded by Primordials, their own godly essences both so damaged that their death would be final and permanent. To save themselves, they both fused into the one god Sylagar. Even with their now conjoined form and identity, each of the two twins' personality shines through, alternating between night and day. Sylagar is always considered the god of duality, mischief, and whimsy... during the day he is also a god of joy and hope, but during the night he trades those latter two domains for fear and carnage.<br />
<br />
Sylagar created the race of clowns in his image. At first they were a single culture that worshipped Sylagar as a whole, but there came a religious schism leading to two separate cultures; one worshipping the Sylagar of the day, and one worshipping the Sylagar of the night.<br />
<br />
===Society===<br />
There was originally a single clown society however after a religious schism their society split in twain.<br />
<br />
The Jolly Clown's society primarily reveres the day side of the god Sylagar. This led to their society's whimsical mischief to be focused on bringing joy to the world and easing people's pain and suffering.<br />
<br />
The Murderous Clown's society however primarily reveres the night side of the god Sylagar. This led to their society's whimsical mischief to be more focused on bringing pain and suffering to the world and terrorizing those around them. <br />
<br />
Both societies agree however that it is best for their japes to start small and gradually ramp up in both scale and intensity. Because of their duality and tendency to start slowly most races are wary of clowns of all types as it is difficult to tell the two types apart at first.<br />
<br />
===Clown Names===<br />
<!--Lead text--><br />
<br />
'''Male:''' Bobo, Flopsy, Gamzee<br />
<br />
'''Female:''' La La, Flower, Bippy<br />
<br />
===Clown Traits===<br />
{{5e Racial Traits<br />
|summary=<!--Short summary. This will also be displayed on the race index page.--><br />
|abilities=Your {{5a|con}} score and your {{5a|cha}} increase by 1.<br />
|age=Clowns live roughly as long as humans. You reach adulthood at 19, and live to be 90.<br />
|alignment=Culturally, clowns strongly tend towards chaotic alignments. Not all Jolly clowns are good, and not all Murderous clowns are evil; its simply their culture.<br />
|size=Clowns are roughly the same size as humans, but with a bit more variance.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1=Blessing of Whimsy<br />
|description1=When you roll a 1 on a d20, you may choose to gain an inspiration token, but your GM imposes a minor and thematically appropriate consequence on you for this roll's failure. Once you use this ability, you cannot use it again until you've used the inspiration token.<br />
|trait2=Compressible Form<br />
|description2=You can squeeze into places too tight for other creatures of your size with ease. You can move through a space as narrow as half a foot wide without squeezing. <br />
|languages= You can speak, read, and write Common and one language of your choice. <br />
|subrace=You are either a Jolly Clown or a Murderous Clown.<br />
}}<br />
<br />
====Jolly Clown====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|cha}} increases by 1.<br />
|trait1=Slapstick Comedy<br />
|description1=You can use a reaction to automatically negate damage from falling or from a failed {{5s|dex}} saving throw. You may perform this trait once, regaining its use when you take a long rest.<br />
|trait2=Jolly Coulromancy<br />
|description2=You can cast {{5e|hideous laughter}} as a 1st-level spell once with this trait, or twice once you reach level 5. You regain all uses of this trait when you take a long rest.<br />
}}<br />
<br />
====Murderous Clown====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|con}} increases by 1.<br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Tough<br />
|description2=You gain an additional 2 hit points per character level.<br />
|trait3=Dark Coulromancy<br />
|description3=You can cast {{5e|fear}} as a 1st-level spell once with this trait, or twice once you reach level 5. You regain all uses of this trait when you take a long rest. You also can freely cast the {{5e| Nightly Terrors}} cantrip.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Clown<br />
|feet=4<br />
|inches=3<br />
|heightmod=3d12<br />
|weight=90<br />
|weightmod=1d6<br />
}}<br />
<br />
<!--The following section is optional, delete any or all of the tables as appropriate--><br />
<br />
===Suggested Characteristics===<br />
When creating a Clown 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 || I am quite jovial and always have a joke lined up.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I suffer from bouts of depression and can be a downer to be around.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I am very gluttonous and tend to stuff my face when not doing other things.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I can be psychotic and my jokes are very dark.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I am loopy and not always all there.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || My jokes are sometimes sadistic even if I don't intend them to be.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || I am a very bombastic individual.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || I tend to be under emotive.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I try to bring joy to children everywhere.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I work create the ultimate balloon animal.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I endeavor to craft the ultimate gag.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || Someday I will make the world appreciate the art of miming.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I will one day become become a world famous japester.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I wish to rise to the position of jester of a powerful ruler.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I endeavor to bring pride to my troupe.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || My troupe has a gag-master I wish to surpass.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I will bring appreciation of clowns to people everywhere.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || There is a rival jokester I must always outdo.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I try to bring honor to the art of miming in all I do.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I will bring my troupe's art to new heights.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Flaw<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || Must always play a gag out.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || Known to take a joke to far.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || Can't take being the butt of a joke.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || Must be the center of attention.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || Always messes up the punch line.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || Never takes things seriously.<br />
|}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>204.63.214.244https://www.dandwiki.com/w/index.php?title=Symboics_(5e_Race)&diff=1287190Symboics (5e Race)2020-02-16T14:31:27Z<p>204.63.214.244: /* Infusions */</p>
<hr />
<div>==Symboic==<br />
{{quote|Destroy the Combine we must, so nay more of said abominations like us will doth suffer.}}<br />
<br />
===Physical Description===<br />
These beings resemble monstrous mixes of creatures, usually appearing as a hunched figure with long arms that touch the ground while it stands. It can thus be considered quadrupedal. It has a small circular head with a rather horrific face, like that of a gnoll and orc mixed together, and two holes on the side of the head as ears. Their necks are covered with a a thin layer of stiff hairs like a mane, and their hands and feet are clawed. They have a vestigial tail that sticks out at the end of a bumpy spine where holes look to be bored into their skin along their back. Symboics have very fair skin that is nearly translucent and slime-like. They have arcane and runic symbols or markings all over their bodies that appear to be engraved tattoos at a glance. Faint light pulsates from their skin due to the internal magic engine. They are rather slim almost gaunt, but they are inhumanly strong. In their navel, located in the groin, is usually a gemstone of varying colors. The holes along their back sprout colorful hairs that can change colors. Despite their monstrous appearance, they like to talk in whispers, shrieking when enraged.<br />
<br />
===History===<br />
The Simic Combine which makes the hybrids, or "guardians," comes from a series of Combines that did not always share the interest in humanoid subjects or have as much success. The symboics are proof of this, being an aberrant conglomerate of beings mashed together by a similar Combine, known as the Bestial Combine. This process haphazardly infused traits of many creatures onto an unstable base and thus birthed monstrosities that never lived long due to lack of foresight. The symboics claim to be the sole survivors of the mad Combine, which went as far as combine inorganic and organic matter. This gives the symboics a very special and unique composition, but also comes with the price of pain and instability, as their forms are not always in a compatible state. Thus, the symboics seek to destroy the Combine which created them, as it continues to churn out abominations, leaving them to their pwn devices after production. After seeing much of the results struggle to even breathe and ultimately dying, the symboics have had enough.<br />
<br />
===Society===<br />
Symboics live in natural dwellings usually abandoned by that of other creatures, like an old bear den or hill giant's cave. They form small communities of twenty or so members dedicated to survival. Everyday is one of fresh pain as the painful fusions from the Combine processes have never left them. But they gather in solidarity around their suffering and go about their days. They are usually led by a trio of elder symboics, who are mainly for guidance. Warrior and gatherer symboics are the sturdiest, who go to forage and guard over their encampments. The young are raised communally by the community. Healers are highly valued to symboics, as herbal remedies and healing magic alleviate their daily pain. They have been hunted as monsters before and so remain fearful of the world outside. But they mainly blame the mad Combine for their problems, rather than the aggressors.<br />
===Personality===<br />
Being a horrible mix of creatures leaves symboics rather socially awkward and illiterate. They can be very kind and gentle, but it takes a bit to get through to them. Their minds are often not fully developed and they find many mundane things amusing or confusing. Those of them who have learned from the other races can speak with a degree of intelligence, and are often obsessed with finding ways to destroy the accursed Combine. Symboics believe in repaying debts and will often be steadfast allies to any who show them kindness. Few receive kind treatment due to their appearances. As such, they are not partial to what is good or evil, but to who is more tolerant.<br />
<br />
===Symboic Names===<br />
Their social roles are not gendered, but they have a semblance of it in names which they use. From some creature which they have fused in their body, they know the naturally deep, throaty and disconcerting language of Abyssal.<br />
<br />
'''Male:''' Shloragoth, Higgutgah, Basthub, Ljorridin<br />
<br />
'''Female:''' Fasharath, Higothek, Irretesh, C'thalaron<br />
<br />
===Symboic Traits===<br />
{{5e Racial Traits<br />
|summary=Eldritch combinations culminated<br />
|abilities=Your {{5a|con}} score increases by 2 and one other ability score of your choice increases by 1. <br />
|age=Due to the unstable forms, symboics rarely live over 80.<br />
|alignment=Symboics usually are neutral, concerned with survival. But they can act chaotic for those whom they care about.<br />
|size=They are rather tall and lean. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1={{5E|Darkvision}}<br />
|description1={{5e Darkvision}}<br />
|trait2=Bodily Augments<br />
|description2=Like a simic hybrid, your body hosts a variety of infused abilities. You have a greater variety even. You choose one of the {{inpage|Infusions}} listed below now and a second infusion at 5th level.<br />
|languages= You can speak, read, and write Common and Abyssal. <br />
}}<br />
<br />
====Infusions====<br />
At 1st level, choose one of the following options:<br />
*'''Prickly Mane:''' Your prickly mane grows long and makes it hard for people to hold onto you. Creatures that try to grapple you roll with {{5e|disadvantage}}. For every turn you are grappled, the grappling creature takes piercing damage equal to your {{5e|proficiency bonus}}.<br />
*'''Horrific Maw:''' Your face and mouthful of teeth are highly pronounced and fearsome. You are proficient in the {{5s|intimidation}} skill. You can also make unarmed strikes with your bite. If you hit with it, you deal piercing damage equal to 1d6 + your {{5a|str}} modifier.<br />
*'''Power Arms:''' Your powerful clawed arms can haul you and others. You have a climbing speed of 20 feet. Additionally, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.<br />
*'''Semi-Aquatic:''' At the base of your neck sprout gills. You can breathe air and water, and you have a swimming speed of 25 feet.<br />
*'''Mixed Digestion:''' Your composition of organic and inorganic makes you able to consume certain things safely. You may eat dirt or rocks instead of consuming food to fulfill your food requirement. You are immune to {{5e|diseases}} that would be contracted via ingestion.<br />
<br />
At 5th level, your body structure changes from the unstable mix, granting you new characteristics. You gain a truesight range of 30 feet. Additionaly choose one of the options you didn't take at 1st level, or one of the following options:<br />
*'''Gastric Juices:''' As an action, you can spray a stream of acid from the juices in your stomach. Target one creature or object you can see within 30 feet of you. The target takes 2d10 acid damage unless it succeeds on a {{5a|dex}} saving throw against a DC equal to 8 + your {{5a|con}} modifier + your {{5e|proficiency bonus}}. This damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10).<br />
*'''Magic Engine:''' The magic engine within you protects you from harm. You have {{5e|advantage}} on saving throws against spells and other magical effects.<br />
*'''Hairy Wings:''' The hair sprouting out of your back spreads into thin wings. You have a flying speed of 25 feet.<br />
*'''Hardened Shell:''' Your slimy skin hardens to make a carapace on you. While unarmored, your Armor Class is equal to 13 + your {{5a|dex}} modifier. You may use a shield and still gain this benefit.<br />
*'''Venom Bladder:''' Your inner organ which allows you to digest many things develops and gives your body greater immunity. You are immune to poison damage and {{5e|diseases}} and being {{5c|poisoned}}.<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Symboics<br />
|feet=6<br />
|inches=0<br />
|heightmod=2d8<br />
|weight=210<br />
|weightmod=1d6<br />
}}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <br />
[[Category:Monstrosity Type]]</div>204.63.214.244https://www.dandwiki.com/w/index.php?title=Clown_(5e_Race)&diff=1286886Clown (5e Race)2020-02-15T18:49:13Z<p>204.63.214.244: /* Murderous Clown */</p>
<hr />
<div>==Clown==<br />
<div class="externalimage-holder" style="width:30%;float:right"><br />
{{5e Image|float:right|https://i.pinimg.com/originals/02/3e/66/023e66e5acb7f051fb107d7ef5e5b3e9.jpg|Clown de Arthur Sarnoff}}<br />
{{5e Image|float:right|https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/a14f508b-e33a-425e-852c-e140c0e91066/d7f89eh-5b6c69f4-34ee-4105-aaa2-38b839ed8835.jpg|[https://www.deviantart.com/silver87/art/Clown-448842905 Clown by Silver87}}<br />
</div><br />
<br />
<br />
===Physical Description===<br />
<br />
Clowns appear similar to humans, but with pale white skin and colorful markings on their face, as well as (contrary to popular belief) their body. They also have sharp teeth, vibrantly colored hair, and somewhat exaggerated facial features. Like tigers, no two clowns have the same markings. <br />
<br />
<br />
===History===<br />
<br />
Clowns were created by a god known as Sylagar. Originally, Sylagar was a pair of twin deities. While they had some things in common, in other respects they were complete opposites. In spite of their contrasting natures, they did love each other as brothers do. During the Dawn War, both were fatally wounded by Primordials, their own godly essences both so damaged that their death would be final and permanent. To save themselves, they both fused into the one god Sylagar. Even with their now conjoined form and identity, each of the two twins' personality shines through, alternating between night and day. Sylagar is always considered the god of duality, mischief, and whimsy... during the day he is also a god of joy and hope, but during the night he trades those latter two domains for fear and carnage.<br />
<br />
Sylagar created the race of clowns in his image. At first they were a single culture that worshipped Sylagar as a whole, but there came a religious schism leading to two separate cultures; one worshipping the Sylagar of the day, and one worshipping the Sylagar of the night.<br />
<br />
===Society===<br />
There was originally a single clown society however after a religious schism their society split in twain.<br />
<br />
The Jolly Clown's society primarily reveres the day side of the god Sylagar. This led to their society's whimsical mischief to be focused on bringing joy to the world and easing people's pain and suffering.<br />
<br />
The Murderous Clown's society however primarily reveres the night side of the god Sylagar. This led to their society's whimsical mischief to be more focused on bringing pain and suffering to the world and terrorizing those around them. <br />
<br />
Both societies agree however that it is best for their japes to start small and gradually ramp up in both scale and intensity. Because of their duality and tendency to start slowly most races are wary of clowns of all types as it is difficult to tell the two types apart at first.<br />
<br />
===Clown Names===<br />
<!--Lead text--><br />
<br />
'''Male:''' Bobo, Flopsy, Gamzee<br />
<br />
'''Female:''' La La, Flower, Bippy<br />
<br />
===Clown Traits===<br />
{{5e Racial Traits<br />
|summary=<!--Short summary. This will also be displayed on the race index page.--><br />
|abilities=Your {{5a|con}} score and your {{5a|cha}} increase by 1.<br />
|age=Clowns live roughly as long as humans. You reach adulthood at 19, and live to be 90.<br />
|alignment=Culturally, clowns strongly tend towards chaotic alignments. Not all Jolly clowns are good, and not all Murderous clowns are evil; its simply their culture.<br />
|size=Clowns are roughly the same size as humans, but with a bit more variance.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1=Blessing of Whimsy<br />
|description1=When you roll a 1 on a d20, you may choose to gain an inspiration token, but your GM imposes a minor and thematically appropriate consequence on you for this roll's failure. Once you use this ability, you cannot use it again until you've used the inspiration token.<br />
|trait2=Compressible Form<br />
|description2=You can squeeze into places too tight for other creatures of your size with ease. You can move through a space as narrow as half a foot wide without squeezing. <br />
|languages= You can speak, read, and write Common and one language of your choice. <br />
|subrace=You are either a Jolly Clown or a Murderous Clown.<br />
}}<br />
<br />
====Jolly Clown====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|cha}} increases by 1.<br />
|trait1=Slapstick Comedy<br />
|description1=You can use a reaction to automatically negate damage from falling or from a failed {{5s|dex}} saving throw. You may perform this trait once, regaining its use when you take a long rest.<br />
|trait2=Jolly Coulromancy<br />
|description2=You can cast {{5e|hideous laughter}} as a 1st-level spell once with this trait, or twice once you reach level 5. You regain all uses of this trait when you take a long rest.<br />
}}<br />
<br />
====Murderous Clown====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|con}} increases by 1.<br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Tough<br />
|description2=You gain an additional 2 hit points per character level.<br />
|trait3=Dark Coulromancy<br />
|description3=You can cast {{5e|fear}} as a 1st-level spell once with this trait, or twice once you reach level 5. You regain all uses of this trait when you take a long rest. You also can freely cast the {{5e| Nightly Terrors}} cantrip.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Clown<br />
|feet=4<br />
|inches=3<br />
|heightmod=3d8<br />
|weight=90<br />
|weightmod=1d6<br />
}}<br />
<br />
<!--The following section is optional, delete any or all of the tables as appropriate--><br />
<br />
===Suggested Characteristics===<br />
When creating a Clown 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 || I am quite jovial and always have a joke lined up.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I suffer from bouts of depression and can be a downer to be around.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I am very gluttonous and tend to stuff my face when not doing other things.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I can be psychotic and my jokes are very dark.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I am loopy and not always all there.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || My jokes are sometimes sadistic even if I don't intend them to be.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || I am a very bombastic individual.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || I tend to be under emotive.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I try to bring joy to children everywhere.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I work create the ultimate balloon animal.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I endeavor to craft the ultimate gag.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || Someday I will make the world appreciate the art of miming.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I will one day become become a world famous japester.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I wish to rise to the position of jester of a powerful ruler.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I endeavor to bring pride to my troupe.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || My troupe has a gag-master I wish to surpass.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I will bring appreciation of clowns to people everywhere.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || There is a rival jokester I must always outdo.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I try to bring honor to the art of miming in all I do.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I will bring my troupe's art to new heights.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Flaw<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || Must always play a gag out.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || Known to take a joke to far.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || Can't take being the butt of a joke.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || Must be the center of attention.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || Always messes up the punch line.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || Never takes things seriously.<br />
|}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>204.63.214.244https://www.dandwiki.com/w/index.php?title=Clown_(5e_Race)&diff=1286882Clown (5e Race)2020-02-15T18:23:41Z<p>204.63.214.244: /* Murderous Clown */</p>
<hr />
<div>==Clown==<br />
<div class="externalimage-holder" style="width:30%;float:right"><br />
{{5e Image|float:right|https://i.pinimg.com/originals/02/3e/66/023e66e5acb7f051fb107d7ef5e5b3e9.jpg|Clown de Arthur Sarnoff}}<br />
{{5e Image|float:right|https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/a14f508b-e33a-425e-852c-e140c0e91066/d7f89eh-5b6c69f4-34ee-4105-aaa2-38b839ed8835.jpg|[https://www.deviantart.com/silver87/art/Clown-448842905 Clown by Silver87}}<br />
</div><br />
<br />
<br />
===Physical Description===<br />
<br />
Clowns appear similar to humans, but with pale white skin and colorful markings on their face, as well as (contrary to popular belief) their body. They also have sharp teeth, vibrantly colored hair, and somewhat exaggerated facial features. Like tigers, no two clowns have the same markings. <br />
<br />
<br />
===History===<br />
<br />
Clowns were created by a god known as Sylagar. Originally, Sylagar was a pair of twin deities. While they had some things in common, in other respects they were complete opposites. In spite of their contrasting natures, they did love each other as brothers do. During the Dawn War, both were fatally wounded by Primordials, their own godly essences both so damaged that their death would be final and permanent. To save themselves, they both fused into the one god Sylagar. Even with their now conjoined form and identity, each of the two twins' personality shines through, alternating between night and day. Sylagar is always considered the god of duality, mischief, and whimsy... during the day he is also a god of joy and hope, but during the night he trades those latter two domains for fear and carnage.<br />
<br />
Sylagar created the race of clowns in his image. At first they were a single culture that worshipped Sylagar as a whole, but there came a religious schism leading to two separate cultures; one worshipping the Sylagar of the day, and one worshipping the Sylagar of the night.<br />
<br />
===Society===<br />
There was originally a single clown society however after a religious schism their society split in twain.<br />
<br />
The Jolly Clown's society primarily reveres the day side of the god Sylagar. This led to their society's whimsical mischief to be focused on bringing joy to the world and easing people's pain and suffering.<br />
<br />
The Murderous Clown's society however primarily reveres the night side of the god Sylagar. This led to their society's whimsical mischief to be more focused on bringing pain and suffering to the world and terrorizing those around them. <br />
<br />
Both societies agree however that it is best for their japes to start small and gradually ramp up in both scale and intensity. Because of their duality and tendency to start slowly most races are wary of clowns of all types as it is difficult to tell the two types apart at first.<br />
<br />
===Clown Names===<br />
<!--Lead text--><br />
<br />
'''Male:''' Bobo, Flopsy, Gamzee<br />
<br />
'''Female:''' La La, Flower, Bippy<br />
<br />
===Clown Traits===<br />
{{5e Racial Traits<br />
|summary=<!--Short summary. This will also be displayed on the race index page.--><br />
|abilities=Your {{5a|con}} score and your {{5a|cha}} increase by 1.<br />
|age=Clowns live roughly as long as humans. You reach adulthood at 19, and live to be 90.<br />
|alignment=Culturally, clowns strongly tend towards chaotic alignments. Not all Jolly clowns are good, and not all Murderous clowns are evil; its simply their culture.<br />
|size=Clowns are roughly the same size as humans, but with a bit more variance.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1=Blessing of Whimsy<br />
|description1=When you roll a 1 on a d20, you may choose to gain an inspiration token, but your GM imposes a minor and thematically appropriate consequence on you for this roll's failure. Once you use this ability, you cannot use it again until you've used the inspiration token.<br />
|trait2=Compressible Form<br />
|description2=You can squeeze into places too tight for other creatures of your size with ease. You can move through a space as narrow as half a foot wide without squeezing. <br />
|languages= You can speak, read, and write Common and one language of your choice. <br />
|subrace=You are either a Jolly Clown or a Murderous Clown.<br />
}}<br />
<br />
====Jolly Clown====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|cha}} increases by 1.<br />
|trait1=Slapstick Comedy<br />
|description1=You can use a reaction to automatically negate damage from falling or from a failed {{5s|dex}} saving throw. You may perform this trait once, regaining its use when you take a long rest.<br />
|trait2=Jolly Coulromancy<br />
|description2=You can cast {{5e|hideous laughter}} as a 1st-level spell once with this trait, or twice once you reach level 5. You regain all uses of this trait when you take a long rest.<br />
}}<br />
<br />
====Murderous Clown====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|con}} increases by 1.<br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Tough<br />
|description2=You gain an additional 2 hit points per character level.<br />
|trait3=Dark Coulromancy<br />
|description3=You can cast {{5e|fear}} as a 1st-level spell once with this trait, or twice once you reach level 5. You regain all uses of this trait when you take a long rest. You also can freely cast the {{5e|Nightly Terrors}} cantrip.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Clown<br />
|feet=4<br />
|inches=3<br />
|heightmod=3d8<br />
|weight=90<br />
|weightmod=1d6<br />
}}<br />
<br />
<!--The following section is optional, delete any or all of the tables as appropriate--><br />
<br />
===Suggested Characteristics===<br />
When creating a Clown 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 || I am quite jovial and always have a joke lined up.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I suffer from bouts of depression and can be a downer to be around.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I am very gluttonous and tend to stuff my face when not doing other things.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I can be psychotic and my jokes are very dark.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I am loopy and not always all there.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || My jokes are sometimes sadistic even if I don't intend them to be.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || I am a very bombastic individual.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || I tend to be under emotive.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I try to bring joy to children everywhere.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I work create the ultimate balloon animal.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I endeavor to craft the ultimate gag.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || Someday I will make the world appreciate the art of miming.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I will one day become become a world famous japester.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I wish to rise to the position of jester of a powerful ruler.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I endeavor to bring pride to my troupe.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || My troupe has a gag-master I wish to surpass.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I will bring appreciation of clowns to people everywhere.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || There is a rival jokester I must always outdo.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I try to bring honor to the art of miming in all I do.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I will bring my troupe's art to new heights.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Flaw<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || Must always play a gag out.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || Known to take a joke to far.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || Can't take being the butt of a joke.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || Must be the center of attention.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || Always messes up the punch line.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || Never takes things seriously.<br />
|}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>204.63.214.244https://www.dandwiki.com/w/index.php?title=Clown_(5e_Race)&diff=1286881Clown (5e Race)2020-02-15T18:22:33Z<p>204.63.214.244: /* Murderous Clown */</p>
<hr />
<div>==Clown==<br />
<div class="externalimage-holder" style="width:30%;float:right"><br />
{{5e Image|float:right|https://i.pinimg.com/originals/02/3e/66/023e66e5acb7f051fb107d7ef5e5b3e9.jpg|Clown de Arthur Sarnoff}}<br />
{{5e Image|float:right|https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/a14f508b-e33a-425e-852c-e140c0e91066/d7f89eh-5b6c69f4-34ee-4105-aaa2-38b839ed8835.jpg|[https://www.deviantart.com/silver87/art/Clown-448842905 Clown by Silver87}}<br />
</div><br />
<br />
<br />
===Physical Description===<br />
<br />
Clowns appear similar to humans, but with pale white skin and colorful markings on their face, as well as (contrary to popular belief) their body. They also have sharp teeth, vibrantly colored hair, and somewhat exaggerated facial features. Like tigers, no two clowns have the same markings. <br />
<br />
<br />
===History===<br />
<br />
Clowns were created by a god known as Sylagar. Originally, Sylagar was a pair of twin deities. While they had some things in common, in other respects they were complete opposites. In spite of their contrasting natures, they did love each other as brothers do. During the Dawn War, both were fatally wounded by Primordials, their own godly essences both so damaged that their death would be final and permanent. To save themselves, they both fused into the one god Sylagar. Even with their now conjoined form and identity, each of the two twins' personality shines through, alternating between night and day. Sylagar is always considered the god of duality, mischief, and whimsy... during the day he is also a god of joy and hope, but during the night he trades those latter two domains for fear and carnage.<br />
<br />
Sylagar created the race of clowns in his image. At first they were a single culture that worshipped Sylagar as a whole, but there came a religious schism leading to two separate cultures; one worshipping the Sylagar of the day, and one worshipping the Sylagar of the night.<br />
<br />
===Society===<br />
There was originally a single clown society however after a religious schism their society split in twain.<br />
<br />
The Jolly Clown's society primarily reveres the day side of the god Sylagar. This led to their society's whimsical mischief to be focused on bringing joy to the world and easing people's pain and suffering.<br />
<br />
The Murderous Clown's society however primarily reveres the night side of the god Sylagar. This led to their society's whimsical mischief to be more focused on bringing pain and suffering to the world and terrorizing those around them. <br />
<br />
Both societies agree however that it is best for their japes to start small and gradually ramp up in both scale and intensity. Because of their duality and tendency to start slowly most races are wary of clowns of all types as it is difficult to tell the two types apart at first.<br />
<br />
===Clown Names===<br />
<!--Lead text--><br />
<br />
'''Male:''' Bobo, Flopsy, Gamzee<br />
<br />
'''Female:''' La La, Flower, Bippy<br />
<br />
===Clown Traits===<br />
{{5e Racial Traits<br />
|summary=<!--Short summary. This will also be displayed on the race index page.--><br />
|abilities=Your {{5a|con}} score and your {{5a|cha}} increase by 1.<br />
|age=Clowns live roughly as long as humans. You reach adulthood at 19, and live to be 90.<br />
|alignment=Culturally, clowns strongly tend towards chaotic alignments. Not all Jolly clowns are good, and not all Murderous clowns are evil; its simply their culture.<br />
|size=Clowns are roughly the same size as humans, but with a bit more variance.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1=Blessing of Whimsy<br />
|description1=When you roll a 1 on a d20, you may choose to gain an inspiration token, but your GM imposes a minor and thematically appropriate consequence on you for this roll's failure. Once you use this ability, you cannot use it again until you've used the inspiration token.<br />
|trait2=Compressible Form<br />
|description2=You can squeeze into places too tight for other creatures of your size with ease. You can move through a space as narrow as half a foot wide without squeezing. <br />
|languages= You can speak, read, and write Common and one language of your choice. <br />
|subrace=You are either a Jolly Clown or a Murderous Clown.<br />
}}<br />
<br />
====Jolly Clown====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|cha}} increases by 1.<br />
|trait1=Slapstick Comedy<br />
|description1=You can use a reaction to automatically negate damage from falling or from a failed {{5s|dex}} saving throw. You may perform this trait once, regaining its use when you take a long rest.<br />
|trait2=Jolly Coulromancy<br />
|description2=You can cast {{5e|hideous laughter}} as a 1st-level spell once with this trait, or twice once you reach level 5. You regain all uses of this trait when you take a long rest.<br />
}}<br />
<br />
====Murderous Clown====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|con}} increases by 1.<br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Tough<br />
|description2=You gain an additional 2 hit points per character level.<br />
|trait3=Dark Coulromancy<br />
|description3=You can cast {{5e|fear}} as a 1st-level spell once with this trait, or twice once you reach level 5. You regain all uses of this trait when you take a long rest. You also can freely cast the {{5e|nightly terrors}} cantrip.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Clown<br />
|feet=4<br />
|inches=3<br />
|heightmod=3d8<br />
|weight=90<br />
|weightmod=1d6<br />
}}<br />
<br />
<!--The following section is optional, delete any or all of the tables as appropriate--><br />
<br />
===Suggested Characteristics===<br />
When creating a Clown 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 || I am quite jovial and always have a joke lined up.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I suffer from bouts of depression and can be a downer to be around.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I am very gluttonous and tend to stuff my face when not doing other things.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I can be psychotic and my jokes are very dark.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I am loopy and not always all there.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || My jokes are sometimes sadistic even if I don't intend them to be.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || I am a very bombastic individual.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || I tend to be under emotive.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I try to bring joy to children everywhere.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I work create the ultimate balloon animal.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I endeavor to craft the ultimate gag.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || Someday I will make the world appreciate the art of miming.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I will one day become become a world famous japester.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I wish to rise to the position of jester of a powerful ruler.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I endeavor to bring pride to my troupe.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || My troupe has a gag-master I wish to surpass.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I will bring appreciation of clowns to people everywhere.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || There is a rival jokester I must always outdo.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I try to bring honor to the art of miming in all I do.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I will bring my troupe's art to new heights.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Flaw<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || Must always play a gag out.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || Known to take a joke to far.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || Can't take being the butt of a joke.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || Must be the center of attention.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || Always messes up the punch line.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || Never takes things seriously.<br />
|}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>204.63.214.244https://www.dandwiki.com/w/index.php?title=Beholderborn_(5e_Race)&diff=1286797Beholderborn (5e Race)2020-02-15T06:17:18Z<p>204.63.214.244: /* Random Height and Weight */</p>
<hr />
<div>==Beholderborn==<br />
''A soldier watches as his platoon and fellow soldiers are wiped out by waves of flaming arrows on a battlefield. He screams in rage and changes into a monster of terrifying power as he blasts the enemy position with a death ray.''<br />
<br />
''A paladin lifts his shield in defense of the innocent as zombies batter him. He rises into the air and screams with the power of an ancient curse. He disintegrates row and row of undead with a blast of radiant energy from his eyes. The innocent gaze on in wondrous fear.''<br />
<br />
''A thief exits a fortress vault with a bag full of gold and gems. He petrifies the guards where they stand as he strolls out of the vault.''<br />
<br />
===Physical Description===<br />
The beholderborn are an aberrant race that, on the surface, appear to be normal humans. However, in moments of extreme emotional stress, with significant practice, or at the mention of a word of power, they can morph into beholder like creatures. In their beholder form their body's bloat, their hair and scalp become eye-stalks (much like a gorgon) and their skin becomes bumpy, oily and oddly colored. Finally, their eyes merge together into a large central eye that glows gently with aberrant power. In this form, they float off the ground and fire energy from their now single eye and their many eye-stalks.<br />
<br />
===History===<br />
Long ago, a twisted and sinister {{5e|Beholder}} had spent his life learning vile necromancy and the secrets of the darkness and grew too powerful in the eyes of the gods. The god of order grew worried about his strength and cursed him to a human body. The beholder had become weaker, frailer, and unable to sustain his once-powerful magic. He was horrified, and after many days of mourning his power, he decided upon his fate: that he would continue his lineage by taking over a small town to begin his reign anew. However, he was set upon by the power of love and friendship, which shattered his xenophobic beliefs, and he grew to care for the people around him. He eventually integrated into society and mated with a woman that he had fallen in love with. The Beholder, as he went about his simple life, forgot more and more that he was ever a beholder or evil. With him consumed with goodness, the god was pleased. The first beholderborn died and his story and power dissolved away in the ruins of time. For each new generation from his lineage, {{5e|Beholder}} blood runs, allowing them to connect to their powerful abilities. The beholderborn often appear human, and may never know they are beholderborn, or even the story of their heritage, but through studying and some awakening event, they arise, and attune to their powerful abilities.<br />
<br />
===Society===<br />
Beholderborn roam the Material Plane, often not knowing the power they possess. Their improved intellect seems to be the only outward sign of their heritage. Those that are awoken to the power use it in varied ways. Their knowing that power has inherently evil roots makes them cautious about its use. Some who discover their powers may never use it, fearing it, while others may revel in their new found abilities.<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Awakening Event<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || My village was attacked by an enemy, and I awoke during a rage-filled outburst. (Good)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || An unknown voice spoke to me in the night and whispered the dark secrets of my power. (Evil)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I was gravely injured in an accident while I was alone, and the pain awakened my power. (Neutral)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || While adventuring I came into the presence of an artifact, that when picked up, awoke my power. (Neutral)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || While at a tavern, I connect with another beholderborn, and he taught me of the power I possessed. (Neutral)<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| 6 || After I had committed murder, the blood seeped into my hands and awakened my power. (Chaotic)<br />
|}<br />
<br />
===Beholderborn Names===<br />
Although most beholderborn keep their natural born human names, in some cases, an awakened Beholderborn will take on a natural beholder name.<br />
<br />
'''Male:''' Quaervaxthanus, Thaluul, Manxam, Xaejil, Bairixis, Chelm, Irv, Eddalx, Nagish, Xeo, Ralakor<br />
<br />
'''Female:''' Vaxall, Xavlal, Xaejil, Shatevar, Orox, Zalshox, Famax, Khoa<br />
<br />
===Beholderborn Traits=== <!-- 6 --><br />
{{5e Racial Traits<br />
|summary= A race of humanoids descended from the cursed Beholders. <br />
|abilities= Your {{5a|int}} score increases by 2 and your {{5a|cha}} score increases by 1. <!-- 3 --><br />
|age= A beholderborn matures at the same rate as humans do and live up to 130 years of age.<br />
|alignment=Often of a neutral alignment, beholderborn are generally wizards and sorcerers, but some have more extreme tendencies.<br />
|size= Beholderborn vary in weight and height in the same way humans do. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet. <br />
|trait1=Aberrant Nature <!-- 0 --><br />
|description1=Your creature type is considered to be both aberration and humanoid.<br />
|trait2=Awakened Beholderborn <!-- 0 --><br />
|description2=Speak to your Dungeon Master whether you have awakened before your adventure starts or if you will at some point during your adventure gaining the traits listed in [[#Awakened Beholderborn|Awakened Beholderborn]].<br />
|languages= You can speak, read and write Common, and one language of your choice.<br />
|subrace=<br />
}}<br />
<br />
====Awakened Beholderborn==== <!-- +3 --><br />
{{5e Subrace Traits<br />
|abilities=<br />
|trait1=Beholder Form <!-- 0 --><br />
|description1=As a bonus action, a beholderborn can switch its form to resemble a beholder. Its eyes become one, their body bloats in size, their teeth sharpen to a point, with various eyestalks protruding from their significantly larger head. While in this form, a beholderborn has disadvantage on all {{5a|cha}} based skill checks except {{5s|Intimidation}} and gains the following racial traits: This effect ends if a beholderborn falls {{5c|Unconscious}} or if they end it as an action. <br />
|trait2=Hover <!-- 1.5 --><br />
|description2=While in beholder form, you hover a few feet off the ground, making you immune to being knocked {{5c|Prone}}.<br />
|trait3=Beholder Eye <!-- 1; They should each be worth no more than 1. --><br />
|description3=While in beholder form, you can draw out the power of the beholders most well-known weapon, its eye beam. Roll a d6 and target a creature you can see within 60 feet of you. The DC for this saving throw is equal to 8 + your proficiency bonus + your {{5a|int}} modifier.<br />
|trait4=Aberrant Langauge <!-- 0.5 --><br />
|description4=Once awakened, you find you have the natural ability to speak Deep Speech, the language of aberrant creatures.<br />
}}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Eye Ray Table<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || '''Disintegration Ray.''' You fire a blast of destructive energy. Make a ranged spell attack, dealing 1d10 force damage on a successful hit. If a creatures {{5e|Hit Points}} are reduced to 0 by this attack, the creature is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. This abilities damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || '''Fear Ray.''' You awaken the sense of mortality in one creature you can see within range. Constructs and undead are immune to this effect. The target must succeed on a {{5a|wis}} saving throw or become {{5c|Frightened}} of you for 1 minute. The {{5c|Frightened}} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || '''Petrification Ray.''' You make eye contact with a creature, forcing the target within range to make a {{5a|wis}} saving throw. On a failed save, the creature's speed is reduced to 0 and its legs, if any, have turned to stone for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || '''Telekinetic Ray.''' You can mentally hold a creature in place. The creature must make a {{5a|wis}} saving throw. On a failed save, the creature is {{5c|Restrained}}, and using a bonus action you may move them up to 30 feet in any direction. The effect ends at the end of your next turn.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || '''Paralyzing Ray.''' You fire a bolt of lightning from your eye, the creature must make a {{5a|dex}} saving throw. On a failed save, the target is {{5c|Paralyzed}}. The effect ends at the end of your next turn.<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| 6 || You may pick an eye ray of your choice.<br />
|}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name= Beholderborn<br />
|feet=5<br />
|inches=0<br />
|heightmod= 2d10<br />
|weight=110<br />
|weightmod=2d4<br />
}}<br />
<br />
===Suggested Characteristics===<br />
When creating a Beholderborn 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 />
{| class="5e" style="text-align: left;"<br />
! d8 || Personality Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I Sometimes think that I am a flawed abomination.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I am always polite and respectful.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I can stare down a hell hound without twitching.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I frequently dream of Beholders and I am certain they're trying to manipulate me.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I eat like a pig and have bad manners.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || Even though my history is twisted, I am willing to do good and what is right.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || I help the people that help me-because few people are willing to come near me.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || I feel more comfortable traveling alone than with others.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || Although I am perfect as I am, I can always strive to be more. (Neutral)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || Beholderborn are superior to other humanoids and one day will rule. (Evil)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || Life is like the winds of fall, you must follow were it leads you. (Chaotic)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || The path to power is through knowledge. (Neutral)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || As powerful beings our job is to protect others. (Good)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || Emotions must not cloud are sense of what is good or true. (Lawful)<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I miss the kinship of my identical twin, who disappeared years ago.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I owe a debt I cannot repay to the person that took pity and raised me.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || No one else should have to endure the struggle and pain I've been through.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I idolize a hero from stories and measure my deeds against theirs.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || Despite my best efforts, I am unreliable to my friends.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || My acquaintances are all spying on me and one day I will destroy them.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Flaw<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I sometimes forget that others don't have access to my knowledge.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I frequently have terrifying dreams.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I usually ignore advice from my friends.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I am very quick to take offense.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I enjoy taunting my rivals and angering them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || My pride will probably lead to my destruction.<br />
|}<br />
<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
{{Copyright Disclaimer|owner=Wizards of the Coast|franchise=Dungeons & Dragons}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Aberration Type]]<br />
[[Category:Humanoid Type]]</div>204.63.214.244https://www.dandwiki.com/w/index.php?title=Mammuthari_(5e_Race)&diff=1286732Mammuthari (5e Race)2020-02-15T01:29:14Z<p>204.63.214.244: /* Mammuthari Traits */</p>
<hr />
<div>==Mammuthari==<br />
<br />
"An ancient lineage of large, woolly beastmen."<br />
<br />
===Physical Description===<br />
Mammuthari are massive, woolly relatives of Loxodon. They typically stand between seven to nine feet tall, with thick, shaggy pelts. Records show ancient Mammuthari grew to nearly twenty-five feet in height, but those days have long since passed. Unlike their plains-dwelling cousins, they have reduced ears to better acclimate to cold weather. Their trunks typically measure around five feet - six feet long and are remarkable in their dexterity, despite being attached to such large creatures. Their tusks typically measure between two and five feet in length, and curve outwards before bending back in. The saying goes that the older generations of Mammuthari sported larger and more impressive tusks. Mammuthari abide strictly to herbivory - they have two sets of molars on both top and bottom jaws that are constantly replaced throughout their lifespan to cope with the strain of chewing plant matter. Their hands consist of a rather large palm with four short, stubby digits plus a thumb. As such, they are not very efficient at wielding dexterous weapons. Their feet consist of four nails, are round in shape, and have thick padding on their bottoms that cushion their steps - this padding can also detect low-pitched frequencies and allows the Mammuthari to communicate via Infrasound, which sits just below the human range of hearing. They sport a short, poofy tail that typically drapes out the back of whatever armor they wear, should they find any that fits their build. Eye color appears to be limited to warm brown, like Loxodon. Typical fur colors include grey, brown, and black, though white-fur individuals are known to exist.<br />
<br />
Mammuthari can communicate through infrasound, much like elephants. This enables them to speak to each other at distances up to 6 miles apart, as well as sense other Mammuthari from distances of over 100 miles away.<br />
<br />
===History===<br />
Mammuthari are nearly as old as the frigid taiga they call home. Thousands of years ago they trekked the land in great numbers, with herds numbering over one hundred individuals commonly seen. On the continent of Thriskarin they existed as far south as Mogun, though their range gradually receded at the end of the continent's great ice age. Too many folks they exist as a legend, as they have not been seen anywhere close to civilized society in hundreds of years. <br />
<br />
===Society===<br />
Mammuthari live in tribal units called herds, lead by a female leader, or matriarch, which is typically the oldest and wisest female in the group. Herds commonly number between ten and twenty individuals but it is not uncommon to see gatherings of hundreds of Mammuthari in the spring thaw. <br />
<br />
===Mammuthari Names===<br />
<!--Lead Text--> <br />
<br />
'''Male:''' <!--Male names--> Thuur, Kuuse, Luurn, Buuln, Kuuor<br />
<br />
'''Female:''' <!--Female names--> Puura, Iduui, Aluua, Juuli, Luuma<br />
<br />
===Mammuthari Traits===<br />
{{5e Racial Traits<br />
|summary=An ancient lineage of huge, woolly beastmen. The ancestors of of all modern Loxodon. <br />
|abilities=Your {{5a|str}}, {{5a|con}} and {{5a|wis}} scores each increase by 1.<br />
|age=Mammuthari age most similar to humans, reaching adulthood in their late teens and living for a few centuries. <br />
|alignment=Mammuthari are strong-willed and stubborn, preferring to forge their own path. Most will avoid evil alignment.<br />
|size=Mammuthari are colossal, often times standing over 8 feet tall. With their bulky frames, mammuthari generally weigh 200 to 300 pounds. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1=Elephantine Legs<br />
|description1=Your legs are thick and column-like. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. <br />
|trait2= Trunk<br />
|description2= You have a trunk that can hold items up to twenty pounds. It cannot be used to wield a weapon or use a shield, but can be used for a lantern or torch and perform simple actions.<br />
|trait3= Tusks<br />
|description3= You have a pair of tusks, with which you are proficient. When you take the attack action, you may attack with your tusks, dealing 2d6 piercing damage on a hit.<br />
|trait4= Stand Aside<br />
|description4= When you take the Dash action, you may move through an enemies space as though they weren't there, if they are the same size or smaller than you. You still feel the effects from any hazards in those spaces, even if they are created by the enemy you are moving through.<br />
|trait5=Eidetic Memory <br />
|description5=Mammuthari are said to never forget. Whenever you make a {{5a|int}} ({{5s|History}}) check related to an event that happened to you in the past, you are considered proficient in the {{5s|History}} skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. <br />
|trait6=Woolly<br />
|description6=Due to your thick pelt you’re acclimated to Extreme Cold, as described in chapter 5 of the Dungeon Master’s Guide. <br />
|trait7=Thick Hide<br />
|description7=You have a thick pelt of skin and fat. Your unarmored Armor Class is 12 + {{5a|con}} modifier.<br />
|trait8=Tremendous Bulk<br />
|description8=Non magical effects that push you back have their distance reduced by 10 feet.<br />
|trait9=Stampede<br />
|description9=When you use Stand Aside to move through a space occupied by an enemy the same size or smaller than you, you may elect to trample them. If you move through an opponent's space, they must make an {{5s|Athletics}} or {{5s|Acrobatics}} check with a DC equal to 8 + your proficiency bonus + your {{5a|str}} modifier. On a failed save, you may trample an enemy, dealing 1d6 bludgeoning damage and knocking them {{5c|Prone}}. An enemy takes no damage and is not knocked prone on a successful save. You may continue your movement after a trample, but you may not trample another enemy. Once you use this trait, you can not use it again until you finish a short or long rest.<br />
|trait10= Arctic Scout<br />
|description10= You are perfectly acclimated to the cold regions of the world, you are considered proficient in the {{5a|wis}} ({{5s|Survival}}) skill when in a snowy or arctic climate. If you are already proficient you may add double your proficiency bonus to the check, instead of your normal proficiency bonus.<br />
|languages=You can speak, read and write, Common , Giant and one other language of your choice.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Mammuthari 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;" | 6′ 6″ || +3d6 || 200 lb. || +4d8 lb.<br />
|}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Beast Type]]<br />
[[Category:Anthropomorphic]]</div>204.63.214.244https://www.dandwiki.com/w/index.php?title=Incineroar_(5e_Race)&diff=1286711Incineroar (5e Race)2020-02-15T00:50:43Z<p>204.63.214.244: /* Incineroar Traits */</p>
<hr />
<div>==Incineroar==<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:50%;float:right"><br />
{{5e Image|float:right|https://img00.deviantart.net/e849/i/2016/323/b/0/poke_days__litten_family_by_pixelated_takkun-daoxg2p.png|An Incineroar dueling a Torracat as excited onlookers watch.[https://pixelated-takkun.deviantart.com/art/Poke-Days-Litten-Family-646533025 Source]}}</div><br />
Incineroars are muscular, bipedal felines resembling a tiger covered in red fur with black stripes, it's arms having three stripes while it's legs have two with black tufts of fur adorning it's shoulders. It's torso, however, is covered in dark grey fur with black stripes. It's face is adorned with large tufts of red fur that extend from its cheeks, with much of its face being red while the upper half of its muzzle and the top and back of its head are black. On it's forehead is a line of red fur that seems to split into a V-shape, running from the top of it's head to the base of it's snout. It's eyes have yellow sclerae and green pupils and on it's head rests two small ears. Incineroar's most prominent feature is what appears to be flames that burn across it's waist, resembling that of a championship wrestler's belt.<br />
<br />
Some specimens have been found to have white fur instead of black.<br />
<br />
===History===<br />
Incineroars, and their litten and Torracat young, originated from the tropical island of Alola.<br />
<br />
Interestingly enough, despite being violent, selfish, and very egotistical, Incineroars don't start out this way. When they are Littens, they actually prefer to be left alone and will try to not show emotion. As it grows out and matures into Torracat, however, it will start showing aggression by swiping with it's powerful claws or breathing fire at those unlucky enough to anger it. It is only when it finally becomes an Incineroar that it's violent nature is unleashed. It is believed this is because of all the anger and negative emotions it kept bottled inside during it's youth.<br />
<br />
===Society===<br />
Incineroars don't really have a society to speak of, but they absolutely love fighting. Though they don't live in a pack or a colony, Incineroars will often times seek each other out when they want a good fight. One reason for this is because, despite being violent and willing to pick fights with nearly anyone, they have no desire to fight opponents they finds weak and know they will always find a worthy opponent among it's own kind. When a fight between two Incineroars occurs, it will undoubtedly attract the attention of other Incineroars, who will gather around and cheer for the combatants, eagerly awaiting their turn, although sometimes their fighting spirits get so intense that all-out brawls will occur. This also sometimes occurs due to the fact that these creatures show little regard for those around them, and sometimes an accidental (or perhaps even purposeful) attack on a spectator will cause the crowd to devulge into a chaos brawl.<br />
<br />
Sometimes Incineroar will allow other creatures to come and watch their fights, but due to how these battles are known to devolve into chaos, most creatures will tend to avoid them. Although Incineroars love to fight, they also love to win and by using any means necessary. When Incineroars fight, it's no holds barred, and they will use whatever tactics they can to win. Because of this, they've been described as "Heel fighters" due to their dishonorable fighting style. However, despite all this, when they receive the adomiration of children, and while they may hide it by continuing their usual cold attitude, their hearts burn with joy.<br />
<br />
===Incineroar Names===<br />
Incineroar names are usually Ignan.<br />
<br />
===Incineroar Traits===<br />
{{5e Racial Traits<br />
|summary=Violent, selfish feline pokemon who employ fire and dirty tactics to win their battles.<br />
|abilities=Your {{5a|str}} score increases by 2, and your {{5a|cha}} score increases by 1.<br />
|age=Incineroars mature at around 4 years of age and usually live for roughly 25 years.<br />
|alignment=Incineroars usually lean towards chaotic and neutral alignments.<br />
|size=Incineroars stand just barely under 6 feet tall. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1={{5E|Darkvision}} <br />
|description1=You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of red.<br />
|trait2=Blazing Claws<br />
|description2=Because of your claws, you have a climbing speed of 20 feet. In addition, your claws and affinity for fire are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal fire damage equal to 1d4 + your {{5a|str}} modifier, instead of the bludgeoning damage normal for an unarmed strike.<br />
|trait3=Intimidate<br />
|description3=You are proficient in the {{5s|Intimidation}} skill.<br />
|trait4=Darkest Lariat<br />
|description4=You gain the Charger feat.<br />
|trait5=Heel Tactics<br />
|description5=You are proficient with improvised weapons.<br />
|trait6=Hell's Flame<br />
|description6=You can cast the ''{{5e|Hellish Rebuke}}'' spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a {{5e|Long Rest|long rest}}. {{5a|cha}} is your spellcasting ability.<br />
|languages=You can speak, read and write Common and Primordial (Ignan).<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Incineroar<br />
|feet=5<br />
|inches=5<br />
|heightmod=2d6<br />
|weight=175<br />
|weightmod=2d8<br />
}}<br />
<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
{{Copyright Disclaimer|owner=Creatures, Inc.''', '''Game Freak''', and '''Nintendo|franchise=Pokémon}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Beast Type]]</div>204.63.214.244https://www.dandwiki.com/w/index.php?title=Death_Knight,_2nd_Variant_(5e_Class)&diff=1285535Death Knight, 2nd Variant (5e Class)2020-02-12T01:09:14Z<p>204.63.214.244: /* Multiclassing */</p>
<hr />
<div>{{Ardalkhayan}}<br />
<br />
==Death Knight==<br />
<br />
A death knight is a servant of Bolvar, the personification of death. In their original life they were all mighty paladins. During the rebirth into their unlife they made a pact with Bolvar to trade their eternal rest for the ability and privilege to protect the balance between life and death, and vanquish those who cheat it. Death knights have a faint dark energy surrounding them, and can channel the energy to do most of their spells or shape it to do their bidding. Some of the most experienced death knights can even control the flow of life and death itself.<br />
<br />
=== Creating a Death Knight ===<br />
<br />
A death knight's word is paramount, once given it cannot be broken. By nature, death knights are Lawful in alignment. Most are Lawful Neutral and all follow a strict code of honor called the Death Pact. Death knights are commonly Lawful Evil. They summon the dead and execute extremes of action to bring order to a chaotic world. A Lawful Good death knight is extremely rare. Due to the dark energies filling the death knights, even Lawful Good death knights have a subtle dark aura about them. Death knights do not suffer fools and avoid rogues and bards seeing them as deceitful and untrustworthy. A death knight's honor is everything: gain this as a personality trait. You may wish to go over with your DM and compile a Code of Conduct appropriate to your race, campaign setting and the like. Death Knights are a unique form of undead, granted an immunity against "if the target is undead" '''alternative''' spell effects. Effects of spells that specifically target undead, such as [[Turn Undead]], still function as normal<br />
*(Starting Wealth: 5d4 x 10 gp)<br />
<br />
;Quick Build<br />
<br />
You can make a Death Knight quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Soldier background. <br />
<br />
{{5e Class Features<br />
|name=Death Knight<br />
|summary=<br />
|hd=1d10<br />
|spellcasting=half<br />
|armor=Light, Medium, and Heavy armor, Shields<br />
|weapons=Simple melee weapons, Martial melee weapons<br />
|tools=None<br />
|saves=Constitution, Charisma<br />
|skills=Choose two from Acrobatics, Arcana, Athletics, Animal Handling, Insight, Intimidation, Investigation, Perception, and Survival. <br />'''Languages:''' Necromonger<br />
|item1a=a Rune Weapon and any martial weapon<br />
|item1b=a Rune Weapon and a shield<br />
|item1c=a two-handed Rune Weapon<br />
|item2a=Scale Mail<br />
|item2b=Chain Mail<br />
|item3a=4 javelins<br />
|item3b=2 Handaxes<br />
|item4a=Dungeoneer's pack<br />
|item4b=Explorer's pack<br />
<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Rune Weapon}}, {{inpage|Death's Pact}}<br />
|classfeatures2={{inpage|Necrostrike}}, {{inpage|Fighting Style}}, {{inpage|Spellcasting}}<br />
|classfeatures3={{inpage|Profanities}}, {{inpage|Dark Order}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Extra Attack}}, {{inpage|Order Feature}}, {{inpage|Runeforging}}<br />
|classfeatures6=<br />
|classfeatures7={{inpage|Necrosteed}}<br />
|classfeatures8={{inpage|Bone Shield}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Order Feature}}<br />
|classfeatures11={{inpage|Fighting Style}}<br />
|classfeatures12={{inpage|Improved Runeforging}}<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Unholy Command}}<br />
|classfeatures15={{inpage|Order Feature}}<br />
|classfeatures16={{inpage|Shadow Step}}<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Sanguine Strike}}<br />
|classfeatures19={{inpage|Obliterate}}<br />
|classfeatures20={{inpage|Order Feature}}<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=Profanities Known<br />
|extra1_1=-<br />
|extra1_2=-<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
|extra2_name=Maximum Runes<br />
|extra2_1=-<br />
|extra2_2=-<br />
|extra2_3=-<br />
|extra2_4=-<br />
|extra2_5=1<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=1<br />
|extra2_9=1<br />
|extra2_10=1<br />
|extra2_11=1<br />
|extra2_12=2<br />
|extra2_13=2<br />
|extra2_14=2<br />
|extra2_15=2<br />
|extra2_16=2<br />
|extra2_17=2<br />
|extra2_18=2<br />
|extra2_19=2<br />
|extra2_20=2<br />
}}<br />
<br />
<br />
==== Dark Order ====<br />
At 3rd level, you chose a Dark Order. Choose between either the Blighted Blade, the Ebony Blade, or Death Incarnate, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 5th, 10th, 15th, and 20th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Rune Weapon ====<br />
At 1st level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. over the course of this hour, the death knight recites {{inpage|Death's Pact}} as below. The weapon must be within your reach during the ritual, at the conclusion of which you touch the weapon and forge the bond. A Rune Weapon is central to the death knights abilities; without it, the death knight can not use any of his class abilities (with the exception of {{inpage|Runeforging}} and creating/summoning a bonded weapon). You can have only two Rune Weapons at any given time. If you attempt to forge a bond with a third weapon, you break a previous bond of your choice automatically. {{inpage|Reforging}} a broken Rune weapon costs 150 gold pieces in materials per death knight level achieved. Reforging requires access to a Rune Forge. The weapon has properties similar to a Phylactery. <br />
<br />
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.<br />
<br />
Starting at 5th level, a death knight can engraved their Rune Weapon with runes through a process known as Runeforging. The Runes run along the weapon lengthwise. These Runes are written in Deathmonger. The death knight's weapon is as sacred as his honor. In addition, a Rune Weapon acts as your holy/unholy Symbol and Spell Focus.<br />
<br />
=====Reforging=====<br />
Damage to the Rune Weapon results in damage to the death knight. Should the Rune Weapon be broken or damaged beyond 50% the death knight takes d12 per death knight level achieved. If the Rune Weapon is damaged beyond 75% the death knight loses all class abilities except Runeforging and takes an additional d12 per death knight level achieved. The base Rune Weapon has 40 hit points, AC (hardness) 20, and a break DC of 40. The Rune weapon's AC (hardness) and hit points increase by 1 point every other level, to a maximum of 50 hit points and 30 AC at 20th level. Rune Weapons are vulnerable to radiant type damage and resistant to necrotic type damage.<br />
<br />
==== Death's Pact ====<br />
Bolvar, the personification of death, has made a pact with you to allow your Necro existence between undeath and life. This pact binds you to service and allows you access to the class abilities. A side effect of this pact is slower aging: for every 10 years that pass, your body ages only 1 year.<br />
<br />
Death's Pact:<br />
<br />
#The First Allegiance is to death, not life. The death knight is expected to protect the secrets of the death knights and their origins. When able, the death knight is obligated to protect sites where the dead are laid to rest from desecration.<br />
#The Second Allegiance is to revere death, not undeath. The undead try to cheat the natural cycle of life, and the death knight must use every available means to stop them and restore natural order. If the undead are rampaging, he or she is to take command or quell them regardless of personal vendetta or mood. Refusal to release the spirit, or to use magic that traps or otherwise damages the soul to any degree is a slight against death.<br />
#The Third Allegiance is to honor for all of eternity. The third allegiance demands that a death knight keep the faith. In this, his word is his bond, once sworn he shall uphold it so long as his trust is not broken, even against his convenience. His word is to stand until his own death. Death knights are expected to repay kindness with kindness and slights with retribution.<br />
<br />
;Breaking Death's Pact<br />
<br />
The Pact and its consequences are at the GM's discretion. The death knight is a powerful class and should have major drawbacks and weaknesses as a consequence. Young death knights often run afoul of their pact and lose their abilities, sometimes at the most inopportune of moments. If you break an oath, agreement or contract, or grossly violate the Death's Pact you lose your class abilities, and may not progress any farther in levels as a death knight until you perform a task (GM's discretion) in repentance for your actions.<br />
<br />
==== Necrostrike ====<br />
Starting at 2nd level, when you hit an enemy with a melee attack you can expend a spell slot to channel a necrostrike when you take an attack action to deal an additional 2d8 necrotic on your next successful hit. The necrotic damage increases by 1d8 for every spell level higher than 1st. The damage increases by 1d8 if the target is a celestial.<br />
<br />
==== Fighting Style ====<br />
Starting at 2nd lvl, you adopt a particular fighting style as your specialty. Choose one of the following options. You can't take a Fighting Style more than once, even if you later get to choose again. At level 11, choose another fighting style.<br />
<br />
*Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
*Defensive: While you are wearing armor, you gain a +1 bonus to AC.<br />
*Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.<br />
*Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.<br />
*Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.<br />
*Close Quarters Shooter: When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.<br />
*Tunnel Fighter: As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.<br />
*Mariner: As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.<br />
<br />
==== Spellcasting ====<br />
By 2nd level, you have learned to draw on your unholy powers through meditation and prayer to cast Spells reminicent of what you once knew in your former life. <br /><br />
<br />
;Preparing and Casting Spells<br />
The Death Knight table shows how many spell slots you have to cast your spells. To cast one of your death knight spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest. <br /><br />
<br />
You prepare the list of death knight spells that are available for you to cast, choosing from the death knight spell list. When you do so, choose a number of death knight Spells equal to your Charisma modifier + half your death knight level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots. <br /><br />
<br />
For example, if you are a 5th-level death knight, you have four 1st-level and two 2nd-level Spell Slots. With a Charisma of 14, your list of prepared Spells can include four (+2 cha mod, 5/2=2.5rd=2, total 4) Spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Decaying Necrostrike, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells. <br /><br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of death knight Spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list. <br /><br />
<br />
==== Spellcasting Ability ====<br />
Starting at 2nd level you begin to test out your ability to manipulate your unholy power<br />
<br />
Charisma is your spellcasting ability for your Spells and Spell-like abilities since their power derives from your Strength of Will. In addition, you use your Charisma modifier when Setting the saving throw DC for a spell or ability you cast and when Making an Attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Charisma modifier <br /><br />
Spell Attack modifier = your proficiency bonus + your Charisma modifier <br /><br />
Spellcasting Focus: You can use your Rune Weapon as a spellcasting focus for your Spells. <br /><br />
<br />
==== Profanities ====<br />
Starting at 3rd level, you learn a number of profanities as listed in the above table, chosen from the list below. You can use an action to activate or deactivate one profanity, activating a profanity while you have one already active will automatically deactivate the previous one, you can only benefit from one profanity at a time. You have to use a spell slot to activate a profanity.<br />
The profanity lasts for 10 minutes, or until you activate another.<br />
<br />
*Tomb Armor. Gain +1 to your Armor Class.<br />
*Aura of the Damned Whenever any enemy creature within 10 feet of you makes a constitution saving throw, it does so with a -2 modifier<br />
*Deathwind. When you or a creature within 10 feet of you takes fire, poison, necrotic or cold damage, you can use your reaction to give that creature resistance against that damage type until the start of your next turn.<br />
*Gravemist. Undead creatures within 10 feet of you have advantage on saving throws.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Runeforging ====<br />
Starting at 5th level, you gain the ability to Runeforge your Rune weapon. This requires access to your Order's Runeforge. It takes 1 hour to Runeforge a Rune weapon inscribing one Rune upon it. Runed Weapons are infused with magic and act as a magical weapon allowing you to fully damage spirits, elementals, or beings otherwise incorporeal.<br />
<br />
Starting at 12th level, you can inscribe two Runes onto your Rune Weapon. This process takes 2 hours per Rune. and you can have no more than 2 Runes on a Rune weapon.<br />
<br />
Only a death knight can safely wield a Rune Weapon inscribed with Runes. All others take 2d6 necrotic damage per round while wielding the weapon.<br />
<br />
*Rune of the Fallen Crusader: once inscribed onto a Rune Weapon the death knight can expend a spell slot to heal themselves for 1d6 per spell slot level plus charisma modifier. This heal can not bring back lost limbs.<br />
*Rune of the Stoneskin Gargoyle: once inscribed onto a Rune Weapon the death knight gains advantage on strength and constitution saving throws while wielding the Rune Weapon (does not apply to death saving throws).<br />
*Rune of Cinderglacier: once inscribed onto a Rune Weapon the death knight can: Channel Necrostrike once per long rest for free.<br />
*Rune of Lichbane: once inscribed onto a Rune Weapon the death knight gains advantage on all attacks against undead creatures.<br />
*Rune of Spellbreaking: once inscribed onto a Rune Weapon the death knight gains a benefit of +1 to all spell saves. This effect can't stack.<br />
*Rune of Swordbreaking: once inscribed onto a Rune Weapon the death knight gains a parry benefit adding +1 bonus to his armor class. This effect can't stack.<br />
<br />
;Creation of a Runeforge<br />
<br />
In the absence of your order’s runeforge you can also create a runeforge yourself out of any pre-existing forge, by obtaining the following items.<br />
*any skull, from a medium or smaller creature<br />
*any skull, from a large or bigger creature<br />
*4 pipes of any metal<br />
*core of a fire elemental<br />
*core of either an ice or water elemental<br />
*demonic ashes<br />
*1 ruby for every eye socket on the skulls<br />
To construct a runeforge you would place the large skull on the ground in front of the bottom of the forge, directly touching it, place the smaller skull on top facing in the same direction as the large one, affix the four metal pipes to connect the top skull to the corners (or cardinal directions, if round) of the forge, place a ruby inside each of the eye sockets, place the fire and ice/water cores inside the forge, sprinkle demonic ash inside, then launch a necroblast at it to imbue it with dark energy and light it up.<br />
<br />
;Temporary runeforging<br />
<br />
In the absence of access to a runeforge you can attempt to force runes onto your weapon, but this comes at a cost. Make either a CON or CHA save (player’s choice) with a DC18 to inscribe a rune onto your weapon. Every attempt you make at forcing runes does 1d8 psychic damage to you or your rune weapon, regardless of whether or not you succeed. This damage can not be resisted. Starting after your next long or short rest, as long as you keep a forced rune on your weapon your maximum hit points are reduced by the same amount of damage you took to inscribe it (only the amount lost on the successful attempt counts towards this reduction). This effect can not be removed through any means other than placing the rune weapon into a runeforge and properly imbuing it with runes.<br />
<br />
==== Necrosteed ====<br />
At 7th level, The death knight gains the ability to summon and banish a Necrosteed by expending a 2nd level or greater spell slot. Summoning it opens a portal within 5 feet from the death knight. The first time this ability is used a ritual must be performed (length one hour) involving the sacrifice of mount / creature, praying over its remains and burning not less than 200 gold pieces worth of incense. The creature will then take an exclusively ebony physical appearance and glow a sickly green and black aura but still maintain all its features of its original form. If killed, the creature is simply banished and its service can be regained by performing the same ritual minus the sacrifice and for half the time. If desired, the creature can be replaced by simply performing the same ritual with another creature. When the new Necrosteed is banished, the old Necrosteed’s remains are simply spewed out by the portal. Necrosteeds are considered Undead. You gain proficiency in riding your Necrosteed with this ability.<br />
<br />
==== Bone Shield ====<br />
Starting at 8th level, When you take slashing, bludgeoning, or piercing damage; as a bonus action, you may expend a 2nd level spell slot to create a layer of bone armor, granting you 20 temporary hit points. Duration 1 minutes or one battle whichever is shorter.<br />
Every spell slot level used to cast this increases the amount of temporary hit points by 5, to a maximum of 35.<br />
<br />
==== Improved Runeforging ====<br />
Starting at 12th level, you can inscribe two Runes onto you Rune Weapon. This process takes 2 hours per Rune. and you can have no more than 2 Runes on a Rune weapon.<br />
<br />
==== Unholy Command ====<br />
Starting at 14th level, You can expend a spell slot and speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Duration one round. The spell has no effect if it doesn’t understand your language or if your command is directly harmful to it.<br />
<br />
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.<br />
<br />
*Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.<br />
*Drop. The target drops whatever it is holding and then ends its turn.<br />
*Flee. The target spends its turn moving away from you by the fastest available means.<br />
*Grovel. The target falls prone and then ends its turn.<br />
*Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.<br />
<br />
When you use this ability by expending a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. All of the creatures must be within 30 feet of each other when you target them.<br />
<br />
==== Shadow Step ====<br />
Starting at 16th level, as an action, you may expend a 3rd level spell slot or greater and teleport to a point you can see within (Cha mod x 10) feet into or out of shadow, with an additional 10 feet for every spell slot level above 3rd.<br />
<br />
==== Sanguine Strike ====<br />
Starting at 18th level, you may expend a 2nd level or higher spell slot to form shadowy chains of necrotic energy in conjunction with an attack action. The next time you land a hit on a creature with a melee weapon attack before this spell ends, the chains wrap around the target and they are at disadvantage on any rolls made for the next minute.<br />
;Higher Level Casting<br />
* When a 3rd level spell slot is used to activate this ability you also deal an extra 1d8 necrotic damage to the creature<br />
* When a 4th level spell slot is used to activate this ability you also deal an extra 1d8 necrotic damage, and the creature is paralyzed.<br />
* When a 5th level spell slot is used to activate this ability you also deal an extra 1d8 necrotic damage, the creature is paralyzed, and you heal yourself for an amount of hit points equal to the necrotic damage<br />
<br />
==== Obliterate ====<br />
Starting at 19th level, you may expend a 2nd level or higher spell slot to fill your weapon with Necrotic energy in conjunction with an attack action. For the next 1 minute any successful attack with your Rune Weapon will deal an additional 1d6 Necrotic damage, increasing by 1d6 for every spell slot level above 2nd used.<br />
<br />
=== Order of The Blighted Blade ===<br />
Death knights of the Blighted Blade use their knowledge of plagues to spread disease among the ranks of their foes. Countless cities have fallen to the contagions brought by a single Blighted Blade.<br />
<br />
;{{#anc:Blighted Profanities}}<br />
As a member of the Order of the Blighted Blade you gain access to the following profanities.<br />
*Plague-filled: You gain resistance to poison damage and advantage to saving throws against poison<br />
*Plague-bringer: Your poison damage becomes unresistable <br />
<br />
;{{#anc:Plaguesense}}<br />
At 5th level your knowledge of diseases lets you sense its presence on instinct alone. You can sense any poison or disease within 30 feet, and have advantage on attack rolls when fighting creatures that can poison you.<br />
<br />
;{{#anc:Cloak of Spores}}<br />
At 10th level, as a reaction, when a creature hits you with a melee attack it has to make a CON save against being paralyzed for one minute from your plague-ridden body. Every round the creature is paralyzed it has to make another CON save to fight off the disease. <br /><br />
<br />
This ability can only be used twice per long rest.<br />
<br />
;{{#anc:Enhanced Toxicity}}<br />
At 15th level, your mastery of poison has allowed you to produce it in greater quantities. Whenever you deal poison damage you deal an additional +3 poison damage.<br />
<br />
;{{#anc:Pestilent Embrace}}<br />
At 20th level, you can, as an action, cause a wave of pestilence to radiate from you for 1 minute. Any non-friendly creature that starts their turn, enters, or is currently in a 30 foot radius of you has to make a CON saving throw against being poisoned for 1d8 of poison damage for three rounds, and any creature that is poisoned takes an extra 1d6 of damage from your strikes while this ability is active. <br /><br />
<br />
After activating this ability you can't use it again until you complete a long rest.<br />
<br />
<br />
=== Order of the Ebony Blade ===<br />
Death knights of the Ebony Blade use their knowledge of the dark arts to supplement their physical and mental capabilities, allowing them to perform superhuman feats. With their expertise of shadow manipulation, they are recognized among the most effective dealers of death. Hordes upon hordes will charge the death knight only to swing at a shadow and then fall to its blade, one by one.<br />
<br />
;{{#anc:Ebony Profanities}}<br />
As a member of the Order of the Ebony Blade you gain access to the following profanities.<br />
*Terrorize. You gain advantage on all intimidation checks.<br />
*Soulflay. Nonfriendly creatures within 10 feet have a -2 modifier when they make Charisma saving throws.<br />
<br />
;{{#anc:Night's Watch}}<br />
By 5th level, the Ebon Blade's training enhances your ability to fight without seeing. You gain blindsense 30ft, and no longer suffer disadvantage when making attack rolls against creatures hiding through either darkness or non-magical invisibility. This ability only affects organic or undead creatures, and has no effect against constructs or inanimate objects.<br />
<br />
;{{#anc:Dark Fortitude}}<br />
Starting at 10th level, once per long rest, you gain the advantage on a saving throw of your choice. <br /><br />
Once you use this feature, you must finish a long rest before you can use it again.<br />
<br />
;{{#anc:Embodiment of Shadows}}<br />
Starting at 15th level, as a reaction to being hit with an attack you may turn your physical body into pure shadow. You take no damage and instead apply one of the following effects based on the type of attack:<br />
If it was a melee attack, re-appear behind the creature who attempted to attack you and automatically make an attack with advantage. <br />
If it was a ranged attack you may move up to 10 feet and reappear. <br /><br />
You may only do this twice per long rest.<br />
<br />
;{{#anc:Nocturnal Embrace}}<br />
At 20th level, you can, as an action, surround yourself with an aura of darkness that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, you and any creatures of your choosing in the aura are draped in deeper shadow. <br />
Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow. <br /><br />
After activating the aura, you can't do so again until you finish a long rest.<br />
<br />
=== Death Knight Spell List ===<br />
<br />
You know all of the spells on the basic Death Knight spell list and additional spells based on your subclass. Known spells still have to be chosen and prepared as usual.<br />
<br />
;Cantrips<br />
{{inpage|Necroblast}}<br /><br />
{{inpage|Raise Ally}}<br /><br />
{{inpage|Grave Touch}}<br /><br />
{{inpage|Shadow Hand}}<br/><br />
{{inpage|Plague Blast}}<br/><br />
{{inpage|Infestation}}<br/><br />
;1st-Level<br />
{{inpage|Blessing of Bolvar}}<br /><br />
{{inpage|Compelled Duel}}<br /><br />
{{inpage|Decaying Necrostrike}}<br /><br />
{{inpage|Detect Evil and Good}}<br /><br />
{{inpage|Detect Poison and Disease}}<br /><br />
{{inpage|Detect Magic}}<br /><br />
{{inpage|Pity of Acherus}}<br /><br />
{{inpage|Purify Food and Drink}}<br /><br />
{{inpage|Shield of Bolvar}}<br /><br />
{{inpage|Shield of Darkness}}<br /><br />
{{inpage|Virulent Necrostrike}}<br /><br />
{{inpage|Locate Rune Weapon}}<br /><br />
{{inpage|Cause Fear}}<br/><br />
;2nd-Level<br />
{{inpage|Asphyxiate}}<br /><br />
{{inpage|Death's March}}<br /><br />
{{inpage|Field of Fear}}<br /><br />
{{inpage|Protection from Poison}}<br /><br />
{{inpage|Gentle Repose}}<br/><br />
{{inpage|Shadow Blur}}<br/><br />
{{inpage|Tormenting Image}}<br/><br />
{{inpage|Commune With Death}}<br/><br />
;3rd-Level<br />
{{inpage|Bestow Curse}}<br /><br />
{{inpage|Blinding Necrostrike}}<br /><br />
{{inpage|Death's Caress}}<br /><br />
{{inpage|Decaying Ground}}<br /><br />
{{inpage|Enhanced Darkness}}<br /><br />
{{inpage|Pull of Acherus}}<br /><br />
{{inpage|Rune Circle}}<br /><br />
{{inpage|Remove Curse}}<br /><br />
{{inpage|Wraith Walk}}<br /><br />
;4th-Level<br />
{{inpage|Soul Release}}<br /><br />
{{inpage|Death Ward}}<br /><br />
{{inpage|Staggering Necrostrike}}<br /><br />
{{inpage|Virulent Plague}}<br /><br />
{{inpage|Aura of Life}}<br/><br />
{{inpage|Aura of Purity}}<br/><br />
{{inpage|Grasping Shadows}}<br/><br />
{{inpage|Strength of Shadows}}<br/><br />
{{inpage|Blight}}<br/><br />
;5th-Level<br />
{{inpage|Banishing Necrostrike}}<br /><br />
{{inpage|Hallowed Ground}}<br /><br />
{{inpage|Radiant Death}}<br /><br />
{{inpage|Mograine's Order}}<br /><br />
{{inpage|Contagion}}<br/><br />
{{inpage|Unholy Weapon}}<br/><br />
{{inpage|Dispel Evil and Good}}<br/><br />
<br />
=== Cantrips ===<br />
==== Grave Touch ====<br />
Casting Time: 1 action <br /><br />
Range: 120 feet <br /><br />
Components: V, S <br /><br />
Duration: Instantaneous <br /><br />
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of death. On a hit, the target takes 1d4 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.<br />
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn <br /><br />
'''At Higher Levels:'''The spell’s damage increases by 1d4 at 5th level (2d4), 11th level (3d4), and 17th level (4d4) <br /><br />
<br />
==== Raise Ally ====<br />
Casting Time: 1 action <br /><br />
Range: Touch <br /><br />
Components: V, S <br /><br />
Duration: Instantaneous <br /><br />
You touch a living creature that has 0 hit points. The creature becomes stable.<br /><br />
This spell has no effect on undead or constructs. <br /><br />
<br />
==== Necro Blast ====<br />
Casting Time: 1 action <br /><br />
Range: 120 feet <br /><br />
Components: V, S <br /><br />
Duration: Instantaneous <br /><br />
A beam of Necrotic energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4+2 necrotic damage. <br /><br />
'''At Higher Levels:''' The spell intensifies as you reach higher levels: 2d4+2 at 5th level, 3d4+2 necrotic damage at 11th level, and 4d4+2 at 17th level.<br />
<br />
==== Shadow Hand ====<br />
Casting Time: 1 action <br /><br />
Range: 30 feet <br /><br />
Components: V, S <br /><br />
Duration: 1 minute <br /><br />
A dark, floating hand appears. The hand lasts for the duration or until you dismiss it as an action. It vanishes if it's ever more than 30 feet away from you or if you cast this spell again.<br/><br />
You can use your action to control the hand. You can use it to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet at a time. The hand can't attack, activate magic items, or carry more than 10 pounds.<br />
<br />
==== Plague Blast ====<br />
Casting Time: 1 action <br /><br />
Range: 60 feet <br /><br />
Components: V, S <br /><br />
Duration: Instantaneous <br /><br />
Choose one creature, or choose two creatures that are within 5 feet of each other, within range. A target must succeed on a {{5a|dex}} save or take 1d6 acid damage.<br/><br />
'''At Higher Levels:''' This spell's damage increases by 1d6 when you reach 5th (2d6), 11th (3d6), and 17th (4d6) level.<br />
<br />
==== Infestation ====<br />
Casting Time: 1 action <br /><br />
Range: 30 feet <br /><br />
Components: V, S <br /><br />
Duration: Instantaneous <br /><br />
The target must pass a {{5a|con}} save or take 1d6 poison damage and move 5 feet in a random direction. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the target can't move or the direction is blocked, it doesn't move.<br/><br />
'''At Higher Levels:''' The damage increases by 1d6 when you reach 5th, 11th, and 17th level.<br />
<br />
=== 1st Level ===<br />
==== Blessing of Bolvar ==== <br />
Casting time: 1 action <br /><br />
Range: 30 feet <br /><br />
Components: V, S <br /><br />
Duration: Concentration, up to 1 minute <br /><br />
You bless up to three creatures of your choice within range, including yourself. The necromonger rune for “strength” appears on their forehead. Whenever a blessed target makes an attack roll or saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw <br /><br />
<br />
==== Compelled Duel ====<br />
Casting Time: 1 bonus action <br /><br />
Range: 30 feet <br /><br />
Components: V <br /><br />
Duration: Concentration, up to 1 minute <br /><br />
You flare your aura and attempt to compel a creature into a duel. One creature that you can see within range must make a WIS save. On a failed save, the creature is drawn to you, compelled by your dark aura. <br /><br />
For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a WIS save each time it attempts to move into a space more than 30 feet away from you; if it succeeds on the save, the spell doesn’t restrict the target’s movement for that turn. <br /><br />
<br />
==== Detect Evil and Good ====<br />
Casting Time: 1 action <br /><br />
Range: Self <br /><br />
Components: V, S <br /><br />
Duration: Concentration, up to 10 minutes <br /><br />
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. <br /><br />
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. <br /><br />
<br />
==== Detect Poison and Disease ====<br />
Casting Time: 1 action <br /><br />
Range: Self <br /><br />
Components: V, S <br /><br />
Duration: Concentration, up to 10 minutes <br /><br />
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. <br /><br />
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. <br /><br />
<br />
==== Detect Magic ====<br />
Casting Time: 1 action <br /><br />
Range: Self <br /><br />
Components: V, S <br /><br />
Duration: Concentration, up to 10 minutes <br /><br />
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. <br /><br />
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. <br /><br />
<br />
==== Shield of Bolvar ====<br />
Casting Time: 1 action <br /><br />
Range: Touch <br /><br />
Components: V, S <br /><br />
Duration: Concentration, up to 1 minutes <br /><br />
Until the spell ends, the necromonger rune for “rejection” appears on the left hand of one willing creature you touch, and it is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. <br /><br />
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect. <br /><br />
<br />
==== Pity of Acherus ====<br />
Casting Time: 1 action <br /><br />
Range: Touch <br /><br />
Components: V, S <br /><br />
Duration: Instantaneous <br /><br />
A creature you touch regains a number of hit points equal to (1d8 + your spellcasting ability modifier). <br /><br />
If used on an undead creature, they instead take 3d10 necrotic damage. This version of the spell requires a successful melee spell attack against the target. <br /><br />
This spell has no effect on constructs. <br /><br />
'''At Higher Levels:''' When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot above 1st. If used against an undead, the damage increases by 1d10 for every spell level above 1st. <br /><br />
<br />
==== Purify Food and Drink ====<br />
Casting Time: 1 action <br /><br />
Range: 10 feet <br /><br />
Components: V, S <br /><br />
Duration: Instantaneous <br /><br />
All nonmagical food and drink within a 5-foot radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease. <br /><br />
<br />
==== Shield of Darkness ====<br />
Casting Time: 1 bonus action <br /><br />
Range: 60 feet <br /><br />
Components: V, S <br /><br />
Duration: Concentration, up to 10 minutes <br /><br />
A faintly glowing, lavender field of shadowy energy appears and surrounds you or a creature of your choice within range, granting it a +2 bonus to AC for the duration. <br /><br />
<br />
==== Decaying Necrostrike ====<br />
Casting Time: 1 bonus action <br /><br />
Range: Self <br /><br />
Components: V <br /><br />
Duration: Concentration, up to 1 minute <br /><br />
The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with an unholy darkness, and the attack deals an extra 1d6 necrotic damage to the target and causes the target to slowly decay. At the start of each of its turns until the spell ends, the target must make a CON save. On a failed save, it takes 1d6 necrotic damage. On a successful save, the spell ends. <br /><br />
'''At Higher Levels:''' When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st <br /><br />
<br />
==== Virulent Necrostrike ====<br />
Casting Time: 1 bonus action <br /><br />
Range: Self <br /><br />
Components: V <br /><br />
Duration: Concentration, up to 1 minute <br /><br />
The first time you hit with a melee weapon attack during this spell’s duration, your weapon flares with a sickly green energy, and the attack deals to the target one of the following, as chosen by the player: <br /><br />
*An extra 2d6 poison damage <br /><br />
*An extra 2d6 of damage divided in half, consisting of equal parts necrotic and poison. any remainder point is infilcted as necrotic. <br /><br />
Additionally, if the target is a creature, it must succeed on a CON save, or else its AC is reduced by 1 and gains disadvantage on STR checks and saves. <br /><br />
<br />
==== Cause Fear ====<br />
Casting Time: 1 action<br/><br />
Range: 60 feet<br/><br />
Components: V<br/><br />
Duration: Concentration, up to 1 minute<br/><br />
The target must succeed on a Wisdom saving throw or become frightened of you. The frightened target can repeat the saving throw at the end of each of its turns. This spell has no effect on undead or constructs.<br/><br />
'''At Higher Levels:''' You can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.<br />
<br />
=== 2nd Level ===<br />
==== Death’s March ====<br />
Casting Time: 1 action <br /><br />
Range: 30 feet <br /><br />
Components: V, S <br /><br />
Duration: 8 hours <br /><br />
You release a war cry in necromonger, which bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. <br /><br />
'''At Higher Levels:''' When you cast this spell using a spell slot of 3rd level or higher, each target’s hit points increase by an additional 5 for each slot level above 2nd <br /><br />
<br />
==== Protection from Poison ====<br />
Casting Time: 1 action <br /><br />
Range: Touch <br /><br />
Components: V, S <br /><br />
Duration: 1 hour <br /><br />
You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. <br /><br />
For the duration, the necromonger rune for “purity” appears on the target’s neck, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage. <br /><br />
<br />
==== Field of Fear ====<br />
Casting Time: 1 action <br /><br />
Range: 60 feet <br /><br />
Components: V, S <br /><br />
Duration: 10 minutes <br /><br />
You create a magical zone that crackles with fearful energy in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, an enemy creature that enters the spell’s energy for the first time on its turn, or starts its turn there, must make a CHA save. On a failed save, the creature is frightened. If the creature is friendly, it instead gains advantage on saving throws against being frightened. <br /><br />
Any creature that can see, hear, or sense magic is aware of the spell and can avoid the affected zone. <br /><br />
<br />
==== Asphyxiate ====<br />
Casting Time: 1 action <br /><br />
Range: 60 feet <br /><br />
Components: V, S <br /><br />
Duration: Concentration, up to 1 minute <br /><br />
Shadowy tendrils extend from your hand and wrap around your target, and they must succeed on a DEX save to avoid it. On a failed save, the tendrils wrap around them and you can choose whether to strangle or ensnare them. If you choose to strangle them, they take 1d6 force damage per turn. If you ensnare them they become grappled. The target must make a CON save to break free at the beginning of every one of their turns. <br /><br />
<br />
==== Gentle Repose ====<br />
Casting Time: 1 action (ritual)<br/><br />
Range: Touch <br/><br />
Components; V, S, M (Salt and Copper on corpse's eyes, must stay there for duration)<br/><br />
Duration: 10 days<br/><br />
For the duration, the target is protected from decay and can't become undead. The spell also extends the time limit on raising the target from the dead from spells such as Raise Dead.<br />
<br />
==== Shadow Blur ====<br />
Casting Time: 1 action<br/><br />
Range: Self<br/><br />
Components: V<br/><br />
Duration: Concentration, up to 1 minute<br/><br />
For the duration, any creature has disadvantage on attack rolls against you. The attacker is immune to this effect if it doesn't rely on sight or can see through illusions.<br />
<br />
==== Tormenting Image ====<br />
Casting Time: 1 action<br/><br />
Range: 60 feet<br/><br />
Components V, S<br/><br />
Duration: Concentration, Up to 1 minute<br/><br />
Choose a creature that you can see. It must make an Intelligence save. If it fails, you create a tormenting image of your choice that is no larger than a 10-foot cube. It's only visible to the target. This spell has no effect on undead or constructs.<br />
<br />
The target can use its action to examine the image with an Investigation check against your spell save DC. If the check succeeds, the target realizes that the image is an illusion and the spell ends.<br />
<br />
While a target is affected by the spell, the target treats the images as if it were real. The target rationalizes any illogical outcomes from interacting with the image. An affected target is so convinced of the image's reality that it can even take damage from the illusion. A image created to appear as a creature can attack the target. Each round on your turn, the image can deal 1d6 psychic damage to the target if it is in the area of or within 5 feet of the image, provided that the illusion is of something that could logically deal damage.<br />
<br />
==== Commune With Death ====<br />
Casting Time: 1 action (ritual)<br/><br />
Range: Self<br/><br />
Components: V S M (25gp of marked stick-like trinkets)<br/><br />
Duration: Instantaneous<br/><br />
You receive an omen from Death about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:<br />
*Weal, for good results<br />
*Woe, for bad results<br />
*Weal and woe, for both good and bad results<br />
*Nothing, for results that aren't especially good or bad<br/><br />
The spell doesn't take into account any possible circumstances that might change the outcome. If you cast the spell again before taking a long rest, there is a 25% chance that you get a random reading. The DM makes this roll in secret.<br />
<br />
=== 3rd Level ===<br />
==== Bestow Curse ====<br />
Casting Time: 1 action <br /><br />
Range: Touch <br /><br />
Components: V, S <br /><br />
Duration: Up to 1 minute <br /><br />
You touch a creature, and that creature must succeed on a WIS save or become cursed for the duration of the spell. When you cast the spell, choose the nature of the curse from the following list of effects: <br /><br />
*Curse of the Fool: Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score<br />
*Curse of the Klutz: While cursed, the target has disadvantage on attack rolls against you<br />
*Curse of Torpor: While cursed, the target must make a WIS save at the start of each of its turns. If it fails it wastes its turn doing nothing<br />
*Curse of the Phantom Pain: While cursed, your attacks and spells deal an extra 1d8 psychic damage to the target.<br />
A creature affected by this spell has the necromonger rune for “curse” appear on its chest. A remove curse spell ends this effect. At the GM’s discretion, you may choose an alternative effect. <br /><br />
'''At Higher Levels:''' If you cast this spell using a spell slot of 4th level or higher, the duration is up to 10 minutes. If you cast this spell using a spell slot of 5th level, the duration is 8 hours<br />
<br />
==== Blinding Necrostrike ====<br />
Casting Time: 1 bonus action <br /><br />
Range: Self <br /><br />
Components: V <br /><br />
Duration: Concentration, up to 1 minute <br /><br />
The next time you hit a creature with a melee weapon attack during this spellès duration, your weapon flares with a pitch-black energy, and the attack deals an extra 3d8 necrotic damage to the target. <br /><br />
Additionally, the target must succeed on a CON save or be blinded until the spell ends. <br /><br />
A creature blinded by this spell makes another CON save at the end of each of its turns. On a successful save, it is no longer blinded. <br /><br />
<br />
==== Death’s Caress ====<br />
Casting Time: 1 action <br /><br />
Range: Self <br /><br />
Components: V <br /><br />
Duration: Concentration, up to 1 minute <br /><br />
Unholy energy radiates from you in an aura with a 30 foot radius, enveloping all friendly creatures within range. Until the spell ends, the aura moves with you, centered on you. While in the aura, each non-hostile creature (including you) deals an extra 1d4 necrotic energy when it hits with a melee attack. <br /><br />
<br />
==== Enhanced Darkness ====<br />
Casting Time: 1 action <br /><br />
Range: 60 feet <br /><br />
Components: V <br /><br />
Duration: 1 hour <br /><br />
A 60-foot-radius of darkness spreads out from a point you choose within range. The sphere is pitch-black, and turns any light within an extra 60 feet into low-light. <br /><br />
If you choose a point on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the darkness. <br /><br />
If any of this spell’s area overlaps with an area of light created by a spell of 3rd level or lower, the spell that created the light is dispelled. <br /><br />
<br />
==== Rune Circle ====<br />
Casting Time: 1 minute <br /><br />
Range: 10 feet <br /><br />
Components: V, S <br /><br />
Duration: 1 hour <br /><br />
You create a 10 foot radius, 20 foot tall cylinder of magical energy centered on a point on the ground that you can see within range. Necromonger runes spelling out <q>make heed of thyself, <chosen creature(s)>, for the power of death knows no bounds</q> appear wherever the cylinder intersects with the floor or other surface. <br /><br />
Choose one or more of the following types of creatures: aberrations, celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways: <br /><br />
*The creature can't willingly enter the cylinder by non-magical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a CHA save. <br /><br />
*The creature has disadvantage on attack rolls against targets within the cylinder. <br /><br />
Targets within the cylinder can't be charmed, frightened, or possessed by the creature. <br /><br />
When you cast this spell, you can choose to cause the magic to operate in the reverse direction, preventing a creature of the specified type from leaving the circle and protecting targets outside it. <br /><br />
If the ground under the rune line is broken by a gap of 5 feet or greater, the spell ends. <br /><br />
'''At Higher Levels:''' When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd. <br /><br />
<br />
==== Remove Curse ====<br />
Casting Time: 1 action <br /><br />
Range: Touch <br /><br />
Components: V, S <br /><br />
Duration: Instantaneous <br /><br />
At your touch, all curses affecting one creature or object end. If the object is a cursed magical item, the curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded <br /><br />
<br />
==== Decaying Ground ====<br />
Casting Time: 1 action <br /><br />
Range: 150 feet <br /><br />
Components: V, S <br /><br />
Duration: Concentration, up to 10 minutes <br /><br />
You launch a blast of necrotic energy at a point within range you can see, causing the ground there to become decayed and infused with necrotic energy. All the ground within a 20 foot radius of the point becomes difficult terrain for the duration of the spell. <br /><br />
When a creature moves into or within the area it takes 1d4 necrotic damage and 1d4 poison damage for every 5 feet it travels. <br /><br />
Any creature that can’t see the area at the time of the casting must make a Perception check against your spell save DC to recognize it as hazardous. <br /><br />
<br />
==== Pull of Acherus ====<br />
Casting Time: 1 action <br /><br />
Range: 30 feet <br /><br />
Components: V, S <br /><br />
Duration: Instantaneous <br /><br />
Shadowy coils wrap around the targeted creature. The target must make either a DEX save to dodge, or a CHA save to break the tendrils. On a failed save the target is pulled to any space within 5 feet of you or an alternate target within 30 feet of both you and the initial target. <br /><br />
'''At Higher Levels:''' When this spell is cast using a 4th level spell slot or higher you can pull one additional creature per slot level above 3rd <br /><br />
<br />
==== Wraith Walk ====<br />
Casting Time: 1 action <br /><br />
Range: Self <br /><br />
Components: V <br /><br />
Duration: Concentration, up to 1 hour <br /><br />
Your eyes flare with a blue light as you release your soul from your body and shift to the spirit plane. Everything here appears the same as it does in the material plane. You may not pass through solid objects while in the spirit plane, nor may you interact with anything. If something is changed in the material plane, so too is it changed in the spirit plane. You can hear the material plane while in the spirit plane, but any sounds made within the material plane are distorted and muffled. You gain an extra 10 feet of movement speed while wraith walking. <br /><br />
The spell lasts until you choose to end it, or until your physical body takes damage. <br /><br />
While you are wraith walking you automatically fail any saving throws and your armor class effectively becomes 0. <br /><br />
<br />
=== 4th Level ===<br />
====Aura of Life ====<br />
Casting Time 1 action<br/><br />
Range Self (30ft radius)<br/><br />
Components V<br/><br />
Duration Conc. Up to 10 minutes<br/><br />
You radiate an aura with a 30-foot radius. It moves with you and centered on you. Each ally in the aura, yourself included, has resistance to necrotic damage and its hit point maximum can't be reduced. A living ally regains 1 hit point when it starts its turn in the aura with 0 hit points.<br />
<br />
====Aura of Purity====<br />
Casting Time: 1 action<br/><br />
Range: Self (30ft radius)<br/><br />
Components: V<br/><br />
Duration: Conc. Up to 10 minutes<br/><br />
You radiate an aura with a 30-foot radius. The aura moves with you, centered on you. Each ally in the aura, yourself included, can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause blindness, charm, deafness, frighten, paralysis, poison, and stun.<br />
<br />
====Grasping Shadows====<br />
Casting Time: 1 action<br/><br />
Range: 90 feet<br/><br />
Components: V, S<br/><br />
Duration: Concentration, Up to 1 minute<br/><br />
For the duration, shadowy tentacles fill a 20-foot square on ground that you can see and turn it into difficult terrain.<br/><br />
When a creature enters the area for the first time or starts its turn there, it must pass a Dexterity save or take 3d6 bludgeoning damage and be restrained until the spell ends. If it's already restrained by the tentacles, it takes 3d6 bludgeoning damage.<br/><br />
The restrained creature can use its action to make a Strength or Dexterity check of its choice. On a success, it's freed.<br/><br />
<br />
====Strength of Shadows====<br />
Casting Time: 1 action<br/><br />
Range: Self<br/><br />
Components, V, S<br/><br />
Duration, Conc. Up to 1 minute<br/><br />
Dim light within 10 feet of you becomes darkness, and bright light becomes dim light. You become heavily obscured to others.<br/><br />
Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, it takes 2d8 necrotic damage.<br/><br />
<br />
====Blight====<br />
Casting Time: 1 action<br/><br />
Range: 30 feet<br/><br />
Components: V S<br/><br />
Duration: Instantaneous<br/><br />
A creature you can see must make a Constitution save. It takes 8d8 necrotic damage on a failed save, or half as much on a success. This spell has no effect on undead or constructs.<br/><br />
If you target a plant creature or magical plant, it saves with disadvantage, and the spell deals maximum damage. If you target a non-magical plant that isn't a creature, it automatically dies.<br/><br />
'''At Higher Levels:'''' The damage increases by 1d8 for each slot level above 4th.<br/><br />
<br />
==== Soul Release ====<br />
Casting Time: 1 action <br /><br />
Range: Touch <br /><br />
Components: V, S <br /><br />
Duration: Concentration, up to 1 minute <br /><br />
You touch a creature and attempt to send it to its home plane of existence. The target must succeed on a CHA save or else it is banished. <br /><br />
If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left, or in the nearest unoccupied space if that space is occupied. <br /><br />
If the target is native to a different plane of existence than the one you’re one, the target is released with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left, or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return. <br /><br />
'''At Higher Levels:''' When you cast this spell using a spell slot of 5th level, you can target one additional creature. <br /><br />
<br />
==== Death Ward ====<br />
Casting Time: 1 action <br /><br />
Range: Touch <br /><br />
Components: V, S <br /><br />
Duration: 8 hours <br /><br />
You touch a creature and the necromonger rune for “life” appears over its heart. <br /><br />
The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. <br /><br />
If the spell is still in effect when the target is subjected to an effect that would kill its instantaneously without dealing damage, that effect is instead negated, and the spell ends. <br /><br />
<br />
==== Staggering Necrostrike ====<br />
Casting Time: 1 bonus action <br /><br />
Range: Self <br /><br />
Components: V <br /><br />
Duration: Concentration, up to 1 minute <br /><br />
The next time you hit a creature with a melee attack during this spell’s duration, your weapon pierces both body and soul, dealing an additional 4d6 psychic damage to the target. The target must make a WIS save. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turn. <br /><br />
<br />
==== Virulent Plague ====<br />
Casting Time: 1 action <br /><br />
Range: 60 feet <br /><br />
Components: V, S <br /><br />
Duration: 1 minute <br /><br />
Choose one target within range. All non-friendly creatures within 10 feet of the target must make a CON save or else become infected with “Call of the Necromongers” <br /><br />
At the start of its turn, any creature infected with this “Call of the Necromongers” takes 2d6 of poison damage. This disease can not be removed through normal means, and can only be cured by the death knight who inflicted it. <br /><br />
The effects of this spell can stack up to three times. <br /><br />
Any time a creature infected with “Call of the Necromongers” dies, all non-friendly creatures within 10 feet must make a DC 15CON save to resist getting infected and further spreading the plague. <br /><br />
'''At Higher Levels:''' When this spell is cast using a 5th level spell slot, the initial targets can not resist it through saving throws. <br /><br />
<br />
=== 5th Level ===<br />
==== Banishing Necrostrike ====<br />
Casting Time: 1 bonus action <br /><br />
Range: Self <br /><br />
Components: V <br /><br />
Duration: Concentration, up to 1 minute <br /><br />
The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with unusual energy, and deals an extra 5d10 of true damage to the target. Additionally, if this attack reduces the target to 50 hit points or lower, you banish it. <br /><br />
If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left, or in the nearest unoccupied space if that space is occupied. <br /><br />
If the target is native to a different plane of existence than the one you’re on, the target is released with a faint popping noise, returning to its home plane. <br /><br />
<br />
==== Hallowed Ground ====<br />
Casting Time: 1 action <br /><br />
Range: Self <br /><br />
Components: V <br /><br />
Duration: Concentration, up to 10 minutes <br /><br />
A sickeningly unholy green and black energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. <br /><br />
Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on a saving throw. <br /><br />
<br />
==== Radiant Death ====<br />
Casting Time: 1 action <br /><br />
Range: Self <br /><br />
Components: V <br /><br />
Duration: Instantaneous <br /><br />
Every non-friendly creature within a 30 foot radius of you must pass a CON save or else take 5d6 of psychic damage, and 5d6 of either poison or necrotic damage (your choice), and be knocked prone. On a success, it takes half damage and isn’t prone. <br /><br />
<br />
==== Mograine’s Order ====<br />
Casting Time: 1 minute <br /><br />
Range: 60 feet <br /><br />
Components: V <br /><br />
Duration: 30 days <br /><br />
You pour necrotic energy into the mind of a creature that you can see within range, with the necromonger rune for “slave” appearing on the left leg of the affected creature, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a WIS save throw or become charmed by you for the duration. While charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by this spell. <br /><br />
You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. <br /><br />
You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it. <br /><br />
<br />
==== Contagion ====<br />
Casting Time: 1 action<br/><br />
Range: Touch<br/><br />
Components: V S<br/><br />
Duration: 7 days<br/><br />
Make a melee spell attack. On hit, you afflict the creature with a disease of your choice from any of the ones described below.<br/><br />
At the end of each of the target's turns, it makes a Constitution save. If it fails three times, the disease's effects last for the duration. If it succeeds three times, it recovers from the disease and the spell ends.<br/><br />
Since this spell induces a natural disease, any effect that deals with disease applies to this spell.<br/><br />
<br />
*Blinding Sickness: The target has disadvantage on Wisdom checks and saves, and is blinded.<br />
*Filth Fever: The target has disadvantage on Strength checks, saves, and attack rolls that use Strength.<br />
*Flesh Rot: The target has disadvantage on Charisma checks and is vulnerable to all damage.<br />
*Mindfire: The target has disadvantage on Intelligence checks and saves, and during combat it acts as if it's under the effects of Confusion.<br />
*Seizure: The target has disadvantage on Dexterity checks, saves, and attack rolls that use Dexterity.<br />
*Slimy Doom: The target has disadvantage on Constitution checks and saves. Additionally, when it takes damage, it is stunned until the end of its next turn. <br />
<br />
====Unholy Weapon====<br />
Casting Time: 1 bonus action<br/><br />
Range: Touch<br/><br />
Components: V S<br/><br />
Duration: Conc. Up to 1 hour<br/><br />
Until the spell ends, a weapon you touch emits turns bright and dim light into low-light in a 30-foot radius and turns bright light into dim light for an additional 30 feet. Attacks made with it deal an extra 2d8 necrotic damage on a hit. If it isn't already a magic weapon, it becomes one for the duration.<br/><br />
As a bonus action, you can dismiss the spell and make the weapon burst shadows. Creatures you can see and of your choice in 30 feet of the burst must make a Constitution save. On a failure, it takes 4d8 necrotic damage and it is blinded for 1 minute. On a successful save, it takes half damage and isn't blinded. At the end of each of its turns, a blinded creature can make a Constitution save, ending the blindness on a success.<br/><br />
<br />
====Dispel Evil and Good====<br />
Casting Time: 1 action<br/><br />
Range: Self<br/><br />
Components: V, S<br/><br />
Duration: Concentration, Up to 1 minute<br/><br />
For the duration, celestials, elementals, fey, fiends, and undead not from the material plane have disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.<br/><br />
'''Break Enchantment:''' Touch a creature that is charmed, frightened, or possessed by a celestial, elemental, fey, fiend, or undead. It's no longer under the effect.<br/><br />
'''Dismissal:''' Make a melee spell attack against a celestial, elemental, fey, fiend, or undead. On hit, it must pass a Charisma save or be sent back to its home plane if it isn't there. Undead are sent to Ardalnum(Shadowfell) and fey are sent to Ardalfveni(the Feywild).<br/><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Death Knight class, you must meet these prerequisites:Must’ve made a pact with death himself or demonic entity of the sort and a constitution score of 15.<br />
<br />
=== Credits ===<br />
A large amount of credit goes to the original authors of the [[Death Knight, Variant (5e Class)]]. If their remake wasn't so unbalanced, i wouldn't have made this beauty <br /><br />
Chris V., for helping me to rebalance this and being so patient with all my ridiculously broken dark murderhobo ideas.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Spell]]<br />
[[Category:Derivative Work]]<br />
[[Category:Ardalkhayal Setting]]</div>204.63.214.244https://www.dandwiki.com/w/index.php?title=Apostle_(5e_Class)&diff=1285515Apostle (5e Class)2020-02-12T00:13:07Z<p>204.63.214.244: /* Nosferatu */</p>
<hr />
<div><br />
{{Copyright Disclaimer|franchise=Berserk|owner=Kentaro Miura}}<br />
== Apostle ==<br />
<br />
Apostles are the demonic servants of their eternal overlords. In order to become an apostle, one must be in possession of a behelit, a small, egg shaped object with scattered facial features. As slaves to fate, one can not be separated from their behelit. Even if it were to be buried under 1,000 feet of stone, or be thrown into a volcano, it will come to its “owner” in their “time of desire”. When an owner of a behelit is at their weakest moment, such as when they are on the brink of death, the behelit opens a small portal to an unknown realm of the Abyss. There, they meet 5 incredibly powerful demons known as the God Hand who offer to give them all that they desire in exchange for their humanity and the lives of those they love. Should they accept, as is inevitable by fate, they become an apostle. When transformed, apostles typically have beastial features and grow to a large size. They care little for humanity, seeing them as a food source. There is no afterlife for an apostle. Apostles do not age. Should they die, their soul enters the vortex of souls that the God Hand draws their power from. They can not be ressurected by any means or have their soul trapped while still being an apostle. Should an apostle rebel, they are constantly under attack by those that are still loyal.<br />
<br />
=== Creating an Apostle ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|https://vignette.wikia.nocookie.net/berserk/images/2/25/Manga_E0F_God_Hand.png|The God Hand, Kentaro Miura}}</div><br />
<br />
When did you become an apostle? Who did you sacrifice? Do you serve willingly, joyfully, or not at all? Are you on a mission, or simply indulging in your desire? <br />
<br />
;Quick Build<br />
You can make an Apostle quickly by following these suggestions. First, Constitution should be your highest ability score, followed by either Stength or Dexterity. Second, choose the Dark Lord background. <br />
<br />
{{5e Class Features<br />
|name=Apostle<br />
|summary=In this world, is the destiny of mankind controlled by some transcendental entity or law? Is it like the hand of God hovering above? At least it is true that man has no control; even over his own will.<br />
|hd= 10 <!--Hit Die (4, 6, 8, 10 or 12)--><br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Either light or heavy armor. <br />
|weapons=Simple Weapons and either Martial Melee or Martial Ranged. <br />
|tools=<br />
|saves=Constitution and Strength or Dexterity<br />
|skills=Choose 3: Athletics, Acrobatics, Stealth, Intimidation, Persuasion, Perception, Survival. <br />
|item1a=One weapon you are proficient with.<br />
|item1b=<br />
|item1c=<br />
|item2a=Leather armor <br />
|item2b=Plate armor. <br />
|item2c=<br />
|item3a=Dungeoneer’s Pack<br />
|item3b=Explorer’s Pack. <br />
|item3c=<br />
|item4a=<br />
|item4b=<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Demonic Transformation}}<br />
|classfeatures2=<br />
|classfeatures3={{inpage|Sadism}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Extra Attack}}<br />
|classfeatures6={{inpage|Sadism}}<br />
|classfeatures7={{inpage|Impenetrable Armor}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Demonic Transformation}}<br />
|classfeatures10={{inpage|Extra Attack}}<br />
|classfeatures11={{inpage|Enhanced Senses}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Enhanced Senses}}<br />
|classfeatures15={{inpage|Extra Attack}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Demonic Transformation}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Demonic Transformation}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
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|extra1_6=<br />
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|extra1_11=<br />
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}}<br />
<br />
==== Demonic Transformation ====<br />
At 1st level, you chose a transformation. Choose between Nosferatu, Archer, Fae, Dragon, and Struggler, all detailed at the end of the class description. Your choice grants you features at 1st level and again at 9th, 17th, and 20th.<br />
<br />
While in your demonic transformation, as outlined in each subclass, humanoids must succeed a DC 15 Charisma saving throw or become frightened for 2d4 rounds.<br />
<br />
==== Sadism ====<br />
At 3rd level, when you attack a creature, you can choose to make a DC 22 Wisdom saving throw. On a success, you gain 1d6+your Proficiency bonus temporary hit points. You can succeed up to 5 times. You regain all uses of this feature at the end of a long rest. At 6th level, this feature’s DC is decreased to 18.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Extra Attack ====<br />
At 5th level you gain an extra attack. You gain another at 10th level(2) and 15th level(3).<br />
<br />
==== Impenetrable Armor ====<br />
At 7th level, you become resistant to non-magical blugeoning, slashing, and piercing damage.<br />
<br />
==== Enhanced Senses ====<br />
At 11th level, when making a Survival or Perception check, you can add your proficiency bonus an additional time. At 14th level, you can no longer be surprised.<br />
<br />
=== Nosferatu ===<br />
“Have you come to be killed?”<br />
<br />
Nosferatu means immortal. These apostles are highly skilled warriors who live to find a real challenge, though few find one. <br />
<br />
;{{#anc:Unfathomable Warrior}}<br />
At 1st level, while not transformed, you gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.<br />
<br />
;{{#anc:Demonic Form}}<br />
At 9th level, in place of your movement and actions, you can transform into your true form. You can not wield ranged weapons, but you gain natural claws and vast wings and can wield two-handed, but not heavy, weapons as if they were light. You gain a flying speed of 35 feet, and can act as a mount for up to 4 medium creatures. Your claws each deal 1d8+your Strength modifier. This form lasts up to 10 hours, after which you can not transform again until you finish a short rest. <br />
<br />
;{{#anc:The Immortal}}<br />
At 17th level, while transformed, your Strength and Constitution maximum scores become 22. You can increase one of said scores by 2, or both by 1. <br />
<br />
;{{#anc:Regeneration}}<br />
At 20th level, as an action, you can restore 2d20 hit points. You regain use of this feature at the end of a long rest.<br />
<br />
=== Archer ===<br />
“For days you continue to hunt your prey running through the wilderness. You hide alone deep in the forest, night after night, until you lose any sense of time, and then... before you know it, you yourself have become a beast as well.”<br />
<br />
Archer apostles are masters of ranged combat. Their demonic form is similar to a tall, thin wolf with large horns and a single eye with a human torso sprouting from its hips. <br />
<br />
;{{#anc:Expert Archer}}<br />
At 1st level, all ranged attack rolls and damage rolls are increased by +1 and both of their ranges are increased by 10 feet. <br />
<br />
;{{#anc:Demonic Form}}<br />
At 9th level, you can transform into your true form. Your movement speed increases by +10 feet. In addition, your wolf-head’s horns can be used as a [[Light Ballista (5e Equipment)|Light Ballista]] or [[Composite Bow (5e Equipment)|Composite Bow]]. You can be used as a mount for 1 medium creature. This form lasts up to 24 hours, after which you can not transform again until the end of a long rest. <br />
<br />
;{{#anc:Quick Shot}}<br />
At 17th level, while acting like a Composite Bow, your horns gain the burst fire(3) property. Your Dexterity score maximum is increased by 2. <br />
<br />
;{{#anc:Dead Eye}}<br />
At 20th level, your Dexterity score and its maximum are increased by 2. Ranged attack and damage rolls are increased by an additional +2.<br />
<br />
=== Fae ===<br />
“There is no paradise for you to escape to.”<br />
<br />
Fae apostles take appearances similar to moths, making them easily mistakable for true fey. They often target small children, using them as materials to create false fairies easily mistakable as pixies, though they are much more violent. <br />
<br />
;{{#anc:False Fairy}}<br />
At 1st level, you are permanently in your demonic form. You gain a flying speed of 30 feet. Your Dexterity score cap is increased to 22. Your demonic form does not frighten humanoids. <br />
<br />
;{{#anc:Stinger}}<br />
At 9th level, you gain use of your stinger. It deals 1d12+your Dexterity modifier acid damage. Only one attack can be made with your stinger per turn. <br />
<br />
;{{#anc:Conversion}}<br />
At 17th level, you can place unconscious humanoids into pods your body creates as an action. After 2d20 hours, they become pixies. These pixies are fiends instead of fey and are under your control. You can have up to 4 pixies at a time. <br />
<br />
;{{#anc:Supersonic}}<br />
At 20th level, in place of your movement, you can move up to 120 feet in one direction, but no less than 40. At the end of the movement, you make a stinger attack against every creature within 10 feet. This attack has +5 to its damage and attack rolls. You regain use of this feature at the end of a long rest.<br />
<br />
=== Dragon ===<br />
"To meet death in battle is every warrior's long-cherished aspiration!"<br />
<br />
Dragon apostles are honorable warriors. Unlike Nosferatu apostles, they do not fight to bring death, but to meet it. Their demonic form resembles a crystalline dragon, reflecting their indomitable strength. <br />
<br />
;{{#anc:Indomitable}}<br />
At 1st level, while wearing heavy armor, you have advantage against effects that would move you against your will or frighten you. <br />
<br />
;{{#anc:Demonic Form}}<br />
At 9th level, in place of your movement and actions, you enter your true form. Your size increases by 1 category to a minimum of large. You can not wield weapons. Your stomps deal 1d6+your Constitution modifier bludgeoning damage and your bite deals 1d10+your Constitution modifier fire damage. You can only make 1 bite attack per turn. Your AC becomes 16+your Constitution modifier. This form lasts for 2 hours, after which you must complete a short rest before using it again. <br />
<br />
;{{#anc:Dragon’s Breath}}<br />
At 17th level, while transformed, you gain access to the [[5e SRD:Dragonborn|dragonborn’s]] breath weapon feature. You decide this attack’s type when making the attack. Using this feature uses your movement speed for the turn and decreases your transformation’s length by 30 minutes. <br />
<br />
;{{#anc:Corundum Skin}}<br />
At 20th level, while transformed, your AC increases by +3 and you can not become charmed, frightened, or paralyzed.<br />
<br />
=== Cloak ===<br />
"It's still too early to leave. We haven't yet seen blood."<br />
<br />
Apostles of the cloak are conniving, giving their loyalty to none. They serve their masters simply out of reverence of their strength. <br />
<br />
;{{#anc:Demonic Form}}<br />
At 1st level, while in your demonic form, you can not wear armor and you can add your Dexterity modifier to your AC twice. This lasts up to 12 hours, regaining use at the end of a short rest. <br />
<br />
;{{#anc:Amorphous Cloak}}<br />
At 9th level, while transformed, you can squeeze through spaces as small as 1 inch and you gain proficiency or expertise in Stealth and Perception. <br />
<br />
;{{#anc:Weaponized Transformation}}<br />
At 17th level, while transformed, you can morph your hands into any melee weapon as a bonus action. These weapons can only be wielded by you. You can not be disarmed, and you must spend a bonus action to destroy the weapon to regain use of your hands. <br />
<br />
;{{#anc:Light as a Feather}}<br />
At 20th level, while transformed, you gain a flying speed equal to your movement speed -5 feet.<br />
<br />
=== Struggler ===<br />
“A beast, a monster? Don't make me laugh. I am me, and nothing on earth can change me, no matter who chases me.“<br />
<br />
A Struggler is one that has defied the God Hand, and therefore fate itself. They do not have the power of other apostles, instead drawing their strength from their humanity. <br />
<br />
;{{#anc:Brand of Sacrifice}}<br />
At 1st level, when you are reduced to 0 hit points, you can instead drop to 1. You regain use of this feature at the end of a long rest. You are aware of any fiends, celestials, monstrosities, undead, and aberrations that come within 200 feet of you. <br />
<br />
;{{#anc:Dragonslayer}}<br />
At 9th level, weapons with the heavy property gain +1 on attack and damage rolls. This increases by +2 when attacking creatures with types mentioned in Brand of Sacrifice. <br />
<br />
;{{#anc:Blood and Guts}}<br />
At 17th level, you can grant an enemy advantage to hit with attacks until the end of their turn. If they hit, you gain advantage against them on attack rolls or grappling checks until the end of your turn. This can be done up to 3 times against a single creature, regaining use at the end of a long rest. <br />
<br />
;{{#anc:Berserk}}<br />
At 20th level, you can drop to 1 hit point instead of dying or becoming unconscious 2 additional times. You have advantage against being Frightened and Charmed, and against Intimidation checks made against you.<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 Apostle class, you must meet these prerequisites: Constitution 16<br />
<br />
'''Proficiencies.''' When you multiclass into the Apostle class, you gain the following proficiencies: Intimidation, Persuasion. <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>204.63.214.244https://www.dandwiki.com/w/index.php?title=User:ZarHakkar/Battlefield_Trickster_(5e_Class)&diff=1282490User:ZarHakkar/Battlefield Trickster (5e Class)2020-02-06T17:00:37Z<p>204.63.214.244: /* Multiclassing */</p>
<hr />
<div>== <!--Battlefield Trickster--> ==<br />
<br />
<!--Introduction--><br />
<br />
=== Creating a Battlefield Trickster ===<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 />
;Quick Build<br />
You can make a Battlefield Trickster quickly by following these suggestions. First, dexterity should be your highest ability score, followed by charisma. Second, choose the urchin or criminal background. Third, make sure you always have a backpack or bag of holding on your character. <br />
<br />
[[File:trickster.jpg]]<br />
<br />
<br />
{{5e Class Features<br />
|name=Battlefield Trickster<br />
|summary= A fighter who uses cheap tricks and sleight of hand along with improvised weapons and daring strategy... Also a few spells.<br />
|hd=8<br />
|spellcasting=<!--full wizard--><br />
|armor=Light armor and shields<br />
|weapons=Simple melee & ranged weapons, improvised weapons<br />
|tools=thieves tools, alchemist tools, and tinkers tools.<br />
|saves={{5a|cha}} or {{5a|dex}} and {{5a|int}} <br />
|skills=Choose 3 of the following: Athletics, Insight, Deception, Nature, Stealth, Survival, Sleight of hand<br />
|item1a=Padded Armor and slingshot<br />
|item1b=Leather Armor and shield<br />
|item2a=One simple melee weapon<br />
|item2b=One simple ranged weapon <br />
|item3a=Explorer's pack<br />
|item3b=Dungeoneer's pack<br />
|item4a=(10) poison throwing needles (dmg 1d6 + 1d6 on failed CON save DC 11)<br />
|item4b=crowbar<br />
|item5a=Spell book<br />
|item5b=Grappling rope<br />
|classfeatures1=Improvised Weapon User<br />
|classfeatures2=Tatical retreat, Hidden Hand Trick<br />
|classfeatures3=Spellcasting, Feint<br />
|classfeatures4=<br />
|classfeatures5=<br />
|classfeatures6=Tatical Sub-type<br />
|classfeatures7=Improved Improvised Weapon User<br />
|classfeatures8=<br />
|classfeatures9=Double Feint<br />
|classfeatures10=<br />
|classfeatures11=Bonus Luck<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Expert Improvised Weapon User<br />
|classfeatures15=Mocking Technique<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=Night Cover<br />
|classfeatures19=<br />
|classfeatures20=Grande Bait<br />
}}<br />
<br />
===Sneak Attack===<br />
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Level 1 - 1d6<br />
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Level 2 - 1d6<br />
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Level 3 - 2d6<br />
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Level 4 - 2d6<br />
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Level 5 - 3d6<br />
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Level 6 - 3d6<br />
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Level 7 - 4d6<br />
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Level 8 - 4d6<br />
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Level 9 - 5d6<br />
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Level 10 - 5d6<br />
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Level 11 - 6d6<br />
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Level 12 - 6d6<br />
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Level 13 - 7d6<br />
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Level 14 - 7d6<br />
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Level 15 - 8d6<br />
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Level 16 - 8d6<br />
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Level 17 - 9d6<br />
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Level 18 - 9d6<br />
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Level 19 - 10d6<br />
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Level 20 - 10d6<br />
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====Improvised Weapon User====<br />
<br />
When making an attack on an enemy for the first time in combat with an improvised weapon you can add sneak attack damage. Once you land an attack using this ability you cannot use this ability again using the same improvised weapon. (Example: My PC makes an attack with a piece of driftwood gaining sneak attack damage, my PC then drops the driftwood to attack with a iron cooking pot. Sneak attack damage can again be added.) When calculating sneak attack damage refer to the rogue class chart and substitute your battlefield trickster level(s) instead of rogue level(s).<br />
<br />
====Tactical Retreat====<br />
<br />
Upon taking damage you may attempt to distract an enemy by sacrificing your improvised weapon. The enemy must make a Dexterity saving throw (DC=10 + your proficiency bonus). If the target fails they are stunned until their next turn, if the target succeeds your character can back up to 10ft away without taking an attack of opportunity.<br />
<br />
====Hidden Hand Trick====<br />
<br />
If you are holding an improvised weapon that can fit inside your clothing you can make an attempt to hide the weapon in combat. Roll a stealth check and you must beat everyone's perception roll within 20 ft. At 8th level only people within 10ft can attempt to see you hide your weapon. If the target fails and they are attacked by the same improvised weapon within the next three turns the attack has advantage and automatically becomes a critical strike. At 12th level its also applies sneak attack damage.<br />
<br />
====Spell Casting====<br />
<br />
Upon reaching 3rd level you gain the ability to cast spells. Starting at 3rd level you can learn any 2 cantrips from the wizard or druid spell list. Upon reaching 5th, 7th, 9th, 11th, 13th, and 15th level you can learn one additional cantrip. <br />
<br />
Upon reaching 6th level you gain the ability to cast 1st level spells from the wizard's spell list. Starting at 6th level you can learn two 1st level spell from the wizard spell list. Upon reaching 5th, 9th, 13th, and 17th level you can learn one additional 1st level spell.<br />
<br />
Upon reaching 8th level you gain the ability to cast 2nd and 3rd level spells from the wizard's spell list. Starting at 8th level you can learn one 2nd level wizard spell, but are able to copy and use 3rd level spells. Upon reaching 9th, 13th, and 17th level you can learn one additional 2nd or 3rd level spell.<br />
<br />
Upon reaching 12th level you can learn 2 wizard spells of 4th level. <br />
<br />
Starting at 6th level you have three level 1 spell slots<br />
<br />
Starting at 8th level you have four level 1 spell slots, two level 2 spell slots, and one level 3 spell slot<br />
<br />
Starting at 12th level you have 1 level 4 spell slots<br />
<br />
Starting at 15th level you gain 1 extra spell for 1st, 2nd, 3rd, and 4th level spells. There is no limit to how many spells you can learn, however they must be from the wizard or druid spell list and have a spell level lower then 4. Copying wizard spells costs 50 gold per spell and copying druid spells cost 100 gold.<br />
<br />
==== Feint====<br />
<br />
You may use your bonus action to fake an attack on a target enemy, the enemy must succeed a {{5a|wis}} saving throw. DC = Your proficiency modifier + your {{5a|cha}} modifier + 8. If the target fails the {{5a|wis}} saving throw you may make an extra attack on the target and apply sneak attack damage upon the start of its turn.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Improved Improvised Weapon User====<br />
<br />
Starting at 7th level in addition to using sneak attack with improvised weapons your character may choose to forfeit their improvised weapon to use the disengage action.<br />
<br />
==== Double Feint====<br />
<br />
If you use the Feint ability successfully on a target you may attempt to use Double Feint on the same target. The enemy must make a {{5a|wis}} saving throw, DC = your proficiency modifier + your {{5a|cha}} modifier + 8. If the target fails roll a 1d4 and one of the following effects is placed on the target. You may use Double Feint three times per long rest, gaining all charges back upon completing a long rest. You can recover one double feint charge per short rest. The target becomes effected after feint damage is applied.<br />
<br />
1 = The target is tripped and now prone<br />
<br />
2 = You throw dirt or sand in the targets eyes and they are now blinded for 1d4 turns. Enemies without eyes are immune to this effect.<br />
<br />
3 = The target flees to a safe place and is feared for 1 turn<br />
<br />
4 = Make an extra melee attack on the target (sneak attack cannot be applied twice)<br />
<br />
==== Bonus Luck====<br />
<br />
Starting at 11th level if you make an attack roll or saving throw and the result is a natural one you may attempt to re-roll the dice. If you make the attack or the save on the re-roll you make not take a bonus action on your next turn.<br />
<br />
==== Expert Improvised Weapon User====<br />
<br />
Starting at 14th level, if you land a successful ranged attack with an improvised weapon you may make another attack on a separate target if you have another improvised weapon ready in your off-hand.<br />
<br />
==== Mocking Technique====<br />
<br />
You can attempt to goad enemies to attack you. Make a deception roll and every enemy aware of your presence within 30ft will make a wisdom save. If the enemies wisdom save is lower then your deception roll the target(s) will run straight at you as much as possible for 1 turn. You may use this ability three times per long rest.<br />
<br />
==== Night Cover====<br />
<br />
While attempting stealth checks at nights versus targets that do not have dark-vision has advantage. Also if your best roll is less then 13 the roll becomes 13 instead, however you may not move on your next turn if you wish to stay unseen by targets that failed their perception check.<br />
<br />
==== Grande Bait====<br />
<br />
If you have 30 minutes to prepare you can build a circular trap with safe spot directly in the middle. All targets who fall into the trap take 10d8 acid damage and are poisoned for the next 2d6 turns, each turn while poisoned the target takes 2d6 poison damage. To avoid falling into the trap targets must make a dexterity saving throw (DC = 8 + your proficiency modifier + your deception modifier). Targets that can fly immediately succeed on the dexterity saving throw. To escape the trap a target must make a athletics checks (DC = 15).<br />
<br />
==== Tactical Sub-Type ====<br />
<br />
Whether it was pocket sand or a perfect spike trap you always know how to win a fight in the end no matter what. You have learned that you fight at your best when being unpredictable. Starting at 6th level you can choose your Tactical Sub-Type.<br />
<br />
=== Trap Master ===<br />
<br />
Every battlefield, every road is littered with your creations, why fight an enemy head on when you can neutralize them safely using mother nature. As a trap master you gain the ability to build elaborate traps while in battle to deal massive damage.<br />
<br />
;{{#anc: Simple Spike Trap}}<br />
Starting at 6th level you can expend a level 1 spell slot to move earth from one 5 foot square. This ability takes two full turns to complete and the player must also have wooden spikes in their inventory. You may attempt to cast this using the sleight of hand skill to hide your handywork. If no one catches onto what your doing no one will know of the trap you set. The spike trap is a 6 foot deep hole filled with 15 wooden spikes. Any being that falls into this trap takes 3d6 piercing damage and must attempt a {{5a|dex}} saving throw, DC = 11. If the target fails they take another 3d6 piercing damage. Any player who starts or ends their turn in this trap also take 3d6 piercing damage. If any being is forced into the pit they automatically fail the saving throw. <br />
<br />
;{{#anc: Hidden Poison Spray}}<br />
Starting at 9th level, once per long rest you may use the ability Hidden Poison Spray, this ability costs 150 gold per cast (expensive poison). This ability extends to a 10 ft cone in front of your PC. Each being inside the 10 ft cone must make a {{5a|con}} saving throw, DC = 10 + your proficiency modifier + your sleight of hand modifier. On a failed save the target takes 3d8 poison damage and is blinded for 1d4 turns. On a successful save the target is not blinded and takes half damage. <br />
<br />
;{{#anc: Elaborate Trap Field}}<br />
Starting at 13th level you have become a master trap creator. You may now create more elaborate traps that span over a large area. You can cover any 40 square foot area with multiple traps that are invisible until a perception check of 12 + your proficiency modifier is made. You then choose which squares contain which traps, you can repeat one trap or choose multiple of the four options below. Each trap cover 10 ft which means you can have a total of 4 traps set in the 40ft area. This ability takes 1 hour of set up. After the first effect is applied the target can continue to move if able, and can spring other traps. Trap areas must be marked for your DM after being set up and cannot be changed unless you spend another in game hour to make changes. There is no limit on how much you can use this ability.<br />
<br />
1= Target is restrained and suspended upside down by ropes and must make a {{5a|str}} saving throw (DC=15) to break free<br />
<br />
2= Target walks into a large spike trap that is 10ft deep and takes 3d8 piercing damage. To escape the pit the target must succeed a {{5a|dex}} saving throw (DC=13) to escape, on failed save the target takes an additional 2d8 piercing damage. If the target can fly they automatically succeed on the {{5a|dex}} saving throw. Once one being springs the trap it is revealed. Anything that ends or starts their turn in the pit also take 3d8 piercing damage.<br />
<br />
3= Target walks through poisoned barbs and must make a {{5a|con}} saving throw (DC=13). On a failed save the target paralyzed for 1 turn and poisoned for 1d6 turns. On a successful save the target is poisoned 1d4 turns.<br />
<br />
4= Target sets off rune spell chosen by you. The rune must be chosen while setting the trap (fire, water, earth, wind). Fire rune burns target for 2d6 damage for 3 turns. The Water rune pushes the target back 15ft and does 1d8 force damage, the player determines beforehand which direction the water rune will push those that are trapped. The earth rune restrains the target for 1d4 turns and creatres rough terrrain. The wind rune pushes targets 20ft into the air and keeps them suspended their for 2 turns, when the targets fall back to the ground they take 1d6 force damage unless they can fly in which case the targets take no damage.<br />
<br />
;{{#anc: Body Trap}}<br />
<br />
Starting at 18th level you can booby trap your own body. If anything makes an unarmed melee attack on you and lands damage you may use this ability. Upon taking damage from an unarmed melee attack poison and acid spray from you clothes dealing 3d8 poison and 2d8 acid damage. This ability covers a 15 ft cone in front of you. All units must make a {{5a|con}} saving throw (DC=17), units that fail the saving throw are poisoned for 1d6 turns + your proficiency modifier.<br />
<br />
=== Cunning Trickster ===<br />
<br />
Using some small distractions and luck you set up environments to your liking to give you the best chance to succeed in battle. Using this sub class you will use magic to mold the world around you to form barriers and attacks.<br />
<br />
;{{#anc: Pocket Sand Professional}}<br />
Starting at 5th level your characters gains a flat +2 bonus to the sleight of hand skill. To use pocket sand with special effects have your player character make a sleight of hand check versus one target enemy within ten feet. You may target two enemies if they are within five feet of each other. If their perception check(s) is lower then both your sleight of hand roll you blind the target(s) for 1d4 turns. There is no limit to how many times you can use this ability. <br />
<br />
;{{#anc: Play dead}}<br />
Starting at 6th level you can attempt to play dead, your body appears motionless. Enemies must make a perception check versus your deception roll. On success enemies believe you to be dead. Notice animals may attempt to eat you if you lay motionless.<br />
<br />
;{{#anc: Looksies}}<br />
Starting at 9th level you can attempt to fool up to three enemies within 30ft of you. All targets must make a wisdom save. DC = your proficiency modifier + your Cunning Trickster level. If the target has a total wisdom score of less then 10 you can also add your charisma modifier to the roll. On a failed save enemies are distracted and cannot take main actions on their next turn. You cannot use this on enemies twice or this ability automatically fails.<br />
<br />
;{{#anc: Um.. Surprise!}}<br />
Starting at 14th level you gain a permanent +2 to stealth. If you make a successful melee attack while hidden from your target you can apply max sneak attack damage. If the ability is a critical strike and the target is below 50hp total before the attack lands the target is automatically reduced to zero health.<br />
<br />
;{{#anc: Big reveal!}}<br />
Starting at 19th level you can hide others when you roll a stealth check if they are within 5ft of you. If they gain a sneak attack on an enemy after you hide them they can add your sneak attack damage roll to their attack.<br />
<br />
=== <!--Class Name--> Spell List ===<br />
<br />
You have the ability to learn any spell from the wizard's or druid's spell list in addition to these homebrew spells. Check with your DM before taking any of the spells listed below.<br />
<br />
;Cantrips<br />
''Temporal Rift(homebrew), Earthen servant(homebrew), Flash Powder(homebrew), Obvious Banana(homebrew), Spark Shower(homebrew), Aqua Push(homebrew), Shift Stone(homebrew), Weapon Shift(homebrew), ''<br />
<br />
;1st Level<br />
''Repel(homebrew), Truer Strikes(homebrew), Remote Bomb(homebrew), Floor of Ice(homebrew), Magnesis(homebrew), Animate Rope(homebrew), ''<br />
<br />
;2nd Level<br />
''Flash step(homebrew), Lethal Weapons(homebrew), Spit Venom(homebrew), Somaria(homebrew)''<br />
<br />
;3rd Level<br />
''Conjure Explosive(homebrew), Luck Brew(homebrew), Zone Of Reversal(homebrew)''<br />
<br />
;4th Level<br />
''Lava Line(homebrew), No U!(homebrew), Stoneburst(homebrew)''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the battlefield trickster class, you must have a {{5a|Dex}} score higher than 13.<br><br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>204.63.214.244https://www.dandwiki.com/w/index.php?title=Abomination,_Variant_(5e_Class)&diff=1282487Abomination, Variant (5e Class)2020-02-06T16:59:20Z<p>204.63.214.244: /* Multiclassing */</p>
<hr />
<div>==Abomination==<br />
In some way, an abomination has part of another creature inside of it. It yearns for attention. It begs to be unleashed. An abomination may struggle with the conflict inside it, even developing schizophrenia sometimes. Abominations that learn more about their "heritage" find ways to let stress out by manifesting into whatever it is that makes them so stressed. Often times called monsters, people of this type aren't generally well received. <br />
<br />
=== Creating an Abomination ===<br />
Were they a scientist in a past life that made a mistake? <br><br />
Perhaps a prisoner that was experimented on extensively, or mutated through witchcraft or magic?<br><br />
Or perhaps the mark was self inflicted or by another party member as a last ditch effort to survive?<br><br />
Either way, the abomination rarely willfully chooses to become such a thing.<br />
<br />
;Quick Build<br />
You can make an abomination quickly by following these suggestions. First, {{5a|con}} should be your highest ability score, followed by {{5a|str}}. Second, choose the Outlander background. <br />
<br />
{{5e Class Features<br />
|name=Abomination<br />
|summary=ever been unable to contain stress? let it consume you<br />
|hd=10<br />
|spellcasting=<br />
|armor=<br />
|weapons=Simple and martial weapons<br />
|tools=none<br />
|saves={{5a|con}}, {{5a|cha}}<br />
|skills=Choose 3 from {{5s|Athletics}}, {{5s|Acrobatics}}, {{5s|Insight}}, {{5s|Perception}}, or {{5s|Survival}}<br />
|item1a=2 short swords<br />
|item1b=a rapier<br />
|item2a=shortbow with 20 arrows<br />
|item2b=<br />
|item3a=an explorer's pack<br />
|item3b=a dungeoneer's pack<br />
|wealth=4d4 x 10 gp<br />
|classfeatures1=Stress, Unarmored Defense, Calm<br />
|classfeatures2=Retaliatory Strike<br />
|classfeatures3=Manifestation<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Absolution<br />
|classfeatures7=Manifestation Feature<br />
|classfeatures8=<br />
|classfeatures9=Blood Bath<br />
|classfeatures10=Calm Improvement<br />
|classfeatures11=Manifestation Feature<br />
|classfeatures12=<br />
|classfeatures13=Eternal Manifestation<br />
|classfeatures14=Damnation's Gift<br />
|classfeatures15=Manifestation Feature <br />
|classfeatures16= <br />
|classfeatures17=Ageless, Blood Bath Improvement<br />
|classfeatures18=Manifestation Feature<br />
|classfeatures19=<br />
|classfeatures20=Abominational Monster<br />
<br />
}}<br />
<br />
===Stress===<br />
You try to hide your affliction while you can, but in battle, under torture or interrogation the stress may start building. The more stress you accumulate, the less of a grip you have on humanity. <br><br />
You gain 1 stress point whenever the following occurs:<br />
*You are attacked<br />
*You take damage from any source<br />
*An ally takes damage from any source<br />
Your ''stress'' cannot exceed your class level. In addition, whenever you receive healing from any source, your stress points are reduced by 1.<br><br />
Certain features may require a saving throw. The DC for these is 8 + your proficiency bonus + your {{5a|con}} modifier.<br />
<br />
===Unarmored Defense===<br />
At level 1, if you are not wearing any armor your AC equals 10 + your {{5a|con}} modifier + your {{5a|dex}} modifier. Whatever curse or experimentation that was done to you has hardened your skin and provided your body with its own natural protection.<br />
<br />
===Calm===<br />
Beginning at level 1, your nerves try to keep things calm. Whenever you start your turn with 0 stress points, you gain temporary hit points equal to your proficiency bonus. You cannot gain stress points while you have temporary hit points.<br><br />
At level 10, the temporary hit points you gain are now equal to your proficiency bonus + your {{5a|con}} modifier.<br />
<br />
===Retaliatory Strike===<br />
At level 2, sometimes it is just easier to let the stress out with a little bit revenge. Whenever you are hit by a melee attack, you may use your reaction and 1 stress point to make an attack against the creature that just hit you. You may use this feature a number of times equal to your {{5a|dex}} modifier. You regain all uses after you finish a short or long rest.<br />
<br />
===Manifestation===<br />
At level 3, you can no longer contain the stress when it reaches its max. You must choose a form this manifests into from the following: Lycan, Fiend, Enigma, and Hulk, each one is detailed at the end of the class description. When you reach your maximum stress points for your level, you immediately shapeshift into your chosen form. At the beginning of your turn, you lose 2 stress point while in your manifestation. Your manifestation gives you features when you choose it at 3rd level and additional features at 7th, 11th, 15th, and 18th level.<br />
<br />
===Ability Score Increase===<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
===Extra Attack===<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
===Absolution===<br />
Starting at level 6, you learn to manipulate your cells so you can heal yourself and keep up the good fight. As a bonus action, you chose an amount to reduce your stress points by, and gain [[5e SRD:Hit Points|hit points]] equal to the number of stress points used + your {{5a|con}} modifier. Once you use this feature, you must finish a short or long rest before you can use it again.<br />
<br />
===Blood Bath===<br />
Beginning at level 9, others are at risk of your injuries. When you are [[Help:Glossary of Jargon#Bloodied|bloodied]], any creature that hits you with a melee attack must pass a {{5a|dex}} saving throw or take 1d6 necrotic damage from your blood that splatters on them.<br><br />
In addition, while you are [[Help:Glossary of Jargon#Bloodied|bloodied]] you may attempt to fling, throw, shake your blood onto all creatures around you within 5 feet. As an action, you project you blood from the injuries you've sustained and all enemies within 5 feet must pass a {{5a|dex}} saving throw or take 1d6 necrotic damage as blood is splashed onto them. <br><br />
At 17th level, this damage increases to 2d6 + your {{5a|con}} modifier.<br />
====Optional Feature: Monstrous Hide====<br />
<div class="externalimage-holder" style="width:85%">{{infobox|Optional Feature|'''Monstrous Hide'''<br />Rather than gain the normal 9th level feature, this option is for players that would rather have a defensive option to play with.<br><br />
Beginning at level 9, when you are hit by a melee weapon attack, you can use your reaction and add your proficiency bonus to your AC, forcing your opponent to miss you instead. You can only use this feature when you are [[Help:Glossary of Jargon#Bloodied|bloodied]].<br />
}}</div><br />
<br />
===Eternal Manifestation===<br />
Starting at level 13, maintaining your manifestation has become appealing. At the start of your turn, if you are in your manifestation, you may choose to lose 1 stress point instead of 2.<br />
<br />
===Damnation's Gift===<br />
Starting at level 14, you are less your original race and more your manifestation at this point. When you reach 0 [[5e SRD:Hit Points|hit points]], you can use a reaction and all of your remaining stress points to instead have a number of [[5e SRD:Hit Points|hit points]] equal to the amount of stress points used. You must finish a long rest before using this feature again.<br />
<br />
===Ageless===<br />
At level 17, you've learned how to manipulate your metabolism. You cannot age normally or magically and you no longer require to eat or drink.<br />
<br />
===Abominational Monster===<br />
Starting at 20th level, you control the thing inside you. You can freely shapeshift into your manifestation during your turns and back to your normal form as you like. You no longer lose stress points do to being in your manifestation anymore.<br />
<br />
==Manifestations==<br />
Due to the curse or experiments, there is no telling what end there is to the list of manifestations possible. You could have been infected by a lycanthrope, or experimented on with demon blood, or the Raven Queen herself could cursed you. Other abominations in world have been heard of by great adventurers to include those with multiple limbs, tentacles growing out their face, or even growing wings and breathing fire.<br />
<br />
===Lycan===<br />
You are worse than a lycanthrope. Their existence is due to a curse but yours is unknown. If born out of some unfortunate event, why are you not just a lycanthrope subject to the same curse as them? Why didn't the thing that cursed with this affliction tie you to the moon's control? As an abomination, no other lycanthrope wants to deal with you. The first time you manifest is a pivotal moment with friends. They see you for what you really are-not quite humanoid, though not quite lycan. Just an abomination. <br />
<br />
====Feral Kind====<br />
Starting at level 3 when you select this manifestation, you gain the following features:<br />
*You gain an additional 10 ft. movement speed when moving towards enemies below half their hit point maximum during your manifestation.<br />
*You grow claws that deal 1d6 slashing damage and when you are in your manifestation they deal 1d8 slashing damage. At level 5, your claws are treated as magical for the purposes of overcoming damage reduction. Your claw damage increases at level 9 to 2d6/2d8, and at level 17 to 3d6/3d8.<br />
*You have {{5e|advantage}} on {{5a|wis}} ({{5s|Perception}}) checks that rely on smell.<br />
<br />
====Beast Armor====<br />
Beginning at level 7, the lycanthrope curse protects you more in multiple ways. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. In addition, your AC is equal to 11 + your {{5a|dex}} modifier + your {{5a|con}} modifier.<br />
<br />
====Multi-Attack====<br />
Starting at level 11, when you use the Attack action, you may attack three times instead of twice.<br />
<br />
====Pack Tactics====<br />
Starting at level 15, you have {{5e|advantage}} on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.<br />
<br />
====Lycan Alpha====<br />
Starting at level 18, the animosity of lycanthropy presents itself to you more. Your {{5a|str}} and {{5a|con}} scores increase by 2. Your maximum for those scores is now 22.<br />
<br />
===Fiend===<br />
An abomination from the hells is what you are? Or is it the Abyss? That is the joke all fiends have for you. The powers ruling over really had a hay day deciding what way to mess with a mortals life. When you shapeshift into your manifestation you may have hideous parts of demon spawn or that of the higher ranking devils. Your shape is misshapen from uncertainty of what creature actually contributes to your abomination. Perhaps the last laugh would be an abomination fiend becoming overseer of both the Nine Hells and every layer of the Abyss.<br />
<br />
====Nine Hells of the Abyss====<br />
Beginning at level 3, you gain the following features when you select this manifestation:<br />
*During your manifestation, you have resistance to fire damage. If you already have resistance to fire damage, you can instead cast the {{5e|Produce Flame|''produce flame''}} cantrip. <br />
*Your melee attacks deal an additional 1d6 fire damage.<br />
*You gain {{5E|Darkvision}} of 30 feet. If you already have {{5E|Darkvision}}, it extends by 30 feet.<br />
<br />
====Pain and Glory====<br />
Starting at level 7, you enjoy greater delight in inflicting pain while in your manifestation. Your first melee attack each turn heals for half the damage dealt.<br />
<br />
====Fiendish Attack====<br />
At level 11, when you make an attack using the Attack action, and have {{5e|advantage}}, you deal an addition 4d6 damage. Fiends always find ways to make the most of their attacks when an opportunity presents itself.<br />
<br />
====Flames of the Abyss====<br />
Starting from level 15, you have a burning aura around you. At the start of each your turns, deal fire damage equal to your {{5a|con}} modifier to creatures within 5 feet of you at the beginning of your turn.<br><br />
While you are in your manifestation, you deal fire damage equal to your abomination level to each creature within 5 feet of you, and flammable objects in the aura that aren't being worn or carried are ignited.<br />
<br />
====Wrath of the Nine Hells====<br />
Starting from level 18, you are fueled by your infernal nature. A war path is before you and the blood in your veins protects you. You have {{5e|advantage}} on saving throws against spells and other magical effects magical darkness doesn't impede your {{5E|Darkvision}}. You also gain immunity to fire damage while you are in your manifestation.<br />
<br />
===Enigma===<br />
Truly a unique abomination of all those that exist. While in your manifestation there the stress seems to fade and calm demeanor exists for all to see. There could a be storm of emotions on the inside but no one would ever know. Your appearance changes to seem featureless. Your skin is a translucent color of your choice, and free of any hair or wrinkles. Your eyes, mouth, ears, etc. mold into this contoured humanoid shape. There is beauty and awe to this abomination, though much more reason to fear the creature inside.<br />
<br />
====Gifted====<br />
Beginning at level 3, you gain the following features when you select this manifestation:<br />
*During your manifestation, you gain a fly speed of 35 feet. Your fly speed increases to 40 ft. at level 7, 45 ft. at level 11, 50 ft. at level 13, 55 ft. at level 15, and 60 ft. at level 18.<br />
*You know the cantrip {{5e|Eldritch Blast|''eldritch blast''}}. When casted using this feature, your eldritch blast has an airy, blue, hue to it. Use your {{5a|cha}} modifier during your attack rolls.<br />
*Your attacks are considered magical for the purposes of overcoming damage reduction.<br />
<br />
====Unnatural Magic====<br />
Starting at level 7, when you are in your manifestation, any creatures you kill grant you a spell point. Spell points can be used to cast spells from any spell list even when you are not in your manifestation. The number of souls you can store at any given time is equal to half your abomination level. The Soul Point table lists the costs for casting spells. <br><br />
::::::::::::::Spell Level/Spell Point Cost<br><br />
:::::::::::::::1st Level/1 Point<br><br />
:::::::::::::::2nd Level/3 Points<br><br />
:::::::::::::::3rd Level/5 Points<br><br />
:::::::::::::::4th Level/7 Points<br><br />
:::::::::::::::5th Level/9 Points<br><br />
<br />
'''Spellcasting Ability'''<br><br />
{{5a|cha}} is your spellcasting ability for your Mystic spells. You use your {{5a|cha}} whenever a spell refers to your spellcasting ability. <br><br />
::::::::<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|cha}} modifier</tt></code><br><br />
::::::::<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|cha}} modifier</tt></code><br><br />
<br />
'''Cantrips'''<br><br />
You know 2 cantrips of your choice from any class spell list. The number of cantrips you know increases to 3 at level 11, and 4 at level 15.<br />
<br />
====War Magic====<br />
Starting at level 11, you can use your action to cast a cantrip and make one weapon attack as a bonus action. <br />
<br />
====Channel Magic====<br />
Starting at level 15, after you hit with a weapon attack, you may use a bonus action and spend spell points to increase the damage of the attack. For every spell point you spend, the damage is increased by 1d6. <br />
<br />
====Natural Magician====<br />
Starting at level 18, you gain spell points even when you are not in your manifestation. In addition, you gain 2 spell points instead of 1 for every creature you kill and the number of spell points you can store is equal to your abomination level.<br />
<br />
===Hulk===<br />
{{Design Disclaimer|5th Edition|This subclass allows players to be Large size for undetermined periods of time without restriction. It is important to discuss with your DM the options of this subclass before selecting it.}}<br />
<br />
'''Hulk'''<br><br />
While serving in the military, a special section was opened up for those willing to let spells, potions, and elixirs tested on them in exchange for wealth and nobility. Many lives were lost during the trials but one tough soul was able to survive the process, but not many would call it a success. The experimentation changed your body’s reaction to stress and now, when you are too stressed, you succumb to a rage and increase in size. Truly, no other abomination is more deserving of being called a monster than you.<br />
<br />
====Enrage====<br />
Starting at level 3, you gain the following features when you select this manifestation:<br />
*You gain 2 stress points instead of 1 whenever you gain a stress point.<br />
*While in your manifestation:<br />
:*Your size becomes Large. Your reach is still 5 feet. Your weapon attacks die type increases by 1 and you deal an extra 1d4 damage. <br />
:*You have {{5e|advantage}} on {{5a|str}} checks and {{5a|str}} saving throws. <br />
:*When you make a melee weapon attack using {{5a|str}}, you gain a +2 bonus to the damage roll. <br />
:*You have resistance to bludgeoning, piercing, and slashing damage. <br />
:*You lose 1 stress point at the end of your turn if you didn’t attack a hostile creature or take any damage.<br />
<br />
====Hulk Smash====<br />
Beginning at 7th level, your unarmed strikes deal 1d6 damage. This d6 changes as you gain abomination levels: d8 at level 11 and to a d10 at level 15. During your manifestation, the die type increases by 1 size.<br />
<br />
====Relentless Enrage====<br />
Starting at 11th level, your Enrage can keep you fighting despite grievous wounds. If you drop to 0 hit points while in your manifestation and don't die outright, you can make a DC 10 {{5a|con}} saving throw. If you succeed, you drop to 1 hit point instead.<br> <br />
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10. <br />
<br />
====Pummel====<br />
Beginning at level 15, if you take the Attack action on your turn and have {{5e|advantage}} on an attack roll against one of the targets, you can forgo the {{5e|advantage}} for that roll to make an unarmed strike against that target, as part of the same action. If this unarmed strike hits, you may also use your bonus action to make an additional unarmed strike against the same target, if you have not used your bonus action yet. You can only use pummel once per turn.<br />
<br />
====Incredible Hulk====<br />
Starting at level 18, during your manifestation, your {{5a|str}} increases by 4. Your score may exceed your ability score cap you have for {{5a|str}} during your manifestation. You are also immune to bludgeoning, piercing, and slashing damage during your manifestation.<br />
<br />
==Multiclassing==<br />
<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the abomination class, you must have a {{5a|con}} score higher than 13.<br><br />
'''Proficiencies.''' When you multiclass into the Abomination class, you gain the following proficiencies: Simple and martial weapons<br />
<br />
== References ==<br />
<references /><br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|owner=The Walt Disney Company|franchise=Marvel Universe}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>204.63.214.244https://www.dandwiki.com/w/index.php?title=User:ZarHakkar/Battlefield_Trickster_(5e_Class)&diff=1282472User:ZarHakkar/Battlefield Trickster (5e Class)2020-02-06T16:09:18Z<p>204.63.214.244: /* Multiclassing */</p>
<hr />
<div>== <!--Battlefield Trickster--> ==<br />
<br />
<!--Introduction--><br />
<br />
=== Creating a Battlefield Trickster ===<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 />
;Quick Build<br />
You can make a Battlefield Trickster quickly by following these suggestions. First, dexterity should be your highest ability score, followed by charisma. Second, choose the urchin or criminal background. Third, make sure you always have a backpack or bag of holding on your character. <br />
<br />
[[File:trickster.jpg]]<br />
<br />
<br />
{{5e Class Features<br />
|name=Battlefield Trickster<br />
|summary= A fighter who uses cheap tricks and sleight of hand along with improvised weapons and daring strategy... Also a few spells.<br />
|hd=8<br />
|spellcasting=<!--full wizard--><br />
|armor=Light armor and shields<br />
|weapons=Simple melee & ranged weapons, improvised weapons<br />
|tools=thieves tools, alchemist tools, and tinkers tools.<br />
|saves={{5a|cha}} or {{5a|dex}} and {{5a|int}} <br />
|skills=Choose 3 of the following: Athletics, Insight, Deception, Nature, Stealth, Survival, Sleight of hand<br />
|item1a=Padded Armor and slingshot<br />
|item1b=Leather Armor and shield<br />
|item2a=One simple melee weapon<br />
|item2b=One simple ranged weapon <br />
|item3a=Explorer's pack<br />
|item3b=Dungeoneer's pack<br />
|item4a=(10) poison throwing needles (dmg 1d6 + 1d6 on failed CON save DC 11)<br />
|item4b=crowbar<br />
|item5a=Spell book<br />
|item5b=Grappling rope<br />
|classfeatures1=Improvised Weapon User<br />
|classfeatures2=Tatical retreat, Hidden Hand Trick<br />
|classfeatures3=Spellcasting, Feint<br />
|classfeatures4=<br />
|classfeatures5=<br />
|classfeatures6=Tatical Sub-type<br />
|classfeatures7=Improved Improvised Weapon User<br />
|classfeatures8=<br />
|classfeatures9=Double Feint<br />
|classfeatures10=<br />
|classfeatures11=Bonus Luck<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Expert Improvised Weapon User<br />
|classfeatures15=Mocking Technique<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=Night Cover<br />
|classfeatures19=<br />
|classfeatures20=Grande Bait<br />
}}<br />
<br />
===Sneak Attack===<br />
<br />
Level 1 - 1d6<br />
<br />
Level 2 - 1d6<br />
<br />
Level 3 - 2d6<br />
<br />
Level 4 - 2d6<br />
<br />
Level 5 - 3d6<br />
<br />
Level 6 - 3d6<br />
<br />
Level 7 - 4d6<br />
<br />
Level 8 - 4d6<br />
<br />
Level 9 - 5d6<br />
<br />
Level 10 - 5d6<br />
<br />
Level 11 - 6d6<br />
<br />
Level 12 - 6d6<br />
<br />
Level 13 - 7d6<br />
<br />
Level 14 - 7d6<br />
<br />
Level 15 - 8d6<br />
<br />
Level 16 - 8d6<br />
<br />
Level 17 - 9d6<br />
<br />
Level 18 - 9d6<br />
<br />
Level 19 - 10d6<br />
<br />
Level 20 - 10d6<br />
<br />
====Improvised Weapon User====<br />
<br />
When making an attack on an enemy for the first time in combat with an improvised weapon you can add sneak attack damage. Once you land an attack using this ability you cannot use this ability again using the same improvised weapon. (Example: My PC makes an attack with a piece of driftwood gaining sneak attack damage, my PC then drops the driftwood to attack with a iron cooking pot. Sneak attack damage can again be added.) When calculating sneak attack damage refer to the rogue class chart and substitute your battlefield trickster level(s) instead of rogue level(s).<br />
<br />
====Tactical Retreat====<br />
<br />
Upon taking damage you may attempt to distract an enemy by sacrificing your improvised weapon. The enemy must make a Dexterity saving throw (DC=10 + your proficiency bonus). If the target fails they are stunned until their next turn, if the target succeeds your character can back up to 10ft away without taking an attack of opportunity.<br />
<br />
====Hidden Hand Trick====<br />
<br />
If you are holding an improvised weapon that can fit inside your clothing you can make an attempt to hide the weapon in combat. Roll a stealth check and you must beat everyone's perception roll within 20 ft. At 8th level only people within 10ft can attempt to see you hide your weapon. If the target fails and they are attacked by the same improvised weapon within the next three turns the attack has advantage and automatically becomes a critical strike. At 12th level its also applies sneak attack damage.<br />
<br />
====Spell Casting====<br />
<br />
Upon reaching 3rd level you gain the ability to cast spells. Starting at 3rd level you can learn any 2 cantrips from the wizard or druid spell list. Upon reaching 5th, 7th, 9th, 11th, 13th, and 15th level you can learn one additional cantrip. <br />
<br />
Upon reaching 6th level you gain the ability to cast 1st level spells from the wizard's spell list. Starting at 6th level you can learn two 1st level spell from the wizard spell list. Upon reaching 5th, 9th, 13th, and 17th level you can learn one additional 1st level spell.<br />
<br />
Upon reaching 8th level you gain the ability to cast 2nd and 3rd level spells from the wizard's spell list. Starting at 8th level you can learn one 2nd level wizard spell, but are able to copy and use 3rd level spells. Upon reaching 9th, 13th, and 17th level you can learn one additional 2nd or 3rd level spell.<br />
<br />
Upon reaching 12th level you can learn 2 wizard spells of 4th level. <br />
<br />
Starting at 6th level you have three level 1 spell slots<br />
<br />
Starting at 8th level you have four level 1 spell slots, two level 2 spell slots, and one level 3 spell slot<br />
<br />
Starting at 12th level you have 1 level 4 spell slots<br />
<br />
Starting at 15th level you gain 1 extra spell for 1st, 2nd, 3rd, and 4th level spells. There is no limit to how many spells you can learn, however they must be from the wizard or druid spell list and have a spell level lower then 4. Copying wizard spells costs 50 gold per spell and copying druid spells cost 100 gold.<br />
<br />
==== Feint====<br />
<br />
You may use your bonus action to fake an attack on a target enemy, the enemy must succeed a {{5a|wis}} saving throw. DC = Your proficiency modifier + your {{5a|cha}} modifier + 8. If the target fails the {{5a|wis}} saving throw you may make an extra attack on the target and apply sneak attack damage upon the start of its turn.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Improved Improvised Weapon User====<br />
<br />
Starting at 7th level in addition to using sneak attack with improvised weapons your character may choose to forfeit their improvised weapon to use the disengage action.<br />
<br />
==== Double Feint====<br />
<br />
If you use the Feint ability successfully on a target you may attempt to use Double Feint on the same target. The enemy must make a {{5a|wis}} saving throw, DC = your proficiency modifier + your {{5a|cha}} modifier + 8. If the target fails roll a 1d4 and one of the following effects is placed on the target. You may use Double Feint three times per long rest, gaining all charges back upon completing a long rest. You can recover one double feint charge per short rest. The target becomes effected after feint damage is applied.<br />
<br />
1 = The target is tripped and now prone<br />
<br />
2 = You throw dirt or sand in the targets eyes and they are now blinded for 1d4 turns. Enemies without eyes are immune to this effect.<br />
<br />
3 = The target flees to a safe place and is feared for 1 turn<br />
<br />
4 = Make an extra melee attack on the target (sneak attack cannot be applied twice)<br />
<br />
==== Bonus Luck====<br />
<br />
Starting at 11th level if you make an attack roll or saving throw and the result is a natural one you may attempt to re-roll the dice. If you make the attack or the save on the re-roll you make not take a bonus action on your next turn.<br />
<br />
==== Expert Improvised Weapon User====<br />
<br />
Starting at 14th level, if you land a successful ranged attack with an improvised weapon you may make another attack on a separate target if you have another improvised weapon ready in your off-hand.<br />
<br />
==== Mocking Technique====<br />
<br />
You can attempt to goad enemies to attack you. Make a deception roll and every enemy aware of your presence within 30ft will make a wisdom save. If the enemies wisdom save is lower then your deception roll the target(s) will run straight at you as much as possible for 1 turn. You may use this ability three times per long rest.<br />
<br />
==== Night Cover====<br />
<br />
While attempting stealth checks at nights versus targets that do not have dark-vision has advantage. Also if your best roll is less then 13 the roll becomes 13 instead, however you may not move on your next turn if you wish to stay unseen by targets that failed their perception check.<br />
<br />
==== Grande Bait====<br />
<br />
If you have 30 minutes to prepare you can build a circular trap with safe spot directly in the middle. All targets who fall into the trap take 10d8 acid damage and are poisoned for the next 2d6 turns, each turn while poisoned the target takes 2d6 poison damage. To avoid falling into the trap targets must make a dexterity saving throw (DC = 8 + your proficiency modifier + your deception modifier). Targets that can fly immediately succeed on the dexterity saving throw. To escape the trap a target must make a athletics checks (DC = 15).<br />
<br />
==== Tactical Sub-Type ====<br />
<br />
Whether it was pocket sand or a perfect spike trap you always know how to win a fight in the end no matter what. You have learned that you fight at your best when being unpredictable. Starting at 6th level you can choose your Tactical Sub-Type.<br />
<br />
=== Trap Master ===<br />
<br />
Every battlefield, every road is littered with your creations, why fight an enemy head on when you can neutralize them safely using mother nature. As a trap master you gain the ability to build elaborate traps while in battle to deal massive damage.<br />
<br />
;{{#anc: Simple Spike Trap}}<br />
Starting at 6th level you can expend a level 1 spell slot to move earth from one 5 foot square. This ability takes two full turns to complete and the player must also have wooden spikes in their inventory. You may attempt to cast this using the sleight of hand skill to hide your handywork. If no one catches onto what your doing no one will know of the trap you set. The spike trap is a 6 foot deep hole filled with 15 wooden spikes. Any being that falls into this trap takes 3d6 piercing damage and must attempt a {{5a|dex}} saving throw, DC = 11. If the target fails they take another 3d6 piercing damage. Any player who starts or ends their turn in this trap also take 3d6 piercing damage. If any being is forced into the pit they automatically fail the saving throw. <br />
<br />
;{{#anc: Hidden Poison Spray}}<br />
Starting at 9th level, once per long rest you may use the ability Hidden Poison Spray, this ability costs 150 gold per cast (expensive poison). This ability extends to a 10 ft cone in front of your PC. Each being inside the 10 ft cone must make a {{5a|con}} saving throw, DC = 10 + your proficiency modifier + your sleight of hand modifier. On a failed save the target takes 3d8 poison damage and is blinded for 1d4 turns. On a successful save the target is not blinded and takes half damage. <br />
<br />
;{{#anc: Elaborate Trap Field}}<br />
Starting at 13th level you have become a master trap creator. You may now create more elaborate traps that span over a large area. You can cover any 40 square foot area with multiple traps that are invisible until a perception check of 12 + your proficiency modifier is made. You then choose which squares contain which traps, you can repeat one trap or choose multiple of the four options below. Each trap cover 10 ft which means you can have a total of 4 traps set in the 40ft area. This ability takes 1 hour of set up. After the first effect is applied the target can continue to move if able, and can spring other traps. Trap areas must be marked for your DM after being set up and cannot be changed unless you spend another in game hour to make changes. There is no limit on how much you can use this ability.<br />
<br />
1= Target is restrained and suspended upside down by ropes and must make a {{5a|str}} saving throw (DC=15) to break free<br />
<br />
2= Target walks into a large spike trap that is 10ft deep and takes 3d8 piercing damage. To escape the pit the target must succeed a {{5a|dex}} saving throw (DC=13) to escape, on failed save the target takes an additional 2d8 piercing damage. If the target can fly they automatically succeed on the {{5a|dex}} saving throw. Once one being springs the trap it is revealed. Anything that ends or starts their turn in the pit also take 3d8 piercing damage.<br />
<br />
3= Target walks through poisoned barbs and must make a {{5a|con}} saving throw (DC=13). On a failed save the target paralyzed for 1 turn and poisoned for 1d6 turns. On a successful save the target is poisoned 1d4 turns.<br />
<br />
4= Target sets off rune spell chosen by you. The rune must be chosen while setting the trap (fire, water, earth, wind). Fire rune burns target for 2d6 damage for 3 turns. The Water rune pushes the target back 15ft and does 1d8 force damage, the player determines beforehand which direction the water rune will push those that are trapped. The earth rune restrains the target for 1d4 turns and creatres rough terrrain. The wind rune pushes targets 20ft into the air and keeps them suspended their for 2 turns, when the targets fall back to the ground they take 1d6 force damage unless they can fly in which case the targets take no damage.<br />
<br />
;{{#anc: Body Trap}}<br />
<br />
Starting at 18th level you can booby trap your own body. If anything makes an unarmed melee attack on you and lands damage you may use this ability. Upon taking damage from an unarmed melee attack poison and acid spray from you clothes dealing 3d8 poison and 2d8 acid damage. This ability covers a 15 ft cone in front of you. All units must make a {{5a|con}} saving throw (DC=17), units that fail the saving throw are poisoned for 1d6 turns + your proficiency modifier.<br />
<br />
=== Cunning Trickster ===<br />
<br />
Using some small distractions and luck you set up environments to your liking to give you the best chance to succeed in battle. Using this sub class you will use magic to mold the world around you to form barriers and attacks.<br />
<br />
;{{#anc: Pocket Sand Professional}}<br />
Starting at 5th level your characters gains a flat +2 bonus to the sleight of hand skill. To use pocket sand with special effects have your player character make a sleight of hand check versus one target enemy within ten feet. You may target two enemies if they are within five feet of each other. If their perception check(s) is lower then both your sleight of hand roll you blind the target(s) for 1d4 turns. There is no limit to how many times you can use this ability. <br />
<br />
;{{#anc: Play dead}}<br />
Starting at 6th level you can attempt to play dead, your body appears motionless. Enemies must make a perception check versus your deception roll. On success enemies believe you to be dead. Notice animals may attempt to eat you if you lay motionless.<br />
<br />
;{{#anc: Looksies}}<br />
Starting at 9th level you can attempt to fool up to three enemies within 30ft of you. All targets must make a wisdom save. DC = your proficiency modifier + your Cunning Trickster level. If the target has a total wisdom score of less then 10 you can also add your charisma modifier to the roll. On a failed save enemies are distracted and cannot take main actions on their next turn. You cannot use this on enemies twice or this ability automatically fails.<br />
<br />
;{{#anc: Um.. Surprise!}}<br />
Starting at 14th level you gain a permanent +2 to stealth. If you make a successful melee attack while hidden from your target you can apply max sneak attack damage. If the ability is a critical strike and the target is below 50hp total before the attack lands the target is automatically reduced to zero health.<br />
<br />
;{{#anc: Big reveal!}}<br />
Starting at 19th level you can hide others when you roll a stealth check if they are within 5ft of you. If they gain a sneak attack on an enemy after you hide them they can add your sneak attack damage roll to their attack.<br />
<br />
=== <!--Class Name--> Spell List ===<br />
<br />
You have the ability to learn any spell from the wizard's or druid's spell list in addition to these homebrew spells. Check with your DM before taking any of the spells listed below.<br />
<br />
;Cantrips<br />
''Temporal Rift(homebrew), Earthen servant(homebrew), Flash Powder(homebrew), Obvious Banana(homebrew), Spark Shower(homebrew), Aqua Push(homebrew), Shift Stone(homebrew), Weapon Shift(homebrew), ''<br />
<br />
;1st Level<br />
''Repel(homebrew), Truer Strikes(homebrew), Remote Bomb(homebrew), Floor of Ice(homebrew), Magnesis(homebrew), Animate Rope(homebrew), ''<br />
<br />
;2nd Level<br />
''Flash step(homebrew), Lethal Weapons(homebrew), Spit Venom(homebrew), Somaria(homebrew)''<br />
<br />
;3rd Level<br />
''Conjure Explosive(homebrew), Luck Brew(homebrew), Zone Of Reversal(homebrew)''<br />
<br />
;4th Level<br />
''Lava Line(homebrew), No U!(homebrew), Stoneburst(homebrew)''<br />
<br />
=== Multiclassing ===<br />
<br />
You can multi-class into this class with a dexterity and charisma score of 13<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>204.63.214.244https://www.dandwiki.com/w/index.php?title=Alcoholic_(5e_Class)&diff=1279162Alcoholic (5e Class)2020-02-04T04:00:02Z<p>204.63.214.244: /* The Failed Monk */</p>
<hr />
<div>{{Adult Theme}}<br />
== Alcoholic ==<br />
<br />
We all know them. Some are fun, some are... less fun, but they all have their own ways of being interesting... or not.<br />
<br />
=== The Not-so-common Drunk ===<br />
<br />
After spending years of your life wasted to the point where you couldn't even remember your own kids' names, or whether or not you actually have kids, it's finally your chance to go on the big quest to save the day!... or it would be if you had any idea what's going on half the time, but that's not the point. You've got your booze, you've got your wits (what's left of them), and you've got your fists, so now it's time to put 'em to good use.<br />
<br />
=== Creating an Alcoholic ===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
Why are you suddenly deciding to leave the bar? Was it in search of your family? Did you do it for the sake of having something interesting to do before you kick the bucket? Or are you trying to scavenge up enough money to pay off your enormous tab?<br />
<br />
;Quick Build<br />
You can make an Alcoholic quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Charisma or Strength. Second, choose the Alcoholic background. Third, choose the "Pitiful" feature for the background.<br />
<br />
{{5e Class Features<br />
|name=Alcoholic<br />
|summary=An somewhat self-sustaining DPS with evenly distributed benefits and negatives.<br />
|hd=10<br />
|spellcasting=<br />
|armor={{5e|Light Armor}}, {{5e|Medium Armor}}, {{5e|Shield}}<br />
|weapons={{5e|Improvised Weapons}}, simple melee weapons, {{5e|Net}}<br />
|tools=None<br />
|saves={{5a|con}}, {{5a|str}}<br />
|skills=Choose three from {{5s|Persuasion}}, {{5s|Athletics}}, {{5s|Survival}}, {{5s|Intimidation}}, {{5s|History}}, {{5s|Performance}}, {{5s|Insight}}. Additionally, you have disadvantage on all {{5s|Perception}}, {{5s|Deception}}, and {{5s|Sleight of Hand}} checks.<br />
|item1a=A {{5e|Shortsword}}<br />
|item1b=One simple weapon<br />
|item1c=10 {{5e|Net}}<br />
|item2a={{5e|Padded (Armor)}} and a {{5e|Shield}}<br />
|item2b={{5e|Leather (Armor)}}<br />
|item3a=7 flasks of ale<br />
|item3b=7 flasks of beer<br />
|item3c=7 flasks of scotch<br />
|item3d=7 flasks of rum<br />
|item4a=An [[5e SRD:Equipment Packs#Explorer's Pack|explorer's pack]]<br />
|item4b=<br />
|wealth=<br />
|classfeatures1={{inpage|Alcohol's Respite}}<br />
|classfeatures2={{inpage|Fighting Style}}<br />
|classfeatures3={{inpage|Memories from Times Past}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Extra Attack}}<br />
|classfeatures6={{inpage|Drinking Buddies!}}<br />
|classfeatures7={{inpage|Paths of Remembrance}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Molotov}}<br />
|classfeatures10={{inpage|Paths of Remembrance}}<br />
|classfeatures11={{inpage|Heavy Drinker}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Drink to Forget}}<br />
|classfeatures14=<br />
|classfeatures15={{inpage|Paths of Remembrance}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Extra Attack}}(2)<br />
|classfeatures18={{inpage|Paths of Remembrance}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Alcoholic's Paradise}}<br />
<br />
|extrasonleft=<br />
|extra1_name=Drunken Strength<br />
|extra1_1=1d4<br />
|extra1_2=1d4<br />
|extra1_3=1d4<br />
|extra1_4=1d4<br />
|extra1_5=1d6<br />
|extra1_6=1d6<br />
|extra1_7=1d6<br />
|extra1_8=1d6<br />
|extra1_9=1d6<br />
|extra1_10=1d8<br />
|extra1_11=1d8<br />
|extra1_12=1d8<br />
|extra1_13=1d8<br />
|extra1_14=1d10<br />
|extra1_15=1d10<br />
|extra1_16=1d10<br />
|extra1_17=1d10<br />
|extra1_18=1d12<br />
|extra1_19=1d12<br />
|extra1_20=1d12<br />
}}<br />
<br />
==== Alcohol's Respite ====<br />
<br />
Starting at 1st level, you must choose two conditions to add while drunk, and three while sober. You are considered drunk after drinking a flask of alcohol this increases by one additional flask per level. You become sober again after five hours this decreases by 10 minutes per level or a long rest.<br />
<br />
;Drunken Strength: Your unarmed strikes and improvised weapons use the same damage die. This starts off as a d4, and increases as you level. At 5th level, it becomes a d6, at 10th it's a d8, at 14th it's a d10, and at 18th level it's a d12. You add your {{5a|Str}} modifier to the damage. (Drunk)<br />
<br />
;Numb the Pain: You can use your reaction to reduce any incoming damage by a value equal to your Constitution modifier. (Drunk)<br />
<br />
;Temporary Apathy: You are resistant to psychic damage and immune to being charmed and frightened. You have disadvantage on {{5a|Wis}} checks . (Drunk)<br />
<br />
;Pathetic Mess: You are vulnerable to psychic damage and have disadvantage on all {{5a|Wis}} checks and saves. (Sober)<br />
<br />
;False Constitution: You gain temporary hit points equal to your level whenever you use an action to drink. (Drunk)<br />
<br />
;Withdrawal: You have the {{5c|Poisoned}} condition whilst not drunk. (Sober)<br />
<br />
;Greater Withdrawal: For every day without any alcohol, you gain a level of {{5c|Exhaustion}} that can only be removed by drinking. (Sober)<br />
<br />
;Hangover: Immediately following a long rest after drinking, you take a level of {{5c|Exhaustion}} (Sober)<br />
<br />
;Weakened Constitution: At Level 1, your maximum hit points are temporarily decreased by 1d6 per level for each day you don't drink. At level 5 this increases to 2d6 per level, and again at level 10 to 3d6 per level . (Sober)<br />
<br />
==== Fighting Style ====<br />
<br />
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense:While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling:When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
<br />
;Protection:When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a {{5e|Shield (Armor)|shield}}.<br />
<br />
;Two-Weapon Fighting:When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
==== Memories from Times Past ====<br />
<br />
At 3rd level, you begin to somewhat recollect what you'd originally wanted to be in life. You must choose which path you wished to walk. This page has two paths: path of the drunken fighter, path of the failed monk.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Extra Attack ====<br />
At 5th level, when you take the attack action, you can attack twice rather than once. The number of attacks increases to three when you reach 11th level in this class.<br />
<br />
==== Drinking Buddies! ====<br />
At 6th level, you have advantage on all {{5a|Cha}} and {{5s|Investigation}} checks at inns, taverns, bars, and other traditional drinking areas.<br />
<br />
==== Molotov ====<br />
At 9th level, you finally realized that what you've been drinking is highly flammable and thought you'd put it to use. During a long rest, you can spend 1 hour and 1 flask of alcohol preparing up to five molotovs. To use them, you must have a source of fire at hand. The molotov has a thrown range of 50/100 and sets an area with a 5-foot radius on fire dealing 1d6 fire damage to all enemies in that range, and an additional 1d4 fire when an enemy starts its turn in this area.<br />
<br />
==== Heavy Drinker ====<br />
At 11th level, you have long since passed the point of giving up drinking. Pain, and most emotions have long since left you. You have advantage on {{5a|con}} saving throws.<br />
<br />
==== Drink to Forget ====<br />
At 13th level, you can use your action to drink a whole flask of alcohol. You gain temporary hit points equal to the amount of damage you'd taken at the time. When you become sober, you take damage equal to the number of temporary hit points you gained. You regain the use of this feature after you finish a short or long rest.<br />
<br />
==== Alcoholic's Paradise ====<br />
At 20th level, you can spend your action pouring three flasks onto the ground around you. At the beginning of the next round, the alcohol forms into a sphere with a 20 ft radius. The area inside the sphere is perceived as a 200 ft area that contains a place you remember fondly such as a favored inn, bar, or even your childhood home. While in the sphere, you have access to a limitless amount of alcohol to refill your flasks, and all those inside the sphere regain 1d10 + your {{5a|Con}} modifier at the start of their turns. After it is formed, no enemy can enter the sphere, but allies can come and go as they please, appearing from and leaving through the outer edges of the area. If an enemy uses an attack that targets an area such as a cone, and would go through the orb, all those inside the sphere are in it's area and must make the saves. Inside, you are vulnerable to fire damage and have disadvantage on {{5a|Dex}} saves. The sphere lasts 3 rounds but can last longer if the user makes a roll higher than 10 + your {{5a|Con}} modifier, but can dispelled as a free action on your turn. You regain use of this feature after you finish a long rest.<br />
<br />
=== Paths of Remembrance ===<br />
<br />
==== Drunken Fighter ====<br />
<br />
You remember when you were a wee lad, trying to become a great hero that could save the world, this motivates you to rise to the occasion and take arms.<br />
<br />
;Pseudo Fighter's Training<br />
At 3rd level, you gain proficiency in martial weapons, {{5e|Heavy Armor}}, and {{5s|Athletics}}. If you already have proficiency in {{5s|Athletics}}, double it.<br />
<br />
;Thoughtless Courage<br />
At 3rd level, when an enemy within half your walking speed makes an attack against an ally, you can use your reaction to charge at the two. The enemy and ally must make a {{5a|Dex}} save contested by your {{5s|Athletics}} check. If both succeed, they dodge and you fall {{5c|prone}} between the two. If the ally succeeds and the enemy fails, you slam into the enemy, stopping the attack and knocking them prone. The opposite results in you taking the attack and your ally being knocked {{5c|prone}}. If both fail, you charge into them, stopping the attack, knocking them {{5c|prone}}, and dealing 1d10 bludgeoning damage.<br />
<br />
;Drunken Rage<br />
At 7th level, you can use this feature to take an extra action on your turn. Any creatures you hit with a melee weapon attack must make a {{5a|Str}} saving throw with a DC of (8+prof+str mod). On a success, you fall prone. You need to finish a short or long rest before you can use this feature again.<br />
<br />
;Second Round<br />
At 10th level, after skimming through a few books, you learn a few tricks of your own in terms of casting spells. Using your action, you can cast {{5e|False Life}} as a second level spell, and if you do so, it is cast again as a first level spell as a free action at the beginning of your next turn. You need to finish a short/long rest before you can use this feature again.<br />
<br />
;Improved Critical<br />
At 15th level, your weapon attacks score a critical on a roll of 19 or 20.<br />
<br />
;A True Hero<br />
After spending time with your allies and friends, you've learned what it truly means to be a hero, and your bonds with them have become more than just that. At 18th level, you can use your action create barriers around your allies. These barriers absorb half the damage they would take and force it onto you. Damage you take this way is unaffected by any resistances or vulnerabilities. You need to finish a long rest before you can use this feature each day.<br />
<br />
==== The Failed Monk ====<br />
<br />
You remember when you had tried to become a monk but the lures of alcohol pulled you away<br />
<br />
;Unarmed Drunken Strike<br />
At 3rd level, While drunk, if you hit with your unarmed strike you are able to attack with your bonus action with another unarmed strike but you must do so with disadvantage as you're drunk. <br />
<br />
;Training<br />
At 3rd level, you get proficiency in acrobatics and the Quarterstaff. If you already have proficiency in acrobatics, double it.<br />
<br />
;Fire Breath Of Alcohol<br />
At level 7, you start to remember the way of breathing fire by the way of alcohol. You use up one flask of alcohol to spit out a mist of alcohol into an open flame you have nearby. This mist goes in a fifteen foot cone and any creature in this cone must make a Dexterity saving throw of a DC equal to 8 + Your Constitution Modifier + your Proficiency Bonus, taking 5d6 Fire damage on a failed save, or half on a successful save. Anything flammable in the radius that isn’t being worn or carried is lit on fire.<br />
<br />
;The Drinks Advantage<br />
At level 10 you have remembered how to really fight like a monk and you’ve put in your drunk life to it. All your unarmed strikes have advantage but your bonus action attack now is just a normal unarmed strike.<br />
<br />
;Parry<br />
At level 15, As a reaction, you can do the parry move. Where if someone misses you with a melee attack you are able to strike at them with advantage. You can do this for as many times as your con mod + your profiency bonus. A short/long rest refills the amount.<br />
<br />
;A True Monk<br />
At level 18, your able to take five attack actions as long as they’re unarmed strikes on one turn. You do all attacks without any disadvantages or advantages. You may only do these 3 times before you have to take a long rest to be able to do this again.<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 Alcoholic class, you must meet these prerequisites: {{5a|Con}} 15<br />
<br />
'''Proficiencies.''' When you multiclass into the Alcoholic class, you gain the following proficiencies: {{5e|Improvised Weapons}}<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>204.63.214.244https://www.dandwiki.com/w/index.php?title=Omnitrix_Wielder_(5e_Class)&diff=1276885Omnitrix Wielder (5e Class)2020-02-02T01:52:22Z<p>204.63.214.244: /* Multiclassing */</p>
<hr />
<div>{{stub|Missing subclasses.}}<br />
<br />
== Ben 10 ==<br />
<br />
<!--Introduction--><br />
<br />
=== Weilder of the Omnitrix ===<br />
<br />
The Omnitrix is a powerful piece of equipment that allows the wearer to transform into many different species. While the intentions behind creating it were good, it can certainly be used to make the weilder into a fearsome warrior.<br />
<br />
=== Creating Ben Tennyson ===<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 />
<!--Questions to help a player develop a character--><br />
;Quick Build<br />
You can make Ben Tennyson quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Charisma. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices-> <br />
<br />
{{5e Class Features<br />
|name=<br />
|summary=<br />
|hd=8<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor= None<br />
|weapons= Special Weapons<br />
|tools= Tinker's Tools<br />
|saves= Wisdon and Charisma<br />
|skills= You have a great understanding of many creatures when weilding the Omnitrix, you gain proficiency with Insight and<br />
|item1a=Omnitrix<br />
|item1b=<br />
|item1c=<br />
|item2a=<br />
|item2b=<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Basic Transformations}}, {{inpage|DNA Scanning}}<br />
|classfeatures2={{inpage|Improved Creatures}}<br />
|classfeatures3={{inpage|Reduced Timeout}}, {{inpage|Upgrade Omnitrix}}<br />
|classfeatures4={{inpage|Improved Creatures}}<br />
|classfeatures5={{inpage|Protective Transformation}}<br />
|classfeatures6={{inpage|Extended Duration}}, {{inpage|Upgrade Omnitrix}}<br />
|classfeatures7={{inpage|Combat Initiative}}<br />
|classfeatures8={{inpage|Improved Creatures}}<br />
|classfeatures9={{inpage|Reduced Timeout}}<br />
|classfeatures10={{inpage|Omnitrix Upgrade}}<br />
|classfeatures11={{inpage|Extended Duration}}, {{inpage|Upgrade Omnitrix}}<br />
|classfeatures12={{inpage|Improved Creatures}}<br />
|classfeatures13={{inpage|Reduced Timeout}}<br />
|classfeatures14={{inpage|Upgrade Omnitrix}}<br />
|classfeatures15={{inpage|Extended Duration}}<br />
|classfeatures16={{inpage|Improved Creatures}}<br />
|classfeatures17={{inpage|Upgrade Omnitrix}}<br />
|classfeatures18={{inpage|Master Combination}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Ultimate Alien}}<br />
<br />
|extrasonleft= 1<br />
|extra1_name=Base Creature Capacity<br />
|extra1_1=4<br />
|extra1_2=4<br />
|extra1_3=4<br />
|extra1_4=6<br />
|extra1_5=6<br />
|extra1_6=6<br />
|extra1_7=6<br />
|extra1_8=8<br />
|extra1_9=8<br />
|extra1_10=8<br />
|extra1_11=8<br />
|extra1_12=10<br />
|extra1_13=10<br />
|extra1_14=10<br />
|extra1_15=10<br />
|extra1_16=12<br />
|extra1_17=12<br />
|extra1_18=12<br />
|extra1_19=12<br />
|extra1_20=20<br />
}}<br />
<br />
=== Class Feature Descriptions ===<br />
<br />
==== The Omnitrix ====<br />
The Omnitrix is a powerful and complex magical device, little is understood about how it works. When weilding an Omnitrix, it automatically attunes to the wearer and once put on it can only be removed by magical means. A person attempting to remove the Omnitrix (unatune to it) must pass DC 25 Intelligence check or the Omnitrix will try to defend itself and the wearer. If the person attempting to remove the Omnitrix fails the check, they take 1d100+50 force damage and are temporarily blinded by a flash of light. In addition, a failed check will automatically change the wearer randomly into one of their stored creatures.<br />
<br />
On a long rest, you can send a creature from the Omnitrix to the Codon Stream. This makes you unable to transform into that creature unless you have the Codon Stream Upgrade.<br />
<br />
<br />
==== Basic Transformations ====<br />
When you take your first level in this class you may choose up to 4 monsters with CR 1/4 from the Monster Manual to add to your Omnitrix.<br />
<br />
==== Transforming ====<br />
To transform into a creature, you must announce which of the stored creatures you want to transform into. If you pass a DC 8 Dexterity saving throw, you transform into the desired creature. If you fail, one is selected at random. When you transform into a creature you adopt all of the creature's stats except wisdom, if the wearer's hitpoints are greater than the creature's that you transform into, the extra cary over as temporary hitpoints. Transformations last for 1d6 minutes (at level 1). Once the duration ends the wearer cannot transform for 4d6 minutes (at level 1). You can only use this feature when in an untransformed state unless you have the Master Combination feature. If your hitpoints drop to 0 while transformed, you return to your original form with 1 hitpoint.<br />
<br />
<br />
==== DNA Scanning ====<br />
;Scanning Cooldown<br />
Once the Omnitrix has scanned in new DNA, this feature cannot be used until you complete a long rest. Immediately after a scan, the wearer cannot transform using the Omnitrix for 2d6 minutes while the Omnitrix processes the new DNA.<br />
<br />
;Accidental Scans<br />
When you take damage in your untransformed form, there is a possibility that the Omnitrix will automatically scan the creature's DNA. If the creature is currently not stored within the Omnitrix, roll a percentile dice, if you roll 10 or less the Omnitrix will automatically scan the creature.<br />
<br />
;Intentional Scans<br />
A willing creature can put their DNA into the Omnitrix.<br />
<br />
<br />
==== Extended Duration ====<br />
Everytime you receive in this upgrade, you can increase the timeout duration by 1d6 minutes.<br />
<br />
<br />
==== Reduced Timeout ====<br />
Everytime you receive in this upgrade, you can reduce the cooldown period by 1d6 minutes.<br />
<br />
<br />
==== Improved Creatures ====<br />
With time, you discover that the Omnitrix is capable of handling stronger creatures. At 2nd level the max creature CR is increased to 1/2. At 4th level it increases to CR 1. At 8th level it increases to CR 2. At 12th level it increases to CR 4. At 16th level it increases to CR 6. And at 20th level the CR increases to 8.<br />
<br />
<br />
==== Protective Transformation ====<br />
When making a saving throw, you can choose to use your reaction to transform, if able, into a creature of your choice to make the saving throw with instead. Additionally, if you fail a saving throw in an untransformed state, the Omnitrix will transform the wearer into a knowm creature at random. Standard tramsformation rules apply.<br />
<br />
<br />
==== Combat Initiative ====<br />
When you roll initiative, if you are not surprised or incapacitated, you can immediately choose a creature to transform into.<br />
<br />
<br />
==== Master Combination ====<br />
Once the Master Combination is unlocked, the wearer can be transformed indefinitely into any creature but their chosen Ultimate Alien. There is no timeout period after the wearer returns to their normal form. As an action, the wearer can change to another creature, as long as they are able to verbally announce it, while already transformed. Using this feature can he harmful to the wearer however, and they must make a DC 15 Constitution saving throw using their normal form Constitution. On a failed save, the wearer takes a level of exhaustion that carries over into all forms. In addition to this, the wearer can now ransform into any creature without fail.<br />
<br />
<br />
==== Ultimate Alien ====<br />
At level 20, you can select one CR 10 creature to add to the Omnitrix.<br />
<br />
<br />
==== Ability Score Increase ====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
<br />
==== Upgrade Omnitrix ====<br />
As you become more familiar with the capabilities of the Omnitrix you will discover new features about it. When you take an ability score upgrade, you can instead choose 1 upgrade. In addition, you can choose an upgrade as a class level feature.<br />
<br />
;Increased Creature Capacity<br />
Each time you take a point in this upgrade, you can increase the base creature capacity by 2.<br />
<br />
;Universal Translator<br />
Unlocks the feature to automatically translate any spoken language for the wearer.<br />
<br />
;Detect Creatures<br />
Unlocks the ability for the Omnitrix to detect the number of creatures within a 50ft. radius. If the creature's DNA is stored in the Omnitrix, it also alerts the user as to the race of the creature.<br />
<br />
;Codon Stream<br />
Grants the wearer access to all creatures in the codon stream. You can switch out creatures stored in the Omnitrix with creatures in the Codon Stream on a long rest.<br />
<br />
;Ultimate Creature Form<br />
Each time you take this upgrade, you can choose one creature in the Omnitrix or Codon Stream and increase all of its ability scores by 1 when you transform into that creature.<br />
<br />
;Slimebiote<br />
Unlocks the ability to take on aspects of creatures stored in the Omnitrix or the Codon Stream. You can use this feature once per day for each time you take this upgrade. You can opt to switch one of your ability scores (except Wisdom), or adopt a sense the creature has. If this requires the wearer to take on an aspect of the creature, they do so. Work with your DM for flavor ruling on this.<br />
<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 wearing the Omnitrix, you must meet these prerequisites: Wisdom 15<br />
<br />
'''Proficiencies.''' When you multiclass into the Ben 10 class, you gain the following proficiencies:<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>204.63.214.244https://www.dandwiki.com/w/index.php?title=Juggernaut_(5e_Class)&diff=1270446Juggernaut (5e Class)2020-01-28T14:05:23Z<p>204.63.214.244: /* Juggernaut Defense Style */</p>
<hr />
<div>== Juggernaut ==<br />
<br />
A tall, muscular orc looks ahead at his enemies, planting his shield in the ground and creating a near impenetrable wall. <br />
A goliath runs in front of his friends to block the on-coming savage and deadly attacks of the fabled red dragon. <br />
A dwarf, seething, channels his energy to make giant spikes appear on his shield, suddenly flying to the enemy. <br />
<br />
Juggernauts, masters of strength and defense, are warriors who aim to block attacks, taunt enemies, and trap foes with their shield. Juggernauts are uncommon, as most warriors prefer methods of power over defense. They strive to embody their strength within their main weapon, a shield. Their shield represents themselves, their honor, and their spirit for a fight. <br />
<br />
=== Uncommon Style ===<br />
The fighting style of a juggernaut is very rare. It is similar to the way of a fighter, block or attack, but it is also very different from any other style of fighting. Most classes wish to damage foes, heal allies, or curse/bless creatures. The honor of a juggernaut is embodied in their fighting style as well, similar to that of a paladin. <br />
<br />
=== Creating a Juggernaut ===<br />
A juggernaut's main power is their shield. Who crafted your shield? Did you make it? Did you take your father or your mother's shield? Or did they die an unhonorable death, and you are following their footsteps to avenge them? <br />
<br />
;Quick Build<br />
You can make a Juggernaut quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Folk Hero background. Third, choose Chain Mail, a Flail, and a Warhammer. <br />
<br />
{{5e Class Features<br />
|name=Juggernaut<br />
|summary=A strong warrior who blocks attacks, traps enemies, and taunts foes. <br />
|hd=12<br />
|spellcasting=<br />
|armor=all armor, shields<br />
|weapons=simple weapons, martial weapons<br />
|tools=smithing tools<br />
|saves=Strength, Constitution<br />
|skills= Choose 2 from: Medicine, Intimidation, Survival, Investigation, Perception, Athletics<br />
|item1a=Chain Mail <br />
|item1b=Scale Mail Armor<br />
|item2a=A Flail <br />
|item2b=Any Martial Melee weapon <br />
|item3a=A Warhammer<br />
|item3b=Any Simple Melee Weapon<br />
|item4a= A Explorer's Pack<br />
|item4b=A Dungeoneers Pack<br />
|classfeatures1=Colossal Shield, Taunt<br />
|classfeatures2=Juggernaut Defense Style, Superior Health<br />
|classfeatures3=Defense Specialization Path<br />
|classfeatures4=<br />
|classfeatures5=Shield Bash, Extra Attack<br />
|classfeatures6=Indomitable Resistance<br />
|classfeatures7=Defense Specialization Feature<br />
|classfeatures8=<br />
|classfeatures9=Shield Bond<br />
|classfeatures10=Improved Shield Bash<br />
|classfeatures11=Taunt Upgrade<br />
|classfeatures12=<br />
|classfeatures13=Improved Superior Health<br />
|classfeatures14=Defense Specialization Feature<br />
|classfeatures15=Improved Indomitable Resistance<br />
|classfeatures16=<br />
|classfeatures17= Perfected Shield Bash<br />
|classfeatures18= Improved Shield Bond<br />
|classfeatures19=<br />
|classfeatures20=Unstoppable Might<br />
}}<br />
<br />
===Colossal Shield===<br />
<br />
Starting at 1st level, you have a specially upgraded shield, which is larger than an average shield. Your shield is considered one size larger, covering your body. Your shield protects either the front or back of your body from non-magical projectiles. If you are size Small, this attribute does not apply.If you are size Large, it grows to size large. Due to the overwhelming size, you gain the following changes:<br />
<br />
-Your speed is decreased by 5 ft. <br />
<br />
-The shield bonus to your AC becomes equal to your Constitution or Proficiency modifier (which ever is higher) instead of the regular benefit.<br />
<br />
;Losing Your Shield<br />
If you lose or destroy your shield, you may spend 50 gold and 8 hours of working on a new shield under a blacksmith's supervision. To a Juggernaut, losing their shield is fatal to their honor. For the next day when you use your shield, it is treated as a regular shield and after that, it can be treated as a colossal shield.<br />
<br />
<br />
<br />
===Taunt===<br />
Starting at 1st level, as a bonus action you can enrage enemies into fighting you. Choose an enemy to taunt and they must make a Charisma saving throw. On a failed save, the enemy has disadvantage against other targets with melee attacks. The DC is 8 + Charisma Modifier + Proficiency. This ability lasts for one round. You can use this skill an equal amount of times to your Proficiency Bonus. You recover all uses on a short or long rest.<br />
<br />
Starting at 11th level, you can choose up to Proficiency Bonus enemies at a time. Additionally, the enemy now has disadvantage with all attacks.<br />
<br />
===Juggernaut Defense Style===<br />
Starting at 2nd level, you inherit a juggernaut defending style as your specialty. Choose two of the following below: <br />
<br />
;Protection<br />
As an action, when an ally is within 5 feet of you, you can declare the ally as protected by you. That ally gains your Strength modifier added to their Armor Class. Additionally, as a reaction, you can take a melee attack for an ally within 5 feet of you. This attack will be redirected to you instead.<br />
<br />
;Unmovable Stance<br />
As an action, you can enter a defensive stance, in which only the most powerful forces can move. You gain advantage on physical saving throws that would move you in any way. This lasts until you are attacked successfully or the start of your next turn.<br />
<br />
;Grapple<br />
Any Strength check against you by a large or smaller creature is at disadvantage. Any Strength check made by you, against a Large or smaller creature, is with advantage.<br />
<br />
;Brute Force<br />
You gain a +2 to attack rolls made with melee weapons. You can also wield weapons with the heavy, two-handed, and reach properties with one hand<br />
<br />
;Unyielding Strength<br />
If a creature makes a melee attack against you and misses, you may use your reaction to knock the enemy back 1d10 + Strength Modifier feet, knocking them prone.<br />
<br />
===Superior Health===<br />
Starting at 2nd level, you can add your Proficiency to the number of hit points you gain when rolling hit dice on a short rest. <br />
<br />
Starting at 13th level, you now gain advantage on Constitution saves. Additionally, any hit dice used are automatically at the maximum roll.<br />
<br />
===Defense Specialization Path===<br />
Starting at 3rd level, you gain a Defense Specialization Path, as outlined at the end of this class. If your alignment changes you gain the starters for both paths.(starter being anything under 7th level)<br />
<br />
Your choice grants you features at 3rd level, then again at 7th and 14th level.<br />
<br />
===Ability Score Increase ===<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
===Shield Bash ===<br />
Starting at 5th level, if you are within 5 feet of a creature, you can use a bonus action to bash them with your shield. Make an attack roll, adding your Strength modifier and Proficiency Bonus, and on a hit, deal 2d8 plus Strength modifier bludgeoning damage. If the target is Large or smaller, on a critical hit, they are knocked prone. Before this feature a shield bash with the colossal shield counts as a attack with an improvised weapon that deals 2d4 damage.<br />
<br />
The damage of this feature increases to 3d8 at 10th level, and 4d8 at 17th level.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class.<br />
<br />
===Indomitable Resistance===<br />
Starting at 6th level, if you fail a save, you can choose to instead succeed a number of times equal to your proficiency bonus. If the save was to take half damage, you instead take no damage. You regain all uses after a short or long rest.<br />
<br />
Starting at 15th level, you gain resistance to non-magical Slashing, Piercing, and Bludgeoning damage.<br />
<br />
=== Shield Bond ===<br />
Starting at 9th level, you have become the ultimate tank. You can no longer be knocked prone. You also add a +2 to your Armour Class.<br />
<br />
Additionally, if you did not take the Defender specialization path, you gain the ability to see your shield within a 60-ft radius. You can also call your shield to your hand in a 30-ft radius as a bonus action. At 18th level, the Shield bond call ability increases to 60-ft.<br />
<br />
===Unstoppable Might===<br />
Starting at 20th level, your Strength and Constitution scores increase to 24. If already at or above 24, then this has no effect.<br />
<br />
== Defense Specialization Path ==<br />
<br />
===The Defender===<br />
Defenders are the juggernauts who aim to protect those weaker than it from any harm. Their fighting style involves protecting and blocking allies from harm. A defender has a set of ideals they follow and learn from. Juggernauts who break this code become a ravagers, brutal warriors who are insurmountably more aggressive and do not follow any ideals. Most ravagers are shunned by juggernauts because they do not follow the "correct" ideals of defense. <br />
<br />
===Ideals of a Defender:===<br />
-You should attack only in defense. "The world does not need unnecessary bloodshed."<br />
<br />
-You must do everything you can to protect those weaker than you. "The innocent must be protected from the evil in this world."<br />
<br />
-Hold your shield with honor, never with arrogance. "Stay humble even in the most violent of moments."<br />
<br />
-You must protect your allies at all costs. "This world is nothing without companionship."<br />
<br />
====Mjölnir Shield====<br />
-Starting at 3rd level, your shield becomes as light as a feather to you and no longer reduces your speed. You can carry your shield easily, and it does not count against your maximum weight. No other creature is able to lift your shield, as it remains fixed to the ground unable to be moved. You can magically sense the position of the shield in a 60-foot radius, and if your shield is within 30 feet of you, you can use your bonus action to summon it to your hand.<br />
<br />
====Health Sacrifice====<br />
Starting at 7th level, you can sacrifice your health to help your allies. When you touch a friendly creature, as a bonus action, you can restore up to 30 hit points to them. You lose the half the number of hit points you gave to your ally. Hit points given cannot be temporary hit points. This can be used a number of times equal to your Constitution modifier per long rest.<br />
<br />
====Defense of 1000 Shields====<br />
Starting at 14th level, you can use your action to rally any willing allies behind you. As a reaction to this feature, each ally in a 30-foot radius can use their movement to get behind you. Each ally must move within 10 feet of you and they do not take opportunity attacks during this feature. You create a 20-foot radius aura of defense, centered on yourself, blocking any incoming enemies. Until your next turn, an enemy must make a Constitution saving throw, with a DC of 8 + constitution modifier + proficiency bonus. On a failed save, the creature takes 2d8 force damage and is removed from the aura. This aura blocks any melee or ranged attacks, but does not block any magic ranged attacks. This feature can only be used once per day. As a result of using this ability, your speed is halved. This lasts until the end of the encounter.<br />
<br />
===The Ravager===<br />
<br />
The phrase: "Your best offense is a good defense" embodies this class. Ravagers are juggernauts who seek the path to violence as their defense. Their goal is to protect only themselves from enemies and retaliating viciously. Ravagers are often shunned or looked down upon by other juggernauts because of their aggressive motives in battle. Still, ravagers are proud of their abilities and always try to prove themselves. <br />
<br />
====Agressive Movement====<br />
Starting at 3rd level, your speed increases by 10 feet. Additionally, if you hit a creature with a shield bash, after moving at least 20 feet, you can double the damage dealt with the attack.<br />
<br />
====Spiked Shield====<br />
Starting at 7th level, your equip your shield with 8 long spikes. When you hit a creature with your shield bash, it deals 2d8 extra piercing damage. If you deal more than 20 damage with a shield bash, the creature must take its reaction to move at least 5 feet away from you.<br />
<br />
====Vicious Retaliation====<br />
Starting at 14th level, when a creature hits you with a melee attack, you can use your reaction to attack with a shield bash attack. You can do this a number of times equal to your {{5E|Constitution}} modifier before taking a short or long rest.<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 Juggernaut class, you must meet these prerequisites: Strength 13, Constitution 13<br />
<br />
'''Proficiencies.''' When you multiclass into the juggernaut class, you gain the following proficiencies: Intimidation, Athletics<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>204.63.214.244https://www.dandwiki.com/w/index.php?title=Stand_User,_2nd_Variant_(5e_Class)&diff=1263671Stand User, 2nd Variant (5e Class)2020-01-24T23:44:29Z<p>204.63.214.244: /* Multiclassing */</p>
<hr />
<div>{{Copyright Disclaimer|franchise=JoJo's Bizarre Adventure|owner=Hirohiko Araki}}<br />
==Stand User, 2nd variant (5e Class)==<br />
<br />
===Introduction===<br />
With a clenched fist, the dragonborn's spirit essence begins to emanate from his body. He's surrounded by bandits, each one with a curved blade, and a greedy lust for his coin. The dragonborn opens his maw to utter the name of his stand "The World!". A humanoid figure adorned by yellow armor leaps from his body and impales a bandit with a punch straight through his chest, the bandit killed in an instant before the arm is quickly ripped back out from his chest, letting the body fall to the ground. The other bandit's panic and jump forth towards the dragonborn, each one with their dagger aimed towards the dragonborn's skull before the dragonborn speaks the name of his stand once more. "The World, time grinds to a halt!", every bandit freezes mid-air, they are suspended as time itself has stopped. The stand turns towards the frozen bandits, before quickly finishing each one of with a flurry of blows. The dragonborn walks away from the still suspended bodies as his stand fades away, time resuming and the bandits then reacting to the swift attack dealt to them.<br />
<br />
== A Stand And Their User==<br />
Stand Users are those with a spiritual manifestation of their own fighting spirit which can be any shape or size. "Stands" are the powerful spirits that Stand Users wield and can be anything from humanoid like Star Platinum, bug-like such as The Tower, or maybe even nothing more than a bodily change like Scary Monsters. Those who are naturally docile usually cannot bear a stand due to the fighting spirit being nonexistent. Stand Users are very rare, yet the ones that do exist are drawn to each other via unknown forces, this can cause conflict or companionship depending upon the encounter.<br />
<br />
==== Creating a Stand User ====<br />
{{5e Image|float:right|https://k42.kn3.net/taringa/4/6/1/7/8/7/5/sheppardxd/550x785_681.jpg| Dio and his stand The World}}<br />
<br />
While creating a Stand User there are a couple of important questions you must ask yourself. What is my relationship with my stand? What is my stand adorning? Why have I received my stand? What are my goals and how will my stand help me achieve them? <br />
;Quick Build<br />
You can make a stand user quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Strength. Second, choose the Charlatan background. <br />
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{{5e Class Features<br />
|name=Stand User<br />
|summary=<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light armor, Medium armor<br />
|weapons=Simple weapons, martial weapons<br />
|tools=none<br />
|saves=Strength, Charisma<br />
|skills=Choose two skills from Acrobatics, Athletics, Deception, Insight, Investigation, Perception, Persuasion, and Stealth<br />
<br />
|item1a=padded armor<br />
|item1b=scale mail armor <br />
|item2a=two simple weapons<br />
|item2b=one martial weapon<br />
|item2c=<br />
|item3a=entertainer's pack<br />
|item3b=explorer's pack<br />
|item3c=<br />
|item4a=<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4 x 10 gp<br />
|classfeatures1={{inpage|Stand Power}}<br />
|classfeatures2={{inpage|Fighting Style}}<br />
|classfeatures3={{inpage|Deflect Missile}}, {{inpage|Counter-Measures}}<br />
|classfeatures4={{inpage|Stand Feature}}<br />
|classfeatures5={{inpage|Fast Movement}}<br />
|classfeatures6={{inpage|Long Travels}}<br />
|classfeatures7={{inpage|Counter-Measure}}<br />
|classfeatures8={{inpage|Stand Feature}}<br />
|classfeatures9={{inpage|Stand Proud}}<br />
|classfeatures10={{inpage|Counter-Measure}}<br />
|classfeatures11={{inpage|Block}}<br />
|classfeatures12={{inpage|Stand Feature}}<br />
|classfeatures13={{inpage|Improved Counter-Measure}}<br />
|classfeatures14=<br />
|classfeatures15={{inpage|Counter-Measure}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Pummel}}<br />
|classfeatures18={{inpage|Stand Feature}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Stand Feature}}, {{inpage|Stand Master}}<br />
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<br />
==Stand User Abilities and Features==<br />
<br />
==== Stand Power ====<br />
<br />
At 1st level, you choose a stand. Choose one between the multitude, all detailed at the end of the class description. Your choice grants you features at 1st level and again at 4th, 8th, 12th, 18th, and 20th level.<br />
Stands are their own entities yet share the same hit points as you, here's all you need to know about stands<br />
; Armor Class<br />
Stands cannot wear armor. Stands have unarmored defense and their AC can be calculated by 10 + Strength + Charisma.<br />
; Hit Points<br />
You and your stand share the same hit points, any damage dealt to you or your stand will subsequently affect those hit points. If both you and your stand are hit by an attack, the damage each of you receive both affect your hit points. Ex: Fireball hits my stand and I, dealing 30 damage to my stand and 30 damage to me, therefore I took 60 damage.<br />
; Proficiency<br />
Stands gain the user's proficiency bonus and are proficient in everything the user is proficient in. Stands can wield weapons, play instruments, and even write or draw. Limitations to these proficiencies do come with the type of stand detailed in stand types.<br />
; Ability Score<br />
Stands have their own ability scores: Their Strength and Dexterity scores are determined by 10 + your strength mod + your charisma mod. All other of the stands ability scores match your own.<br />
; Saving Throws<br />
Stands have their own saving throws, those saving throws are calculated with their stats. Stands are proficient in Strength, Dexterity, and Constitution saving throws.<br />
; Stand Resistances and Immunities<br />
Damage Resistance: Acid, Lightning, Bludgeoning, Piercing, and Slashing From Nonmagical Weapons<br />
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Damage Immunities: Poison, Psychic, Thunder<br />
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Condition Immunities: Charmed, Deafened, Frightened, Exhaustion, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious<br />
; Vision and Movement<br />
Stands have hover movement speed equal to the user's base movement speed. Stands have the same vision as the user, the user can see through the stands eyes and vice versa both occurring at the same time. Stands cannot willingly move out of the users range and are forced to use their movement if they are about to do so. If teleportation were to teleport them away they are immediately desummoned.<br />
; Using One's Stand<br />
Using your stand costs a bonus action, using your bonus action gives your stand an action to use on your turn as well as movement. Summoning your stand out of or back into your body costs a bonus action. While your stand isn't summoned it dwells within your body, it is completely invisible in that state and intangible. When you summon your stand it appears within a space 5 feet next to you. <br />
; Actions<br />
You spend your bonus action to give your stand an action, stands have 1 attack action unless specified otherwise. Stands do not have bonus actions. Stands may use free actions and movement actions freely.<br />
;Stand Types<br />
-Humanoid: Humanoid stands are stands shaped like a humanoid, and therefore can do everything a humanoid creature can do with the normal limitations of a stand.<br />
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-Colony: Colony stands are small stands that are usually weak unless they group together. They are able to carry one pound for every 1 foot filled by them. Colony stands are size tiny for each unit.<br />
; Miscellaneous<br />
-Stands are in no way common, and therefore most people in the world won't understand how exactly they work or what they are. Consult your DM on how people will react to your stand when first encountering it, and how others will come to comprehend what a stand is.<br />
<br />
-Stands act like spirits and therefore don't have to breathe, however, they can breathe if they so wish.<br />
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-Stands are not one's own soul rather a spirit manifested out of "life energy", so anything that steals one's soul won't steal the stand, or anything that swaps one's soul won't remove the stand from the body it inherits.<br />
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-Stands count as humanoid, even if not appearing so<br />
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-Stands are the Unaligned alignment<br />
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-Stands count as a separate creatures when referring to rules, abilities, or conditions<br />
<br />
==== Fighting Style ====<br />
Starting at 2nd level, you have learned how to fight without relying on your stand. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Stands are also affected by fighting style perks.<br />
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;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
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;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
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;Dueling<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
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;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
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;Two-Weapon Fighting<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
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==== Counter-Measure ====<br />
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At 3rd level, you've learned how to protect yourself when your stand isn't out. When a counter-measure is used the stand is automatically desummoned after fulfilling it's purpose unless specified otherwise. Choose 2 from the counter-measures given, you learn 1 additional counter-measure at 7th, and 10th level, and 2 additional counter-measures 15th level.<br />
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;Cushioned Blow<br />
You summon your stand to take a hit for you. As a reaction, summon your stand where you get attacked, gaining all the resistances and immunities of your stand for a moment and applying them to the attack's damage.<br />
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;Decelerating Blow<br />
You summon your stand to weaken a blow dealt to you. When an attack roll is made against you but before you know if it hit, as a reaction, you summon your stand to slow the blow, the way it does this is flexible. If the attack hit, you reduce the damage taken by 1d10 + Charisma.<br />
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;Disarming Sacrifice<br />
You summon your stand to disarm an open opponent. When you are hit by a melee attack, as a reaction, you may summon your stands appendage or teeth to pry the weapon from their grasp, they must make a Strength saving throw of 8 + your proficiency + your Charisma mod. If the creature fails the save, it loses its weapon and is now held by your stands appendage or teeth, yet does not summon your stand or allow use of your stand, if the creature succeeds, the creature keeps it's weapon. <br />
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;Impact Reduction<br />
You summon your stand to catch you before you hit the ground, reducing damage. As a reaction, reduce the fall damage taken by an amount equal to five times your stand user level.<br />
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;Overlapping Parry<br />
You summon your stand the moment an enemy strikes. As a reaction you summon your stand to redirect an enemy melee attack away from you imposing disadvantage on the attacker. Can be performed before or after their attack roll but before they know if their attack hit or not.<br />
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;Overlapping Strength<br />
You summon your stand to overlap your body. When you must make a Strength Save, as a reaction you can summon your stand to parts of your body that require more strength, gaining advantage on the Save.<br />
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;Quick-Step<br />
You summon your stand under you to quickly step you out of harms way. When you must make a Dexterity save, as a reaction you can summon your stand to boost you off the ground, gaining advantage on the save.<br />
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;Stand Channel<br />
You summon your stand in the midst of combat. When damage is dealt to you, as a reaction, you summon your stand to your side, ignoring the desummon rule<br />
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;Your Next Line Is!<br />
You use your great wit to try to stun the opponent in amazement, telling them what they'll say next. As a reaction, make a wisdom (insight) roll to contest with the creatures wisdom saving throw, if they fail the saving throw then they are stunned til the beginning of their next turn. Creatures with higher wisdom than the user gain advantage, and disadvantage if their wisdom is lower. This can only affect creatures that can make noise.<br />
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==== Deflect Missile ====<br />
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Starting at 3rd level, you can use your reaction to deflect or catch the missile when you or your stand is hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Strength modifier + your stand user level. If you reduce the damage to 0, you or your stand can catch the missile if it is small enough to hold in one hand and if at least one hand is free.<br />
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==== Ability Score Increase ====<br />
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When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
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==== Fast Movement ====<br />
Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.<br />
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==== Long Travels ====<br />
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Starting at 6th level, your travels have caused you to adapt to the rough obstacles you face. Rough terrain no longer impedes your movement. When you complete a short rest, the amount of health you recover from hit die are doubled and remove 1 level of exhaustion. Furthermore, you can now use your bonus action to dash or disengage.<br />
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==== Weave Bending Attacks ====<br />
Starting at 7th level, your stands punches and kicks become so fast they warp the weave of magic around them. Stand's unarmed attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
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==== Stand Proud ====<br />
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Beginning at 9th level, you learn to harness your stands life energy to heal grievous wounds and continue fighting. If you drop to 0 hit points, you instead drop back to 1 hit point, you gain temporary hit points equal to your proficiency + your strength mod + your charisma mod. You regain this ability on a short or long rest.<br />
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==== Block ====<br />
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Beginning at 11th level your stand becomes adept at protecting it's user. As an action, you bring your stand in front of you, your stand attempts to deflect all attacks coming at you until you disengage block. Any attacks targeted towards you now targets your stand, block gives your stand 4 additional AC and -10 to damage received as well as advantage on all strength, dexterity and constitution saving throws. Block stops you from taking any actions other than disengaging block, to disengage block takes a bonus action on ones turn, when block is disengaged all effects from block are immediately dispelled.<br />
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==== Improved Counter-Measure ====<br />
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Beginning at 13th level, you and your stand become better at countering enemy attempts on your life. Counter-measures can now be used while your stand is within 10ft of the user, if a counter-measure is used while the stand is out, the stand does not automatically unsummon. Your stand moves to your space when counter-measure is used with your stand out.<br />
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==== Pummel ====<br />
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At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you or your stand is hit by an attack made by a creature other than you, you can use your reaction to make an attack by you or your stand.<br />
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==== Stand Master ====<br />
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At 20th level, you've mastered how to use your stand and your life energy is overflowing. Your Strength and Charisma scores increase by 4. Your maximum for those scores is now 24.<br />
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== Diver Down ==<br />
Diver down is a ghost like stand, hiding itself within objects and people waiting for the right moment to strike it's prey or protect it's target. Diver Down is a teal color and is wearing what appears to be a diving suit with oxygen tanks. <br />
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DISCLAIMER: This subclass is very dm based and has many abilities of which the dm chooses how it afflicts creatures, consult your dm before using this subclass.<br />
==== Strength of The Suit ====<br />
Your stand comes with unnatural strength, your stand's unarmed damage is 1d4, it increases to 1d6 at level 4, 1d8 at level 12, and 1d10 at level 16. Your stand's natural suit gives it bonus resistance against cold and fire. Your stand can be no more than 10 feet away from the user, if it is, it is teleported within 10 feet of the user. Your stand is humanoid.<br />
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==== Diver Down! ====<br />
At level 4, your stand unlocks it's main ability, diving. Your stand is able to phase itself through all creatures and non-magical objects, hiding itself in those creatures or objects, this is called diving. When your stand dives, it completely conceals itself inside an object, this means it is not visible whatsoever and can not be afflicted with any effects or damage, nor can it be detected by any means other than magic. Diving in or out takes half of the stands total movement and cannot be done while your stand is wielding an object. Diver Down can no longer be unsummoned but instead is dived in the users body when inactive or forced to unsummon. While Diver Down is dived into something you are able to do a multitude of actions.<br />
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;Diving inside a creature grants you these options:<br />
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- Combat: Your stand can make attacks from the creature it's dived in, such attacks can be directed towards the creature it's coming from. Once it's attack is finished it stays dived in.<br />
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- Deconstruction: Your stand is able to deconstruct a creatures bones and muscles, snapping or displacing them inside their body. Deconstruction effects vary, some examples of effects are listed below. The dm holds discretion over if you can break a creatures bones and what the effects are. A creature can make a constitution saving throw of your proficiency + your strength mod + your charisma mod. Deconstruction takes a bonus action.<br />
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- Deconstruction effects and examples: Deconstruction can have a multitude of effects, your arm being broken can impose a subtraction to damage equal to your unarmed damage and a break in your hand can impose disadvantage on attacks. Such breaks can be healed with a spell equal to or higher than lesser restoration, but the spell has to be focused on the injury meaning it heals only one at a time.<br />
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- Mending: You are able to call upon your stand to mend debuffs and injuries. As a bonus action, your stand gains the ability to heal the creature it's in for hit points equal to your 5 + your proficiency + your charisma mod. Or, instead of healing a creature, you can cure one of the following conditions on a creature: Charmed, Frightened, Petrified, or Poisoned.<br />
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- Protection: You can call upon your stand to protect the creature they dove in. You can take your bonus action to make your stand protect all damage the creature takes, causing diver down to take the damage instead. If the creature takes damage without protection activated, your stand can protect 1 attack as a reaction. Your stand automatically leaves protection on the start of your next turn.<br />
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;Diving inside an object gives you these options:<br />
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- Combat: Your stand can make attacks from an object. Once it's attack is finished it stays dived in.<br />
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- Manipulation: As a bonus action, your stand can use an object it's carrying or dived in that is no larger than 5ft, and create an object out of it's components. Performance and accuracy of such manipulation can be determined by a Charisma (Performance) roll. Example: Turning a metal cane into a sword, turning a log into a wooden sculpture.<br />
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- Mending: As a bonus action, your stand can mend an object as if it was using the Mending spell, the maximum feet this action can mend an object is 5 feet.<br />
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- Protection: You can call upon your stand to protect the object they dove in. You can take your bonus action to make your stand protect all damage the object takes, causing diver down to take the damage instead. If the object takes damage without protection activated, your stand can protect 1 attack as a reaction. Your stand automatically disengages protection on the start of your next turn.<br />
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==== Phase Placing ====<br />
Beginning at 8th level, your stand is able to dive with objects in hand. Your stand may forego diving and place an object inside a creature/ take an object from inside a creature instead. Diver Down chooses if objects that are put inside a creature act as if they are dived in or not, if not, they act normally, this means sharp objects inside a creature can cut the creature.<br />
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==== Store Attacks ====<br />
Starting at 12th level, Diver Down becomes able to store it's attacks inside of objects. Whenever Diver Down makes an unarmed attack on a creatures or object and successfully hits, it may choose to store it's attack within said creature. Stored attacks are not noticeable and are merely energy mimicking Diver Down's attack, the creature or object afflicted by the stored attack still takes the attacks initial damage and is unaware of the stored attack. Stored attacks can be released as a bonus action, when it is released it mimics Diver Downs unarmed attack within 5ft of the object or creature it was stored in, once it is released it is no longer stored. Diver Down can have three attacks stored total, and must release one of the three if it wishes to store another.<br />
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Example: Diver Down attacks a book, another creature sees the book and goes to pick it up before Diver Down releases the attack and the creature is attack by the stored attack, the attack rolls to hit with all of Diver Downs modifiers and hit's, dealing Diver Downs unarmed attack damage + Strength mod.<br />
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==== Super Suit ====<br />
Beginning at 18th level, Diver Down's armor is a veteran of combat. Diver Down is proficient in all saving throws, has a maximum range of 20 feet, and is immune to cold, and fire damage, as well as one of bludgeoning, piercing or slashing.<br />
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==== Intent ====<br />
At 20th level, your stand has mastered it's intent while diving. Choose one of these intents, you can switch them out on a short rest.<br />
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;Assassin: Your stand cannot be detected, even with magic. When it attacks a creature from a creature or object it is currently dived in, the creature it attacked must make a constitution saving throw dc21, or be blinded for 30 seconds. Surprise attacks now deal critical damage.<br />
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;Debilitator: Creatures afflicted by your deconstruction ability are vulnerable to Bludgeoning, Piercing, and Slashing for the duration the deconstruction afflicts them.<br />
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;Fighter: Your stand now deals max damage on it's damage rolls while dived into an object or creature.<br />
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;Healer: Creatures afflicted by mending are now healed for 15 health and mending can now fix 20 feet of an object.<br />
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;Protector: When you activate protection it no longer automatically stops but instead takes a free action to disengage, it also halves all damage taken.<br />
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== Metallica ==<br />
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What happens when one's childhood is ended prematurely and plagued with the realities of a grim world? A colony stand is formed from such soul crushing experience. Metallica is a stand visible only when the user bleeds, they resemble gray fries writhing inside of the users blood with sorrowful stitched up faces.<br />
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==== Broken Spirit ====<br />
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Metallica is a colony stand. It cannot take damage nor deal direct damage. They hide within clusters of blood cells, yet writhe out in pain when removed out of their body. The stand can weakly control it's own users iron which resides in it's blood, the user can carry more iron in their blood than usual. Because of this self control, the user is given an unarmored defense of 10 + Strength mod + Charisma mod. <br />
Depending on where you shift the iron in your blood, you can either have an extra attack, or resistance to all non-magical damage, you can choose one now, and switch between them using your action. Unarmed damage is also increased to 1d4. Using an ability that requires a summoned stand or using counter-measures will instead be preformed by the user.<br />
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==== Creeping Death ====<br />
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Beginning at 4th level, Metallica unlocks it's main ability, iron manipulation. Metallica is able to manipulate iron within a 15 feet radius around their user, with their control of iron they gain a multitude of benefits and actions:<br />
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;Blood Molding: Because of the iron in blood, Metallica can use it's Ironsmith ability on blood only if that blood is visible. Metallica's Ironsmith ability on creatures with magical blood has a 50% chance of enchanting the object made using Ironsmith. The enchantment's rarity differs based on how magical the creatures blood was. Ex: Common enchantment for Half-Elf commoner, Uncommon enchantment for Elf level 5 fighter. For easier approximations, each Creature has 1 pound of iron in their blood unless said otherwise by the dm.<br />
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;Iron Grip: The user has iron imbued in their grip, gaining advantage on grappling creatures, creatures have disadvantage on escaping the grapple.<br />
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;Ironsmith: Metallica can use it's action to mold up to 3 pounds of iron, transforming it into any object that has been within range of Metallica for at least five minutes. This may include but is not limited to: Quills, daggers, lock picks, charms, rings, and knuckle-dusters. The amount of iron that can be molded increases to 6 pounds at level 8, 10 pounds at level 12, and 15 pounds at level 16.<br />
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;Iron Storage: Your blood is able to carry a large amount of iron due to your stands unique ability. You can carry up to the equivalent of a 5 pounds of iron within your blood, this increases your weight per pound, but this does not affect your physical capabilities and does not change your appearance. Draining 2 pounds of iron costs your stands action. Metallica can form this iron into objects using Ironsmith.<br />
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;Magnetic Field: Metallica can freely move 3 pounds of iron within it's range. Moving the iron costs an action and keeping it above ground imposes concentration and costs a bonus action each turn to continue to keep it off the ground. The amount of iron that can be moved increases to 6 pounds at level 8, 10 pounds at level 12, and 15 pounds at level 16.<br />
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==== Hypoxemia ====<br />
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Starting at 8th level, Metallica has learned to weaken it's pray by slowly suffocating them. Using your action, you can cause Metallica to actively sap out in the blood out of creatures equal to your charisma mod and of it's choice within range. You must spend your bonus action every 6 seconds to continue the drainage. Creatures afflicted by Hypoxemia must make a Constitution saving throw of 8 + your strength mod + your charisma mod at the beginning of their turn or gain 1 exhaustion. Each turn after they are no longer afflicted by Hypoxemia, they remove 1 exhaustion caused by Hypoxemia to a maximum of 3. Exhaustion obtained via Hypoxemia is removed on long rest. Ex: 5 exhaustion, 10 turns pass unafflicted by Hypoxemia, 2 exhaustion is lowest possible from 5 exhaustion.<br />
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==== Camouflage ====<br />
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Beginning at 8th level, you've learned to use the iron polluting the atmosphere to camouflage. With your action, you may choose a 5 foot long 15 foot tall area to Camouflage that area. As soon as one enters this area they are granted invisibility, but only in that area; this causes them to appear as if they vanished in thin air. Returning each area back to normal requires an action if in combat. You can have up to five camouflaged areas at a time, they return to normal after combat or after a short or long rest.<br />
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Once per short or long rest, you may activate camouflage against you skin, making you completely invisible for your charisma mod in minutes. This ability requires concentration.<br />
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==== Invader ====<br />
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Beginning at 12th level, Metallica has learned it's way into other's bodies. Whenever a creature is physically damaged within 5 feet of Metallica's user, the user can use their reaction to infuse Metallica into their body. While Metallica is in a creatures body, it acts as a curse that lasts 1 minute. Metallica deals 1d6 damage at the start of each of the creatures turns, gives the creature disadvantage on saving throws, removes temporary hit points, and gives the creatures disadvantage on all saving throws. <br />
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==== Light Frame ====<br />
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Starting at 12th level, you gain an extra attack. This does stack with Metallica's extra attack given when you give up resistance to physical damage.<br />
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==== Colossal Polarity ====<br />
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Starting at 18th level, Metallica's range of metal manipulation is bolstered from a 15 foot radius to 30 foot radius.<br />
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==== Iron Man ====<br />
Beginning at 20th level, you've learned to imbue Metallica into an iron body, creating an ally golem.<br />
This iron golem can be created with an hour ritual, with a cup of your blood and 15 pounds of iron. Once created the iron Golem acts as a pet with a main directive given by you using speech. You can heal the golem for 10 health for every 1 pound of iron you fuse into it's wounds. You can have up to 2 golems summoned at a time.<br />
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== Purple Haze ==<br />
Anger, hatred, near psychopathy, all are traits of this maniacal stand which is hard to control. It attacks without warning, and can go ballistic, hurting it's teammates and even the user. But with such ferocity comes great power, this power dwells within Purple Haze's capsules, located on the knuckles of it's fists. A virus, able to start melting the flesh of it's hapless victims until they finally die of exhaustion or sheer agony. Purple Haze is checkered in purple and white around it's flesh along with 8 purple capsules on it's knuckles and a purple visor protecting it's head.<br />
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==== Strike like an explosion... ====<br />
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Your stand comes with unnatural strength, your stand's unarmed damage is 1d4, it increases to 2d4 at level 4, 3d4 at level 12, and 4d4 at level 16. Your stand can be no more than 15 feet away from the user, if it is, it is teleported within 15 feet of the user. Your stand is humanoid.<br />
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==== Haze Virus ====<br />
Starting at 4th level, your stand has learned to control it's ferocious virus.<br />
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;Capsules: Your stand has a capsule count of 8, one for each knuckle. Capsules act as ammo and can be replenished using the saliva Purple Haze drools. You must make a wisdom (medicine) check of 30 - your stand user level. Succeeding on this check grants your stand 1 capsule, failing afflicts you with the Haze Virus. You regain all lost capsules on a long rest.<br />
<br />
;Haze Virus: Your stand secretes a virus from it's mouth. This same virus is used inside it's capsules in a gaseous form; it's a virus capable of melting all of a creatures flesh off of it's muscles. When your stand makes an attack it can choose to release one of it's capsules, the capsule released creates a purple gas that spreads in a 10 foot radius circle. Creatures that touch this gas must make a constitution saving throw of 10 + your proficiency + your charisma mod, or take 4d6<br />
<br />
==== ...depart like a storm ====<br />
Beginning at 12th level, when you use your bonus action to control your stand, your stand is given an extra attack.<br />
<br />
== Star Platinum ==<br />
<br />
Star Platinum is a brute of nature, focusing on power and precision to eliminate its foes. Star Platinum is a humanoid stand wearing a loincloth of it's users main color and bearing decorative shoulder pads, it's skin tone being mostly purple.<br />
<br />
==== Strength of The Stars ====<br />
<br />
Your stand comes with unnatural strength, your stand's unarmed damage is 1d4, it increases to 1d6 at level 4, 1d8 at level 12, and 1d10 at level 16. Your stand can be no more than 15 feet away from the user, if it is further, it is teleported within 10 feet of the user. Your stand is humanoid.<br />
<br />
==== Star Finger ====<br />
<br />
Starting at 4th level, your stand can focus it's energy into a long ranged attack. When your stand takes the attack action, it can now choose to extend its middle and index finger to puncture a target, dealing it's unarmed attack damage in piercing damage with a range of 15 feet. <br />
<br />
Your stand may also use their attack action to extend and swipe their finger, attacking in a 15 ft cone. Creatures in this cone must make a dex save of 10 + your proficiency + your charisma mod. If a creatures fails the save they take your unarmed damage + charisma mod. This attack counts as unarmed.<br />
<br />
==== Oraaa! ====<br />
<br />
Starting at 8th level, you have learned to channel your fighting spirit into a rallying shout. As an action, you let out a thunderous roar of "Oraaa", dealing 1d4 to creatures within 5 feet, and all creatures of your choice within 10 feet of you and gain your charisma mod in temporary hit points.<br />
<br />
==== Yare Yare ====<br />
<br />
Beginning at 12th level, when you use your bonus action to control your stand, your stand is given two attack actions.<br />
<br />
==== Star Platinum: Za Warudo ====<br />
<br />
Beginning at 18th level, your stand has unlocked it's secret ability, time stop. As a reaction, you may stop time and move up to 10 feet as well as take an attack action. If a creature is hit by your attack they must make a strength saving throw of 10 + your strength mod + your charisma mod or be stunned until the beginning of their next turn. While time is stopped all creatures are considered blinded, incapacitated, paralyzed, and restrained. When creatures takes damage within time stop, or is pushed by any means, the effects of said things are not applied until after time stop ends. If an object is shot or thrown, it moves 5 feet before being suspended in the air, moving with its force after time stop has ended. Time stop ends at the end of your turn within time stop, all effects applied by time stop are removed and time resumes as normal. Star Platinum: Za Warudo has a 30 second cooldown, if it is used again before a minute has gone by from the last time it was used, you will gain 1 level of exhaustion and will reset the clock for the minute you must wait before you can use it again without gaining exhaustion.<br />
<br />
==== Self Preservation ====<br />
<br />
Beginning at 20th level, your stand is used to protecting you even without your awareness. You have advantage on death saving throws and when you get up you get your proficiency + your strength mod + your charisma mod in hit points.<br />
<br />
== The World ==<br />
<br />
The World, a stand meant to control the battlefield by scaring and confusing the enemy, while also protecting it's user via stopping time. The most notable person to use The World is Dio, a half psychotic half vampiric stand user who only wanted what's best for the world, his ultimate rule.<br />
<br />
==== Strength of The World ====<br />
<br />
Your stand comes with unnatural strength, your stand's unarmed damage is 1d4, it increases to 1d6 at level 4, 1d8 at level 12, and 1d10 at level 16. Your stand can be no more than 10 feet away from the user, if it is further, it is teleported back within 10 feet of the user. Your stand is a medium sized humanoid.<br />
<br />
==== Za Warudo ====<br />
<br />
Beginning at 4th level, your stand has unlocked it's main ability, time stop. You spend your turn taking a pose which imposes the incapacitated condition, until the start of your next turn if you take over 15 damage your pose is broken and you cannot take it again until your next turn. If you keep your pose until the start of your next turn then you break it and time is stopped for 1 turn, while time is stopped all creatures are considered blinded, paralyzed, and restrained. When creatures takes damage within time stop, or is pushed by any means, the effects of said things are not applied until after time stop ends. If an object is shot or thrown, it moves 5 feet before being suspended in the air, moving with its force after time stop has ended. Time stop ends at the end of your turn within time stop, all effects applied by time stop are removed and time resumes as normal. Starting at level 18, you can stop time for 2 turns instead of 1. Za Warudo has a 30 second cooldown, if it is used again before a minute has gone by from the last time it was used, you will gain 1 level of exhaustion and will reset the clock for the minute you must wait before you can use it again without gaining exhaustion.<br />
<br />
==== Mudaaa! ====<br />
<br />
Starting at 8th level, you have learned to channel your fighting spirit into a roaring battle-cry. As a bonus action, you let out a thunderous roar of "Mudaaa", all creatures within 5 feet of you take 1d4 + charisma mod in damage and must make a Charisma saving throw of your proficiency + your strength mod + your charisma mod. If a creature fails the save they are frightened for 30 seconds or until they succeed the save, they can make the save again at the end of each of their turns.<br />
<br />
==== Hinjaku Hinjaku ====<br />
<br />
Beginning at 12th level, when you use your bonus action to control your stand, your stand is given two attack actions.<br />
<br />
=== Shinei! ===<br />
<br />
Beginning at 20th level, you can focus most of your energy into a devastating blow. When your stand hits a creature with an unarmed strike, your stand attempts to force the life of a creature out of it's body, killing it instantly. The creature hit with this attack must make a constitution saving throw of your proficiency + your strength mod + your charisma mod, if the creature fails the saving throw your stand drives their fist through their chest, killing the enemy creature instantly. If the creature succeeds the saving throw, they instead take 20d6 bludgeoning and 20d6 necrotic. After using this you gain 2 levels of exhaustion and cannot use Shinei! again until you finish a long rest.<br />
<br />
== Multiclassing ==<br />
<br />
Multiclassing as a Stand User takes a strain on the users body. You must have a Constitution score of at least 15.<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>204.63.214.244https://www.dandwiki.com/w/index.php?title=Titanshifter_(5e_Class)&diff=1261714Titanshifter (5e Class)2020-01-20T22:55:44Z<p>204.63.214.244: /* Instinct Mode (Variant Feature for Non-shifters) */</p>
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<div><vote type=1/><br />
<center>''This class is intended for [[The Walls (Attack on Titan) (5e Campaign Setting)|The Walls (Attack on Titan)]] campaign setting and the variant rules it uses. It can nonetheless be used in a more traditional setting.</center><br />
{{Copyright Disclaimer|owner=Hajime Isayama|franchise=Attack on Titan}}<br />
<br />
{{Design Note|Many of the pictures on this page are from the Attack on Titan Manga, meaning you have to read them from right to left.}}<br />
<br />
== Titanshifter ==<br />
Soldiers that fly around on gas powered grappling cables and transform into giants.<br />
<br />
=== Introduction ===<br />
'' A thirty year old man in 3DM gear zooms through the destroyed town, dodging Titans left in right. His eyes narrows as he spots his target: a 6 meter Titan lumbering forward to a frightened little girl. Gas billows out of his 3DM, lurching his body forward. The strain would have paralyzed any other man, but he was used to it at this point. His swords lash out and smacked the Titan right in the nape of his neck. A piece of Titan skin flies out of the neck and the Titan falls to the ground at the girl’s feet. The man landed on top of the head and looked down at the girl. . .''<br />
<br />
'' A black haired girl ran across the rooftop from the Titan. The Titan smashed through the building just as the girl activated her 3 Dimensional Maneuvering Device. Compressed gas shot her forward just as the Titan lunged forward. . .''<br />
<br />
''Screaming in rage as the cannon is pointed towards him, a cadet grabs his friends. As the cannon fires, he bites his tongue. A flash of yellow and red lightning strikes him, creating a huge explosion. A giant body started forming around him, starting from the bones and muscles. In a second, before the transformation was finished, he lifted his titan hand causing the cannonball to strike it.''<br />
<br />
[[File:Attack-Titan-Fuji-Q-Highland-main-1200.jpg|thumb]]<br />
[[File:Snk.jpg|thumb]]<br />
=== Heroes of the Walls ===<br />
Eren Jeager looked up from the intersection. He and his friends Armin and Mikasa looked up at the 50 meter wall that stood in the distance. And on top was a hand bigger than a cabin. It gripped the wall, sending a small rain of rocks down below. "No way," Armin Muttered. "That wall is over ''fifty meters tall!''"<br />
<br />
Eren's eye started twitching.<br />
<br />
"It's ''him''." A giant shadow appeared blocked out the sun. A giant steaming face with no skin, only muscles appeared over the wall. "A Titan," Eren whispered. In one mighty motion, the Colossal Titan lifted it's leg up and brought it forward, decimating the gate that kept out the Titans. Chunks of rock slammed into people from the explosion. A girl carrying some bread who got to close was knocked back by the steam. A wave of destruction tore through the outlying district of Shiganshina.<br />
<br />
Years later, these three survivors of the joined the Cadets Corps, and vowed to fight for their freedom from the giant Titan threat. They trained to handle 3D Maneuvering Gear, gas powered contraptions that could essentially let them fly. But as their training ended, the Colossal Titan attacked the City of Trost, breaking down the gate and letting Titans in. During the battle, cadet Eren Jeager lost his life by being eaten by a Titan. Later that day, cadets noticed a Titan in the city, that despite all reason, was attacking other Titans. After some time, the Titan collapsed to reveal that Eren was alive, in the Titan, and controlling it the whole time.<br />
<br />
=== Creating a Titanshifter ===<br />
<br />
Did you ever consider how or why you joined the Cadet Corps? Did Titans invade your home? Where you forced by your parents? Do you come from a place where not joining the military is seen as a sign of cowardliness? Maybe you were trying to track down a girl you overheard two priests talking about. Perhaps your dad said you couldn't come back until you were normal. Whatever the case, life in the Cadet Corps is not easy. You want to end the threat of the Titans, but how will you do that? Will you join the famed Scout Regiment and go out in Titan country to face the Titans head on? Or will you join the Garrison, the soldiers that protect the walls with heavy artillery and grit? Or will you end your training by becoming one of the top 10 in your class and joining the Military Police, the soldiers that protect the interior and the King? <br />
<br />
;Quick Build<br />
You can make a Titanshifter quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|con}}. Second, choose the Exile background if you are from Wall Maria, Hunter or Guild Artisan background if you are from Wall Rosa, and Noble background if you are from Wall Sina.<br />
<br />
{{5e Class Features<br />
|name= Titanshifter<br />
|summary= Soldiers that fly around on gas powered grappling cables and transform into giants<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor= 3D Maneuvering Device<br />
|weapons= Simple Weapons, Titan piercing sword (1d6 slashing, 15 GP, Finesse, Light)<br />
|tools= Flare Guns<br />
|saves= {{5a|dex}}, {{5a|con}}<br />
|skills= {{5s|Acrobatics}} + two more: {{5s|Animal Handling}}, {{5s|History}}, {{5s|Intimidation}}, {{5s|Perception}}, {{5s|Stealth}}, {{5s|Survival}}<br />
|item1a= Two Titan piercing swords and a dagger<br />
|item1b=<br />
|item1c=<br />
|item2a= 3D Maneuvering Device (AC 12 + {{5a|dex}} modifier) and a flare gun with 15 green flares, 15 red flares, and 5 black flares<br />
|item2b=<br />
|item2c=<br />
|item3a= Explorers pack<br />
|item3b= Dungeoneers pack<br />
|item3c=<br />
<br />
|wealth=<!--starting wealth, see PHB p. 143--> 2d4 x 10 GP<br />
|classfeatures1= Sword Training, 3D Maneuvering Training<br />
|classfeatures2= Heroism<br />
|classfeatures3= Military Branch<br />
|classfeatures4=<br />
|classfeatures5= Improved Gas Containers, Extra Attack, 3D Maneuvering Training Improvement<br />
|classfeatures6= Military Branch Feature <br />
|classfeatures7= Titan Shift (Battle Scan if you are not a shifter)<br />
|classfeatures8= Improved Gas Containers<br />
|classfeatures9= Extra Attack (2), Military Branch Feature <br />
|classfeatures10= Regeneration, (Lightning Attack if you are not a shifter)<br />
|classfeatures11= Agile<br />
|classfeatures12= <br />
|classfeatures13= Military Branch Feature<br />
|classfeatures14= Titan Shift Improvement, (Sword Throw if you are not a shifter)<br />
|classfeatures15= Improved Gas Containers<br />
|classfeatures16= Titan Shift Improvement<br />
|classfeatures17= Heroism Improvement <br />
|classfeatures18= Military Branch Feature (Variant if you are not a shifter)<br />
|classfeatures19= Improved Gas Containers<br />
|classfeatures20= Titan Shift Improvement, (Instinct Mode if you are not a shifter)<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
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}}<br />
<br />
<br />
{{Design Note|Although this class is called 'Titanshifter', it is entirely possible to play a character that cannot turn into a Titan, and instead is just an ordinary soldier. This could be a way to a character like Levi or Mikasa, who are incapable of being titans, and instead have increased skill with their 3DM combat. If you would like to play a non-shifting character, choose the variant features at level 7, level 10, level 14, level 18 (subclass), and level 20 features.}}<br />
<br />
==== Sword Training ====<br />
As a Titanshifter, you have learned to fight titans with the iconic dual swords designed to pierce the necks of Titans. At level 1, this grants you the Two-Weapon fighting style of the fighter. This allows you to add your ability modifier to your second weapon when two weapon fighting. Also, when you attack with two light weapons, both weapons count as the same attack, so you don't have to use a bonus action to attack with the second blade.<br />
<br />
==== 3D Maneuvering Training ====<br />
[[File:5143295-3d manuver gear info.png|thumb]]<br />
At level 1, you can use Three Dimensional Maneuvering Gear, or 3DMs, to move through the air. This essentially allows the users to fly, though not exactly. Metal canisters on the user's waist power grappling guns held in the user's hand. The canisters also shoot pressurized gas from behind you, rocketing you forward. When you hold down the triggers, your cables will shoot into objects and pull you forward while gas shoots you forward. Your 3DM requires regular maintenance, which can be done whenever you take a long rest. If you go a week without maintenance, there is a 10% chance that your gear will fail in flight and you take fall damage. <br />
<br />
Below the gas canisters is a sheath that holds your extra blades for your handles. The grappling guns you hold in both hands double as the hilts for your swords. You can attach swords as a bonus action. This is the only way to fight while flying, as you can still maneuver with swords in your hilts. Your sheaths can hold a total of 8 blades, 4 on each side.<br />
<br />
When maneuvering, you have a flying speed of 60 ft. The catch to this is you can only move forward in a cone, unless you take a bonus action to change direction. Because of the length of your wire, you can only fly as long as you have something for your grappling cables to latch on to. Because of the speeds you go at, you have -5 reduction on all attack rolls. Remember that the only weapons you can use are swords.<br />
<br />
When you are maneuvering through the air, you can only carry up to half of your maximum carrying capacity, because the 3DM gear can only support so much weight.<br />
<br />
You can stay in the air for up to a minute before you run out of gas. Your gas canisters fully recharge over the course of 30 minutes, because of the weird gas they are made with. If your 3DM breaks, you can replace it during a long rest by spending 50gp. If your swords break, you can replace one of them for 10 gps worth of materials and 10 minutes of crafting.<br />
<br />
When you reach level 5, you no longer have a -5 reduction with sword attacks when flying.<br />
<br />
==== Heroism ====<br />
Starting at level 2, your courage reflects onto your allies. As a bonus action, all allies within 60 ft. gain advantage on saving throws against being {{5c|frightened}} for 1 minute, and can make a free saving throw against any {{5c|frightened}} conditions on them immediately. Once you use this feature, you must complete a long or short rest before you can use it again.<br />
<br />
When you reach level 17 in this class, you are completely immune to being {{5c|frightened}}, and so is all allies within 60 ft.<br />
<br />
==== Military Branch ====<br />
At level 3, you have finished your training as a cadet and are ready to join one of the three branches of the military: The Scout Regiment, The Garrison, or The Military Police. All of them are detailed at the end of the description. Your choice also grants you additional features at levels 6, 9, 13, and 19.<br />
<br />
==== Ability Score Increase ====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Improved Gas Containers ====<br />
When you reach 5th level, you have modified your 3DM to contain more gas. You can now stay aloft for 2 minutes without recharging. This part of the feature increases at level 8 (3 minutes), level 15 (4 minutes), and level 19 (5 minutes).<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three at Level 9. You cannot use this extra attack in Titan form.<br />
<br />
==== Titan Shift ====<br />
When you reach level 7, you discover your Titan blood. You can shift into a Titan when you have suffered slashing or piercing damage from yourself and you have a purpose in your heart, usually a life or death scenario. Once undergoing these conditions a few things happen.<br />
<br />
You change into a titan of your choice. Choose one of the following options, but be careful, because you cannot pick a new Titan later. Once you decide what Titan you want, that is the only Titan you can transform into. your choices are listed below:<br />
<br />
* The [[Attack Titan (5e Creature)|Attack Titan]] (Attack Power): A combat-focused Titan that is meant to be in the vanguard of the attack and face the enemy head-on.<br />
<br />
* The [[Armored Titan (5e Creature)|Armored Titan]] (Defense): A Titan with great defensive capabilities. While being relatively weak in combat in terms of Titan standards, the Armored Titan is an unstoppable force that can charge through almost anything.<br />
<br />
* The [[Jaws Titan (5e Creature)|Jaws Titan]] (Mobility): A relatively small Titan that can climb on buildings and trees, and has a massive set of jaws that can break through the hardest materials known to man.<br />
<br />
* The Cart Titan (Speed): A Titan that walks on all four legs for the extra speed.<br />
<br />
* The Female Titan (Agility): Another combat-focused Titan that specializes in critical moves and quick movement.<br />
<br />
* The Beast Titan (Strength): Simply put, the Beast Titan is the physically strongest Titan out of the Titanshifters, and can throw heavy objects a great distance.<br />
<br />
* The [[War Hammer Titan (5e Creature)|War Hammer Titan]] (Weapons): A unique Titan that controls it's Titan form from a crystal made out of hardened Titan skin. Can use it's powers to conjure weapons and traps out of thin air.<br />
<br />
You have half of your Titan's total average hit points, and your attacks do half the damage dice. Your regeneration feature only gives you half as much hit points per turn. You lose your multi-attack if you have on, any resistances you have, and any immunity your Titan form has becomes a resistance (these are strictly for balancing reasons. Your resistances ''do not'' become immunities again when you reach level 20). Any psychic damage done to your or damage done to your nape doesn’t affect your Titan but instead deals damage to your character directly.<br />
<br />
You can stay as a Titan in minutes equal to your Titanshifter level. Once these minutes are up, or you want to become a humanoid again before that, you can use your action to have your Titan form will fall to the ground, and you will burst out of the Titan's nape. The body will evaporate into steam over the course of the next 1d4 minutes.<br />
<br />
You transform under the affects of the ''true polymorph'' spell, except you keep your {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores, as well as your personality and alignment. Your physical body is still in the nape of the Titan, but is melded with it slightly so you see out of the Titan's eyes, and such. When you transform, you instantly regain any lost limbs, all non-magical conditions on you are removed, and you regain all of your lost hit points. Any damage you take is done to your Titan form, unless it is done to the nape.<br />
<br />
Every time you transform, you must make a DC 15 {{5a|wis}} saving throw or lose control of your titan form. If you lose control, your titan form goes under the affects of the ''confusion'' spell. You can re-roll the save at the start of each of your turns, ending it on a success. If you spend at least one minute in concentration before you transform, you don't have the make the check.<br />
<br />
When you come out of the Titan, you gain one level of {{5c|exhaustion}}. <br />
<br />
You can use this feature after taking a long rest and making a DC 18 {{5a|con}} check. If you fail, you can repeat the {{5a|con}} check (DC 18) every short or long rest (But not every time you spend a hit die).<br />
<br />
When you reach level 14 in this class, you no longer have to make a check to regain the ability to turn into a Titan when you take a rest, you don't have to make a {{5a|wis}} when you transform to avoid confusion, and you no longer suffer exhaustion when you leave your Titan form. <br />
<br />
When you reach level 20 in this class, you can stay in your Titan form indefinitely and you can transform into a titan as many times as you want. Keep in mind that it still takes an action to leave your current titan. Your damage, maximum health, and regeneration is no longer halved. If you transform more than once in the same day, you do not regain all of your hit points when you transform the second time or anytime after that.<br />
<br />
==== Battle Scan (Variant Feature for Non-shifters) ====<br />
At level 7, you are always aware of the threats around you, and always on edge to defend yourself from threats. Hostile creatures have disadvantage when making {{5a|dex}} ({{5s|stealth}}) checks against your passive {{5a|wis}} ({{5s|perception}}) score, and creatures attacking you when you are surprised have disadvantage on their attack rolls. When you are in combat initiative, you can make {{5a|wis}} ({{5s|perception}}) or {{5a|int}} ({{5s|investigation}}) checks as a bonus action.<br />
<br />
==== Regeneration ====<br />
At 10th level, because you have transformed into a Titan so many times, you can regenerate hit points in humanoid form. You can heal 1 hit point every minute indefinitely. This feature also regenerates small scars and relativity obsolete injuries, like losing a finger or a tooth, and regenerates bigger injuries like severed limbs over the course of a few hours.<br />
<br />
With your regeneration feature, you can also go into a boost mode that heals you faster. As an action, you can enter rapid-regeneration mode. When activated, you can heal 10 hit points per minute (1 per turn) instead of 1 until this feature is shut off. When you enter rapid-regeneration mode, you cannot turn into a Titan because your body is too focused on healing you. You can end rapid-regeneration mode as an action.<br />
<br />
If you ever drop under 0 hit points, or you become {{5c|unconscious}} with under half of your total hit points, you automatically enter rapid-regeneration mode and you cannot shut it off until you are have at least half of your maximum hit point. <br />
<br />
If you take damage to your neck or head, the regeneration feature ceases to function for one minute. This feature ceases to function when you are in your Titan form, as it already heals for you.<br />
<br />
==== Lightning Attack (Variant Feature for Non-shifters) ====<br />
At level 10, you have practiced with you 3DM enough that you can strike targets with incredible haste. When you make an attack on someone, you can ignore any reactions they take in response to your attack. For example, if you attack someone with your swords, and they cast ''shield'' in defense, they do not gain the +5 AC bonus until your attack ends. This feature is especially useful when attacking a Titan that is trying to harden their skin in response to your attack.<br />
<br />
==== Agile ====<br />
At level 11, your skills while flying rival even the toughest captain. While using your 3DM, you can take the disengage action as a bonus action on your turn. You can also maneuver in any direction without taking a bonus action to turn around.<br />
<br />
==== Sword Throw (Variant Feature for Non-shifters)====<br />
At level 14, you have mastered the art of detaching your blade at the right moment to propel it into the air. As an attack, you can detach one of your blades to make a ranged attack roll at a range of (20/60). On a hit, the target takes the normal damage of the sword.<br />
<br />
==== Instinct Mode ====<br />
At level 20, you have can go into a concentrated rage that unleashes the pure instincts in your blood to destroy your enemies. As a bonus action, you can enter Instinct Mode. When in Instinct Mode, all you attacks are considered critical hits, you have advantage on {{5a|str}}, {{5a|dex}}, and {{5a|con}} saving throws, and you are considered resistant to all damage types except psychic. Because your attacks are so powerful and reckless, all sword attacks you make shatter your blades once they hit. Instinct Mode ends after a minute, or until you take a bonus action to end it. Once you use Instinct Mode, you must finish a long rest before you can do it again.<br />
<br />
== Scout Regiment ==<br />
<br />
Your first option is the Scout Regiment. These brave soldiers go outside the Walls into Titan country and face the enemy head on. The Scout Regiment rides on horses and use them to out speed the Titan threat. Traveling through forests and exotic locations, all we know about the Titans comes from these soldiers. The symbol for the Scout Regiment is the Wings of Freedom.<br />
<br />
==== Bonus Proficiency ====<br />
When you first join the Scout Regiment, you gain proficiency in Smith's tools, so you can create your own blades, and later, Thunder Spears.<br />
<br />
==== Excellent Rider ====<br />
At level 3, you have been provided a horse by the military. You can use this in combat or while traveling. Unlike normal horses, this one travels at a speed of 70ft, because it has been specially bred to be fast. Your horse will follow your commands no matter how suicidal. If your horse dies, you can have it replaced within 1 day as long as you are in a population center of some sort that has a military presence.<br />
<br />
==== Survey Corps ====<br />
At level 6, you gain knowledge of your enemy through the Survey Corps. This offshoot of the Scout Regiment gathers data on Titans. Because of this, you gain the Rangers “Favored Enemy” feature, but only for Titans (Aberrations if it is a normal campaign).<br />
<br />
==== Cunning Dodge ====<br />
When you reach level 9, you have become quick and reflexive with your 3 Dimensional Maneuvering. When fail to make a {{5a|str}}, {{5a|dex}}, or {{5a|con}} saving throw when you are flying, you can choose to succeed instead. You must make a short or long rest to use this feature again. This feature also increases your flying speed to 90 feet.<br />
<br />
==== Thunder Spears ====<br />
At level 13, you (and possibly others in the Scout Regiment) have developed a high impact metal rod that is designed to be powerful enough to destroy even hardened Titan skin. When you level up, you can spend an hour to create two of these Thunder Spears. When they are created, you can attach them to the bottoms of your 3DM trigger, and connected to a third trigger that is activated by your pinky. You can carry 1 Thunder Spear in each arm, connected to your 3DM triggers. You can fire a Thunder Spear as an attack. Make a ranged attack roll. The Thunder Spears have a range of 600 feet. On a hit, the target takes 35 (10d6) force damage and if the target is large or smaller must make a DC 20 {{5a|con}} save or be {{5c|stunned}} for one minute, and the Thunder Spear is destroyed. When a Thunder Spear hits, everything with within a 30 foot sphere also takes 17 (5d6) Thunder damage, including the target. The damage done by a Thunder Spear ignores any immunity or resistance force and thunder damage.<br />
<br />
Because they are made of metal and protect most of your arms, you have a +1 bonus to AC for attacks from creatures large and smaller for each spear you are holding.<br />
<br />
To create more spears, you must be at a blacksmith or other such area, spend half an hour to create one, as well as 50 gps worth of materials like steel and explosives.<br />
<br />
[[File:Tumblr inline o3xm5jC0yT1sy5lf0 500.png|thumb]]<br />
==== Skin Hardening ====<br />
When you reach level 18, you have become one with the Titans and learned their powers. You have access to the first skin hardening ability variant rule listed under your Titan form, meaning you can solidify parts of your skin to defend yourself or increase your attack. You only have the first part, so you cannot cover all of your skin, just a small portion.<br />
<br />
==== Squad You ====<br />
You have a squad of four elite NPCs in the Scout Regiment who are under your control that is named after you. Their race, sex, age, ect., is up to your DM, but whoever they are, they will follow your orders to the grave, unless you actively try to hurt them. <br />
<br />
Use the stat block below for each of the squad members. Your DM can adjust some of their stats to accommodate for any racial traits they have, and can also change them for flavor.<br />
<br />
[[Scout Regiment Soldier (5e Creature)|Scout Regiment Soldier]]<br />
<br />
If an NPC in your squad dies, you can find a replacement within a week if you are near a military base.<br />
<br />
== The Garrison ==<br />
<br />
The Garrison is a troop of soldiers sent to protect the walls using cannons and 3DMs. This is the most common choice for graduating cadets, as it is the least dangerous. Their experience with cannons and weaponry makes them ideal people to hold off a Titan invasion. The symbol of the Garrison is two roses.<br />
<br />
==== Heavy Weapons Training ====<br />
At level 3, your training with cannons pays off. You now automatically know how to operate any siege weapon listed in the Dungeon Master’s guide. You also become proficient in all renaissance age firearms.<br />
<br />
==== Battle Tales ====<br />
When you reach level 6, your tales of combat can be used to sway civilians into following your lead. If you recount some old tales to non-Military citizens, you gain advantage on all {{5a|cha}} ({{5s|persuasion}}) and {{5a|cha}} ({{5s|intimidation}}) checks against them.<br />
<br />
==== Acting Authority ====<br />
When you reach level 9, you have gained a high enough rank to be an acting police officer. This gives you advantage on all {{5a|wis}} and {{5a|int}} saving throws against creatures that have the word “Evil” in there alignment. You also have advantage on {{5a|int}} ({{5s|History}}), {{5a|wis}} ({{5s|Insight}}), {{5a|int}} ({{5s|Investigation}}), and {{5a|wis}} ({{5s|Perception}}) checks against the same group. If you do not have it already, you gain proficiency in the {{5a|int}} ({{5s|Investigation}}) skill. If you already have it, your proficiency doubles.<br />
<br />
==== Hometown Advantage ====<br />
When you reach level 13, your will to fight becomes inspiring. When fighting within an Village, Town, or City that has not been abandoned, you gain the ability to rally for soldiers to join the fight. Roll 2d4. That is how many town soldiers come out to help you fight. They will fight on your side relentlessly until they are dead or the fight is over. A few clarifications to this rule:<br />
<br />
* Use the MM stat block in the humanoids section for their stats.<br />
<br />
* The soldiers will not leave the Village, Town, or City you are in.<br />
<br />
* The soldiers panic and must make a DC 18 {{5a|wis}} saving throw or run away from the fight if you are knocked unconscious or killed.<br />
<br />
* You cannot use this feature when you shift into a Titan.<br />
<br />
* They will only fight creatures with the word “Evil” or "Unaligned" for their alignment.<br />
<br />
Once you use this ability, you must make a short or long rest to use it again.<br />
<br />
There is a variant feature to this, where you can summon 1d4 [[Scout Regiment Soldier (5e Creature)|Scout Regiment Soldier]] instead, if you are playing in the [[The Walls (Attack on Titan) (5e Campaign Setting)|The Walls (Attack on Titan)]] campaign setting. Reflavor the Scout Regiment Soldiers as Garrison Soldiers instead. The rest of the rules stay the same. <br />
<br />
==== Transfer Consciousness ====<br />
At level 18, you learn a difficult feature used by the strongest Titanshifters. As an action, you can transfer your consciousness to your Titan form, meaning if your human form dies in your Titan form, you continue to live in the Titan. Doing this requires so much energy that your Titan form cannot heal itself, and loses the regeneration feature. If your Titan form drops to zero hit points, you die, plain and simple. If your normal body does die when you are still in your Titan, you can make a DC 20 {{5a|con}} saving throw to transfer your consciousness as a reaction. <br />
<br />
Five minutes after you transfer your consciousness, your Titan body regains the use of it's regeneration feature, but only for the purposes of healing your body (if it is damaged. If it is destroyed, the Titan body starts to make an identical body inside the nape of the Titan). Your body starts to regain hit points with the regeneration feature, but the Titan body does not start to heal. You can only transfer back to your normal body as an action when it as at half or more of its maximum hit points.<br />
<br />
If you run out of time in your Titan form before your body is healed all of the way, your Titan body becomes completely {{5c|stunned}} and cannot move, although the regeneration feature still works, so it can heal your normal body. When your body is at half or more health and in working condition, your consciousness is transferred back into your normal body and you gain two levels of exhaustion automatically. Your Titan body then starts to disappear like normal.<br />
<br />
==== Commander ====<br />
At level 18, you have been promoted to Commander of whatever military you are in. You can take control of any operation by friendly or neutral forces as long as their current leader is not a general or other royalty. You can also issue an order to nearby military bases for troop requests. It takes 1 days to acquire every 10 troops you request, not counting travel time for the message to spread if you are in the field. The most troops you can command is 100. You also receive a badge/emblem that marks you as this rank.<br />
<br />
You also receive an NPC bodyguard who is proficient in 3DM skills, even if the rest of your campaign doesn't include elements from Attack on Titan. Use the following stat block for his stats. He follows your actions and will not question your leadership unless you are hostile to home. Reflavor the stat block as a Garrison soldier.<br />
<br />
[[Scout Regiment Soldier (5e Creature)|Scout Regiment Soldier]]<br />
<br />
== The Military Police ==<br />
<br />
The Military Police is an elite organization only meant for the best of the best. Only the top 10 students from each cadet training region are eligible to join. The Military Police's job is to protect the king and maintain order. Because this class is so elite, ask your DM if you made the cut. You can also determine this by rolling 1d100 and scoring a 95 or higher. The symbol of the Military Police is the head of a unicorn.<br />
<br />
==== Royal Contacts ====<br />
At level 3, you have joined the Military Police and have dedicated your life to serving the king. Because of this, you have instant contacts throughout the Royal Government and Military. You can learn the whereabouts of any important people in the government if you spend an hour asking around any military installation. You also have full access to classified information in the government, as well as first class gear and equipment. Because of this, you do not need to do weekly maintenance on your gear and it will not fail unless excessively damaged.<br />
<br />
==== Revenge ====<br />
By level 6, you have seen countless battles and have learned to make you enemies hurt. When attacking a creature that has taken away over 30% of your hit points, you can choose to deal double damage against them. You can only do this extra damage once per turn.<br />
<br />
==== Perfect Guard ====<br />
When you reach level 9, your defensive capabilities go unmatched. When a creature makes a melee weapon attack on you, and if you can see them and you are holding two Titan piercing swords, you can use your reaction to gain a bonus to AC equal to your {{5a|con}} modifier for the attack and impose an opportunity attack on the creature if it misses. Later, if you choose the Non-shifter feature at level 18, you can do the same if you have to guns equipped.<br />
<br />
==== Technological Advancements ====<br />
When you reach level 13, your developments in 3DM flight technology have reached their limits. You can stay flying for double the minutes of what it normally would be. This feature includes the added time of the 3DM Improvement feature. Your flying speed also increases to 90 feet.<br />
<br />
==== Titan Steam ====<br />
At level 18, you gain the ability to release steam from your body in Titan form. When transformed into a Titan, you can spend 35 hit points to force all targets you want within a 120 ft. radius to make a DC 24 {{5a|dex}} save or take 110 (20d10) fire damage, or half on save. This feature can be used only once per Titan shift.<br />
<br />
==== Anti-Personnel 3DM ====<br />
At level 18, you have either designed or received from your superiors guns that are designed to work in tangent with your 3DM gear. You now have 2 sets of triggers: one for swords, and one for guns. You can switch which triggers you are using as a bonus action. The gun triggers can connect to barrels that act as shotguns. You can connect these barrels as a bonus action, and fire one of them as an attack. Make a ranged attack roll. On a hit, the target takes 4d8 piercing damage. Anyone within 5 feet of the target also takes an additional 2d8 piercing damage (including the target). Once fired, the guns are spent, and you can detach the barrels as a free action. You can store up to 5 additional barrels on each of your thighs.<br />
<br />
If you run out, you can create more by spending 10 gp per barrel and 30 minutes crafting it, or by getting more at a military center. <br />
<br />
At this level, you have also received or crafted custom 3DM armor that features a lightweight metal breastplate and arm and shoulder guards. When you wear this armor, your AC is 14 + your {{5a|dex}} modifier.<br />
<br />
<br />
<br />
[[File:Kenny reloads gun barrels.png|thumb]]<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 Titanshifter class, you must meet these prerequisites: {{5a|dex}} 15 and {{5a|con}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Titanshifter class, you gain the following proficiencies: Titan piercing swords, 3D Maneuvering gear.<br />
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<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>204.63.214.244https://www.dandwiki.com/w/index.php?title=Titanshifter_(5e_Class)&diff=1261713Titanshifter (5e Class)2020-01-20T22:55:08Z<p>204.63.214.244: /* Squad You (Variant Feature for Non-shifters) */</p>
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<div><vote type=1/><br />
<center>''This class is intended for [[The Walls (Attack on Titan) (5e Campaign Setting)|The Walls (Attack on Titan)]] campaign setting and the variant rules it uses. It can nonetheless be used in a more traditional setting.</center><br />
{{Copyright Disclaimer|owner=Hajime Isayama|franchise=Attack on Titan}}<br />
<br />
{{Design Note|Many of the pictures on this page are from the Attack on Titan Manga, meaning you have to read them from right to left.}}<br />
<br />
== Titanshifter ==<br />
Soldiers that fly around on gas powered grappling cables and transform into giants.<br />
<br />
=== Introduction ===<br />
'' A thirty year old man in 3DM gear zooms through the destroyed town, dodging Titans left in right. His eyes narrows as he spots his target: a 6 meter Titan lumbering forward to a frightened little girl. Gas billows out of his 3DM, lurching his body forward. The strain would have paralyzed any other man, but he was used to it at this point. His swords lash out and smacked the Titan right in the nape of his neck. A piece of Titan skin flies out of the neck and the Titan falls to the ground at the girl’s feet. The man landed on top of the head and looked down at the girl. . .''<br />
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'' A black haired girl ran across the rooftop from the Titan. The Titan smashed through the building just as the girl activated her 3 Dimensional Maneuvering Device. Compressed gas shot her forward just as the Titan lunged forward. . .''<br />
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''Screaming in rage as the cannon is pointed towards him, a cadet grabs his friends. As the cannon fires, he bites his tongue. A flash of yellow and red lightning strikes him, creating a huge explosion. A giant body started forming around him, starting from the bones and muscles. In a second, before the transformation was finished, he lifted his titan hand causing the cannonball to strike it.''<br />
<br />
[[File:Attack-Titan-Fuji-Q-Highland-main-1200.jpg|thumb]]<br />
[[File:Snk.jpg|thumb]]<br />
=== Heroes of the Walls ===<br />
Eren Jeager looked up from the intersection. He and his friends Armin and Mikasa looked up at the 50 meter wall that stood in the distance. And on top was a hand bigger than a cabin. It gripped the wall, sending a small rain of rocks down below. "No way," Armin Muttered. "That wall is over ''fifty meters tall!''"<br />
<br />
Eren's eye started twitching.<br />
<br />
"It's ''him''." A giant shadow appeared blocked out the sun. A giant steaming face with no skin, only muscles appeared over the wall. "A Titan," Eren whispered. In one mighty motion, the Colossal Titan lifted it's leg up and brought it forward, decimating the gate that kept out the Titans. Chunks of rock slammed into people from the explosion. A girl carrying some bread who got to close was knocked back by the steam. A wave of destruction tore through the outlying district of Shiganshina.<br />
<br />
Years later, these three survivors of the joined the Cadets Corps, and vowed to fight for their freedom from the giant Titan threat. They trained to handle 3D Maneuvering Gear, gas powered contraptions that could essentially let them fly. But as their training ended, the Colossal Titan attacked the City of Trost, breaking down the gate and letting Titans in. During the battle, cadet Eren Jeager lost his life by being eaten by a Titan. Later that day, cadets noticed a Titan in the city, that despite all reason, was attacking other Titans. After some time, the Titan collapsed to reveal that Eren was alive, in the Titan, and controlling it the whole time.<br />
<br />
=== Creating a Titanshifter ===<br />
<br />
Did you ever consider how or why you joined the Cadet Corps? Did Titans invade your home? Where you forced by your parents? Do you come from a place where not joining the military is seen as a sign of cowardliness? Maybe you were trying to track down a girl you overheard two priests talking about. Perhaps your dad said you couldn't come back until you were normal. Whatever the case, life in the Cadet Corps is not easy. You want to end the threat of the Titans, but how will you do that? Will you join the famed Scout Regiment and go out in Titan country to face the Titans head on? Or will you join the Garrison, the soldiers that protect the walls with heavy artillery and grit? Or will you end your training by becoming one of the top 10 in your class and joining the Military Police, the soldiers that protect the interior and the King? <br />
<br />
;Quick Build<br />
You can make a Titanshifter quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|con}}. Second, choose the Exile background if you are from Wall Maria, Hunter or Guild Artisan background if you are from Wall Rosa, and Noble background if you are from Wall Sina.<br />
<br />
{{5e Class Features<br />
|name= Titanshifter<br />
|summary= Soldiers that fly around on gas powered grappling cables and transform into giants<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor= 3D Maneuvering Device<br />
|weapons= Simple Weapons, Titan piercing sword (1d6 slashing, 15 GP, Finesse, Light)<br />
|tools= Flare Guns<br />
|saves= {{5a|dex}}, {{5a|con}}<br />
|skills= {{5s|Acrobatics}} + two more: {{5s|Animal Handling}}, {{5s|History}}, {{5s|Intimidation}}, {{5s|Perception}}, {{5s|Stealth}}, {{5s|Survival}}<br />
|item1a= Two Titan piercing swords and a dagger<br />
|item1b=<br />
|item1c=<br />
|item2a= 3D Maneuvering Device (AC 12 + {{5a|dex}} modifier) and a flare gun with 15 green flares, 15 red flares, and 5 black flares<br />
|item2b=<br />
|item2c=<br />
|item3a= Explorers pack<br />
|item3b= Dungeoneers pack<br />
|item3c=<br />
<br />
|wealth=<!--starting wealth, see PHB p. 143--> 2d4 x 10 GP<br />
|classfeatures1= Sword Training, 3D Maneuvering Training<br />
|classfeatures2= Heroism<br />
|classfeatures3= Military Branch<br />
|classfeatures4=<br />
|classfeatures5= Improved Gas Containers, Extra Attack, 3D Maneuvering Training Improvement<br />
|classfeatures6= Military Branch Feature <br />
|classfeatures7= Titan Shift (Battle Scan if you are not a shifter)<br />
|classfeatures8= Improved Gas Containers<br />
|classfeatures9= Extra Attack (2), Military Branch Feature <br />
|classfeatures10= Regeneration, (Lightning Attack if you are not a shifter)<br />
|classfeatures11= Agile<br />
|classfeatures12= <br />
|classfeatures13= Military Branch Feature<br />
|classfeatures14= Titan Shift Improvement, (Sword Throw if you are not a shifter)<br />
|classfeatures15= Improved Gas Containers<br />
|classfeatures16= Titan Shift Improvement<br />
|classfeatures17= Heroism Improvement <br />
|classfeatures18= Military Branch Feature (Variant if you are not a shifter)<br />
|classfeatures19= Improved Gas Containers<br />
|classfeatures20= Titan Shift Improvement, (Instinct Mode if you are not a shifter)<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
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}}<br />
<br />
<br />
{{Design Note|Although this class is called 'Titanshifter', it is entirely possible to play a character that cannot turn into a Titan, and instead is just an ordinary soldier. This could be a way to a character like Levi or Mikasa, who are incapable of being titans, and instead have increased skill with their 3DM combat. If you would like to play a non-shifting character, choose the variant features at level 7, level 10, level 14, level 18 (subclass), and level 20 features.}}<br />
<br />
==== Sword Training ====<br />
As a Titanshifter, you have learned to fight titans with the iconic dual swords designed to pierce the necks of Titans. At level 1, this grants you the Two-Weapon fighting style of the fighter. This allows you to add your ability modifier to your second weapon when two weapon fighting. Also, when you attack with two light weapons, both weapons count as the same attack, so you don't have to use a bonus action to attack with the second blade.<br />
<br />
==== 3D Maneuvering Training ====<br />
[[File:5143295-3d manuver gear info.png|thumb]]<br />
At level 1, you can use Three Dimensional Maneuvering Gear, or 3DMs, to move through the air. This essentially allows the users to fly, though not exactly. Metal canisters on the user's waist power grappling guns held in the user's hand. The canisters also shoot pressurized gas from behind you, rocketing you forward. When you hold down the triggers, your cables will shoot into objects and pull you forward while gas shoots you forward. Your 3DM requires regular maintenance, which can be done whenever you take a long rest. If you go a week without maintenance, there is a 10% chance that your gear will fail in flight and you take fall damage. <br />
<br />
Below the gas canisters is a sheath that holds your extra blades for your handles. The grappling guns you hold in both hands double as the hilts for your swords. You can attach swords as a bonus action. This is the only way to fight while flying, as you can still maneuver with swords in your hilts. Your sheaths can hold a total of 8 blades, 4 on each side.<br />
<br />
When maneuvering, you have a flying speed of 60 ft. The catch to this is you can only move forward in a cone, unless you take a bonus action to change direction. Because of the length of your wire, you can only fly as long as you have something for your grappling cables to latch on to. Because of the speeds you go at, you have -5 reduction on all attack rolls. Remember that the only weapons you can use are swords.<br />
<br />
When you are maneuvering through the air, you can only carry up to half of your maximum carrying capacity, because the 3DM gear can only support so much weight.<br />
<br />
You can stay in the air for up to a minute before you run out of gas. Your gas canisters fully recharge over the course of 30 minutes, because of the weird gas they are made with. If your 3DM breaks, you can replace it during a long rest by spending 50gp. If your swords break, you can replace one of them for 10 gps worth of materials and 10 minutes of crafting.<br />
<br />
When you reach level 5, you no longer have a -5 reduction with sword attacks when flying.<br />
<br />
==== Heroism ====<br />
Starting at level 2, your courage reflects onto your allies. As a bonus action, all allies within 60 ft. gain advantage on saving throws against being {{5c|frightened}} for 1 minute, and can make a free saving throw against any {{5c|frightened}} conditions on them immediately. Once you use this feature, you must complete a long or short rest before you can use it again.<br />
<br />
When you reach level 17 in this class, you are completely immune to being {{5c|frightened}}, and so is all allies within 60 ft.<br />
<br />
==== Military Branch ====<br />
At level 3, you have finished your training as a cadet and are ready to join one of the three branches of the military: The Scout Regiment, The Garrison, or The Military Police. All of them are detailed at the end of the description. Your choice also grants you additional features at levels 6, 9, 13, and 19.<br />
<br />
==== Ability Score Increase ====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Improved Gas Containers ====<br />
When you reach 5th level, you have modified your 3DM to contain more gas. You can now stay aloft for 2 minutes without recharging. This part of the feature increases at level 8 (3 minutes), level 15 (4 minutes), and level 19 (5 minutes).<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three at Level 9. You cannot use this extra attack in Titan form.<br />
<br />
==== Titan Shift ====<br />
When you reach level 7, you discover your Titan blood. You can shift into a Titan when you have suffered slashing or piercing damage from yourself and you have a purpose in your heart, usually a life or death scenario. Once undergoing these conditions a few things happen.<br />
<br />
You change into a titan of your choice. Choose one of the following options, but be careful, because you cannot pick a new Titan later. Once you decide what Titan you want, that is the only Titan you can transform into. your choices are listed below:<br />
<br />
* The [[Attack Titan (5e Creature)|Attack Titan]] (Attack Power): A combat-focused Titan that is meant to be in the vanguard of the attack and face the enemy head-on.<br />
<br />
* The [[Armored Titan (5e Creature)|Armored Titan]] (Defense): A Titan with great defensive capabilities. While being relatively weak in combat in terms of Titan standards, the Armored Titan is an unstoppable force that can charge through almost anything.<br />
<br />
* The [[Jaws Titan (5e Creature)|Jaws Titan]] (Mobility): A relatively small Titan that can climb on buildings and trees, and has a massive set of jaws that can break through the hardest materials known to man.<br />
<br />
* The Cart Titan (Speed): A Titan that walks on all four legs for the extra speed.<br />
<br />
* The Female Titan (Agility): Another combat-focused Titan that specializes in critical moves and quick movement.<br />
<br />
* The Beast Titan (Strength): Simply put, the Beast Titan is the physically strongest Titan out of the Titanshifters, and can throw heavy objects a great distance.<br />
<br />
* The [[War Hammer Titan (5e Creature)|War Hammer Titan]] (Weapons): A unique Titan that controls it's Titan form from a crystal made out of hardened Titan skin. Can use it's powers to conjure weapons and traps out of thin air.<br />
<br />
You have half of your Titan's total average hit points, and your attacks do half the damage dice. Your regeneration feature only gives you half as much hit points per turn. You lose your multi-attack if you have on, any resistances you have, and any immunity your Titan form has becomes a resistance (these are strictly for balancing reasons. Your resistances ''do not'' become immunities again when you reach level 20). Any psychic damage done to your or damage done to your nape doesn’t affect your Titan but instead deals damage to your character directly.<br />
<br />
You can stay as a Titan in minutes equal to your Titanshifter level. Once these minutes are up, or you want to become a humanoid again before that, you can use your action to have your Titan form will fall to the ground, and you will burst out of the Titan's nape. The body will evaporate into steam over the course of the next 1d4 minutes.<br />
<br />
You transform under the affects of the ''true polymorph'' spell, except you keep your {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores, as well as your personality and alignment. Your physical body is still in the nape of the Titan, but is melded with it slightly so you see out of the Titan's eyes, and such. When you transform, you instantly regain any lost limbs, all non-magical conditions on you are removed, and you regain all of your lost hit points. Any damage you take is done to your Titan form, unless it is done to the nape.<br />
<br />
Every time you transform, you must make a DC 15 {{5a|wis}} saving throw or lose control of your titan form. If you lose control, your titan form goes under the affects of the ''confusion'' spell. You can re-roll the save at the start of each of your turns, ending it on a success. If you spend at least one minute in concentration before you transform, you don't have the make the check.<br />
<br />
When you come out of the Titan, you gain one level of {{5c|exhaustion}}. <br />
<br />
You can use this feature after taking a long rest and making a DC 18 {{5a|con}} check. If you fail, you can repeat the {{5a|con}} check (DC 18) every short or long rest (But not every time you spend a hit die).<br />
<br />
When you reach level 14 in this class, you no longer have to make a check to regain the ability to turn into a Titan when you take a rest, you don't have to make a {{5a|wis}} when you transform to avoid confusion, and you no longer suffer exhaustion when you leave your Titan form. <br />
<br />
When you reach level 20 in this class, you can stay in your Titan form indefinitely and you can transform into a titan as many times as you want. Keep in mind that it still takes an action to leave your current titan. Your damage, maximum health, and regeneration is no longer halved. If you transform more than once in the same day, you do not regain all of your hit points when you transform the second time or anytime after that.<br />
<br />
==== Battle Scan (Variant Feature for Non-shifters) ====<br />
At level 7, you are always aware of the threats around you, and always on edge to defend yourself from threats. Hostile creatures have disadvantage when making {{5a|dex}} ({{5s|stealth}}) checks against your passive {{5a|wis}} ({{5s|perception}}) score, and creatures attacking you when you are surprised have disadvantage on their attack rolls. When you are in combat initiative, you can make {{5a|wis}} ({{5s|perception}}) or {{5a|int}} ({{5s|investigation}}) checks as a bonus action.<br />
<br />
==== Regeneration ====<br />
At 10th level, because you have transformed into a Titan so many times, you can regenerate hit points in humanoid form. You can heal 1 hit point every minute indefinitely. This feature also regenerates small scars and relativity obsolete injuries, like losing a finger or a tooth, and regenerates bigger injuries like severed limbs over the course of a few hours.<br />
<br />
With your regeneration feature, you can also go into a boost mode that heals you faster. As an action, you can enter rapid-regeneration mode. When activated, you can heal 10 hit points per minute (1 per turn) instead of 1 until this feature is shut off. When you enter rapid-regeneration mode, you cannot turn into a Titan because your body is too focused on healing you. You can end rapid-regeneration mode as an action.<br />
<br />
If you ever drop under 0 hit points, or you become {{5c|unconscious}} with under half of your total hit points, you automatically enter rapid-regeneration mode and you cannot shut it off until you are have at least half of your maximum hit point. <br />
<br />
If you take damage to your neck or head, the regeneration feature ceases to function for one minute. This feature ceases to function when you are in your Titan form, as it already heals for you.<br />
<br />
==== Lightning Attack (Variant Feature for Non-shifters) ====<br />
At level 10, you have practiced with you 3DM enough that you can strike targets with incredible haste. When you make an attack on someone, you can ignore any reactions they take in response to your attack. For example, if you attack someone with your swords, and they cast ''shield'' in defense, they do not gain the +5 AC bonus until your attack ends. This feature is especially useful when attacking a Titan that is trying to harden their skin in response to your attack.<br />
<br />
==== Agile ====<br />
At level 11, your skills while flying rival even the toughest captain. While using your 3DM, you can take the disengage action as a bonus action on your turn. You can also maneuver in any direction without taking a bonus action to turn around.<br />
<br />
==== Sword Throw (Variant Feature for Non-shifters)====<br />
At level 14, you have mastered the art of detaching your blade at the right moment to propel it into the air. As an attack, you can detach one of your blades to make a ranged attack roll at a range of (20/60). On a hit, the target takes the normal damage of the sword.<br />
<br />
==== Instinct Mode (Variant Feature for Non-shifters) ====<br />
At level 20, you have can go into a concentrated rage that unleashes the pure instincts in your blood to destroy your enemies. As a bonus action, you can enter Instinct Mode. When in Instinct Mode, all you attacks are considered critical hits, you have advantage on {{5a|str}}, {{5a|dex}}, and {{5a|con}} saving throws, and you are considered resistant to all damage types except psychic. Because your attacks are so powerful and reckless, all sword attacks you make shatter your blades once they hit. Instinct Mode ends after a minute, or until you take a bonus action to end it. Once you use Instinct Mode, you must finish a long rest before you can do it again.<br />
<br />
== Scout Regiment ==<br />
<br />
Your first option is the Scout Regiment. These brave soldiers go outside the Walls into Titan country and face the enemy head on. The Scout Regiment rides on horses and use them to out speed the Titan threat. Traveling through forests and exotic locations, all we know about the Titans comes from these soldiers. The symbol for the Scout Regiment is the Wings of Freedom.<br />
<br />
==== Bonus Proficiency ====<br />
When you first join the Scout Regiment, you gain proficiency in Smith's tools, so you can create your own blades, and later, Thunder Spears.<br />
<br />
==== Excellent Rider ====<br />
At level 3, you have been provided a horse by the military. You can use this in combat or while traveling. Unlike normal horses, this one travels at a speed of 70ft, because it has been specially bred to be fast. Your horse will follow your commands no matter how suicidal. If your horse dies, you can have it replaced within 1 day as long as you are in a population center of some sort that has a military presence.<br />
<br />
==== Survey Corps ====<br />
At level 6, you gain knowledge of your enemy through the Survey Corps. This offshoot of the Scout Regiment gathers data on Titans. Because of this, you gain the Rangers “Favored Enemy” feature, but only for Titans (Aberrations if it is a normal campaign).<br />
<br />
==== Cunning Dodge ====<br />
When you reach level 9, you have become quick and reflexive with your 3 Dimensional Maneuvering. When fail to make a {{5a|str}}, {{5a|dex}}, or {{5a|con}} saving throw when you are flying, you can choose to succeed instead. You must make a short or long rest to use this feature again. This feature also increases your flying speed to 90 feet.<br />
<br />
==== Thunder Spears ====<br />
At level 13, you (and possibly others in the Scout Regiment) have developed a high impact metal rod that is designed to be powerful enough to destroy even hardened Titan skin. When you level up, you can spend an hour to create two of these Thunder Spears. When they are created, you can attach them to the bottoms of your 3DM trigger, and connected to a third trigger that is activated by your pinky. You can carry 1 Thunder Spear in each arm, connected to your 3DM triggers. You can fire a Thunder Spear as an attack. Make a ranged attack roll. The Thunder Spears have a range of 600 feet. On a hit, the target takes 35 (10d6) force damage and if the target is large or smaller must make a DC 20 {{5a|con}} save or be {{5c|stunned}} for one minute, and the Thunder Spear is destroyed. When a Thunder Spear hits, everything with within a 30 foot sphere also takes 17 (5d6) Thunder damage, including the target. The damage done by a Thunder Spear ignores any immunity or resistance force and thunder damage.<br />
<br />
Because they are made of metal and protect most of your arms, you have a +1 bonus to AC for attacks from creatures large and smaller for each spear you are holding.<br />
<br />
To create more spears, you must be at a blacksmith or other such area, spend half an hour to create one, as well as 50 gps worth of materials like steel and explosives.<br />
<br />
[[File:Tumblr inline o3xm5jC0yT1sy5lf0 500.png|thumb]]<br />
==== Skin Hardening ====<br />
When you reach level 18, you have become one with the Titans and learned their powers. You have access to the first skin hardening ability variant rule listed under your Titan form, meaning you can solidify parts of your skin to defend yourself or increase your attack. You only have the first part, so you cannot cover all of your skin, just a small portion.<br />
<br />
==== Squad You ====<br />
You have a squad of four elite NPCs in the Scout Regiment who are under your control that is named after you. Their race, sex, age, ect., is up to your DM, but whoever they are, they will follow your orders to the grave, unless you actively try to hurt them. <br />
<br />
Use the stat block below for each of the squad members. Your DM can adjust some of their stats to accommodate for any racial traits they have, and can also change them for flavor.<br />
<br />
[[Scout Regiment Soldier (5e Creature)|Scout Regiment Soldier]]<br />
<br />
If an NPC in your squad dies, you can find a replacement within a week if you are near a military base.<br />
<br />
== The Garrison ==<br />
<br />
The Garrison is a troop of soldiers sent to protect the walls using cannons and 3DMs. This is the most common choice for graduating cadets, as it is the least dangerous. Their experience with cannons and weaponry makes them ideal people to hold off a Titan invasion. The symbol of the Garrison is two roses.<br />
<br />
==== Heavy Weapons Training ====<br />
At level 3, your training with cannons pays off. You now automatically know how to operate any siege weapon listed in the Dungeon Master’s guide. You also become proficient in all renaissance age firearms.<br />
<br />
==== Battle Tales ====<br />
When you reach level 6, your tales of combat can be used to sway civilians into following your lead. If you recount some old tales to non-Military citizens, you gain advantage on all {{5a|cha}} ({{5s|persuasion}}) and {{5a|cha}} ({{5s|intimidation}}) checks against them.<br />
<br />
==== Acting Authority ====<br />
When you reach level 9, you have gained a high enough rank to be an acting police officer. This gives you advantage on all {{5a|wis}} and {{5a|int}} saving throws against creatures that have the word “Evil” in there alignment. You also have advantage on {{5a|int}} ({{5s|History}}), {{5a|wis}} ({{5s|Insight}}), {{5a|int}} ({{5s|Investigation}}), and {{5a|wis}} ({{5s|Perception}}) checks against the same group. If you do not have it already, you gain proficiency in the {{5a|int}} ({{5s|Investigation}}) skill. If you already have it, your proficiency doubles.<br />
<br />
==== Hometown Advantage ====<br />
When you reach level 13, your will to fight becomes inspiring. When fighting within an Village, Town, or City that has not been abandoned, you gain the ability to rally for soldiers to join the fight. Roll 2d4. That is how many town soldiers come out to help you fight. They will fight on your side relentlessly until they are dead or the fight is over. A few clarifications to this rule:<br />
<br />
* Use the MM stat block in the humanoids section for their stats.<br />
<br />
* The soldiers will not leave the Village, Town, or City you are in.<br />
<br />
* The soldiers panic and must make a DC 18 {{5a|wis}} saving throw or run away from the fight if you are knocked unconscious or killed.<br />
<br />
* You cannot use this feature when you shift into a Titan.<br />
<br />
* They will only fight creatures with the word “Evil” or "Unaligned" for their alignment.<br />
<br />
Once you use this ability, you must make a short or long rest to use it again.<br />
<br />
There is a variant feature to this, where you can summon 1d4 [[Scout Regiment Soldier (5e Creature)|Scout Regiment Soldier]] instead, if you are playing in the [[The Walls (Attack on Titan) (5e Campaign Setting)|The Walls (Attack on Titan)]] campaign setting. Reflavor the Scout Regiment Soldiers as Garrison Soldiers instead. The rest of the rules stay the same. <br />
<br />
==== Transfer Consciousness ====<br />
At level 18, you learn a difficult feature used by the strongest Titanshifters. As an action, you can transfer your consciousness to your Titan form, meaning if your human form dies in your Titan form, you continue to live in the Titan. Doing this requires so much energy that your Titan form cannot heal itself, and loses the regeneration feature. If your Titan form drops to zero hit points, you die, plain and simple. If your normal body does die when you are still in your Titan, you can make a DC 20 {{5a|con}} saving throw to transfer your consciousness as a reaction. <br />
<br />
Five minutes after you transfer your consciousness, your Titan body regains the use of it's regeneration feature, but only for the purposes of healing your body (if it is damaged. If it is destroyed, the Titan body starts to make an identical body inside the nape of the Titan). Your body starts to regain hit points with the regeneration feature, but the Titan body does not start to heal. You can only transfer back to your normal body as an action when it as at half or more of its maximum hit points.<br />
<br />
If you run out of time in your Titan form before your body is healed all of the way, your Titan body becomes completely {{5c|stunned}} and cannot move, although the regeneration feature still works, so it can heal your normal body. When your body is at half or more health and in working condition, your consciousness is transferred back into your normal body and you gain two levels of exhaustion automatically. Your Titan body then starts to disappear like normal.<br />
<br />
==== Commander ====<br />
At level 18, you have been promoted to Commander of whatever military you are in. You can take control of any operation by friendly or neutral forces as long as their current leader is not a general or other royalty. You can also issue an order to nearby military bases for troop requests. It takes 1 days to acquire every 10 troops you request, not counting travel time for the message to spread if you are in the field. The most troops you can command is 100. You also receive a badge/emblem that marks you as this rank.<br />
<br />
You also receive an NPC bodyguard who is proficient in 3DM skills, even if the rest of your campaign doesn't include elements from Attack on Titan. Use the following stat block for his stats. He follows your actions and will not question your leadership unless you are hostile to home. Reflavor the stat block as a Garrison soldier.<br />
<br />
[[Scout Regiment Soldier (5e Creature)|Scout Regiment Soldier]]<br />
<br />
== The Military Police ==<br />
<br />
The Military Police is an elite organization only meant for the best of the best. Only the top 10 students from each cadet training region are eligible to join. The Military Police's job is to protect the king and maintain order. Because this class is so elite, ask your DM if you made the cut. You can also determine this by rolling 1d100 and scoring a 95 or higher. The symbol of the Military Police is the head of a unicorn.<br />
<br />
==== Royal Contacts ====<br />
At level 3, you have joined the Military Police and have dedicated your life to serving the king. Because of this, you have instant contacts throughout the Royal Government and Military. You can learn the whereabouts of any important people in the government if you spend an hour asking around any military installation. You also have full access to classified information in the government, as well as first class gear and equipment. Because of this, you do not need to do weekly maintenance on your gear and it will not fail unless excessively damaged.<br />
<br />
==== Revenge ====<br />
By level 6, you have seen countless battles and have learned to make you enemies hurt. When attacking a creature that has taken away over 30% of your hit points, you can choose to deal double damage against them. You can only do this extra damage once per turn.<br />
<br />
==== Perfect Guard ====<br />
When you reach level 9, your defensive capabilities go unmatched. When a creature makes a melee weapon attack on you, and if you can see them and you are holding two Titan piercing swords, you can use your reaction to gain a bonus to AC equal to your {{5a|con}} modifier for the attack and impose an opportunity attack on the creature if it misses. Later, if you choose the Non-shifter feature at level 18, you can do the same if you have to guns equipped.<br />
<br />
==== Technological Advancements ====<br />
When you reach level 13, your developments in 3DM flight technology have reached their limits. You can stay flying for double the minutes of what it normally would be. This feature includes the added time of the 3DM Improvement feature. Your flying speed also increases to 90 feet.<br />
<br />
==== Titan Steam ====<br />
At level 18, you gain the ability to release steam from your body in Titan form. When transformed into a Titan, you can spend 35 hit points to force all targets you want within a 120 ft. radius to make a DC 24 {{5a|dex}} save or take 110 (20d10) fire damage, or half on save. This feature can be used only once per Titan shift.<br />
<br />
==== Anti-Personnel 3DM ====<br />
At level 18, you have either designed or received from your superiors guns that are designed to work in tangent with your 3DM gear. You now have 2 sets of triggers: one for swords, and one for guns. You can switch which triggers you are using as a bonus action. The gun triggers can connect to barrels that act as shotguns. You can connect these barrels as a bonus action, and fire one of them as an attack. Make a ranged attack roll. On a hit, the target takes 4d8 piercing damage. Anyone within 5 feet of the target also takes an additional 2d8 piercing damage (including the target). Once fired, the guns are spent, and you can detach the barrels as a free action. You can store up to 5 additional barrels on each of your thighs.<br />
<br />
If you run out, you can create more by spending 10 gp per barrel and 30 minutes crafting it, or by getting more at a military center. <br />
<br />
At this level, you have also received or crafted custom 3DM armor that features a lightweight metal breastplate and arm and shoulder guards. When you wear this armor, your AC is 14 + your {{5a|dex}} modifier.<br />
<br />
<br />
<br />
[[File:Kenny reloads gun barrels.png|thumb]]<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 Titanshifter class, you must meet these prerequisites: {{5a|dex}} 15 and {{5a|con}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Titanshifter class, you gain the following proficiencies: Titan piercing swords, 3D Maneuvering gear.<br />
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<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>204.63.214.244https://www.dandwiki.com/w/index.php?title=Titanshifter_(5e_Class)&diff=1261712Titanshifter (5e Class)2020-01-20T22:54:46Z<p>204.63.214.244: /* Commander (Variant Feature for Non-shifters) */</p>
<hr />
<div><vote type=1/><br />
<center>''This class is intended for [[The Walls (Attack on Titan) (5e Campaign Setting)|The Walls (Attack on Titan)]] campaign setting and the variant rules it uses. It can nonetheless be used in a more traditional setting.</center><br />
{{Copyright Disclaimer|owner=Hajime Isayama|franchise=Attack on Titan}}<br />
<br />
{{Design Note|Many of the pictures on this page are from the Attack on Titan Manga, meaning you have to read them from right to left.}}<br />
<br />
== Titanshifter ==<br />
Soldiers that fly around on gas powered grappling cables and transform into giants.<br />
<br />
=== Introduction ===<br />
'' A thirty year old man in 3DM gear zooms through the destroyed town, dodging Titans left in right. His eyes narrows as he spots his target: a 6 meter Titan lumbering forward to a frightened little girl. Gas billows out of his 3DM, lurching his body forward. The strain would have paralyzed any other man, but he was used to it at this point. His swords lash out and smacked the Titan right in the nape of his neck. A piece of Titan skin flies out of the neck and the Titan falls to the ground at the girl’s feet. The man landed on top of the head and looked down at the girl. . .''<br />
<br />
'' A black haired girl ran across the rooftop from the Titan. The Titan smashed through the building just as the girl activated her 3 Dimensional Maneuvering Device. Compressed gas shot her forward just as the Titan lunged forward. . .''<br />
<br />
''Screaming in rage as the cannon is pointed towards him, a cadet grabs his friends. As the cannon fires, he bites his tongue. A flash of yellow and red lightning strikes him, creating a huge explosion. A giant body started forming around him, starting from the bones and muscles. In a second, before the transformation was finished, he lifted his titan hand causing the cannonball to strike it.''<br />
<br />
[[File:Attack-Titan-Fuji-Q-Highland-main-1200.jpg|thumb]]<br />
[[File:Snk.jpg|thumb]]<br />
=== Heroes of the Walls ===<br />
Eren Jeager looked up from the intersection. He and his friends Armin and Mikasa looked up at the 50 meter wall that stood in the distance. And on top was a hand bigger than a cabin. It gripped the wall, sending a small rain of rocks down below. "No way," Armin Muttered. "That wall is over ''fifty meters tall!''"<br />
<br />
Eren's eye started twitching.<br />
<br />
"It's ''him''." A giant shadow appeared blocked out the sun. A giant steaming face with no skin, only muscles appeared over the wall. "A Titan," Eren whispered. In one mighty motion, the Colossal Titan lifted it's leg up and brought it forward, decimating the gate that kept out the Titans. Chunks of rock slammed into people from the explosion. A girl carrying some bread who got to close was knocked back by the steam. A wave of destruction tore through the outlying district of Shiganshina.<br />
<br />
Years later, these three survivors of the joined the Cadets Corps, and vowed to fight for their freedom from the giant Titan threat. They trained to handle 3D Maneuvering Gear, gas powered contraptions that could essentially let them fly. But as their training ended, the Colossal Titan attacked the City of Trost, breaking down the gate and letting Titans in. During the battle, cadet Eren Jeager lost his life by being eaten by a Titan. Later that day, cadets noticed a Titan in the city, that despite all reason, was attacking other Titans. After some time, the Titan collapsed to reveal that Eren was alive, in the Titan, and controlling it the whole time.<br />
<br />
=== Creating a Titanshifter ===<br />
<br />
Did you ever consider how or why you joined the Cadet Corps? Did Titans invade your home? Where you forced by your parents? Do you come from a place where not joining the military is seen as a sign of cowardliness? Maybe you were trying to track down a girl you overheard two priests talking about. Perhaps your dad said you couldn't come back until you were normal. Whatever the case, life in the Cadet Corps is not easy. You want to end the threat of the Titans, but how will you do that? Will you join the famed Scout Regiment and go out in Titan country to face the Titans head on? Or will you join the Garrison, the soldiers that protect the walls with heavy artillery and grit? Or will you end your training by becoming one of the top 10 in your class and joining the Military Police, the soldiers that protect the interior and the King? <br />
<br />
;Quick Build<br />
You can make a Titanshifter quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|con}}. Second, choose the Exile background if you are from Wall Maria, Hunter or Guild Artisan background if you are from Wall Rosa, and Noble background if you are from Wall Sina.<br />
<br />
{{5e Class Features<br />
|name= Titanshifter<br />
|summary= Soldiers that fly around on gas powered grappling cables and transform into giants<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor= 3D Maneuvering Device<br />
|weapons= Simple Weapons, Titan piercing sword (1d6 slashing, 15 GP, Finesse, Light)<br />
|tools= Flare Guns<br />
|saves= {{5a|dex}}, {{5a|con}}<br />
|skills= {{5s|Acrobatics}} + two more: {{5s|Animal Handling}}, {{5s|History}}, {{5s|Intimidation}}, {{5s|Perception}}, {{5s|Stealth}}, {{5s|Survival}}<br />
|item1a= Two Titan piercing swords and a dagger<br />
|item1b=<br />
|item1c=<br />
|item2a= 3D Maneuvering Device (AC 12 + {{5a|dex}} modifier) and a flare gun with 15 green flares, 15 red flares, and 5 black flares<br />
|item2b=<br />
|item2c=<br />
|item3a= Explorers pack<br />
|item3b= Dungeoneers pack<br />
|item3c=<br />
<br />
|wealth=<!--starting wealth, see PHB p. 143--> 2d4 x 10 GP<br />
|classfeatures1= Sword Training, 3D Maneuvering Training<br />
|classfeatures2= Heroism<br />
|classfeatures3= Military Branch<br />
|classfeatures4=<br />
|classfeatures5= Improved Gas Containers, Extra Attack, 3D Maneuvering Training Improvement<br />
|classfeatures6= Military Branch Feature <br />
|classfeatures7= Titan Shift (Battle Scan if you are not a shifter)<br />
|classfeatures8= Improved Gas Containers<br />
|classfeatures9= Extra Attack (2), Military Branch Feature <br />
|classfeatures10= Regeneration, (Lightning Attack if you are not a shifter)<br />
|classfeatures11= Agile<br />
|classfeatures12= <br />
|classfeatures13= Military Branch Feature<br />
|classfeatures14= Titan Shift Improvement, (Sword Throw if you are not a shifter)<br />
|classfeatures15= Improved Gas Containers<br />
|classfeatures16= Titan Shift Improvement<br />
|classfeatures17= Heroism Improvement <br />
|classfeatures18= Military Branch Feature (Variant if you are not a shifter)<br />
|classfeatures19= Improved Gas Containers<br />
|classfeatures20= Titan Shift Improvement, (Instinct Mode if you are not a shifter)<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
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}}<br />
<br />
<br />
{{Design Note|Although this class is called 'Titanshifter', it is entirely possible to play a character that cannot turn into a Titan, and instead is just an ordinary soldier. This could be a way to a character like Levi or Mikasa, who are incapable of being titans, and instead have increased skill with their 3DM combat. If you would like to play a non-shifting character, choose the variant features at level 7, level 10, level 14, level 18 (subclass), and level 20 features.}}<br />
<br />
==== Sword Training ====<br />
As a Titanshifter, you have learned to fight titans with the iconic dual swords designed to pierce the necks of Titans. At level 1, this grants you the Two-Weapon fighting style of the fighter. This allows you to add your ability modifier to your second weapon when two weapon fighting. Also, when you attack with two light weapons, both weapons count as the same attack, so you don't have to use a bonus action to attack with the second blade.<br />
<br />
==== 3D Maneuvering Training ====<br />
[[File:5143295-3d manuver gear info.png|thumb]]<br />
At level 1, you can use Three Dimensional Maneuvering Gear, or 3DMs, to move through the air. This essentially allows the users to fly, though not exactly. Metal canisters on the user's waist power grappling guns held in the user's hand. The canisters also shoot pressurized gas from behind you, rocketing you forward. When you hold down the triggers, your cables will shoot into objects and pull you forward while gas shoots you forward. Your 3DM requires regular maintenance, which can be done whenever you take a long rest. If you go a week without maintenance, there is a 10% chance that your gear will fail in flight and you take fall damage. <br />
<br />
Below the gas canisters is a sheath that holds your extra blades for your handles. The grappling guns you hold in both hands double as the hilts for your swords. You can attach swords as a bonus action. This is the only way to fight while flying, as you can still maneuver with swords in your hilts. Your sheaths can hold a total of 8 blades, 4 on each side.<br />
<br />
When maneuvering, you have a flying speed of 60 ft. The catch to this is you can only move forward in a cone, unless you take a bonus action to change direction. Because of the length of your wire, you can only fly as long as you have something for your grappling cables to latch on to. Because of the speeds you go at, you have -5 reduction on all attack rolls. Remember that the only weapons you can use are swords.<br />
<br />
When you are maneuvering through the air, you can only carry up to half of your maximum carrying capacity, because the 3DM gear can only support so much weight.<br />
<br />
You can stay in the air for up to a minute before you run out of gas. Your gas canisters fully recharge over the course of 30 minutes, because of the weird gas they are made with. If your 3DM breaks, you can replace it during a long rest by spending 50gp. If your swords break, you can replace one of them for 10 gps worth of materials and 10 minutes of crafting.<br />
<br />
When you reach level 5, you no longer have a -5 reduction with sword attacks when flying.<br />
<br />
==== Heroism ====<br />
Starting at level 2, your courage reflects onto your allies. As a bonus action, all allies within 60 ft. gain advantage on saving throws against being {{5c|frightened}} for 1 minute, and can make a free saving throw against any {{5c|frightened}} conditions on them immediately. Once you use this feature, you must complete a long or short rest before you can use it again.<br />
<br />
When you reach level 17 in this class, you are completely immune to being {{5c|frightened}}, and so is all allies within 60 ft.<br />
<br />
==== Military Branch ====<br />
At level 3, you have finished your training as a cadet and are ready to join one of the three branches of the military: The Scout Regiment, The Garrison, or The Military Police. All of them are detailed at the end of the description. Your choice also grants you additional features at levels 6, 9, 13, and 19.<br />
<br />
==== Ability Score Increase ====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Improved Gas Containers ====<br />
When you reach 5th level, you have modified your 3DM to contain more gas. You can now stay aloft for 2 minutes without recharging. This part of the feature increases at level 8 (3 minutes), level 15 (4 minutes), and level 19 (5 minutes).<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three at Level 9. You cannot use this extra attack in Titan form.<br />
<br />
==== Titan Shift ====<br />
When you reach level 7, you discover your Titan blood. You can shift into a Titan when you have suffered slashing or piercing damage from yourself and you have a purpose in your heart, usually a life or death scenario. Once undergoing these conditions a few things happen.<br />
<br />
You change into a titan of your choice. Choose one of the following options, but be careful, because you cannot pick a new Titan later. Once you decide what Titan you want, that is the only Titan you can transform into. your choices are listed below:<br />
<br />
* The [[Attack Titan (5e Creature)|Attack Titan]] (Attack Power): A combat-focused Titan that is meant to be in the vanguard of the attack and face the enemy head-on.<br />
<br />
* The [[Armored Titan (5e Creature)|Armored Titan]] (Defense): A Titan with great defensive capabilities. While being relatively weak in combat in terms of Titan standards, the Armored Titan is an unstoppable force that can charge through almost anything.<br />
<br />
* The [[Jaws Titan (5e Creature)|Jaws Titan]] (Mobility): A relatively small Titan that can climb on buildings and trees, and has a massive set of jaws that can break through the hardest materials known to man.<br />
<br />
* The Cart Titan (Speed): A Titan that walks on all four legs for the extra speed.<br />
<br />
* The Female Titan (Agility): Another combat-focused Titan that specializes in critical moves and quick movement.<br />
<br />
* The Beast Titan (Strength): Simply put, the Beast Titan is the physically strongest Titan out of the Titanshifters, and can throw heavy objects a great distance.<br />
<br />
* The [[War Hammer Titan (5e Creature)|War Hammer Titan]] (Weapons): A unique Titan that controls it's Titan form from a crystal made out of hardened Titan skin. Can use it's powers to conjure weapons and traps out of thin air.<br />
<br />
You have half of your Titan's total average hit points, and your attacks do half the damage dice. Your regeneration feature only gives you half as much hit points per turn. You lose your multi-attack if you have on, any resistances you have, and any immunity your Titan form has becomes a resistance (these are strictly for balancing reasons. Your resistances ''do not'' become immunities again when you reach level 20). Any psychic damage done to your or damage done to your nape doesn’t affect your Titan but instead deals damage to your character directly.<br />
<br />
You can stay as a Titan in minutes equal to your Titanshifter level. Once these minutes are up, or you want to become a humanoid again before that, you can use your action to have your Titan form will fall to the ground, and you will burst out of the Titan's nape. The body will evaporate into steam over the course of the next 1d4 minutes.<br />
<br />
You transform under the affects of the ''true polymorph'' spell, except you keep your {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores, as well as your personality and alignment. Your physical body is still in the nape of the Titan, but is melded with it slightly so you see out of the Titan's eyes, and such. When you transform, you instantly regain any lost limbs, all non-magical conditions on you are removed, and you regain all of your lost hit points. Any damage you take is done to your Titan form, unless it is done to the nape.<br />
<br />
Every time you transform, you must make a DC 15 {{5a|wis}} saving throw or lose control of your titan form. If you lose control, your titan form goes under the affects of the ''confusion'' spell. You can re-roll the save at the start of each of your turns, ending it on a success. If you spend at least one minute in concentration before you transform, you don't have the make the check.<br />
<br />
When you come out of the Titan, you gain one level of {{5c|exhaustion}}. <br />
<br />
You can use this feature after taking a long rest and making a DC 18 {{5a|con}} check. If you fail, you can repeat the {{5a|con}} check (DC 18) every short or long rest (But not every time you spend a hit die).<br />
<br />
When you reach level 14 in this class, you no longer have to make a check to regain the ability to turn into a Titan when you take a rest, you don't have to make a {{5a|wis}} when you transform to avoid confusion, and you no longer suffer exhaustion when you leave your Titan form. <br />
<br />
When you reach level 20 in this class, you can stay in your Titan form indefinitely and you can transform into a titan as many times as you want. Keep in mind that it still takes an action to leave your current titan. Your damage, maximum health, and regeneration is no longer halved. If you transform more than once in the same day, you do not regain all of your hit points when you transform the second time or anytime after that.<br />
<br />
==== Battle Scan (Variant Feature for Non-shifters) ====<br />
At level 7, you are always aware of the threats around you, and always on edge to defend yourself from threats. Hostile creatures have disadvantage when making {{5a|dex}} ({{5s|stealth}}) checks against your passive {{5a|wis}} ({{5s|perception}}) score, and creatures attacking you when you are surprised have disadvantage on their attack rolls. When you are in combat initiative, you can make {{5a|wis}} ({{5s|perception}}) or {{5a|int}} ({{5s|investigation}}) checks as a bonus action.<br />
<br />
==== Regeneration ====<br />
At 10th level, because you have transformed into a Titan so many times, you can regenerate hit points in humanoid form. You can heal 1 hit point every minute indefinitely. This feature also regenerates small scars and relativity obsolete injuries, like losing a finger or a tooth, and regenerates bigger injuries like severed limbs over the course of a few hours.<br />
<br />
With your regeneration feature, you can also go into a boost mode that heals you faster. As an action, you can enter rapid-regeneration mode. When activated, you can heal 10 hit points per minute (1 per turn) instead of 1 until this feature is shut off. When you enter rapid-regeneration mode, you cannot turn into a Titan because your body is too focused on healing you. You can end rapid-regeneration mode as an action.<br />
<br />
If you ever drop under 0 hit points, or you become {{5c|unconscious}} with under half of your total hit points, you automatically enter rapid-regeneration mode and you cannot shut it off until you are have at least half of your maximum hit point. <br />
<br />
If you take damage to your neck or head, the regeneration feature ceases to function for one minute. This feature ceases to function when you are in your Titan form, as it already heals for you.<br />
<br />
==== Lightning Attack (Variant Feature for Non-shifters) ====<br />
At level 10, you have practiced with you 3DM enough that you can strike targets with incredible haste. When you make an attack on someone, you can ignore any reactions they take in response to your attack. For example, if you attack someone with your swords, and they cast ''shield'' in defense, they do not gain the +5 AC bonus until your attack ends. This feature is especially useful when attacking a Titan that is trying to harden their skin in response to your attack.<br />
<br />
==== Agile ====<br />
At level 11, your skills while flying rival even the toughest captain. While using your 3DM, you can take the disengage action as a bonus action on your turn. You can also maneuver in any direction without taking a bonus action to turn around.<br />
<br />
==== Sword Throw (Variant Feature for Non-shifters)====<br />
At level 14, you have mastered the art of detaching your blade at the right moment to propel it into the air. As an attack, you can detach one of your blades to make a ranged attack roll at a range of (20/60). On a hit, the target takes the normal damage of the sword.<br />
<br />
==== Instinct Mode (Variant Feature for Non-shifters) ====<br />
At level 20, you have can go into a concentrated rage that unleashes the pure instincts in your blood to destroy your enemies. As a bonus action, you can enter Instinct Mode. When in Instinct Mode, all you attacks are considered critical hits, you have advantage on {{5a|str}}, {{5a|dex}}, and {{5a|con}} saving throws, and you are considered resistant to all damage types except psychic. Because your attacks are so powerful and reckless, all sword attacks you make shatter your blades once they hit. Instinct Mode ends after a minute, or until you take a bonus action to end it. Once you use Instinct Mode, you must finish a long rest before you can do it again.<br />
<br />
== Scout Regiment ==<br />
<br />
Your first option is the Scout Regiment. These brave soldiers go outside the Walls into Titan country and face the enemy head on. The Scout Regiment rides on horses and use them to out speed the Titan threat. Traveling through forests and exotic locations, all we know about the Titans comes from these soldiers. The symbol for the Scout Regiment is the Wings of Freedom.<br />
<br />
==== Bonus Proficiency ====<br />
When you first join the Scout Regiment, you gain proficiency in Smith's tools, so you can create your own blades, and later, Thunder Spears.<br />
<br />
==== Excellent Rider ====<br />
At level 3, you have been provided a horse by the military. You can use this in combat or while traveling. Unlike normal horses, this one travels at a speed of 70ft, because it has been specially bred to be fast. Your horse will follow your commands no matter how suicidal. If your horse dies, you can have it replaced within 1 day as long as you are in a population center of some sort that has a military presence.<br />
<br />
==== Survey Corps ====<br />
At level 6, you gain knowledge of your enemy through the Survey Corps. This offshoot of the Scout Regiment gathers data on Titans. Because of this, you gain the Rangers “Favored Enemy” feature, but only for Titans (Aberrations if it is a normal campaign).<br />
<br />
==== Cunning Dodge ====<br />
When you reach level 9, you have become quick and reflexive with your 3 Dimensional Maneuvering. When fail to make a {{5a|str}}, {{5a|dex}}, or {{5a|con}} saving throw when you are flying, you can choose to succeed instead. You must make a short or long rest to use this feature again. This feature also increases your flying speed to 90 feet.<br />
<br />
==== Thunder Spears ====<br />
At level 13, you (and possibly others in the Scout Regiment) have developed a high impact metal rod that is designed to be powerful enough to destroy even hardened Titan skin. When you level up, you can spend an hour to create two of these Thunder Spears. When they are created, you can attach them to the bottoms of your 3DM trigger, and connected to a third trigger that is activated by your pinky. You can carry 1 Thunder Spear in each arm, connected to your 3DM triggers. You can fire a Thunder Spear as an attack. Make a ranged attack roll. The Thunder Spears have a range of 600 feet. On a hit, the target takes 35 (10d6) force damage and if the target is large or smaller must make a DC 20 {{5a|con}} save or be {{5c|stunned}} for one minute, and the Thunder Spear is destroyed. When a Thunder Spear hits, everything with within a 30 foot sphere also takes 17 (5d6) Thunder damage, including the target. The damage done by a Thunder Spear ignores any immunity or resistance force and thunder damage.<br />
<br />
Because they are made of metal and protect most of your arms, you have a +1 bonus to AC for attacks from creatures large and smaller for each spear you are holding.<br />
<br />
To create more spears, you must be at a blacksmith or other such area, spend half an hour to create one, as well as 50 gps worth of materials like steel and explosives.<br />
<br />
[[File:Tumblr inline o3xm5jC0yT1sy5lf0 500.png|thumb]]<br />
==== Skin Hardening ====<br />
When you reach level 18, you have become one with the Titans and learned their powers. You have access to the first skin hardening ability variant rule listed under your Titan form, meaning you can solidify parts of your skin to defend yourself or increase your attack. You only have the first part, so you cannot cover all of your skin, just a small portion.<br />
<br />
==== Squad You (Variant Feature for Non-shifters) ====<br />
You have a squad of four elite NPCs in the Scout Regiment who are under your control that is named after you. Their race, sex, age, ect., is up to your DM, but whoever they are, they will follow your orders to the grave, unless you actively try to hurt them. <br />
<br />
Use the stat block below for each of the squad members. Your DM can adjust some of their stats to accommodate for any racial traits they have, and can also change them for flavor.<br />
<br />
[[Scout Regiment Soldier (5e Creature)|Scout Regiment Soldier]]<br />
<br />
If an NPC in your squad dies, you can find a replacement within a week if you are near a military base.<br />
<br />
== The Garrison ==<br />
<br />
The Garrison is a troop of soldiers sent to protect the walls using cannons and 3DMs. This is the most common choice for graduating cadets, as it is the least dangerous. Their experience with cannons and weaponry makes them ideal people to hold off a Titan invasion. The symbol of the Garrison is two roses.<br />
<br />
==== Heavy Weapons Training ====<br />
At level 3, your training with cannons pays off. You now automatically know how to operate any siege weapon listed in the Dungeon Master’s guide. You also become proficient in all renaissance age firearms.<br />
<br />
==== Battle Tales ====<br />
When you reach level 6, your tales of combat can be used to sway civilians into following your lead. If you recount some old tales to non-Military citizens, you gain advantage on all {{5a|cha}} ({{5s|persuasion}}) and {{5a|cha}} ({{5s|intimidation}}) checks against them.<br />
<br />
==== Acting Authority ====<br />
When you reach level 9, you have gained a high enough rank to be an acting police officer. This gives you advantage on all {{5a|wis}} and {{5a|int}} saving throws against creatures that have the word “Evil” in there alignment. You also have advantage on {{5a|int}} ({{5s|History}}), {{5a|wis}} ({{5s|Insight}}), {{5a|int}} ({{5s|Investigation}}), and {{5a|wis}} ({{5s|Perception}}) checks against the same group. If you do not have it already, you gain proficiency in the {{5a|int}} ({{5s|Investigation}}) skill. If you already have it, your proficiency doubles.<br />
<br />
==== Hometown Advantage ====<br />
When you reach level 13, your will to fight becomes inspiring. When fighting within an Village, Town, or City that has not been abandoned, you gain the ability to rally for soldiers to join the fight. Roll 2d4. That is how many town soldiers come out to help you fight. They will fight on your side relentlessly until they are dead or the fight is over. A few clarifications to this rule:<br />
<br />
* Use the MM stat block in the humanoids section for their stats.<br />
<br />
* The soldiers will not leave the Village, Town, or City you are in.<br />
<br />
* The soldiers panic and must make a DC 18 {{5a|wis}} saving throw or run away from the fight if you are knocked unconscious or killed.<br />
<br />
* You cannot use this feature when you shift into a Titan.<br />
<br />
* They will only fight creatures with the word “Evil” or "Unaligned" for their alignment.<br />
<br />
Once you use this ability, you must make a short or long rest to use it again.<br />
<br />
There is a variant feature to this, where you can summon 1d4 [[Scout Regiment Soldier (5e Creature)|Scout Regiment Soldier]] instead, if you are playing in the [[The Walls (Attack on Titan) (5e Campaign Setting)|The Walls (Attack on Titan)]] campaign setting. Reflavor the Scout Regiment Soldiers as Garrison Soldiers instead. The rest of the rules stay the same. <br />
<br />
==== Transfer Consciousness ====<br />
At level 18, you learn a difficult feature used by the strongest Titanshifters. As an action, you can transfer your consciousness to your Titan form, meaning if your human form dies in your Titan form, you continue to live in the Titan. Doing this requires so much energy that your Titan form cannot heal itself, and loses the regeneration feature. If your Titan form drops to zero hit points, you die, plain and simple. If your normal body does die when you are still in your Titan, you can make a DC 20 {{5a|con}} saving throw to transfer your consciousness as a reaction. <br />
<br />
Five minutes after you transfer your consciousness, your Titan body regains the use of it's regeneration feature, but only for the purposes of healing your body (if it is damaged. If it is destroyed, the Titan body starts to make an identical body inside the nape of the Titan). Your body starts to regain hit points with the regeneration feature, but the Titan body does not start to heal. You can only transfer back to your normal body as an action when it as at half or more of its maximum hit points.<br />
<br />
If you run out of time in your Titan form before your body is healed all of the way, your Titan body becomes completely {{5c|stunned}} and cannot move, although the regeneration feature still works, so it can heal your normal body. When your body is at half or more health and in working condition, your consciousness is transferred back into your normal body and you gain two levels of exhaustion automatically. Your Titan body then starts to disappear like normal.<br />
<br />
==== Commander ====<br />
At level 18, you have been promoted to Commander of whatever military you are in. You can take control of any operation by friendly or neutral forces as long as their current leader is not a general or other royalty. You can also issue an order to nearby military bases for troop requests. It takes 1 days to acquire every 10 troops you request, not counting travel time for the message to spread if you are in the field. The most troops you can command is 100. You also receive a badge/emblem that marks you as this rank.<br />
<br />
You also receive an NPC bodyguard who is proficient in 3DM skills, even if the rest of your campaign doesn't include elements from Attack on Titan. Use the following stat block for his stats. He follows your actions and will not question your leadership unless you are hostile to home. Reflavor the stat block as a Garrison soldier.<br />
<br />
[[Scout Regiment Soldier (5e Creature)|Scout Regiment Soldier]]<br />
<br />
== The Military Police ==<br />
<br />
The Military Police is an elite organization only meant for the best of the best. Only the top 10 students from each cadet training region are eligible to join. The Military Police's job is to protect the king and maintain order. Because this class is so elite, ask your DM if you made the cut. You can also determine this by rolling 1d100 and scoring a 95 or higher. The symbol of the Military Police is the head of a unicorn.<br />
<br />
==== Royal Contacts ====<br />
At level 3, you have joined the Military Police and have dedicated your life to serving the king. Because of this, you have instant contacts throughout the Royal Government and Military. You can learn the whereabouts of any important people in the government if you spend an hour asking around any military installation. You also have full access to classified information in the government, as well as first class gear and equipment. Because of this, you do not need to do weekly maintenance on your gear and it will not fail unless excessively damaged.<br />
<br />
==== Revenge ====<br />
By level 6, you have seen countless battles and have learned to make you enemies hurt. When attacking a creature that has taken away over 30% of your hit points, you can choose to deal double damage against them. You can only do this extra damage once per turn.<br />
<br />
==== Perfect Guard ====<br />
When you reach level 9, your defensive capabilities go unmatched. When a creature makes a melee weapon attack on you, and if you can see them and you are holding two Titan piercing swords, you can use your reaction to gain a bonus to AC equal to your {{5a|con}} modifier for the attack and impose an opportunity attack on the creature if it misses. Later, if you choose the Non-shifter feature at level 18, you can do the same if you have to guns equipped.<br />
<br />
==== Technological Advancements ====<br />
When you reach level 13, your developments in 3DM flight technology have reached their limits. You can stay flying for double the minutes of what it normally would be. This feature includes the added time of the 3DM Improvement feature. Your flying speed also increases to 90 feet.<br />
<br />
==== Titan Steam ====<br />
At level 18, you gain the ability to release steam from your body in Titan form. When transformed into a Titan, you can spend 35 hit points to force all targets you want within a 120 ft. radius to make a DC 24 {{5a|dex}} save or take 110 (20d10) fire damage, or half on save. This feature can be used only once per Titan shift.<br />
<br />
==== Anti-Personnel 3DM ====<br />
At level 18, you have either designed or received from your superiors guns that are designed to work in tangent with your 3DM gear. You now have 2 sets of triggers: one for swords, and one for guns. You can switch which triggers you are using as a bonus action. The gun triggers can connect to barrels that act as shotguns. You can connect these barrels as a bonus action, and fire one of them as an attack. Make a ranged attack roll. On a hit, the target takes 4d8 piercing damage. Anyone within 5 feet of the target also takes an additional 2d8 piercing damage (including the target). Once fired, the guns are spent, and you can detach the barrels as a free action. You can store up to 5 additional barrels on each of your thighs.<br />
<br />
If you run out, you can create more by spending 10 gp per barrel and 30 minutes crafting it, or by getting more at a military center. <br />
<br />
At this level, you have also received or crafted custom 3DM armor that features a lightweight metal breastplate and arm and shoulder guards. When you wear this armor, your AC is 14 + your {{5a|dex}} modifier.<br />
<br />
<br />
<br />
[[File:Kenny reloads gun barrels.png|thumb]]<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 Titanshifter class, you must meet these prerequisites: {{5a|dex}} 15 and {{5a|con}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Titanshifter class, you gain the following proficiencies: Titan piercing swords, 3D Maneuvering gear.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>204.63.214.244https://www.dandwiki.com/w/index.php?title=Titanshifter_(5e_Class)&diff=1261711Titanshifter (5e Class)2020-01-20T22:54:00Z<p>204.63.214.244: /* Anti-Personnel 3DM (Variant Feature for Non-shifters) */</p>
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<div><vote type=1/><br />
<center>''This class is intended for [[The Walls (Attack on Titan) (5e Campaign Setting)|The Walls (Attack on Titan)]] campaign setting and the variant rules it uses. It can nonetheless be used in a more traditional setting.</center><br />
{{Copyright Disclaimer|owner=Hajime Isayama|franchise=Attack on Titan}}<br />
<br />
{{Design Note|Many of the pictures on this page are from the Attack on Titan Manga, meaning you have to read them from right to left.}}<br />
<br />
== Titanshifter ==<br />
Soldiers that fly around on gas powered grappling cables and transform into giants.<br />
<br />
=== Introduction ===<br />
'' A thirty year old man in 3DM gear zooms through the destroyed town, dodging Titans left in right. His eyes narrows as he spots his target: a 6 meter Titan lumbering forward to a frightened little girl. Gas billows out of his 3DM, lurching his body forward. The strain would have paralyzed any other man, but he was used to it at this point. His swords lash out and smacked the Titan right in the nape of his neck. A piece of Titan skin flies out of the neck and the Titan falls to the ground at the girl’s feet. The man landed on top of the head and looked down at the girl. . .''<br />
<br />
'' A black haired girl ran across the rooftop from the Titan. The Titan smashed through the building just as the girl activated her 3 Dimensional Maneuvering Device. Compressed gas shot her forward just as the Titan lunged forward. . .''<br />
<br />
''Screaming in rage as the cannon is pointed towards him, a cadet grabs his friends. As the cannon fires, he bites his tongue. A flash of yellow and red lightning strikes him, creating a huge explosion. A giant body started forming around him, starting from the bones and muscles. In a second, before the transformation was finished, he lifted his titan hand causing the cannonball to strike it.''<br />
<br />
[[File:Attack-Titan-Fuji-Q-Highland-main-1200.jpg|thumb]]<br />
[[File:Snk.jpg|thumb]]<br />
=== Heroes of the Walls ===<br />
Eren Jeager looked up from the intersection. He and his friends Armin and Mikasa looked up at the 50 meter wall that stood in the distance. And on top was a hand bigger than a cabin. It gripped the wall, sending a small rain of rocks down below. "No way," Armin Muttered. "That wall is over ''fifty meters tall!''"<br />
<br />
Eren's eye started twitching.<br />
<br />
"It's ''him''." A giant shadow appeared blocked out the sun. A giant steaming face with no skin, only muscles appeared over the wall. "A Titan," Eren whispered. In one mighty motion, the Colossal Titan lifted it's leg up and brought it forward, decimating the gate that kept out the Titans. Chunks of rock slammed into people from the explosion. A girl carrying some bread who got to close was knocked back by the steam. A wave of destruction tore through the outlying district of Shiganshina.<br />
<br />
Years later, these three survivors of the joined the Cadets Corps, and vowed to fight for their freedom from the giant Titan threat. They trained to handle 3D Maneuvering Gear, gas powered contraptions that could essentially let them fly. But as their training ended, the Colossal Titan attacked the City of Trost, breaking down the gate and letting Titans in. During the battle, cadet Eren Jeager lost his life by being eaten by a Titan. Later that day, cadets noticed a Titan in the city, that despite all reason, was attacking other Titans. After some time, the Titan collapsed to reveal that Eren was alive, in the Titan, and controlling it the whole time.<br />
<br />
=== Creating a Titanshifter ===<br />
<br />
Did you ever consider how or why you joined the Cadet Corps? Did Titans invade your home? Where you forced by your parents? Do you come from a place where not joining the military is seen as a sign of cowardliness? Maybe you were trying to track down a girl you overheard two priests talking about. Perhaps your dad said you couldn't come back until you were normal. Whatever the case, life in the Cadet Corps is not easy. You want to end the threat of the Titans, but how will you do that? Will you join the famed Scout Regiment and go out in Titan country to face the Titans head on? Or will you join the Garrison, the soldiers that protect the walls with heavy artillery and grit? Or will you end your training by becoming one of the top 10 in your class and joining the Military Police, the soldiers that protect the interior and the King? <br />
<br />
;Quick Build<br />
You can make a Titanshifter quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|con}}. Second, choose the Exile background if you are from Wall Maria, Hunter or Guild Artisan background if you are from Wall Rosa, and Noble background if you are from Wall Sina.<br />
<br />
{{5e Class Features<br />
|name= Titanshifter<br />
|summary= Soldiers that fly around on gas powered grappling cables and transform into giants<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor= 3D Maneuvering Device<br />
|weapons= Simple Weapons, Titan piercing sword (1d6 slashing, 15 GP, Finesse, Light)<br />
|tools= Flare Guns<br />
|saves= {{5a|dex}}, {{5a|con}}<br />
|skills= {{5s|Acrobatics}} + two more: {{5s|Animal Handling}}, {{5s|History}}, {{5s|Intimidation}}, {{5s|Perception}}, {{5s|Stealth}}, {{5s|Survival}}<br />
|item1a= Two Titan piercing swords and a dagger<br />
|item1b=<br />
|item1c=<br />
|item2a= 3D Maneuvering Device (AC 12 + {{5a|dex}} modifier) and a flare gun with 15 green flares, 15 red flares, and 5 black flares<br />
|item2b=<br />
|item2c=<br />
|item3a= Explorers pack<br />
|item3b= Dungeoneers pack<br />
|item3c=<br />
<br />
|wealth=<!--starting wealth, see PHB p. 143--> 2d4 x 10 GP<br />
|classfeatures1= Sword Training, 3D Maneuvering Training<br />
|classfeatures2= Heroism<br />
|classfeatures3= Military Branch<br />
|classfeatures4=<br />
|classfeatures5= Improved Gas Containers, Extra Attack, 3D Maneuvering Training Improvement<br />
|classfeatures6= Military Branch Feature <br />
|classfeatures7= Titan Shift (Battle Scan if you are not a shifter)<br />
|classfeatures8= Improved Gas Containers<br />
|classfeatures9= Extra Attack (2), Military Branch Feature <br />
|classfeatures10= Regeneration, (Lightning Attack if you are not a shifter)<br />
|classfeatures11= Agile<br />
|classfeatures12= <br />
|classfeatures13= Military Branch Feature<br />
|classfeatures14= Titan Shift Improvement, (Sword Throw if you are not a shifter)<br />
|classfeatures15= Improved Gas Containers<br />
|classfeatures16= Titan Shift Improvement<br />
|classfeatures17= Heroism Improvement <br />
|classfeatures18= Military Branch Feature (Variant if you are not a shifter)<br />
|classfeatures19= Improved Gas Containers<br />
|classfeatures20= Titan Shift Improvement, (Instinct Mode if you are not a shifter)<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
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}}<br />
<br />
<br />
{{Design Note|Although this class is called 'Titanshifter', it is entirely possible to play a character that cannot turn into a Titan, and instead is just an ordinary soldier. This could be a way to a character like Levi or Mikasa, who are incapable of being titans, and instead have increased skill with their 3DM combat. If you would like to play a non-shifting character, choose the variant features at level 7, level 10, level 14, level 18 (subclass), and level 20 features.}}<br />
<br />
==== Sword Training ====<br />
As a Titanshifter, you have learned to fight titans with the iconic dual swords designed to pierce the necks of Titans. At level 1, this grants you the Two-Weapon fighting style of the fighter. This allows you to add your ability modifier to your second weapon when two weapon fighting. Also, when you attack with two light weapons, both weapons count as the same attack, so you don't have to use a bonus action to attack with the second blade.<br />
<br />
==== 3D Maneuvering Training ====<br />
[[File:5143295-3d manuver gear info.png|thumb]]<br />
At level 1, you can use Three Dimensional Maneuvering Gear, or 3DMs, to move through the air. This essentially allows the users to fly, though not exactly. Metal canisters on the user's waist power grappling guns held in the user's hand. The canisters also shoot pressurized gas from behind you, rocketing you forward. When you hold down the triggers, your cables will shoot into objects and pull you forward while gas shoots you forward. Your 3DM requires regular maintenance, which can be done whenever you take a long rest. If you go a week without maintenance, there is a 10% chance that your gear will fail in flight and you take fall damage. <br />
<br />
Below the gas canisters is a sheath that holds your extra blades for your handles. The grappling guns you hold in both hands double as the hilts for your swords. You can attach swords as a bonus action. This is the only way to fight while flying, as you can still maneuver with swords in your hilts. Your sheaths can hold a total of 8 blades, 4 on each side.<br />
<br />
When maneuvering, you have a flying speed of 60 ft. The catch to this is you can only move forward in a cone, unless you take a bonus action to change direction. Because of the length of your wire, you can only fly as long as you have something for your grappling cables to latch on to. Because of the speeds you go at, you have -5 reduction on all attack rolls. Remember that the only weapons you can use are swords.<br />
<br />
When you are maneuvering through the air, you can only carry up to half of your maximum carrying capacity, because the 3DM gear can only support so much weight.<br />
<br />
You can stay in the air for up to a minute before you run out of gas. Your gas canisters fully recharge over the course of 30 minutes, because of the weird gas they are made with. If your 3DM breaks, you can replace it during a long rest by spending 50gp. If your swords break, you can replace one of them for 10 gps worth of materials and 10 minutes of crafting.<br />
<br />
When you reach level 5, you no longer have a -5 reduction with sword attacks when flying.<br />
<br />
==== Heroism ====<br />
Starting at level 2, your courage reflects onto your allies. As a bonus action, all allies within 60 ft. gain advantage on saving throws against being {{5c|frightened}} for 1 minute, and can make a free saving throw against any {{5c|frightened}} conditions on them immediately. Once you use this feature, you must complete a long or short rest before you can use it again.<br />
<br />
When you reach level 17 in this class, you are completely immune to being {{5c|frightened}}, and so is all allies within 60 ft.<br />
<br />
==== Military Branch ====<br />
At level 3, you have finished your training as a cadet and are ready to join one of the three branches of the military: The Scout Regiment, The Garrison, or The Military Police. All of them are detailed at the end of the description. Your choice also grants you additional features at levels 6, 9, 13, and 19.<br />
<br />
==== Ability Score Increase ====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Improved Gas Containers ====<br />
When you reach 5th level, you have modified your 3DM to contain more gas. You can now stay aloft for 2 minutes without recharging. This part of the feature increases at level 8 (3 minutes), level 15 (4 minutes), and level 19 (5 minutes).<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three at Level 9. You cannot use this extra attack in Titan form.<br />
<br />
==== Titan Shift ====<br />
When you reach level 7, you discover your Titan blood. You can shift into a Titan when you have suffered slashing or piercing damage from yourself and you have a purpose in your heart, usually a life or death scenario. Once undergoing these conditions a few things happen.<br />
<br />
You change into a titan of your choice. Choose one of the following options, but be careful, because you cannot pick a new Titan later. Once you decide what Titan you want, that is the only Titan you can transform into. your choices are listed below:<br />
<br />
* The [[Attack Titan (5e Creature)|Attack Titan]] (Attack Power): A combat-focused Titan that is meant to be in the vanguard of the attack and face the enemy head-on.<br />
<br />
* The [[Armored Titan (5e Creature)|Armored Titan]] (Defense): A Titan with great defensive capabilities. While being relatively weak in combat in terms of Titan standards, the Armored Titan is an unstoppable force that can charge through almost anything.<br />
<br />
* The [[Jaws Titan (5e Creature)|Jaws Titan]] (Mobility): A relatively small Titan that can climb on buildings and trees, and has a massive set of jaws that can break through the hardest materials known to man.<br />
<br />
* The Cart Titan (Speed): A Titan that walks on all four legs for the extra speed.<br />
<br />
* The Female Titan (Agility): Another combat-focused Titan that specializes in critical moves and quick movement.<br />
<br />
* The Beast Titan (Strength): Simply put, the Beast Titan is the physically strongest Titan out of the Titanshifters, and can throw heavy objects a great distance.<br />
<br />
* The [[War Hammer Titan (5e Creature)|War Hammer Titan]] (Weapons): A unique Titan that controls it's Titan form from a crystal made out of hardened Titan skin. Can use it's powers to conjure weapons and traps out of thin air.<br />
<br />
You have half of your Titan's total average hit points, and your attacks do half the damage dice. Your regeneration feature only gives you half as much hit points per turn. You lose your multi-attack if you have on, any resistances you have, and any immunity your Titan form has becomes a resistance (these are strictly for balancing reasons. Your resistances ''do not'' become immunities again when you reach level 20). Any psychic damage done to your or damage done to your nape doesn’t affect your Titan but instead deals damage to your character directly.<br />
<br />
You can stay as a Titan in minutes equal to your Titanshifter level. Once these minutes are up, or you want to become a humanoid again before that, you can use your action to have your Titan form will fall to the ground, and you will burst out of the Titan's nape. The body will evaporate into steam over the course of the next 1d4 minutes.<br />
<br />
You transform under the affects of the ''true polymorph'' spell, except you keep your {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores, as well as your personality and alignment. Your physical body is still in the nape of the Titan, but is melded with it slightly so you see out of the Titan's eyes, and such. When you transform, you instantly regain any lost limbs, all non-magical conditions on you are removed, and you regain all of your lost hit points. Any damage you take is done to your Titan form, unless it is done to the nape.<br />
<br />
Every time you transform, you must make a DC 15 {{5a|wis}} saving throw or lose control of your titan form. If you lose control, your titan form goes under the affects of the ''confusion'' spell. You can re-roll the save at the start of each of your turns, ending it on a success. If you spend at least one minute in concentration before you transform, you don't have the make the check.<br />
<br />
When you come out of the Titan, you gain one level of {{5c|exhaustion}}. <br />
<br />
You can use this feature after taking a long rest and making a DC 18 {{5a|con}} check. If you fail, you can repeat the {{5a|con}} check (DC 18) every short or long rest (But not every time you spend a hit die).<br />
<br />
When you reach level 14 in this class, you no longer have to make a check to regain the ability to turn into a Titan when you take a rest, you don't have to make a {{5a|wis}} when you transform to avoid confusion, and you no longer suffer exhaustion when you leave your Titan form. <br />
<br />
When you reach level 20 in this class, you can stay in your Titan form indefinitely and you can transform into a titan as many times as you want. Keep in mind that it still takes an action to leave your current titan. Your damage, maximum health, and regeneration is no longer halved. If you transform more than once in the same day, you do not regain all of your hit points when you transform the second time or anytime after that.<br />
<br />
==== Battle Scan (Variant Feature for Non-shifters) ====<br />
At level 7, you are always aware of the threats around you, and always on edge to defend yourself from threats. Hostile creatures have disadvantage when making {{5a|dex}} ({{5s|stealth}}) checks against your passive {{5a|wis}} ({{5s|perception}}) score, and creatures attacking you when you are surprised have disadvantage on their attack rolls. When you are in combat initiative, you can make {{5a|wis}} ({{5s|perception}}) or {{5a|int}} ({{5s|investigation}}) checks as a bonus action.<br />
<br />
==== Regeneration ====<br />
At 10th level, because you have transformed into a Titan so many times, you can regenerate hit points in humanoid form. You can heal 1 hit point every minute indefinitely. This feature also regenerates small scars and relativity obsolete injuries, like losing a finger or a tooth, and regenerates bigger injuries like severed limbs over the course of a few hours.<br />
<br />
With your regeneration feature, you can also go into a boost mode that heals you faster. As an action, you can enter rapid-regeneration mode. When activated, you can heal 10 hit points per minute (1 per turn) instead of 1 until this feature is shut off. When you enter rapid-regeneration mode, you cannot turn into a Titan because your body is too focused on healing you. You can end rapid-regeneration mode as an action.<br />
<br />
If you ever drop under 0 hit points, or you become {{5c|unconscious}} with under half of your total hit points, you automatically enter rapid-regeneration mode and you cannot shut it off until you are have at least half of your maximum hit point. <br />
<br />
If you take damage to your neck or head, the regeneration feature ceases to function for one minute. This feature ceases to function when you are in your Titan form, as it already heals for you.<br />
<br />
==== Lightning Attack (Variant Feature for Non-shifters) ====<br />
At level 10, you have practiced with you 3DM enough that you can strike targets with incredible haste. When you make an attack on someone, you can ignore any reactions they take in response to your attack. For example, if you attack someone with your swords, and they cast ''shield'' in defense, they do not gain the +5 AC bonus until your attack ends. This feature is especially useful when attacking a Titan that is trying to harden their skin in response to your attack.<br />
<br />
==== Agile ====<br />
At level 11, your skills while flying rival even the toughest captain. While using your 3DM, you can take the disengage action as a bonus action on your turn. You can also maneuver in any direction without taking a bonus action to turn around.<br />
<br />
==== Sword Throw (Variant Feature for Non-shifters)====<br />
At level 14, you have mastered the art of detaching your blade at the right moment to propel it into the air. As an attack, you can detach one of your blades to make a ranged attack roll at a range of (20/60). On a hit, the target takes the normal damage of the sword.<br />
<br />
==== Instinct Mode (Variant Feature for Non-shifters) ====<br />
At level 20, you have can go into a concentrated rage that unleashes the pure instincts in your blood to destroy your enemies. As a bonus action, you can enter Instinct Mode. When in Instinct Mode, all you attacks are considered critical hits, you have advantage on {{5a|str}}, {{5a|dex}}, and {{5a|con}} saving throws, and you are considered resistant to all damage types except psychic. Because your attacks are so powerful and reckless, all sword attacks you make shatter your blades once they hit. Instinct Mode ends after a minute, or until you take a bonus action to end it. Once you use Instinct Mode, you must finish a long rest before you can do it again.<br />
<br />
== Scout Regiment ==<br />
<br />
Your first option is the Scout Regiment. These brave soldiers go outside the Walls into Titan country and face the enemy head on. The Scout Regiment rides on horses and use them to out speed the Titan threat. Traveling through forests and exotic locations, all we know about the Titans comes from these soldiers. The symbol for the Scout Regiment is the Wings of Freedom.<br />
<br />
==== Bonus Proficiency ====<br />
When you first join the Scout Regiment, you gain proficiency in Smith's tools, so you can create your own blades, and later, Thunder Spears.<br />
<br />
==== Excellent Rider ====<br />
At level 3, you have been provided a horse by the military. You can use this in combat or while traveling. Unlike normal horses, this one travels at a speed of 70ft, because it has been specially bred to be fast. Your horse will follow your commands no matter how suicidal. If your horse dies, you can have it replaced within 1 day as long as you are in a population center of some sort that has a military presence.<br />
<br />
==== Survey Corps ====<br />
At level 6, you gain knowledge of your enemy through the Survey Corps. This offshoot of the Scout Regiment gathers data on Titans. Because of this, you gain the Rangers “Favored Enemy” feature, but only for Titans (Aberrations if it is a normal campaign).<br />
<br />
==== Cunning Dodge ====<br />
When you reach level 9, you have become quick and reflexive with your 3 Dimensional Maneuvering. When fail to make a {{5a|str}}, {{5a|dex}}, or {{5a|con}} saving throw when you are flying, you can choose to succeed instead. You must make a short or long rest to use this feature again. This feature also increases your flying speed to 90 feet.<br />
<br />
==== Thunder Spears ====<br />
At level 13, you (and possibly others in the Scout Regiment) have developed a high impact metal rod that is designed to be powerful enough to destroy even hardened Titan skin. When you level up, you can spend an hour to create two of these Thunder Spears. When they are created, you can attach them to the bottoms of your 3DM trigger, and connected to a third trigger that is activated by your pinky. You can carry 1 Thunder Spear in each arm, connected to your 3DM triggers. You can fire a Thunder Spear as an attack. Make a ranged attack roll. The Thunder Spears have a range of 600 feet. On a hit, the target takes 35 (10d6) force damage and if the target is large or smaller must make a DC 20 {{5a|con}} save or be {{5c|stunned}} for one minute, and the Thunder Spear is destroyed. When a Thunder Spear hits, everything with within a 30 foot sphere also takes 17 (5d6) Thunder damage, including the target. The damage done by a Thunder Spear ignores any immunity or resistance force and thunder damage.<br />
<br />
Because they are made of metal and protect most of your arms, you have a +1 bonus to AC for attacks from creatures large and smaller for each spear you are holding.<br />
<br />
To create more spears, you must be at a blacksmith or other such area, spend half an hour to create one, as well as 50 gps worth of materials like steel and explosives.<br />
<br />
[[File:Tumblr inline o3xm5jC0yT1sy5lf0 500.png|thumb]]<br />
==== Skin Hardening ====<br />
When you reach level 18, you have become one with the Titans and learned their powers. You have access to the first skin hardening ability variant rule listed under your Titan form, meaning you can solidify parts of your skin to defend yourself or increase your attack. You only have the first part, so you cannot cover all of your skin, just a small portion.<br />
<br />
==== Squad You (Variant Feature for Non-shifters) ====<br />
You have a squad of four elite NPCs in the Scout Regiment who are under your control that is named after you. Their race, sex, age, ect., is up to your DM, but whoever they are, they will follow your orders to the grave, unless you actively try to hurt them. <br />
<br />
Use the stat block below for each of the squad members. Your DM can adjust some of their stats to accommodate for any racial traits they have, and can also change them for flavor.<br />
<br />
[[Scout Regiment Soldier (5e Creature)|Scout Regiment Soldier]]<br />
<br />
If an NPC in your squad dies, you can find a replacement within a week if you are near a military base.<br />
<br />
== The Garrison ==<br />
<br />
The Garrison is a troop of soldiers sent to protect the walls using cannons and 3DMs. This is the most common choice for graduating cadets, as it is the least dangerous. Their experience with cannons and weaponry makes them ideal people to hold off a Titan invasion. The symbol of the Garrison is two roses.<br />
<br />
==== Heavy Weapons Training ====<br />
At level 3, your training with cannons pays off. You now automatically know how to operate any siege weapon listed in the Dungeon Master’s guide. You also become proficient in all renaissance age firearms.<br />
<br />
==== Battle Tales ====<br />
When you reach level 6, your tales of combat can be used to sway civilians into following your lead. If you recount some old tales to non-Military citizens, you gain advantage on all {{5a|cha}} ({{5s|persuasion}}) and {{5a|cha}} ({{5s|intimidation}}) checks against them.<br />
<br />
==== Acting Authority ====<br />
When you reach level 9, you have gained a high enough rank to be an acting police officer. This gives you advantage on all {{5a|wis}} and {{5a|int}} saving throws against creatures that have the word “Evil” in there alignment. You also have advantage on {{5a|int}} ({{5s|History}}), {{5a|wis}} ({{5s|Insight}}), {{5a|int}} ({{5s|Investigation}}), and {{5a|wis}} ({{5s|Perception}}) checks against the same group. If you do not have it already, you gain proficiency in the {{5a|int}} ({{5s|Investigation}}) skill. If you already have it, your proficiency doubles.<br />
<br />
==== Hometown Advantage ====<br />
When you reach level 13, your will to fight becomes inspiring. When fighting within an Village, Town, or City that has not been abandoned, you gain the ability to rally for soldiers to join the fight. Roll 2d4. That is how many town soldiers come out to help you fight. They will fight on your side relentlessly until they are dead or the fight is over. A few clarifications to this rule:<br />
<br />
* Use the MM stat block in the humanoids section for their stats.<br />
<br />
* The soldiers will not leave the Village, Town, or City you are in.<br />
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* The soldiers panic and must make a DC 18 {{5a|wis}} saving throw or run away from the fight if you are knocked unconscious or killed.<br />
<br />
* You cannot use this feature when you shift into a Titan.<br />
<br />
* They will only fight creatures with the word “Evil” or "Unaligned" for their alignment.<br />
<br />
Once you use this ability, you must make a short or long rest to use it again.<br />
<br />
There is a variant feature to this, where you can summon 1d4 [[Scout Regiment Soldier (5e Creature)|Scout Regiment Soldier]] instead, if you are playing in the [[The Walls (Attack on Titan) (5e Campaign Setting)|The Walls (Attack on Titan)]] campaign setting. Reflavor the Scout Regiment Soldiers as Garrison Soldiers instead. The rest of the rules stay the same. <br />
<br />
==== Transfer Consciousness ====<br />
At level 18, you learn a difficult feature used by the strongest Titanshifters. As an action, you can transfer your consciousness to your Titan form, meaning if your human form dies in your Titan form, you continue to live in the Titan. Doing this requires so much energy that your Titan form cannot heal itself, and loses the regeneration feature. If your Titan form drops to zero hit points, you die, plain and simple. If your normal body does die when you are still in your Titan, you can make a DC 20 {{5a|con}} saving throw to transfer your consciousness as a reaction. <br />
<br />
Five minutes after you transfer your consciousness, your Titan body regains the use of it's regeneration feature, but only for the purposes of healing your body (if it is damaged. If it is destroyed, the Titan body starts to make an identical body inside the nape of the Titan). Your body starts to regain hit points with the regeneration feature, but the Titan body does not start to heal. You can only transfer back to your normal body as an action when it as at half or more of its maximum hit points.<br />
<br />
If you run out of time in your Titan form before your body is healed all of the way, your Titan body becomes completely {{5c|stunned}} and cannot move, although the regeneration feature still works, so it can heal your normal body. When your body is at half or more health and in working condition, your consciousness is transferred back into your normal body and you gain two levels of exhaustion automatically. Your Titan body then starts to disappear like normal.<br />
<br />
==== Commander (Variant Feature for Non-shifters) ====<br />
At level 18, you have been promoted to Commander of whatever military you are in. You can take control of any operation by friendly or neutral forces as long as their current leader is not a general or other royalty. You can also issue an order to nearby military bases for troop requests. It takes 1 days to acquire every 10 troops you request, not counting travel time for the message to spread if you are in the field. The most troops you can command is 100. You also receive a badge/emblem that marks you as this rank.<br />
<br />
You also receive an NPC bodyguard who is proficient in 3DM skills, even if the rest of your campaign doesn't include elements from Attack on Titan. Use the following stat block for his stats. He follows your actions and will not question your leadership unless you are hostile to home. Reflavor the stat block as a Garrison soldier.<br />
<br />
[[Scout Regiment Soldier (5e Creature)|Scout Regiment Soldier]]<br />
<br />
== The Military Police ==<br />
<br />
The Military Police is an elite organization only meant for the best of the best. Only the top 10 students from each cadet training region are eligible to join. The Military Police's job is to protect the king and maintain order. Because this class is so elite, ask your DM if you made the cut. You can also determine this by rolling 1d100 and scoring a 95 or higher. The symbol of the Military Police is the head of a unicorn.<br />
<br />
==== Royal Contacts ====<br />
At level 3, you have joined the Military Police and have dedicated your life to serving the king. Because of this, you have instant contacts throughout the Royal Government and Military. You can learn the whereabouts of any important people in the government if you spend an hour asking around any military installation. You also have full access to classified information in the government, as well as first class gear and equipment. Because of this, you do not need to do weekly maintenance on your gear and it will not fail unless excessively damaged.<br />
<br />
==== Revenge ====<br />
By level 6, you have seen countless battles and have learned to make you enemies hurt. When attacking a creature that has taken away over 30% of your hit points, you can choose to deal double damage against them. You can only do this extra damage once per turn.<br />
<br />
==== Perfect Guard ====<br />
When you reach level 9, your defensive capabilities go unmatched. When a creature makes a melee weapon attack on you, and if you can see them and you are holding two Titan piercing swords, you can use your reaction to gain a bonus to AC equal to your {{5a|con}} modifier for the attack and impose an opportunity attack on the creature if it misses. Later, if you choose the Non-shifter feature at level 18, you can do the same if you have to guns equipped.<br />
<br />
==== Technological Advancements ====<br />
When you reach level 13, your developments in 3DM flight technology have reached their limits. You can stay flying for double the minutes of what it normally would be. This feature includes the added time of the 3DM Improvement feature. Your flying speed also increases to 90 feet.<br />
<br />
==== Titan Steam ====<br />
At level 18, you gain the ability to release steam from your body in Titan form. When transformed into a Titan, you can spend 35 hit points to force all targets you want within a 120 ft. radius to make a DC 24 {{5a|dex}} save or take 110 (20d10) fire damage, or half on save. This feature can be used only once per Titan shift.<br />
<br />
==== Anti-Personnel 3DM ====<br />
At level 18, you have either designed or received from your superiors guns that are designed to work in tangent with your 3DM gear. You now have 2 sets of triggers: one for swords, and one for guns. You can switch which triggers you are using as a bonus action. The gun triggers can connect to barrels that act as shotguns. You can connect these barrels as a bonus action, and fire one of them as an attack. Make a ranged attack roll. On a hit, the target takes 4d8 piercing damage. Anyone within 5 feet of the target also takes an additional 2d8 piercing damage (including the target). Once fired, the guns are spent, and you can detach the barrels as a free action. You can store up to 5 additional barrels on each of your thighs.<br />
<br />
If you run out, you can create more by spending 10 gp per barrel and 30 minutes crafting it, or by getting more at a military center. <br />
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At this level, you have also received or crafted custom 3DM armor that features a lightweight metal breastplate and arm and shoulder guards. When you wear this armor, your AC is 14 + your {{5a|dex}} modifier.<br />
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<br />
<br />
[[File:Kenny reloads gun barrels.png|thumb]]<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 Titanshifter class, you must meet these prerequisites: {{5a|dex}} 15 and {{5a|con}} 13<br />
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'''Proficiencies.''' When you multiclass into the Titanshifter class, you gain the following proficiencies: Titan piercing swords, 3D Maneuvering gear.<br />
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<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>204.63.214.244https://www.dandwiki.com/w/index.php?title=Titanshifter_(5e_Class)&diff=1261707Titanshifter (5e Class)2020-01-20T22:39:12Z<p>204.63.214.244: /* Multiclassing */</p>
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<center>''This class is intended for [[The Walls (Attack on Titan) (5e Campaign Setting)|The Walls (Attack on Titan)]] campaign setting and the variant rules it uses. It can nonetheless be used in a more traditional setting.</center><br />
{{Copyright Disclaimer|owner=Hajime Isayama|franchise=Attack on Titan}}<br />
<br />
{{Design Note|Many of the pictures on this page are from the Attack on Titan Manga, meaning you have to read them from right to left.}}<br />
<br />
== Titanshifter ==<br />
Soldiers that fly around on gas powered grappling cables and transform into giants.<br />
<br />
=== Introduction ===<br />
'' A thirty year old man in 3DM gear zooms through the destroyed town, dodging Titans left in right. His eyes narrows as he spots his target: a 6 meter Titan lumbering forward to a frightened little girl. Gas billows out of his 3DM, lurching his body forward. The strain would have paralyzed any other man, but he was used to it at this point. His swords lash out and smacked the Titan right in the nape of his neck. A piece of Titan skin flies out of the neck and the Titan falls to the ground at the girl’s feet. The man landed on top of the head and looked down at the girl. . .''<br />
<br />
'' A black haired girl ran across the rooftop from the Titan. The Titan smashed through the building just as the girl activated her 3 Dimensional Maneuvering Device. Compressed gas shot her forward just as the Titan lunged forward. . .''<br />
<br />
''Screaming in rage as the cannon is pointed towards him, a cadet grabs his friends. As the cannon fires, he bites his tongue. A flash of yellow and red lightning strikes him, creating a huge explosion. A giant body started forming around him, starting from the bones and muscles. In a second, before the transformation was finished, he lifted his titan hand causing the cannonball to strike it.''<br />
<br />
[[File:Attack-Titan-Fuji-Q-Highland-main-1200.jpg|thumb]]<br />
[[File:Snk.jpg|thumb]]<br />
=== Heroes of the Walls ===<br />
Eren Jeager looked up from the intersection. He and his friends Armin and Mikasa looked up at the 50 meter wall that stood in the distance. And on top was a hand bigger than a cabin. It gripped the wall, sending a small rain of rocks down below. "No way," Armin Muttered. "That wall is over ''fifty meters tall!''"<br />
<br />
Eren's eye started twitching.<br />
<br />
"It's ''him''." A giant shadow appeared blocked out the sun. A giant steaming face with no skin, only muscles appeared over the wall. "A Titan," Eren whispered. In one mighty motion, the Colossal Titan lifted it's leg up and brought it forward, decimating the gate that kept out the Titans. Chunks of rock slammed into people from the explosion. A girl carrying some bread who got to close was knocked back by the steam. A wave of destruction tore through the outlying district of Shiganshina.<br />
<br />
Years later, these three survivors of the joined the Cadets Corps, and vowed to fight for their freedom from the giant Titan threat. They trained to handle 3D Maneuvering Gear, gas powered contraptions that could essentially let them fly. But as their training ended, the Colossal Titan attacked the City of Trost, breaking down the gate and letting Titans in. During the battle, cadet Eren Jeager lost his life by being eaten by a Titan. Later that day, cadets noticed a Titan in the city, that despite all reason, was attacking other Titans. After some time, the Titan collapsed to reveal that Eren was alive, in the Titan, and controlling it the whole time.<br />
<br />
=== Creating a Titanshifter ===<br />
<br />
Did you ever consider how or why you joined the Cadet Corps? Did Titans invade your home? Where you forced by your parents? Do you come from a place where not joining the military is seen as a sign of cowardliness? Maybe you were trying to track down a girl you overheard two priests talking about. Perhaps your dad said you couldn't come back until you were normal. Whatever the case, life in the Cadet Corps is not easy. You want to end the threat of the Titans, but how will you do that? Will you join the famed Scout Regiment and go out in Titan country to face the Titans head on? Or will you join the Garrison, the soldiers that protect the walls with heavy artillery and grit? Or will you end your training by becoming one of the top 10 in your class and joining the Military Police, the soldiers that protect the interior and the King? <br />
<br />
;Quick Build<br />
You can make a Titanshifter quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|con}}. Second, choose the Exile background if you are from Wall Maria, Hunter or Guild Artisan background if you are from Wall Rosa, and Noble background if you are from Wall Sina.<br />
<br />
{{5e Class Features<br />
|name= Titanshifter<br />
|summary= Soldiers that fly around on gas powered grappling cables and transform into giants<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor= 3D Maneuvering Device<br />
|weapons= Simple Weapons, Titan piercing sword (1d6 slashing, 15 GP, Finesse, Light)<br />
|tools= Flare Guns<br />
|saves= {{5a|dex}}, {{5a|con}}<br />
|skills= {{5s|Acrobatics}} + two more: {{5s|Animal Handling}}, {{5s|History}}, {{5s|Intimidation}}, {{5s|Perception}}, {{5s|Stealth}}, {{5s|Survival}}<br />
|item1a= Two Titan piercing swords and a dagger<br />
|item1b=<br />
|item1c=<br />
|item2a= 3D Maneuvering Device (AC 12 + {{5a|dex}} modifier) and a flare gun with 15 green flares, 15 red flares, and 5 black flares<br />
|item2b=<br />
|item2c=<br />
|item3a= Explorers pack<br />
|item3b= Dungeoneers pack<br />
|item3c=<br />
<br />
|wealth=<!--starting wealth, see PHB p. 143--> 2d4 x 10 GP<br />
|classfeatures1= Sword Training, 3D Maneuvering Training<br />
|classfeatures2= Heroism<br />
|classfeatures3= Military Branch<br />
|classfeatures4=<br />
|classfeatures5= Improved Gas Containers, Extra Attack, 3D Maneuvering Training Improvement<br />
|classfeatures6= Military Branch Feature <br />
|classfeatures7= Titan Shift (Battle Scan if you are not a shifter)<br />
|classfeatures8= Improved Gas Containers<br />
|classfeatures9= Extra Attack (2), Military Branch Feature <br />
|classfeatures10= Regeneration, (Lightning Attack if you are not a shifter)<br />
|classfeatures11= Agile<br />
|classfeatures12= <br />
|classfeatures13= Military Branch Feature<br />
|classfeatures14= Titan Shift Improvement, (Sword Throw if you are not a shifter)<br />
|classfeatures15= Improved Gas Containers<br />
|classfeatures16= Titan Shift Improvement<br />
|classfeatures17= Heroism Improvement <br />
|classfeatures18= Military Branch Feature (Variant if you are not a shifter)<br />
|classfeatures19= Improved Gas Containers<br />
|classfeatures20= Titan Shift Improvement, (Instinct Mode if you are not a shifter)<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
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}}<br />
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<br />
{{Design Note|Although this class is called 'Titanshifter', it is entirely possible to play a character that cannot turn into a Titan, and instead is just an ordinary soldier. This could be a way to a character like Levi or Mikasa, who are incapable of being titans, and instead have increased skill with their 3DM combat. If you would like to play a non-shifting character, choose the variant features at level 7, level 10, level 14, level 18 (subclass), and level 20 features.}}<br />
<br />
==== Sword Training ====<br />
As a Titanshifter, you have learned to fight titans with the iconic dual swords designed to pierce the necks of Titans. At level 1, this grants you the Two-Weapon fighting style of the fighter. This allows you to add your ability modifier to your second weapon when two weapon fighting. Also, when you attack with two light weapons, both weapons count as the same attack, so you don't have to use a bonus action to attack with the second blade.<br />
<br />
==== 3D Maneuvering Training ====<br />
[[File:5143295-3d manuver gear info.png|thumb]]<br />
At level 1, you can use Three Dimensional Maneuvering Gear, or 3DMs, to move through the air. This essentially allows the users to fly, though not exactly. Metal canisters on the user's waist power grappling guns held in the user's hand. The canisters also shoot pressurized gas from behind you, rocketing you forward. When you hold down the triggers, your cables will shoot into objects and pull you forward while gas shoots you forward. Your 3DM requires regular maintenance, which can be done whenever you take a long rest. If you go a week without maintenance, there is a 10% chance that your gear will fail in flight and you take fall damage. <br />
<br />
Below the gas canisters is a sheath that holds your extra blades for your handles. The grappling guns you hold in both hands double as the hilts for your swords. You can attach swords as a bonus action. This is the only way to fight while flying, as you can still maneuver with swords in your hilts. Your sheaths can hold a total of 8 blades, 4 on each side.<br />
<br />
When maneuvering, you have a flying speed of 60 ft. The catch to this is you can only move forward in a cone, unless you take a bonus action to change direction. Because of the length of your wire, you can only fly as long as you have something for your grappling cables to latch on to. Because of the speeds you go at, you have -5 reduction on all attack rolls. Remember that the only weapons you can use are swords.<br />
<br />
When you are maneuvering through the air, you can only carry up to half of your maximum carrying capacity, because the 3DM gear can only support so much weight.<br />
<br />
You can stay in the air for up to a minute before you run out of gas. Your gas canisters fully recharge over the course of 30 minutes, because of the weird gas they are made with. If your 3DM breaks, you can replace it during a long rest by spending 50gp. If your swords break, you can replace one of them for 10 gps worth of materials and 10 minutes of crafting.<br />
<br />
When you reach level 5, you no longer have a -5 reduction with sword attacks when flying.<br />
<br />
==== Heroism ====<br />
Starting at level 2, your courage reflects onto your allies. As a bonus action, all allies within 60 ft. gain advantage on saving throws against being {{5c|frightened}} for 1 minute, and can make a free saving throw against any {{5c|frightened}} conditions on them immediately. Once you use this feature, you must complete a long or short rest before you can use it again.<br />
<br />
When you reach level 17 in this class, you are completely immune to being {{5c|frightened}}, and so is all allies within 60 ft.<br />
<br />
==== Military Branch ====<br />
At level 3, you have finished your training as a cadet and are ready to join one of the three branches of the military: The Scout Regiment, The Garrison, or The Military Police. All of them are detailed at the end of the description. Your choice also grants you additional features at levels 6, 9, 13, and 19.<br />
<br />
==== Ability Score Increase ====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Improved Gas Containers ====<br />
When you reach 5th level, you have modified your 3DM to contain more gas. You can now stay aloft for 2 minutes without recharging. This part of the feature increases at level 8 (3 minutes), level 15 (4 minutes), and level 19 (5 minutes).<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three at Level 9. You cannot use this extra attack in Titan form.<br />
<br />
==== Titan Shift ====<br />
When you reach level 7, you discover your Titan blood. You can shift into a Titan when you have suffered slashing or piercing damage from yourself and you have a purpose in your heart, usually a life or death scenario. Once undergoing these conditions a few things happen.<br />
<br />
You change into a titan of your choice. Choose one of the following options, but be careful, because you cannot pick a new Titan later. Once you decide what Titan you want, that is the only Titan you can transform into. your choices are listed below:<br />
<br />
* The [[Attack Titan (5e Creature)|Attack Titan]] (Attack Power): A combat-focused Titan that is meant to be in the vanguard of the attack and face the enemy head-on.<br />
<br />
* The [[Armored Titan (5e Creature)|Armored Titan]] (Defense): A Titan with great defensive capabilities. While being relatively weak in combat in terms of Titan standards, the Armored Titan is an unstoppable force that can charge through almost anything.<br />
<br />
* The [[Jaws Titan (5e Creature)|Jaws Titan]] (Mobility): A relatively small Titan that can climb on buildings and trees, and has a massive set of jaws that can break through the hardest materials known to man.<br />
<br />
* The Cart Titan (Speed): A Titan that walks on all four legs for the extra speed.<br />
<br />
* The Female Titan (Agility): Another combat-focused Titan that specializes in critical moves and quick movement.<br />
<br />
* The Beast Titan (Strength): Simply put, the Beast Titan is the physically strongest Titan out of the Titanshifters, and can throw heavy objects a great distance.<br />
<br />
* The [[War Hammer Titan (5e Creature)|War Hammer Titan]] (Weapons): A unique Titan that controls it's Titan form from a crystal made out of hardened Titan skin. Can use it's powers to conjure weapons and traps out of thin air.<br />
<br />
You have half of your Titan's total average hit points, and your attacks do half the damage dice. Your regeneration feature only gives you half as much hit points per turn. You lose your multi-attack if you have on, any resistances you have, and any immunity your Titan form has becomes a resistance (these are strictly for balancing reasons. Your resistances ''do not'' become immunities again when you reach level 20). Any psychic damage done to your or damage done to your nape doesn’t affect your Titan but instead deals damage to your character directly.<br />
<br />
You can stay as a Titan in minutes equal to your Titanshifter level. Once these minutes are up, or you want to become a humanoid again before that, you can use your action to have your Titan form will fall to the ground, and you will burst out of the Titan's nape. The body will evaporate into steam over the course of the next 1d4 minutes.<br />
<br />
You transform under the affects of the ''true polymorph'' spell, except you keep your {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores, as well as your personality and alignment. Your physical body is still in the nape of the Titan, but is melded with it slightly so you see out of the Titan's eyes, and such. When you transform, you instantly regain any lost limbs, all non-magical conditions on you are removed, and you regain all of your lost hit points. Any damage you take is done to your Titan form, unless it is done to the nape.<br />
<br />
Every time you transform, you must make a DC 15 {{5a|wis}} saving throw or lose control of your titan form. If you lose control, your titan form goes under the affects of the ''confusion'' spell. You can re-roll the save at the start of each of your turns, ending it on a success. If you spend at least one minute in concentration before you transform, you don't have the make the check.<br />
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When you come out of the Titan, you gain one level of {{5c|exhaustion}}. <br />
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You can use this feature after taking a long rest and making a DC 18 {{5a|con}} check. If you fail, you can repeat the {{5a|con}} check (DC 18) every short or long rest (But not every time you spend a hit die).<br />
<br />
When you reach level 14 in this class, you no longer have to make a check to regain the ability to turn into a Titan when you take a rest, you don't have to make a {{5a|wis}} when you transform to avoid confusion, and you no longer suffer exhaustion when you leave your Titan form. <br />
<br />
When you reach level 20 in this class, you can stay in your Titan form indefinitely and you can transform into a titan as many times as you want. Keep in mind that it still takes an action to leave your current titan. Your damage, maximum health, and regeneration is no longer halved. If you transform more than once in the same day, you do not regain all of your hit points when you transform the second time or anytime after that.<br />
<br />
==== Battle Scan (Variant Feature for Non-shifters) ====<br />
At level 7, you are always aware of the threats around you, and always on edge to defend yourself from threats. Hostile creatures have disadvantage when making {{5a|dex}} ({{5s|stealth}}) checks against your passive {{5a|wis}} ({{5s|perception}}) score, and creatures attacking you when you are surprised have disadvantage on their attack rolls. When you are in combat initiative, you can make {{5a|wis}} ({{5s|perception}}) or {{5a|int}} ({{5s|investigation}}) checks as a bonus action.<br />
<br />
==== Regeneration ====<br />
At 10th level, because you have transformed into a Titan so many times, you can regenerate hit points in humanoid form. You can heal 1 hit point every minute indefinitely. This feature also regenerates small scars and relativity obsolete injuries, like losing a finger or a tooth, and regenerates bigger injuries like severed limbs over the course of a few hours.<br />
<br />
With your regeneration feature, you can also go into a boost mode that heals you faster. As an action, you can enter rapid-regeneration mode. When activated, you can heal 10 hit points per minute (1 per turn) instead of 1 until this feature is shut off. When you enter rapid-regeneration mode, you cannot turn into a Titan because your body is too focused on healing you. You can end rapid-regeneration mode as an action.<br />
<br />
If you ever drop under 0 hit points, or you become {{5c|unconscious}} with under half of your total hit points, you automatically enter rapid-regeneration mode and you cannot shut it off until you are have at least half of your maximum hit point. <br />
<br />
If you take damage to your neck or head, the regeneration feature ceases to function for one minute. This feature ceases to function when you are in your Titan form, as it already heals for you.<br />
<br />
==== Lightning Attack (Variant Feature for Non-shifters) ====<br />
At level 10, you have practiced with you 3DM enough that you can strike targets with incredible haste. When you make an attack on someone, you can ignore any reactions they take in response to your attack. For example, if you attack someone with your swords, and they cast ''shield'' in defense, they do not gain the +5 AC bonus until your attack ends. This feature is especially useful when attacking a Titan that is trying to harden their skin in response to your attack.<br />
<br />
==== Agile ====<br />
At level 11, your skills while flying rival even the toughest captain. While using your 3DM, you can take the disengage action as a bonus action on your turn. You can also maneuver in any direction without taking a bonus action to turn around.<br />
<br />
==== Sword Throw (Variant Feature for Non-shifters)====<br />
At level 14, you have mastered the art of detaching your blade at the right moment to propel it into the air. As an attack, you can detach one of your blades to make a ranged attack roll at a range of (20/60). On a hit, the target takes the normal damage of the sword.<br />
<br />
==== Instinct Mode (Variant Feature for Non-shifters) ====<br />
At level 20, you have can go into a concentrated rage that unleashes the pure instincts in your blood to destroy your enemies. As a bonus action, you can enter Instinct Mode. When in Instinct Mode, all you attacks are considered critical hits, you have advantage on {{5a|str}}, {{5a|dex}}, and {{5a|con}} saving throws, and you are considered resistant to all damage types except psychic. Because your attacks are so powerful and reckless, all sword attacks you make shatter your blades once they hit. Instinct Mode ends after a minute, or until you take a bonus action to end it. Once you use Instinct Mode, you must finish a long rest before you can do it again.<br />
<br />
== Scout Regiment ==<br />
<br />
Your first option is the Scout Regiment. These brave soldiers go outside the Walls into Titan country and face the enemy head on. The Scout Regiment rides on horses and use them to out speed the Titan threat. Traveling through forests and exotic locations, all we know about the Titans comes from these soldiers. The symbol for the Scout Regiment is the Wings of Freedom.<br />
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==== Bonus Proficiency ====<br />
When you first join the Scout Regiment, you gain proficiency in Smith's tools, so you can create your own blades, and later, Thunder Spears.<br />
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==== Excellent Rider ====<br />
At level 3, you have been provided a horse by the military. You can use this in combat or while traveling. Unlike normal horses, this one travels at a speed of 70ft, because it has been specially bred to be fast. Your horse will follow your commands no matter how suicidal. If your horse dies, you can have it replaced within 1 day as long as you are in a population center of some sort that has a military presence.<br />
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==== Survey Corps ====<br />
At level 6, you gain knowledge of your enemy through the Survey Corps. This offshoot of the Scout Regiment gathers data on Titans. Because of this, you gain the Rangers “Favored Enemy” feature, but only for Titans (Aberrations if it is a normal campaign).<br />
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==== Cunning Dodge ====<br />
When you reach level 9, you have become quick and reflexive with your 3 Dimensional Maneuvering. When fail to make a {{5a|str}}, {{5a|dex}}, or {{5a|con}} saving throw when you are flying, you can choose to succeed instead. You must make a short or long rest to use this feature again. This feature also increases your flying speed to 90 feet.<br />
<br />
==== Thunder Spears ====<br />
At level 13, you (and possibly others in the Scout Regiment) have developed a high impact metal rod that is designed to be powerful enough to destroy even hardened Titan skin. When you level up, you can spend an hour to create two of these Thunder Spears. When they are created, you can attach them to the bottoms of your 3DM trigger, and connected to a third trigger that is activated by your pinky. You can carry 1 Thunder Spear in each arm, connected to your 3DM triggers. You can fire a Thunder Spear as an attack. Make a ranged attack roll. The Thunder Spears have a range of 600 feet. On a hit, the target takes 35 (10d6) force damage and if the target is large or smaller must make a DC 20 {{5a|con}} save or be {{5c|stunned}} for one minute, and the Thunder Spear is destroyed. When a Thunder Spear hits, everything with within a 30 foot sphere also takes 17 (5d6) Thunder damage, including the target. The damage done by a Thunder Spear ignores any immunity or resistance force and thunder damage.<br />
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Because they are made of metal and protect most of your arms, you have a +1 bonus to AC for attacks from creatures large and smaller for each spear you are holding.<br />
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To create more spears, you must be at a blacksmith or other such area, spend half an hour to create one, as well as 50 gps worth of materials like steel and explosives.<br />
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[[File:Tumblr inline o3xm5jC0yT1sy5lf0 500.png|thumb]]<br />
==== Skin Hardening ====<br />
When you reach level 18, you have become one with the Titans and learned their powers. You have access to the first skin hardening ability variant rule listed under your Titan form, meaning you can solidify parts of your skin to defend yourself or increase your attack. You only have the first part, so you cannot cover all of your skin, just a small portion.<br />
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==== Squad You (Variant Feature for Non-shifters) ====<br />
You have a squad of four elite NPCs in the Scout Regiment who are under your control that is named after you. Their race, sex, age, ect., is up to your DM, but whoever they are, they will follow your orders to the grave, unless you actively try to hurt them. <br />
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Use the stat block below for each of the squad members. Your DM can adjust some of their stats to accommodate for any racial traits they have, and can also change them for flavor.<br />
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[[Scout Regiment Soldier (5e Creature)|Scout Regiment Soldier]]<br />
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If an NPC in your squad dies, you can find a replacement within a week if you are near a military base.<br />
<br />
== The Garrison ==<br />
<br />
The Garrison is a troop of soldiers sent to protect the walls using cannons and 3DMs. This is the most common choice for graduating cadets, as it is the least dangerous. Their experience with cannons and weaponry makes them ideal people to hold off a Titan invasion. The symbol of the Garrison is two roses.<br />
<br />
==== Heavy Weapons Training ====<br />
At level 3, your training with cannons pays off. You now automatically know how to operate any siege weapon listed in the Dungeon Master’s guide. You also become proficient in all renaissance age firearms.<br />
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==== Battle Tales ====<br />
When you reach level 6, your tales of combat can be used to sway civilians into following your lead. If you recount some old tales to non-Military citizens, you gain advantage on all {{5a|cha}} ({{5s|persuasion}}) and {{5a|cha}} ({{5s|intimidation}}) checks against them.<br />
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==== Acting Authority ====<br />
When you reach level 9, you have gained a high enough rank to be an acting police officer. This gives you advantage on all {{5a|wis}} and {{5a|int}} saving throws against creatures that have the word “Evil” in there alignment. You also have advantage on {{5a|int}} ({{5s|History}}), {{5a|wis}} ({{5s|Insight}}), {{5a|int}} ({{5s|Investigation}}), and {{5a|wis}} ({{5s|Perception}}) checks against the same group. If you do not have it already, you gain proficiency in the {{5a|int}} ({{5s|Investigation}}) skill. If you already have it, your proficiency doubles.<br />
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==== Hometown Advantage ====<br />
When you reach level 13, your will to fight becomes inspiring. When fighting within an Village, Town, or City that has not been abandoned, you gain the ability to rally for soldiers to join the fight. Roll 2d4. That is how many town soldiers come out to help you fight. They will fight on your side relentlessly until they are dead or the fight is over. A few clarifications to this rule:<br />
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* Use the MM stat block in the humanoids section for their stats.<br />
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* The soldiers will not leave the Village, Town, or City you are in.<br />
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* The soldiers panic and must make a DC 18 {{5a|wis}} saving throw or run away from the fight if you are knocked unconscious or killed.<br />
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* You cannot use this feature when you shift into a Titan.<br />
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* They will only fight creatures with the word “Evil” or "Unaligned" for their alignment.<br />
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Once you use this ability, you must make a short or long rest to use it again.<br />
<br />
There is a variant feature to this, where you can summon 1d4 [[Scout Regiment Soldier (5e Creature)|Scout Regiment Soldier]] instead, if you are playing in the [[The Walls (Attack on Titan) (5e Campaign Setting)|The Walls (Attack on Titan)]] campaign setting. Reflavor the Scout Regiment Soldiers as Garrison Soldiers instead. The rest of the rules stay the same. <br />
<br />
==== Transfer Consciousness ====<br />
At level 18, you learn a difficult feature used by the strongest Titanshifters. As an action, you can transfer your consciousness to your Titan form, meaning if your human form dies in your Titan form, you continue to live in the Titan. Doing this requires so much energy that your Titan form cannot heal itself, and loses the regeneration feature. If your Titan form drops to zero hit points, you die, plain and simple. If your normal body does die when you are still in your Titan, you can make a DC 20 {{5a|con}} saving throw to transfer your consciousness as a reaction. <br />
<br />
Five minutes after you transfer your consciousness, your Titan body regains the use of it's regeneration feature, but only for the purposes of healing your body (if it is damaged. If it is destroyed, the Titan body starts to make an identical body inside the nape of the Titan). Your body starts to regain hit points with the regeneration feature, but the Titan body does not start to heal. You can only transfer back to your normal body as an action when it as at half or more of its maximum hit points.<br />
<br />
If you run out of time in your Titan form before your body is healed all of the way, your Titan body becomes completely {{5c|stunned}} and cannot move, although the regeneration feature still works, so it can heal your normal body. When your body is at half or more health and in working condition, your consciousness is transferred back into your normal body and you gain two levels of exhaustion automatically. Your Titan body then starts to disappear like normal.<br />
<br />
==== Commander (Variant Feature for Non-shifters) ====<br />
At level 18, you have been promoted to Commander of whatever military you are in. You can take control of any operation by friendly or neutral forces as long as their current leader is not a general or other royalty. You can also issue an order to nearby military bases for troop requests. It takes 1 days to acquire every 10 troops you request, not counting travel time for the message to spread if you are in the field. The most troops you can command is 100. You also receive a badge/emblem that marks you as this rank.<br />
<br />
You also receive an NPC bodyguard who is proficient in 3DM skills, even if the rest of your campaign doesn't include elements from Attack on Titan. Use the following stat block for his stats. He follows your actions and will not question your leadership unless you are hostile to home. Reflavor the stat block as a Garrison soldier.<br />
<br />
[[Scout Regiment Soldier (5e Creature)|Scout Regiment Soldier]]<br />
<br />
== The Military Police ==<br />
<br />
The Military Police is an elite organization only meant for the best of the best. Only the top 10 students from each cadet training region are eligible to join. The Military Police's job is to protect the king and maintain order. Because this class is so elite, ask your DM if you made the cut. You can also determine this by rolling 1d100 and scoring a 95 or higher. The symbol of the Military Police is the head of a unicorn.<br />
<br />
==== Royal Contacts ====<br />
At level 3, you have joined the Military Police and have dedicated your life to serving the king. Because of this, you have instant contacts throughout the Royal Government and Military. You can learn the whereabouts of any important people in the government if you spend an hour asking around any military installation. You also have full access to classified information in the government, as well as first class gear and equipment. Because of this, you do not need to do weekly maintenance on your gear and it will not fail unless excessively damaged.<br />
<br />
==== Revenge ====<br />
By level 6, you have seen countless battles and have learned to make you enemies hurt. When attacking a creature that has taken away over 30% of your hit points, you can choose to deal double damage against them. You can only do this extra damage once per turn.<br />
<br />
==== Perfect Guard ====<br />
When you reach level 9, your defensive capabilities go unmatched. When a creature makes a melee weapon attack on you, and if you can see them and you are holding two Titan piercing swords, you can use your reaction to gain a bonus to AC equal to your {{5a|con}} modifier for the attack and impose an opportunity attack on the creature if it misses. Later, if you choose the Non-shifter feature at level 18, you can do the same if you have to guns equipped.<br />
<br />
==== Technological Advancements ====<br />
When you reach level 13, your developments in 3DM flight technology have reached their limits. You can stay flying for double the minutes of what it normally would be. This feature includes the added time of the 3DM Improvement feature. Your flying speed also increases to 90 feet.<br />
<br />
==== Titan Steam ====<br />
At level 18, you gain the ability to release steam from your body in Titan form. When transformed into a Titan, you can spend 35 hit points to force all targets you want within a 120 ft. radius to make a DC 24 {{5a|dex}} save or take 110 (20d10) fire damage, or half on save. This feature can be used only once per Titan shift.<br />
<br />
==== Anti-Personnel 3DM (Variant Feature for Non-shifters) ====<br />
At level 18, you have either designed or received from your superiors guns that are designed to work in tangent with your 3DM gear. You now have 2 sets of triggers: one for swords, and one for guns. You can switch which triggers you are using as a bonus action. The gun triggers can connect to barrels that act as shotguns. You can connect these barrels as a bonus action, and fire one of them as an attack. Make a ranged attack roll. On a hit, the target takes 4d8 piercing damage. Anyone within 5 feet of the target also takes an additional 2d8 piercing damage (including the target). Once fired, the guns are spent, and you can detach the barrels as a free action. You can store up to 5 additional barrels on each of your thighs.<br />
<br />
If you run out, you can create more by spending 10 gp per barrel and 30 minutes crafting it, or by getting more at a military center. <br />
<br />
At this level, you have also received or crafted custom 3DM armor that features a lightweight metal breastplate and arm and shoulder guards. When you wear this armor, your AC is 14 + your {{5a|dex}} modifier.<br />
<br />
<br />
<br />
[[File:Kenny reloads gun barrels.png|thumb]]<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 Titanshifter class, you must meet these prerequisites: {{5a|dex}} 15 and {{5a|con}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Titanshifter class, you gain the following proficiencies: Titan piercing swords, 3D Maneuvering gear.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>204.63.214.244https://www.dandwiki.com/w/index.php?title=Titanshifter_(5e_Class)&diff=1261638Titanshifter (5e Class)2020-01-20T19:19:42Z<p>204.63.214.244: /* Anti-Personnel 3DM (Variant Feature for Non-shifters) */</p>
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<div><vote type=1/><br />
<center>''This class is intended for [[The Walls (Attack on Titan) (5e Campaign Setting)|The Walls (Attack on Titan)]] campaign setting and the variant rules it uses. It can nonetheless be used in a more traditional setting.</center><br />
{{Copyright Disclaimer|owner=Hajime Isayama|franchise=Attack on Titan}}<br />
<br />
{{Design Note|Many of the pictures on this page are from the Attack on Titan Manga, meaning you have to read them from right to left.}}<br />
<br />
== Titanshifter ==<br />
Soldiers that fly around on gas powered grappling cables and transform into giants.<br />
<br />
=== Introduction ===<br />
'' A thirty year old man in 3DM gear zooms through the destroyed town, dodging Titans left in right. His eyes narrows as he spots his target: a 6 meter Titan lumbering forward to a frightened little girl. Gas billows out of his 3DM, lurching his body forward. The strain would have paralyzed any other man, but he was used to it at this point. His swords lash out and smacked the Titan right in the nape of his neck. A piece of Titan skin flies out of the neck and the Titan falls to the ground at the girl’s feet. The man landed on top of the head and looked down at the girl. . .''<br />
<br />
'' A black haired girl ran across the rooftop from the Titan. The Titan smashed through the building just as the girl activated her 3 Dimensional Maneuvering Device. Compressed gas shot her forward just as the Titan lunged forward. . .''<br />
<br />
''Screaming in rage as the cannon is pointed towards him, a cadet grabs his friends. As the cannon fires, he bites his tongue. A flash of yellow and red lightning strikes him, creating a huge explosion. A giant body started forming around him, starting from the bones and muscles. In a second, before the transformation was finished, he lifted his titan hand causing the cannonball to strike it.''<br />
<br />
[[File:Attack-Titan-Fuji-Q-Highland-main-1200.jpg|thumb]]<br />
[[File:Snk.jpg|thumb]]<br />
=== Heroes of the Walls ===<br />
Eren Jeager looked up from the intersection. He and his friends Armin and Mikasa looked up at the 50 meter wall that stood in the distance. And on top was a hand bigger than a cabin. It gripped the wall, sending a small rain of rocks down below. "No way," Armin Muttered. "That wall is over ''fifty meters tall!''"<br />
<br />
Eren's eye started twitching.<br />
<br />
"It's ''him''." A giant shadow appeared blocked out the sun. A giant steaming face with no skin, only muscles appeared over the wall. "A Titan," Eren whispered. In one mighty motion, the Colossal Titan lifted it's leg up and brought it forward, decimating the gate that kept out the Titans. Chunks of rock slammed into people from the explosion. A girl carrying some bread who got to close was knocked back by the steam. A wave of destruction tore through the outlying district of Shiganshina.<br />
<br />
Years later, these three survivors of the joined the Cadets Corps, and vowed to fight for their freedom from the giant Titan threat. They trained to handle 3D Maneuvering Gear, gas powered contraptions that could essentially let them fly. But as their training ended, the Colossal Titan attacked the City of Trost, breaking down the gate and letting Titans in. During the battle, cadet Eren Jeager lost his life by being eaten by a Titan. Later that day, cadets noticed a Titan in the city, that despite all reason, was attacking other Titans. After some time, the Titan collapsed to reveal that Eren was alive, in the Titan, and controlling it the whole time.<br />
<br />
=== Creating a Titanshifter ===<br />
<br />
Did you ever consider how or why you joined the Cadet Corps? Did Titans invade your home? Where you forced by your parents? Do you come from a place where not joining the military is seen as a sign of cowardliness? Maybe you were trying to track down a girl you overheard two priests talking about. Perhaps your dad said you couldn't come back until you were normal. Whatever the case, life in the Cadet Corps is not easy. You want to end the threat of the Titans, but how will you do that? Will you join the famed Scout Regiment and go out in Titan country to face the Titans head on? Or will you join the Garrison, the soldiers that protect the walls with heavy artillery and grit? Or will you end your training by becoming one of the top 10 in your class and joining the Military Police, the soldiers that protect the interior and the King? <br />
<br />
;Quick Build<br />
You can make a Titanshifter quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|con}}. Second, choose the Exile background if you are from Wall Maria, Hunter or Guild Artisan background if you are from Wall Rosa, and Noble background if you are from Wall Sina.<br />
<br />
{{5e Class Features<br />
|name= Titanshifter<br />
|summary= Soldiers that fly around on gas powered grappling cables and transform into giants<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor= 3D Maneuvering Device<br />
|weapons= Simple Weapons, Titan piercing sword (1d6 slashing, 15 GP, Finesse, Light)<br />
|tools= Flare Guns<br />
|saves= {{5a|dex}}, {{5a|con}}<br />
|skills= {{5s|Acrobatics}} + two more: {{5s|Animal Handling}}, {{5s|History}}, {{5s|Intimidation}}, {{5s|Perception}}, {{5s|Stealth}}, {{5s|Survival}}<br />
|item1a= Two Titan piercing swords and a dagger<br />
|item1b=<br />
|item1c=<br />
|item2a= 3D Maneuvering Device (AC 12 + {{5a|dex}} modifier) and a flare gun with 15 green flares, 15 red flares, and 5 black flares<br />
|item2b=<br />
|item2c=<br />
|item3a= Explorers pack<br />
|item3b= Dungeoneers pack<br />
|item3c=<br />
<br />
|wealth=<!--starting wealth, see PHB p. 143--> 2d4 x 10 GP<br />
|classfeatures1= Sword Training, 3D Maneuvering Training<br />
|classfeatures2= Heroism<br />
|classfeatures3= Military Branch<br />
|classfeatures4=<br />
|classfeatures5= Improved Gas Containers, Extra Attack, 3D Maneuvering Training Improvement<br />
|classfeatures6= Military Branch Feature <br />
|classfeatures7= Titan Shift (Battle Scan if you are not a shifter)<br />
|classfeatures8= Improved Gas Containers<br />
|classfeatures9= Extra Attack (2), Military Branch Feature <br />
|classfeatures10= Regeneration, (Lightning Attack if you are not a shifter)<br />
|classfeatures11= Agile<br />
|classfeatures12= <br />
|classfeatures13= Military Branch Feature<br />
|classfeatures14= Titan Shift Improvement, (Sword Throw if you are not a shifter)<br />
|classfeatures15= Improved Gas Containers<br />
|classfeatures16= Titan Shift Improvement<br />
|classfeatures17= Heroism Improvement <br />
|classfeatures18= Military Branch Feature (Variant if you are not a shifter)<br />
|classfeatures19= Improved Gas Containers<br />
|classfeatures20= Titan Shift Improvement, (Instinct Mode if you are not a shifter)<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
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}}<br />
<br />
<br />
{{Design Note|Although this class is called 'Titanshifter', it is entirely possible to play a character that cannot turn into a Titan, and instead is just an ordinary soldier. This could be a way to a character like Levi or Mikasa, who are incapable of being titans, and instead have increased skill with their 3DM combat. If you would like to play a non-shifting character, choose the variant features at level 7, level 10, level 14, level 18 (subclass), and level 20 features.}}<br />
<br />
==== Sword Training ====<br />
As a Titanshifter, you have learned to fight titans with the iconic dual swords designed to pierce the necks of Titans. At level 1, this grants you the Two-Weapon fighting style of the fighter. This allows you to add your ability modifier to your second weapon when two weapon fighting. Also, when you attack with two light weapons, both weapons count as the same attack, so you don't have to use a bonus action to attack with the second blade.<br />
<br />
==== 3D Maneuvering Training ====<br />
[[File:5143295-3d manuver gear info.png|thumb]]<br />
At level 1, you can use Three Dimensional Maneuvering Gear, or 3DMs, to move through the air. This essentially allows the users to fly, though not exactly. Metal canisters on the user's waist power grappling guns held in the user's hand. The canisters also shoot pressurized gas from behind you, rocketing you forward. When you hold down the triggers, your cables will shoot into objects and pull you forward while gas shoots you forward. Your 3DM requires regular maintenance, which can be done whenever you take a long rest. If you go a week without maintenance, there is a 10% chance that your gear will fail in flight and you take fall damage. <br />
<br />
Below the gas canisters is a sheath that holds your extra blades for your handles. The grappling guns you hold in both hands double as the hilts for your swords. You can attach swords as a bonus action. This is the only way to fight while flying, as you can still maneuver with swords in your hilts. Your sheaths can hold a total of 8 blades, 4 on each side.<br />
<br />
When maneuvering, you have a flying speed of 60 ft. The catch to this is you can only move forward in a cone, unless you take a bonus action to change direction. Because of the length of your wire, you can only fly as long as you have something for your grappling cables to latch on to. Because of the speeds you go at, you have -5 reduction on all attack rolls. Remember that the only weapons you can use are swords.<br />
<br />
When you are maneuvering through the air, you can only carry up to half of your maximum carrying capacity, because the 3DM gear can only support so much weight.<br />
<br />
You can stay in the air for up to a minute before you run out of gas. Your gas canisters fully recharge over the course of 30 minutes, because of the weird gas they are made with. If your 3DM breaks, you can replace it during a long rest by spending 50gp. If your swords break, you can replace one of them for 10 gps worth of materials and 10 minutes of crafting.<br />
<br />
When you reach level 5, you no longer have a -5 reduction with sword attacks when flying.<br />
<br />
==== Heroism ====<br />
Starting at level 2, your courage reflects onto your allies. As a bonus action, all allies within 60 ft. gain advantage on saving throws against being {{5c|frightened}} for 1 minute, and can make a free saving throw against any {{5c|frightened}} conditions on them immediately. Once you use this feature, you must complete a long or short rest before you can use it again.<br />
<br />
When you reach level 17 in this class, you are completely immune to being {{5c|frightened}}, and so is all allies within 60 ft.<br />
<br />
==== Military Branch ====<br />
At level 3, you have finished your training as a cadet and are ready to join one of the three branches of the military: The Scout Regiment, The Garrison, or The Military Police. All of them are detailed at the end of the description. Your choice also grants you additional features at levels 6, 9, 13, and 19.<br />
<br />
==== Ability Score Increase ====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Improved Gas Containers ====<br />
When you reach 5th level, you have modified your 3DM to contain more gas. You can now stay aloft for 2 minutes without recharging. This part of the feature increases at level 8 (3 minutes), level 15 (4 minutes), and level 19 (5 minutes).<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three at Level 9. You cannot use this extra attack in Titan form.<br />
<br />
==== Titan Shift ====<br />
When you reach level 7, you discover your Titan blood. You can shift into a Titan when you have suffered slashing or piercing damage from yourself and you have a purpose in your heart, usually a life or death scenario. Once undergoing these conditions a few things happen.<br />
<br />
You change into a titan of your choice. Choose one of the following options, but be careful, because you cannot pick a new Titan later. Once you decide what Titan you want, that is the only Titan you can transform into. your choices are listed below:<br />
<br />
* The [[Attack Titan (5e Creature)|Attack Titan]] (Attack Power): A combat-focused Titan that is meant to be in the vanguard of the attack and face the enemy head-on.<br />
<br />
* The [[Armored Titan (5e Creature)|Armored Titan]] (Defense): A Titan with great defensive capabilities. While being relatively weak in combat in terms of Titan standards, the Armored Titan is an unstoppable force that can charge through almost anything.<br />
<br />
* The [[Jaws Titan (5e Creature)|Jaws Titan]] (Mobility): A relatively small Titan that can climb on buildings and trees, and has a massive set of jaws that can break through the hardest materials known to man.<br />
<br />
* The Cart Titan (Speed): A Titan that walks on all four legs for the extra speed.<br />
<br />
* The Female Titan (Agility): Another combat-focused Titan that specializes in critical moves and quick movement.<br />
<br />
* The Beast Titan (Strength): Simply put, the Beast Titan is the physically strongest Titan out of the Titanshifters, and can throw heavy objects a great distance.<br />
<br />
* The [[War Hammer Titan (5e Creature)|War Hammer Titan]] (Weapons): A unique Titan that controls it's Titan form from a crystal made out of hardened Titan skin. Can use it's powers to conjure weapons and traps out of thin air.<br />
<br />
You have half of your Titan's total average hit points, and your attacks do half the damage dice. Your regeneration feature only gives you half as much hit points per turn. You lose your multi-attack if you have on, any resistances you have, and any immunity your Titan form has becomes a resistance (these are strictly for balancing reasons. Your resistances ''do not'' become immunities again when you reach level 20). Any psychic damage done to your or damage done to your nape doesn’t affect your Titan but instead deals damage to your character directly.<br />
<br />
You can stay as a Titan in minutes equal to your Titanshifter level. Once these minutes are up, or you want to become a humanoid again before that, you can use your action to have your Titan form will fall to the ground, and you will burst out of the Titan's nape. The body will evaporate into steam over the course of the next 1d4 minutes.<br />
<br />
You transform under the affects of the ''true polymorph'' spell, except you keep your {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores, as well as your personality and alignment. Your physical body is still in the nape of the Titan, but is melded with it slightly so you see out of the Titan's eyes, and such. When you transform, you instantly regain any lost limbs, all non-magical conditions on you are removed, and you regain all of your lost hit points. Any damage you take is done to your Titan form, unless it is done to the nape.<br />
<br />
Every time you transform, you must make a DC 15 {{5a|wis}} saving throw or lose control of your titan form. If you lose control, your titan form goes under the affects of the ''confusion'' spell. You can re-roll the save at the start of each of your turns, ending it on a success. If you spend at least one minute in concentration before you transform, you don't have the make the check.<br />
<br />
When you come out of the Titan, you gain one level of {{5c|exhaustion}}. <br />
<br />
You can use this feature after taking a long rest and making a DC 18 {{5a|con}} check. If you fail, you can repeat the {{5a|con}} check (DC 18) every short or long rest (But not every time you spend a hit die).<br />
<br />
When you reach level 14 in this class, you no longer have to make a check to regain the ability to turn into a Titan when you take a rest, you don't have to make a {{5a|wis}} when you transform to avoid confusion, and you no longer suffer exhaustion when you leave your Titan form. <br />
<br />
When you reach level 20 in this class, you can stay in your Titan form indefinitely and you can transform into a titan as many times as you want. Keep in mind that it still takes an action to leave your current titan. Your damage, maximum health, and regeneration is no longer halved. If you transform more than once in the same day, you do not regain all of your hit points when you transform the second time or anytime after that.<br />
<br />
==== Battle Scan (Variant Feature for Non-shifters) ====<br />
At level 7, you are always aware of the threats around you, and always on edge to defend yourself from threats. Hostile creatures have disadvantage when making {{5a|dex}} ({{5s|stealth}}) checks against your passive {{5a|wis}} ({{5s|perception}}) score, and creatures attacking you when you are surprised have disadvantage on their attack rolls. When you are in combat initiative, you can make {{5a|wis}} ({{5s|perception}}) or {{5a|int}} ({{5s|investigation}}) checks as a bonus action.<br />
<br />
==== Regeneration ====<br />
At 10th level, because you have transformed into a Titan so many times, you can regenerate hit points in humanoid form. You can heal 1 hit point every minute indefinitely. This feature also regenerates small scars and relativity obsolete injuries, like losing a finger or a tooth, and regenerates bigger injuries like severed limbs over the course of a few hours.<br />
<br />
With your regeneration feature, you can also go into a boost mode that heals you faster. As an action, you can enter rapid-regeneration mode. When activated, you can heal 10 hit points per minute (1 per turn) instead of 1 until this feature is shut off. When you enter rapid-regeneration mode, you cannot turn into a Titan because your body is too focused on healing you. You can end rapid-regeneration mode as an action.<br />
<br />
If you ever drop under 0 hit points, or you become {{5c|unconscious}} with under half of your total hit points, you automatically enter rapid-regeneration mode and you cannot shut it off until you are have at least half of your maximum hit point. <br />
<br />
If you take damage to your neck or head, the regeneration feature ceases to function for one minute. This feature ceases to function when you are in your Titan form, as it already heals for you.<br />
<br />
==== Lightning Attack (Variant Feature for Non-shifters) ====<br />
At level 10, you have practiced with you 3DM enough that you can strike targets with incredible haste. When you make an attack on someone, you can ignore any reactions they take in response to your attack. For example, if you attack someone with your swords, and they cast ''shield'' in defense, they do not gain the +5 AC bonus until your attack ends. This feature is especially useful when attacking a Titan that is trying to harden their skin in response to your attack.<br />
<br />
==== Agile ====<br />
At level 11, your skills while flying rival even the toughest captain. While using your 3DM, you can take the disengage action as a bonus action on your turn. You can also maneuver in any direction without taking a bonus action to turn around.<br />
<br />
==== Sword Throw (Variant Feature for Non-shifters)====<br />
At level 14, you have mastered the art of detaching your blade at the right moment to propel it into the air. As an attack, you can detach one of your blades to make a ranged attack roll at a range of (20/60). On a hit, the target takes the normal damage of the sword.<br />
<br />
==== Instinct Mode (Variant Feature for Non-shifters) ====<br />
At level 20, you have can go into a concentrated rage that unleashes the pure instincts in your blood to destroy your enemies. As a bonus action, you can enter Instinct Mode. When in Instinct Mode, all you attacks are considered critical hits, you have advantage on {{5a|str}}, {{5a|dex}}, and {{5a|con}} saving throws, and you are considered resistant to all damage types except psychic. Because your attacks are so powerful and reckless, all sword attacks you make shatter your blades once they hit. Instinct Mode ends after a minute, or until you take a bonus action to end it. Once you use Instinct Mode, you must finish a long rest before you can do it again.<br />
<br />
== Scout Regiment ==<br />
<br />
Your first option is the Scout Regiment. These brave soldiers go outside the Walls into Titan country and face the enemy head on. The Scout Regiment rides on horses and use them to out speed the Titan threat. Traveling through forests and exotic locations, all we know about the Titans comes from these soldiers. The symbol for the Scout Regiment is the Wings of Freedom.<br />
<br />
==== Bonus Proficiency ====<br />
When you first join the Scout Regiment, you gain proficiency in Smith's tools, so you can create your own blades, and later, Thunder Spears.<br />
<br />
==== Excellent Rider ====<br />
At level 3, you have been provided a horse by the military. You can use this in combat or while traveling. Unlike normal horses, this one travels at a speed of 70ft, because it has been specially bred to be fast. Your horse will follow your commands no matter how suicidal. If your horse dies, you can have it replaced within 1 day as long as you are in a population center of some sort that has a military presence.<br />
<br />
==== Survey Corps ====<br />
At level 6, you gain knowledge of your enemy through the Survey Corps. This offshoot of the Scout Regiment gathers data on Titans. Because of this, you gain the Rangers “Favored Enemy” feature, but only for Titans (Aberrations if it is a normal campaign).<br />
<br />
==== Cunning Dodge ====<br />
When you reach level 9, you have become quick and reflexive with your 3 Dimensional Maneuvering. When fail to make a {{5a|str}}, {{5a|dex}}, or {{5a|con}} saving throw when you are flying, you can choose to succeed instead. You must make a short or long rest to use this feature again. This feature also increases your flying speed to 90 feet.<br />
<br />
==== Thunder Spears ====<br />
At level 13, you (and possibly others in the Scout Regiment) have developed a high impact metal rod that is designed to be powerful enough to destroy even hardened Titan skin. When you level up, you can spend an hour to create two of these Thunder Spears. When they are created, you can attach them to the bottoms of your 3DM trigger, and connected to a third trigger that is activated by your pinky. You can carry 1 Thunder Spear in each arm, connected to your 3DM triggers. You can fire a Thunder Spear as an attack. Make a ranged attack roll. The Thunder Spears have a range of 600 feet. On a hit, the target takes 35 (10d6) force damage and if the target is large or smaller must make a DC 20 {{5a|con}} save or be {{5c|stunned}} for one minute, and the Thunder Spear is destroyed. When a Thunder Spear hits, everything with within a 30 foot sphere also takes 17 (5d6) Thunder damage, including the target. The damage done by a Thunder Spear ignores any immunity or resistance force and thunder damage.<br />
<br />
Because they are made of metal and protect most of your arms, you have a +1 bonus to AC for attacks from creatures large and smaller for each spear you are holding.<br />
<br />
To create more spears, you must be at a blacksmith or other such area, spend half an hour to create one, as well as 50 gps worth of materials like steel and explosives.<br />
<br />
[[File:Tumblr inline o3xm5jC0yT1sy5lf0 500.png|thumb]]<br />
==== Skin Hardening ====<br />
When you reach level 18, you have become one with the Titans and learned their powers. You have access to the first skin hardening ability variant rule listed under your Titan form, meaning you can solidify parts of your skin to defend yourself or increase your attack. You only have the first part, so you cannot cover all of your skin, just a small portion.<br />
<br />
==== Squad You ====<br />
You have a squad of four elite NPCs in the Scout Regiment who are under your control that is named after you. Their race, sex, age, ect., is up to your DM, but whoever they are, they will follow your orders to the grave, unless you actively try to hurt them. <br />
<br />
Use the stat block below for each of the squad members. Your DM can adjust some of their stats to accommodate for any racial traits they have, and can also change them for flavor.<br />
<br />
[[Scout Regiment Soldier (5e Creature)|Scout Regiment Soldier]]<br />
<br />
If an NPC in your squad dies, you can find a replacement within a week if you are near a military base.<br />
<br />
== The Garrison ==<br />
<br />
The Garrison is a troop of soldiers sent to protect the walls using cannons and 3DMs. This is the most common choice for graduating cadets, as it is the least dangerous. Their experience with cannons and weaponry makes them ideal people to hold off a Titan invasion. The symbol of the Garrison is two roses.<br />
<br />
==== Heavy Weapons Training ====<br />
At level 3, your training with cannons pays off. You now automatically know how to operate any siege weapon listed in the Dungeon Master’s guide. You also become proficient in all renaissance age firearms.<br />
<br />
==== Battle Tales ====<br />
When you reach level 6, your tales of combat can be used to sway civilians into following your lead. If you recount some old tales to non-Military citizens, you gain advantage on all {{5a|cha}} ({{5s|persuasion}}) and {{5a|cha}} ({{5s|intimidation}}) checks against them.<br />
<br />
==== Acting Authority ====<br />
When you reach level 9, you have gained a high enough rank to be an acting police officer. This gives you advantage on all {{5a|wis}} and {{5a|int}} saving throws against creatures that have the word “Evil” in there alignment. You also have advantage on {{5a|int}} ({{5s|History}}), {{5a|wis}} ({{5s|Insight}}), {{5a|int}} ({{5s|Investigation}}), and {{5a|wis}} ({{5s|Perception}}) checks against the same group. If you do not have it already, you gain proficiency in the {{5a|int}} ({{5s|Investigation}}) skill. If you already have it, your proficiency doubles.<br />
<br />
==== Hometown Advantage ====<br />
When you reach level 13, your will to fight becomes inspiring. When fighting within an Village, Town, or City that has not been abandoned, you gain the ability to rally for soldiers to join the fight. Roll 2d4. That is how many town soldiers come out to help you fight. They will fight on your side relentlessly until they are dead or the fight is over. A few clarifications to this rule:<br />
<br />
* Use the MM stat block in the humanoids section for their stats.<br />
<br />
* The soldiers will not leave the Village, Town, or City you are in.<br />
<br />
* The soldiers panic and must make a DC 18 {{5a|wis}} saving throw or run away from the fight if you are knocked unconscious or killed.<br />
<br />
* You cannot use this feature when you shift into a Titan.<br />
<br />
* They will only fight creatures with the word “Evil” or "Unaligned" for their alignment.<br />
<br />
Once you use this ability, you must make a short or long rest to use it again.<br />
<br />
There is a variant feature to this, where you can summon 1d4 [[Scout Regiment Soldier (5e Creature)|Scout Regiment Soldier]] instead, if you are playing in the [[The Walls (Attack on Titan) (5e Campaign Setting)|The Walls (Attack on Titan)]] campaign setting. Reflavor the Scout Regiment Soldiers as Garrison Soldiers instead. The rest of the rules stay the same. <br />
<br />
==== Transfer Consciousness ====<br />
At level 18, you learn a difficult feature used by the strongest Titanshifters. As an action, you can transfer your consciousness to your Titan form, meaning if your human form dies in your Titan form, you continue to live in the Titan. Doing this requires so much energy that your Titan form cannot heal itself, and loses the regeneration feature. If your Titan form drops to zero hit points, you die, plain and simple. If your normal body does die when you are still in your Titan, you can make a DC 20 {{5a|con}} saving throw to transfer your consciousness as a reaction. <br />
<br />
Five minutes after you transfer your consciousness, your Titan body regains the use of it's regeneration feature, but only for the purposes of healing your body (if it is damaged. If it is destroyed, the Titan body starts to make an identical body inside the nape of the Titan). Your body starts to regain hit points with the regeneration feature, but the Titan body does not start to heal. You can only transfer back to your normal body as an action when it as at half or more of its maximum hit points.<br />
<br />
If you run out of time in your Titan form before your body is healed all of the way, your Titan body becomes completely {{5c|stunned}} and cannot move, although the regeneration feature still works, so it can heal your normal body. When your body is at half or more health and in working condition, your consciousness is transferred back into your normal body and you gain two levels of exhaustion automatically. Your Titan body then starts to disappear like normal.<br />
<br />
==== Commander ====<br />
At level 18, you have been promoted to Commander of whatever military you are in. You can take control of any operation by friendly or neutral forces as long as their current leader is not a general or other royalty. You can also issue an order to nearby military bases for troop requests. It takes 1 days to acquire every 10 troops you request, not counting travel time for the message to spread if you are in the field. The most troops you can command is 100. You also receive a badge/emblem that marks you as this rank.<br />
<br />
You also receive an NPC bodyguard who is proficient in 3DM skills, even if the rest of your campaign doesn't include elements from Attack on Titan. Use the following stat block for his stats. He follows your actions and will not question your leadership unless you are hostile to home. Reflavor the stat block as a Garrison soldier.<br />
<br />
[[Scout Regiment Soldier (5e Creature)|Scout Regiment Soldier]]<br />
<br />
== The Military Police ==<br />
<br />
The Military Police is an elite organization only meant for the best of the best. Only the top 10 students from each cadet training region are eligible to join. The Military Police's job is to protect the king and maintain order. Because this class is so elite, ask your DM if you made the cut. You can also determine this by rolling 1d100 and scoring a 95 or higher. The symbol of the Military Police is the head of a unicorn.<br />
<br />
==== Royal Contacts ====<br />
At level 3, you have joined the Military Police and have dedicated your life to serving the king. Because of this, you have instant contacts throughout the Royal Government and Military. You can learn the whereabouts of any important people in the government if you spend an hour asking around any military installation. You also have full access to classified information in the government, as well as first class gear and equipment. Because of this, you do not need to do weekly maintenance on your gear and it will not fail unless excessively damaged.<br />
<br />
==== Revenge ====<br />
By level 6, you have seen countless battles and have learned to make you enemies hurt. When attacking a creature that has taken away over 30% of your hit points, you can choose to deal double damage against them. You can only do this extra damage once per turn.<br />
<br />
==== Perfect Guard ====<br />
When you reach level 9, your defensive capabilities go unmatched. When a creature makes a melee weapon attack on you, and if you can see them and you are holding two Titan piercing swords, you can use your reaction to gain a bonus to AC equal to your {{5a|con}} modifier for the attack and impose an opportunity attack on the creature if it misses. Later, if you choose the Non-shifter feature at level 18, you can do the same if you have to guns equipped.<br />
<br />
==== Technological Advancements ====<br />
When you reach level 13, your developments in 3DM flight technology have reached their limits. You can stay flying for double the minutes of what it normally would be. This feature includes the added time of the 3DM Improvement feature. Your flying speed also increases to 90 feet.<br />
<br />
==== Titan Steam ====<br />
At level 18, you gain the ability to release steam from your body in Titan form. When transformed into a Titan, you can spend 35 hit points to force all targets you want within a 120 ft. radius to make a DC 24 {{5a|dex}} save or take 110 (20d10) fire damage, or half on save. This feature can be used only once per Titan shift.<br />
<br />
==== Anti-Personnel 3DM ====<br />
At level 18, you have either designed or received from your superiors guns that are designed to work in tangent with your 3DM gear. You now have 2 sets of triggers: one for swords, and one for guns. You can switch which triggers you are using as a bonus action. The gun triggers can connect to barrels that act as shotguns. You can connect these barrels as a bonus action, and fire one of them as an attack. Make a ranged attack roll. On a hit, the target takes 4d8 piercing damage. Anyone within 5 feet of the target also takes an additional 2d8 piercing damage (including the target). Once fired, the guns are spent, and you can detach the barrels as a free action. You can store up to 5 additional barrels on each of your thighs.<br />
<br />
If you run out, you can create more by spending 10 gp per barrel and 30 minutes crafting it, or by getting more at a military center. <br />
<br />
At this level, you have also received or crafted custom 3DM armor that features a lightweight metal breastplate and arm and shoulder guards. When you wear this armor, your AC is 14 + your {{5a|dex}} modifier.<br />
<br />
<br />
<br />
[[File:Kenny reloads gun barrels.png|thumb]]<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 Titanshifter class, you must meet these prerequisites: {{5a|dex}} 15 and {{5a|con}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Titanshifter class, you gain the following proficiencies: Titan piercing swords, 3D Maneuvering gear.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>204.63.214.244https://www.dandwiki.com/w/index.php?title=Titanshifter_(5e_Class)&diff=1261635Titanshifter (5e Class)2020-01-20T19:18:49Z<p>204.63.214.244: /* Commander (Variant Feature for Non-shifters) */</p>
<hr />
<div><vote type=1/><br />
<center>''This class is intended for [[The Walls (Attack on Titan) (5e Campaign Setting)|The Walls (Attack on Titan)]] campaign setting and the variant rules it uses. It can nonetheless be used in a more traditional setting.</center><br />
{{Copyright Disclaimer|owner=Hajime Isayama|franchise=Attack on Titan}}<br />
<br />
{{Design Note|Many of the pictures on this page are from the Attack on Titan Manga, meaning you have to read them from right to left.}}<br />
<br />
== Titanshifter ==<br />
Soldiers that fly around on gas powered grappling cables and transform into giants.<br />
<br />
=== Introduction ===<br />
'' A thirty year old man in 3DM gear zooms through the destroyed town, dodging Titans left in right. His eyes narrows as he spots his target: a 6 meter Titan lumbering forward to a frightened little girl. Gas billows out of his 3DM, lurching his body forward. The strain would have paralyzed any other man, but he was used to it at this point. His swords lash out and smacked the Titan right in the nape of his neck. A piece of Titan skin flies out of the neck and the Titan falls to the ground at the girl’s feet. The man landed on top of the head and looked down at the girl. . .''<br />
<br />
'' A black haired girl ran across the rooftop from the Titan. The Titan smashed through the building just as the girl activated her 3 Dimensional Maneuvering Device. Compressed gas shot her forward just as the Titan lunged forward. . .''<br />
<br />
''Screaming in rage as the cannon is pointed towards him, a cadet grabs his friends. As the cannon fires, he bites his tongue. A flash of yellow and red lightning strikes him, creating a huge explosion. A giant body started forming around him, starting from the bones and muscles. In a second, before the transformation was finished, he lifted his titan hand causing the cannonball to strike it.''<br />
<br />
[[File:Attack-Titan-Fuji-Q-Highland-main-1200.jpg|thumb]]<br />
[[File:Snk.jpg|thumb]]<br />
=== Heroes of the Walls ===<br />
Eren Jeager looked up from the intersection. He and his friends Armin and Mikasa looked up at the 50 meter wall that stood in the distance. And on top was a hand bigger than a cabin. It gripped the wall, sending a small rain of rocks down below. "No way," Armin Muttered. "That wall is over ''fifty meters tall!''"<br />
<br />
Eren's eye started twitching.<br />
<br />
"It's ''him''." A giant shadow appeared blocked out the sun. A giant steaming face with no skin, only muscles appeared over the wall. "A Titan," Eren whispered. In one mighty motion, the Colossal Titan lifted it's leg up and brought it forward, decimating the gate that kept out the Titans. Chunks of rock slammed into people from the explosion. A girl carrying some bread who got to close was knocked back by the steam. A wave of destruction tore through the outlying district of Shiganshina.<br />
<br />
Years later, these three survivors of the joined the Cadets Corps, and vowed to fight for their freedom from the giant Titan threat. They trained to handle 3D Maneuvering Gear, gas powered contraptions that could essentially let them fly. But as their training ended, the Colossal Titan attacked the City of Trost, breaking down the gate and letting Titans in. During the battle, cadet Eren Jeager lost his life by being eaten by a Titan. Later that day, cadets noticed a Titan in the city, that despite all reason, was attacking other Titans. After some time, the Titan collapsed to reveal that Eren was alive, in the Titan, and controlling it the whole time.<br />
<br />
=== Creating a Titanshifter ===<br />
<br />
Did you ever consider how or why you joined the Cadet Corps? Did Titans invade your home? Where you forced by your parents? Do you come from a place where not joining the military is seen as a sign of cowardliness? Maybe you were trying to track down a girl you overheard two priests talking about. Perhaps your dad said you couldn't come back until you were normal. Whatever the case, life in the Cadet Corps is not easy. You want to end the threat of the Titans, but how will you do that? Will you join the famed Scout Regiment and go out in Titan country to face the Titans head on? Or will you join the Garrison, the soldiers that protect the walls with heavy artillery and grit? Or will you end your training by becoming one of the top 10 in your class and joining the Military Police, the soldiers that protect the interior and the King? <br />
<br />
;Quick Build<br />
You can make a Titanshifter quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|con}}. Second, choose the Exile background if you are from Wall Maria, Hunter or Guild Artisan background if you are from Wall Rosa, and Noble background if you are from Wall Sina.<br />
<br />
{{5e Class Features<br />
|name= Titanshifter<br />
|summary= Soldiers that fly around on gas powered grappling cables and transform into giants<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor= 3D Maneuvering Device<br />
|weapons= Simple Weapons, Titan piercing sword (1d6 slashing, 15 GP, Finesse, Light)<br />
|tools= Flare Guns<br />
|saves= {{5a|dex}}, {{5a|con}}<br />
|skills= {{5s|Acrobatics}} + two more: {{5s|Animal Handling}}, {{5s|History}}, {{5s|Intimidation}}, {{5s|Perception}}, {{5s|Stealth}}, {{5s|Survival}}<br />
|item1a= Two Titan piercing swords and a dagger<br />
|item1b=<br />
|item1c=<br />
|item2a= 3D Maneuvering Device (AC 12 + {{5a|dex}} modifier) and a flare gun with 15 green flares, 15 red flares, and 5 black flares<br />
|item2b=<br />
|item2c=<br />
|item3a= Explorers pack<br />
|item3b= Dungeoneers pack<br />
|item3c=<br />
<br />
|wealth=<!--starting wealth, see PHB p. 143--> 2d4 x 10 GP<br />
|classfeatures1= Sword Training, 3D Maneuvering Training<br />
|classfeatures2= Heroism<br />
|classfeatures3= Military Branch<br />
|classfeatures4=<br />
|classfeatures5= Improved Gas Containers, Extra Attack, 3D Maneuvering Training Improvement<br />
|classfeatures6= Military Branch Feature <br />
|classfeatures7= Titan Shift (Battle Scan if you are not a shifter)<br />
|classfeatures8= Improved Gas Containers<br />
|classfeatures9= Extra Attack (2), Military Branch Feature <br />
|classfeatures10= Regeneration, (Lightning Attack if you are not a shifter)<br />
|classfeatures11= Agile<br />
|classfeatures12= <br />
|classfeatures13= Military Branch Feature<br />
|classfeatures14= Titan Shift Improvement, (Sword Throw if you are not a shifter)<br />
|classfeatures15= Improved Gas Containers<br />
|classfeatures16= Titan Shift Improvement<br />
|classfeatures17= Heroism Improvement <br />
|classfeatures18= Military Branch Feature (Variant if you are not a shifter)<br />
|classfeatures19= Improved Gas Containers<br />
|classfeatures20= Titan Shift Improvement, (Instinct Mode if you are not a shifter)<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
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}}<br />
<br />
<br />
{{Design Note|Although this class is called 'Titanshifter', it is entirely possible to play a character that cannot turn into a Titan, and instead is just an ordinary soldier. This could be a way to a character like Levi or Mikasa, who are incapable of being titans, and instead have increased skill with their 3DM combat. If you would like to play a non-shifting character, choose the variant features at level 7, level 10, level 14, level 18 (subclass), and level 20 features.}}<br />
<br />
==== Sword Training ====<br />
As a Titanshifter, you have learned to fight titans with the iconic dual swords designed to pierce the necks of Titans. At level 1, this grants you the Two-Weapon fighting style of the fighter. This allows you to add your ability modifier to your second weapon when two weapon fighting. Also, when you attack with two light weapons, both weapons count as the same attack, so you don't have to use a bonus action to attack with the second blade.<br />
<br />
==== 3D Maneuvering Training ====<br />
[[File:5143295-3d manuver gear info.png|thumb]]<br />
At level 1, you can use Three Dimensional Maneuvering Gear, or 3DMs, to move through the air. This essentially allows the users to fly, though not exactly. Metal canisters on the user's waist power grappling guns held in the user's hand. The canisters also shoot pressurized gas from behind you, rocketing you forward. When you hold down the triggers, your cables will shoot into objects and pull you forward while gas shoots you forward. Your 3DM requires regular maintenance, which can be done whenever you take a long rest. If you go a week without maintenance, there is a 10% chance that your gear will fail in flight and you take fall damage. <br />
<br />
Below the gas canisters is a sheath that holds your extra blades for your handles. The grappling guns you hold in both hands double as the hilts for your swords. You can attach swords as a bonus action. This is the only way to fight while flying, as you can still maneuver with swords in your hilts. Your sheaths can hold a total of 8 blades, 4 on each side.<br />
<br />
When maneuvering, you have a flying speed of 60 ft. The catch to this is you can only move forward in a cone, unless you take a bonus action to change direction. Because of the length of your wire, you can only fly as long as you have something for your grappling cables to latch on to. Because of the speeds you go at, you have -5 reduction on all attack rolls. Remember that the only weapons you can use are swords.<br />
<br />
When you are maneuvering through the air, you can only carry up to half of your maximum carrying capacity, because the 3DM gear can only support so much weight.<br />
<br />
You can stay in the air for up to a minute before you run out of gas. Your gas canisters fully recharge over the course of 30 minutes, because of the weird gas they are made with. If your 3DM breaks, you can replace it during a long rest by spending 50gp. If your swords break, you can replace one of them for 10 gps worth of materials and 10 minutes of crafting.<br />
<br />
When you reach level 5, you no longer have a -5 reduction with sword attacks when flying.<br />
<br />
==== Heroism ====<br />
Starting at level 2, your courage reflects onto your allies. As a bonus action, all allies within 60 ft. gain advantage on saving throws against being {{5c|frightened}} for 1 minute, and can make a free saving throw against any {{5c|frightened}} conditions on them immediately. Once you use this feature, you must complete a long or short rest before you can use it again.<br />
<br />
When you reach level 17 in this class, you are completely immune to being {{5c|frightened}}, and so is all allies within 60 ft.<br />
<br />
==== Military Branch ====<br />
At level 3, you have finished your training as a cadet and are ready to join one of the three branches of the military: The Scout Regiment, The Garrison, or The Military Police. All of them are detailed at the end of the description. Your choice also grants you additional features at levels 6, 9, 13, and 19.<br />
<br />
==== Ability Score Increase ====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Improved Gas Containers ====<br />
When you reach 5th level, you have modified your 3DM to contain more gas. You can now stay aloft for 2 minutes without recharging. This part of the feature increases at level 8 (3 minutes), level 15 (4 minutes), and level 19 (5 minutes).<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three at Level 9. You cannot use this extra attack in Titan form.<br />
<br />
==== Titan Shift ====<br />
When you reach level 7, you discover your Titan blood. You can shift into a Titan when you have suffered slashing or piercing damage from yourself and you have a purpose in your heart, usually a life or death scenario. Once undergoing these conditions a few things happen.<br />
<br />
You change into a titan of your choice. Choose one of the following options, but be careful, because you cannot pick a new Titan later. Once you decide what Titan you want, that is the only Titan you can transform into. your choices are listed below:<br />
<br />
* The [[Attack Titan (5e Creature)|Attack Titan]] (Attack Power): A combat-focused Titan that is meant to be in the vanguard of the attack and face the enemy head-on.<br />
<br />
* The [[Armored Titan (5e Creature)|Armored Titan]] (Defense): A Titan with great defensive capabilities. While being relatively weak in combat in terms of Titan standards, the Armored Titan is an unstoppable force that can charge through almost anything.<br />
<br />
* The [[Jaws Titan (5e Creature)|Jaws Titan]] (Mobility): A relatively small Titan that can climb on buildings and trees, and has a massive set of jaws that can break through the hardest materials known to man.<br />
<br />
* The Cart Titan (Speed): A Titan that walks on all four legs for the extra speed.<br />
<br />
* The Female Titan (Agility): Another combat-focused Titan that specializes in critical moves and quick movement.<br />
<br />
* The Beast Titan (Strength): Simply put, the Beast Titan is the physically strongest Titan out of the Titanshifters, and can throw heavy objects a great distance.<br />
<br />
* The [[War Hammer Titan (5e Creature)|War Hammer Titan]] (Weapons): A unique Titan that controls it's Titan form from a crystal made out of hardened Titan skin. Can use it's powers to conjure weapons and traps out of thin air.<br />
<br />
You have half of your Titan's total average hit points, and your attacks do half the damage dice. Your regeneration feature only gives you half as much hit points per turn. You lose your multi-attack if you have on, any resistances you have, and any immunity your Titan form has becomes a resistance (these are strictly for balancing reasons. Your resistances ''do not'' become immunities again when you reach level 20). Any psychic damage done to your or damage done to your nape doesn’t affect your Titan but instead deals damage to your character directly.<br />
<br />
You can stay as a Titan in minutes equal to your Titanshifter level. Once these minutes are up, or you want to become a humanoid again before that, you can use your action to have your Titan form will fall to the ground, and you will burst out of the Titan's nape. The body will evaporate into steam over the course of the next 1d4 minutes.<br />
<br />
You transform under the affects of the ''true polymorph'' spell, except you keep your {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores, as well as your personality and alignment. Your physical body is still in the nape of the Titan, but is melded with it slightly so you see out of the Titan's eyes, and such. When you transform, you instantly regain any lost limbs, all non-magical conditions on you are removed, and you regain all of your lost hit points. Any damage you take is done to your Titan form, unless it is done to the nape.<br />
<br />
Every time you transform, you must make a DC 15 {{5a|wis}} saving throw or lose control of your titan form. If you lose control, your titan form goes under the affects of the ''confusion'' spell. You can re-roll the save at the start of each of your turns, ending it on a success. If you spend at least one minute in concentration before you transform, you don't have the make the check.<br />
<br />
When you come out of the Titan, you gain one level of {{5c|exhaustion}}. <br />
<br />
You can use this feature after taking a long rest and making a DC 18 {{5a|con}} check. If you fail, you can repeat the {{5a|con}} check (DC 18) every short or long rest (But not every time you spend a hit die).<br />
<br />
When you reach level 14 in this class, you no longer have to make a check to regain the ability to turn into a Titan when you take a rest, you don't have to make a {{5a|wis}} when you transform to avoid confusion, and you no longer suffer exhaustion when you leave your Titan form. <br />
<br />
When you reach level 20 in this class, you can stay in your Titan form indefinitely and you can transform into a titan as many times as you want. Keep in mind that it still takes an action to leave your current titan. Your damage, maximum health, and regeneration is no longer halved. If you transform more than once in the same day, you do not regain all of your hit points when you transform the second time or anytime after that.<br />
<br />
==== Battle Scan (Variant Feature for Non-shifters) ====<br />
At level 7, you are always aware of the threats around you, and always on edge to defend yourself from threats. Hostile creatures have disadvantage when making {{5a|dex}} ({{5s|stealth}}) checks against your passive {{5a|wis}} ({{5s|perception}}) score, and creatures attacking you when you are surprised have disadvantage on their attack rolls. When you are in combat initiative, you can make {{5a|wis}} ({{5s|perception}}) or {{5a|int}} ({{5s|investigation}}) checks as a bonus action.<br />
<br />
==== Regeneration ====<br />
At 10th level, because you have transformed into a Titan so many times, you can regenerate hit points in humanoid form. You can heal 1 hit point every minute indefinitely. This feature also regenerates small scars and relativity obsolete injuries, like losing a finger or a tooth, and regenerates bigger injuries like severed limbs over the course of a few hours.<br />
<br />
With your regeneration feature, you can also go into a boost mode that heals you faster. As an action, you can enter rapid-regeneration mode. When activated, you can heal 10 hit points per minute (1 per turn) instead of 1 until this feature is shut off. When you enter rapid-regeneration mode, you cannot turn into a Titan because your body is too focused on healing you. You can end rapid-regeneration mode as an action.<br />
<br />
If you ever drop under 0 hit points, or you become {{5c|unconscious}} with under half of your total hit points, you automatically enter rapid-regeneration mode and you cannot shut it off until you are have at least half of your maximum hit point. <br />
<br />
If you take damage to your neck or head, the regeneration feature ceases to function for one minute. This feature ceases to function when you are in your Titan form, as it already heals for you.<br />
<br />
==== Lightning Attack (Variant Feature for Non-shifters) ====<br />
At level 10, you have practiced with you 3DM enough that you can strike targets with incredible haste. When you make an attack on someone, you can ignore any reactions they take in response to your attack. For example, if you attack someone with your swords, and they cast ''shield'' in defense, they do not gain the +5 AC bonus until your attack ends. This feature is especially useful when attacking a Titan that is trying to harden their skin in response to your attack.<br />
<br />
==== Agile ====<br />
At level 11, your skills while flying rival even the toughest captain. While using your 3DM, you can take the disengage action as a bonus action on your turn. You can also maneuver in any direction without taking a bonus action to turn around.<br />
<br />
==== Sword Throw (Variant Feature for Non-shifters)====<br />
At level 14, you have mastered the art of detaching your blade at the right moment to propel it into the air. As an attack, you can detach one of your blades to make a ranged attack roll at a range of (20/60). On a hit, the target takes the normal damage of the sword.<br />
<br />
==== Instinct Mode (Variant Feature for Non-shifters) ====<br />
At level 20, you have can go into a concentrated rage that unleashes the pure instincts in your blood to destroy your enemies. As a bonus action, you can enter Instinct Mode. When in Instinct Mode, all you attacks are considered critical hits, you have advantage on {{5a|str}}, {{5a|dex}}, and {{5a|con}} saving throws, and you are considered resistant to all damage types except psychic. Because your attacks are so powerful and reckless, all sword attacks you make shatter your blades once they hit. Instinct Mode ends after a minute, or until you take a bonus action to end it. Once you use Instinct Mode, you must finish a long rest before you can do it again.<br />
<br />
== Scout Regiment ==<br />
<br />
Your first option is the Scout Regiment. These brave soldiers go outside the Walls into Titan country and face the enemy head on. The Scout Regiment rides on horses and use them to out speed the Titan threat. Traveling through forests and exotic locations, all we know about the Titans comes from these soldiers. The symbol for the Scout Regiment is the Wings of Freedom.<br />
<br />
==== Bonus Proficiency ====<br />
When you first join the Scout Regiment, you gain proficiency in Smith's tools, so you can create your own blades, and later, Thunder Spears.<br />
<br />
==== Excellent Rider ====<br />
At level 3, you have been provided a horse by the military. You can use this in combat or while traveling. Unlike normal horses, this one travels at a speed of 70ft, because it has been specially bred to be fast. Your horse will follow your commands no matter how suicidal. If your horse dies, you can have it replaced within 1 day as long as you are in a population center of some sort that has a military presence.<br />
<br />
==== Survey Corps ====<br />
At level 6, you gain knowledge of your enemy through the Survey Corps. This offshoot of the Scout Regiment gathers data on Titans. Because of this, you gain the Rangers “Favored Enemy” feature, but only for Titans (Aberrations if it is a normal campaign).<br />
<br />
==== Cunning Dodge ====<br />
When you reach level 9, you have become quick and reflexive with your 3 Dimensional Maneuvering. When fail to make a {{5a|str}}, {{5a|dex}}, or {{5a|con}} saving throw when you are flying, you can choose to succeed instead. You must make a short or long rest to use this feature again. This feature also increases your flying speed to 90 feet.<br />
<br />
==== Thunder Spears ====<br />
At level 13, you (and possibly others in the Scout Regiment) have developed a high impact metal rod that is designed to be powerful enough to destroy even hardened Titan skin. When you level up, you can spend an hour to create two of these Thunder Spears. When they are created, you can attach them to the bottoms of your 3DM trigger, and connected to a third trigger that is activated by your pinky. You can carry 1 Thunder Spear in each arm, connected to your 3DM triggers. You can fire a Thunder Spear as an attack. Make a ranged attack roll. The Thunder Spears have a range of 600 feet. On a hit, the target takes 35 (10d6) force damage and if the target is large or smaller must make a DC 20 {{5a|con}} save or be {{5c|stunned}} for one minute, and the Thunder Spear is destroyed. When a Thunder Spear hits, everything with within a 30 foot sphere also takes 17 (5d6) Thunder damage, including the target. The damage done by a Thunder Spear ignores any immunity or resistance force and thunder damage.<br />
<br />
Because they are made of metal and protect most of your arms, you have a +1 bonus to AC for attacks from creatures large and smaller for each spear you are holding.<br />
<br />
To create more spears, you must be at a blacksmith or other such area, spend half an hour to create one, as well as 50 gps worth of materials like steel and explosives.<br />
<br />
[[File:Tumblr inline o3xm5jC0yT1sy5lf0 500.png|thumb]]<br />
==== Skin Hardening ====<br />
When you reach level 18, you have become one with the Titans and learned their powers. You have access to the first skin hardening ability variant rule listed under your Titan form, meaning you can solidify parts of your skin to defend yourself or increase your attack. You only have the first part, so you cannot cover all of your skin, just a small portion.<br />
<br />
==== Squad You ====<br />
You have a squad of four elite NPCs in the Scout Regiment who are under your control that is named after you. Their race, sex, age, ect., is up to your DM, but whoever they are, they will follow your orders to the grave, unless you actively try to hurt them. <br />
<br />
Use the stat block below for each of the squad members. Your DM can adjust some of their stats to accommodate for any racial traits they have, and can also change them for flavor.<br />
<br />
[[Scout Regiment Soldier (5e Creature)|Scout Regiment Soldier]]<br />
<br />
If an NPC in your squad dies, you can find a replacement within a week if you are near a military base.<br />
<br />
== The Garrison ==<br />
<br />
The Garrison is a troop of soldiers sent to protect the walls using cannons and 3DMs. This is the most common choice for graduating cadets, as it is the least dangerous. Their experience with cannons and weaponry makes them ideal people to hold off a Titan invasion. The symbol of the Garrison is two roses.<br />
<br />
==== Heavy Weapons Training ====<br />
At level 3, your training with cannons pays off. You now automatically know how to operate any siege weapon listed in the Dungeon Master’s guide. You also become proficient in all renaissance age firearms.<br />
<br />
==== Battle Tales ====<br />
When you reach level 6, your tales of combat can be used to sway civilians into following your lead. If you recount some old tales to non-Military citizens, you gain advantage on all {{5a|cha}} ({{5s|persuasion}}) and {{5a|cha}} ({{5s|intimidation}}) checks against them.<br />
<br />
==== Acting Authority ====<br />
When you reach level 9, you have gained a high enough rank to be an acting police officer. This gives you advantage on all {{5a|wis}} and {{5a|int}} saving throws against creatures that have the word “Evil” in there alignment. You also have advantage on {{5a|int}} ({{5s|History}}), {{5a|wis}} ({{5s|Insight}}), {{5a|int}} ({{5s|Investigation}}), and {{5a|wis}} ({{5s|Perception}}) checks against the same group. If you do not have it already, you gain proficiency in the {{5a|int}} ({{5s|Investigation}}) skill. If you already have it, your proficiency doubles.<br />
<br />
==== Hometown Advantage ====<br />
When you reach level 13, your will to fight becomes inspiring. When fighting within an Village, Town, or City that has not been abandoned, you gain the ability to rally for soldiers to join the fight. Roll 2d4. That is how many town soldiers come out to help you fight. They will fight on your side relentlessly until they are dead or the fight is over. A few clarifications to this rule:<br />
<br />
* Use the MM stat block in the humanoids section for their stats.<br />
<br />
* The soldiers will not leave the Village, Town, or City you are in.<br />
<br />
* The soldiers panic and must make a DC 18 {{5a|wis}} saving throw or run away from the fight if you are knocked unconscious or killed.<br />
<br />
* You cannot use this feature when you shift into a Titan.<br />
<br />
* They will only fight creatures with the word “Evil” or "Unaligned" for their alignment.<br />
<br />
Once you use this ability, you must make a short or long rest to use it again.<br />
<br />
There is a variant feature to this, where you can summon 1d4 [[Scout Regiment Soldier (5e Creature)|Scout Regiment Soldier]] instead, if you are playing in the [[The Walls (Attack on Titan) (5e Campaign Setting)|The Walls (Attack on Titan)]] campaign setting. Reflavor the Scout Regiment Soldiers as Garrison Soldiers instead. The rest of the rules stay the same. <br />
<br />
==== Transfer Consciousness ====<br />
At level 18, you learn a difficult feature used by the strongest Titanshifters. As an action, you can transfer your consciousness to your Titan form, meaning if your human form dies in your Titan form, you continue to live in the Titan. Doing this requires so much energy that your Titan form cannot heal itself, and loses the regeneration feature. If your Titan form drops to zero hit points, you die, plain and simple. If your normal body does die when you are still in your Titan, you can make a DC 20 {{5a|con}} saving throw to transfer your consciousness as a reaction. <br />
<br />
Five minutes after you transfer your consciousness, your Titan body regains the use of it's regeneration feature, but only for the purposes of healing your body (if it is damaged. If it is destroyed, the Titan body starts to make an identical body inside the nape of the Titan). Your body starts to regain hit points with the regeneration feature, but the Titan body does not start to heal. You can only transfer back to your normal body as an action when it as at half or more of its maximum hit points.<br />
<br />
If you run out of time in your Titan form before your body is healed all of the way, your Titan body becomes completely {{5c|stunned}} and cannot move, although the regeneration feature still works, so it can heal your normal body. When your body is at half or more health and in working condition, your consciousness is transferred back into your normal body and you gain two levels of exhaustion automatically. Your Titan body then starts to disappear like normal.<br />
<br />
==== Commander ====<br />
At level 18, you have been promoted to Commander of whatever military you are in. You can take control of any operation by friendly or neutral forces as long as their current leader is not a general or other royalty. You can also issue an order to nearby military bases for troop requests. It takes 1 days to acquire every 10 troops you request, not counting travel time for the message to spread if you are in the field. The most troops you can command is 100. You also receive a badge/emblem that marks you as this rank.<br />
<br />
You also receive an NPC bodyguard who is proficient in 3DM skills, even if the rest of your campaign doesn't include elements from Attack on Titan. Use the following stat block for his stats. He follows your actions and will not question your leadership unless you are hostile to home. Reflavor the stat block as a Garrison soldier.<br />
<br />
[[Scout Regiment Soldier (5e Creature)|Scout Regiment Soldier]]<br />
<br />
== The Military Police ==<br />
<br />
The Military Police is an elite organization only meant for the best of the best. Only the top 10 students from each cadet training region are eligible to join. The Military Police's job is to protect the king and maintain order. Because this class is so elite, ask your DM if you made the cut. You can also determine this by rolling 1d100 and scoring a 95 or higher. The symbol of the Military Police is the head of a unicorn.<br />
<br />
==== Royal Contacts ====<br />
At level 3, you have joined the Military Police and have dedicated your life to serving the king. Because of this, you have instant contacts throughout the Royal Government and Military. You can learn the whereabouts of any important people in the government if you spend an hour asking around any military installation. You also have full access to classified information in the government, as well as first class gear and equipment. Because of this, you do not need to do weekly maintenance on your gear and it will not fail unless excessively damaged.<br />
<br />
==== Revenge ====<br />
By level 6, you have seen countless battles and have learned to make you enemies hurt. When attacking a creature that has taken away over 30% of your hit points, you can choose to deal double damage against them. You can only do this extra damage once per turn.<br />
<br />
==== Perfect Guard ====<br />
When you reach level 9, your defensive capabilities go unmatched. When a creature makes a melee weapon attack on you, and if you can see them and you are holding two Titan piercing swords, you can use your reaction to gain a bonus to AC equal to your {{5a|con}} modifier for the attack and impose an opportunity attack on the creature if it misses. Later, if you choose the Non-shifter feature at level 18, you can do the same if you have to guns equipped.<br />
<br />
==== Technological Advancements ====<br />
When you reach level 13, your developments in 3DM flight technology have reached their limits. You can stay flying for double the minutes of what it normally would be. This feature includes the added time of the 3DM Improvement feature. Your flying speed also increases to 90 feet.<br />
<br />
==== Titan Steam ====<br />
At level 18, you gain the ability to release steam from your body in Titan form. When transformed into a Titan, you can spend 35 hit points to force all targets you want within a 120 ft. radius to make a DC 24 {{5a|dex}} save or take 110 (20d10) fire damage, or half on save. This feature can be used only once per Titan shift.<br />
<br />
==== Anti-Personnel 3DM (Variant Feature for Non-shifters) ====<br />
At level 18, you have either designed or received from your superiors guns that are designed to work in tangent with your 3DM gear. You now have 2 sets of triggers: one for swords, and one for guns. You can switch which triggers you are using as a bonus action. The gun triggers can connect to barrels that act as shotguns. You can connect these barrels as a bonus action, and fire one of them as an attack. Make a ranged attack roll. On a hit, the target takes 4d8 piercing damage. Anyone within 5 feet of the target also takes an additional 2d8 piercing damage (including the target). Once fired, the guns are spent, and you can detach the barrels as a free action. You can store up to 5 additional barrels on each of your thighs.<br />
<br />
If you run out, you can create more by spending 10 gp per barrel and 30 minutes crafting it, or by getting more at a military center. <br />
<br />
At this level, you have also received or crafted custom 3DM armor that features a lightweight metal breastplate and arm and shoulder guards. When you wear this armor, your AC is 14 + your {{5a|dex}} modifier.<br />
<br />
<br />
<br />
[[File:Kenny reloads gun barrels.png|thumb]]<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 Titanshifter class, you must meet these prerequisites: {{5a|dex}} 15 and {{5a|con}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Titanshifter class, you gain the following proficiencies: Titan piercing swords, 3D Maneuvering gear.<br />
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----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>204.63.214.244https://www.dandwiki.com/w/index.php?title=Titanshifter_(5e_Class)&diff=1261634Titanshifter (5e Class)2020-01-20T19:18:12Z<p>204.63.214.244: /* Squad You (Variant Feature for Non-shifters) */</p>
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<div><vote type=1/><br />
<center>''This class is intended for [[The Walls (Attack on Titan) (5e Campaign Setting)|The Walls (Attack on Titan)]] campaign setting and the variant rules it uses. It can nonetheless be used in a more traditional setting.</center><br />
{{Copyright Disclaimer|owner=Hajime Isayama|franchise=Attack on Titan}}<br />
<br />
{{Design Note|Many of the pictures on this page are from the Attack on Titan Manga, meaning you have to read them from right to left.}}<br />
<br />
== Titanshifter ==<br />
Soldiers that fly around on gas powered grappling cables and transform into giants.<br />
<br />
=== Introduction ===<br />
'' A thirty year old man in 3DM gear zooms through the destroyed town, dodging Titans left in right. His eyes narrows as he spots his target: a 6 meter Titan lumbering forward to a frightened little girl. Gas billows out of his 3DM, lurching his body forward. The strain would have paralyzed any other man, but he was used to it at this point. His swords lash out and smacked the Titan right in the nape of his neck. A piece of Titan skin flies out of the neck and the Titan falls to the ground at the girl’s feet. The man landed on top of the head and looked down at the girl. . .''<br />
<br />
'' A black haired girl ran across the rooftop from the Titan. The Titan smashed through the building just as the girl activated her 3 Dimensional Maneuvering Device. Compressed gas shot her forward just as the Titan lunged forward. . .''<br />
<br />
''Screaming in rage as the cannon is pointed towards him, a cadet grabs his friends. As the cannon fires, he bites his tongue. A flash of yellow and red lightning strikes him, creating a huge explosion. A giant body started forming around him, starting from the bones and muscles. In a second, before the transformation was finished, he lifted his titan hand causing the cannonball to strike it.''<br />
<br />
[[File:Attack-Titan-Fuji-Q-Highland-main-1200.jpg|thumb]]<br />
[[File:Snk.jpg|thumb]]<br />
=== Heroes of the Walls ===<br />
Eren Jeager looked up from the intersection. He and his friends Armin and Mikasa looked up at the 50 meter wall that stood in the distance. And on top was a hand bigger than a cabin. It gripped the wall, sending a small rain of rocks down below. "No way," Armin Muttered. "That wall is over ''fifty meters tall!''"<br />
<br />
Eren's eye started twitching.<br />
<br />
"It's ''him''." A giant shadow appeared blocked out the sun. A giant steaming face with no skin, only muscles appeared over the wall. "A Titan," Eren whispered. In one mighty motion, the Colossal Titan lifted it's leg up and brought it forward, decimating the gate that kept out the Titans. Chunks of rock slammed into people from the explosion. A girl carrying some bread who got to close was knocked back by the steam. A wave of destruction tore through the outlying district of Shiganshina.<br />
<br />
Years later, these three survivors of the joined the Cadets Corps, and vowed to fight for their freedom from the giant Titan threat. They trained to handle 3D Maneuvering Gear, gas powered contraptions that could essentially let them fly. But as their training ended, the Colossal Titan attacked the City of Trost, breaking down the gate and letting Titans in. During the battle, cadet Eren Jeager lost his life by being eaten by a Titan. Later that day, cadets noticed a Titan in the city, that despite all reason, was attacking other Titans. After some time, the Titan collapsed to reveal that Eren was alive, in the Titan, and controlling it the whole time.<br />
<br />
=== Creating a Titanshifter ===<br />
<br />
Did you ever consider how or why you joined the Cadet Corps? Did Titans invade your home? Where you forced by your parents? Do you come from a place where not joining the military is seen as a sign of cowardliness? Maybe you were trying to track down a girl you overheard two priests talking about. Perhaps your dad said you couldn't come back until you were normal. Whatever the case, life in the Cadet Corps is not easy. You want to end the threat of the Titans, but how will you do that? Will you join the famed Scout Regiment and go out in Titan country to face the Titans head on? Or will you join the Garrison, the soldiers that protect the walls with heavy artillery and grit? Or will you end your training by becoming one of the top 10 in your class and joining the Military Police, the soldiers that protect the interior and the King? <br />
<br />
;Quick Build<br />
You can make a Titanshifter quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|con}}. Second, choose the Exile background if you are from Wall Maria, Hunter or Guild Artisan background if you are from Wall Rosa, and Noble background if you are from Wall Sina.<br />
<br />
{{5e Class Features<br />
|name= Titanshifter<br />
|summary= Soldiers that fly around on gas powered grappling cables and transform into giants<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor= 3D Maneuvering Device<br />
|weapons= Simple Weapons, Titan piercing sword (1d6 slashing, 15 GP, Finesse, Light)<br />
|tools= Flare Guns<br />
|saves= {{5a|dex}}, {{5a|con}}<br />
|skills= {{5s|Acrobatics}} + two more: {{5s|Animal Handling}}, {{5s|History}}, {{5s|Intimidation}}, {{5s|Perception}}, {{5s|Stealth}}, {{5s|Survival}}<br />
|item1a= Two Titan piercing swords and a dagger<br />
|item1b=<br />
|item1c=<br />
|item2a= 3D Maneuvering Device (AC 12 + {{5a|dex}} modifier) and a flare gun with 15 green flares, 15 red flares, and 5 black flares<br />
|item2b=<br />
|item2c=<br />
|item3a= Explorers pack<br />
|item3b= Dungeoneers pack<br />
|item3c=<br />
<br />
|wealth=<!--starting wealth, see PHB p. 143--> 2d4 x 10 GP<br />
|classfeatures1= Sword Training, 3D Maneuvering Training<br />
|classfeatures2= Heroism<br />
|classfeatures3= Military Branch<br />
|classfeatures4=<br />
|classfeatures5= Improved Gas Containers, Extra Attack, 3D Maneuvering Training Improvement<br />
|classfeatures6= Military Branch Feature <br />
|classfeatures7= Titan Shift (Battle Scan if you are not a shifter)<br />
|classfeatures8= Improved Gas Containers<br />
|classfeatures9= Extra Attack (2), Military Branch Feature <br />
|classfeatures10= Regeneration, (Lightning Attack if you are not a shifter)<br />
|classfeatures11= Agile<br />
|classfeatures12= <br />
|classfeatures13= Military Branch Feature<br />
|classfeatures14= Titan Shift Improvement, (Sword Throw if you are not a shifter)<br />
|classfeatures15= Improved Gas Containers<br />
|classfeatures16= Titan Shift Improvement<br />
|classfeatures17= Heroism Improvement <br />
|classfeatures18= Military Branch Feature (Variant if you are not a shifter)<br />
|classfeatures19= Improved Gas Containers<br />
|classfeatures20= Titan Shift Improvement, (Instinct Mode if you are not a shifter)<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
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}}<br />
<br />
<br />
{{Design Note|Although this class is called 'Titanshifter', it is entirely possible to play a character that cannot turn into a Titan, and instead is just an ordinary soldier. This could be a way to a character like Levi or Mikasa, who are incapable of being titans, and instead have increased skill with their 3DM combat. If you would like to play a non-shifting character, choose the variant features at level 7, level 10, level 14, level 18 (subclass), and level 20 features.}}<br />
<br />
==== Sword Training ====<br />
As a Titanshifter, you have learned to fight titans with the iconic dual swords designed to pierce the necks of Titans. At level 1, this grants you the Two-Weapon fighting style of the fighter. This allows you to add your ability modifier to your second weapon when two weapon fighting. Also, when you attack with two light weapons, both weapons count as the same attack, so you don't have to use a bonus action to attack with the second blade.<br />
<br />
==== 3D Maneuvering Training ====<br />
[[File:5143295-3d manuver gear info.png|thumb]]<br />
At level 1, you can use Three Dimensional Maneuvering Gear, or 3DMs, to move through the air. This essentially allows the users to fly, though not exactly. Metal canisters on the user's waist power grappling guns held in the user's hand. The canisters also shoot pressurized gas from behind you, rocketing you forward. When you hold down the triggers, your cables will shoot into objects and pull you forward while gas shoots you forward. Your 3DM requires regular maintenance, which can be done whenever you take a long rest. If you go a week without maintenance, there is a 10% chance that your gear will fail in flight and you take fall damage. <br />
<br />
Below the gas canisters is a sheath that holds your extra blades for your handles. The grappling guns you hold in both hands double as the hilts for your swords. You can attach swords as a bonus action. This is the only way to fight while flying, as you can still maneuver with swords in your hilts. Your sheaths can hold a total of 8 blades, 4 on each side.<br />
<br />
When maneuvering, you have a flying speed of 60 ft. The catch to this is you can only move forward in a cone, unless you take a bonus action to change direction. Because of the length of your wire, you can only fly as long as you have something for your grappling cables to latch on to. Because of the speeds you go at, you have -5 reduction on all attack rolls. Remember that the only weapons you can use are swords.<br />
<br />
When you are maneuvering through the air, you can only carry up to half of your maximum carrying capacity, because the 3DM gear can only support so much weight.<br />
<br />
You can stay in the air for up to a minute before you run out of gas. Your gas canisters fully recharge over the course of 30 minutes, because of the weird gas they are made with. If your 3DM breaks, you can replace it during a long rest by spending 50gp. If your swords break, you can replace one of them for 10 gps worth of materials and 10 minutes of crafting.<br />
<br />
When you reach level 5, you no longer have a -5 reduction with sword attacks when flying.<br />
<br />
==== Heroism ====<br />
Starting at level 2, your courage reflects onto your allies. As a bonus action, all allies within 60 ft. gain advantage on saving throws against being {{5c|frightened}} for 1 minute, and can make a free saving throw against any {{5c|frightened}} conditions on them immediately. Once you use this feature, you must complete a long or short rest before you can use it again.<br />
<br />
When you reach level 17 in this class, you are completely immune to being {{5c|frightened}}, and so is all allies within 60 ft.<br />
<br />
==== Military Branch ====<br />
At level 3, you have finished your training as a cadet and are ready to join one of the three branches of the military: The Scout Regiment, The Garrison, or The Military Police. All of them are detailed at the end of the description. Your choice also grants you additional features at levels 6, 9, 13, and 19.<br />
<br />
==== Ability Score Increase ====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Improved Gas Containers ====<br />
When you reach 5th level, you have modified your 3DM to contain more gas. You can now stay aloft for 2 minutes without recharging. This part of the feature increases at level 8 (3 minutes), level 15 (4 minutes), and level 19 (5 minutes).<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three at Level 9. You cannot use this extra attack in Titan form.<br />
<br />
==== Titan Shift ====<br />
When you reach level 7, you discover your Titan blood. You can shift into a Titan when you have suffered slashing or piercing damage from yourself and you have a purpose in your heart, usually a life or death scenario. Once undergoing these conditions a few things happen.<br />
<br />
You change into a titan of your choice. Choose one of the following options, but be careful, because you cannot pick a new Titan later. Once you decide what Titan you want, that is the only Titan you can transform into. your choices are listed below:<br />
<br />
* The [[Attack Titan (5e Creature)|Attack Titan]] (Attack Power): A combat-focused Titan that is meant to be in the vanguard of the attack and face the enemy head-on.<br />
<br />
* The [[Armored Titan (5e Creature)|Armored Titan]] (Defense): A Titan with great defensive capabilities. While being relatively weak in combat in terms of Titan standards, the Armored Titan is an unstoppable force that can charge through almost anything.<br />
<br />
* The [[Jaws Titan (5e Creature)|Jaws Titan]] (Mobility): A relatively small Titan that can climb on buildings and trees, and has a massive set of jaws that can break through the hardest materials known to man.<br />
<br />
* The Cart Titan (Speed): A Titan that walks on all four legs for the extra speed.<br />
<br />
* The Female Titan (Agility): Another combat-focused Titan that specializes in critical moves and quick movement.<br />
<br />
* The Beast Titan (Strength): Simply put, the Beast Titan is the physically strongest Titan out of the Titanshifters, and can throw heavy objects a great distance.<br />
<br />
* The [[War Hammer Titan (5e Creature)|War Hammer Titan]] (Weapons): A unique Titan that controls it's Titan form from a crystal made out of hardened Titan skin. Can use it's powers to conjure weapons and traps out of thin air.<br />
<br />
You have half of your Titan's total average hit points, and your attacks do half the damage dice. Your regeneration feature only gives you half as much hit points per turn. You lose your multi-attack if you have on, any resistances you have, and any immunity your Titan form has becomes a resistance (these are strictly for balancing reasons. Your resistances ''do not'' become immunities again when you reach level 20). Any psychic damage done to your or damage done to your nape doesn’t affect your Titan but instead deals damage to your character directly.<br />
<br />
You can stay as a Titan in minutes equal to your Titanshifter level. Once these minutes are up, or you want to become a humanoid again before that, you can use your action to have your Titan form will fall to the ground, and you will burst out of the Titan's nape. The body will evaporate into steam over the course of the next 1d4 minutes.<br />
<br />
You transform under the affects of the ''true polymorph'' spell, except you keep your {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores, as well as your personality and alignment. Your physical body is still in the nape of the Titan, but is melded with it slightly so you see out of the Titan's eyes, and such. When you transform, you instantly regain any lost limbs, all non-magical conditions on you are removed, and you regain all of your lost hit points. Any damage you take is done to your Titan form, unless it is done to the nape.<br />
<br />
Every time you transform, you must make a DC 15 {{5a|wis}} saving throw or lose control of your titan form. If you lose control, your titan form goes under the affects of the ''confusion'' spell. You can re-roll the save at the start of each of your turns, ending it on a success. If you spend at least one minute in concentration before you transform, you don't have the make the check.<br />
<br />
When you come out of the Titan, you gain one level of {{5c|exhaustion}}. <br />
<br />
You can use this feature after taking a long rest and making a DC 18 {{5a|con}} check. If you fail, you can repeat the {{5a|con}} check (DC 18) every short or long rest (But not every time you spend a hit die).<br />
<br />
When you reach level 14 in this class, you no longer have to make a check to regain the ability to turn into a Titan when you take a rest, you don't have to make a {{5a|wis}} when you transform to avoid confusion, and you no longer suffer exhaustion when you leave your Titan form. <br />
<br />
When you reach level 20 in this class, you can stay in your Titan form indefinitely and you can transform into a titan as many times as you want. Keep in mind that it still takes an action to leave your current titan. Your damage, maximum health, and regeneration is no longer halved. If you transform more than once in the same day, you do not regain all of your hit points when you transform the second time or anytime after that.<br />
<br />
==== Battle Scan (Variant Feature for Non-shifters) ====<br />
At level 7, you are always aware of the threats around you, and always on edge to defend yourself from threats. Hostile creatures have disadvantage when making {{5a|dex}} ({{5s|stealth}}) checks against your passive {{5a|wis}} ({{5s|perception}}) score, and creatures attacking you when you are surprised have disadvantage on their attack rolls. When you are in combat initiative, you can make {{5a|wis}} ({{5s|perception}}) or {{5a|int}} ({{5s|investigation}}) checks as a bonus action.<br />
<br />
==== Regeneration ====<br />
At 10th level, because you have transformed into a Titan so many times, you can regenerate hit points in humanoid form. You can heal 1 hit point every minute indefinitely. This feature also regenerates small scars and relativity obsolete injuries, like losing a finger or a tooth, and regenerates bigger injuries like severed limbs over the course of a few hours.<br />
<br />
With your regeneration feature, you can also go into a boost mode that heals you faster. As an action, you can enter rapid-regeneration mode. When activated, you can heal 10 hit points per minute (1 per turn) instead of 1 until this feature is shut off. When you enter rapid-regeneration mode, you cannot turn into a Titan because your body is too focused on healing you. You can end rapid-regeneration mode as an action.<br />
<br />
If you ever drop under 0 hit points, or you become {{5c|unconscious}} with under half of your total hit points, you automatically enter rapid-regeneration mode and you cannot shut it off until you are have at least half of your maximum hit point. <br />
<br />
If you take damage to your neck or head, the regeneration feature ceases to function for one minute. This feature ceases to function when you are in your Titan form, as it already heals for you.<br />
<br />
==== Lightning Attack (Variant Feature for Non-shifters) ====<br />
At level 10, you have practiced with you 3DM enough that you can strike targets with incredible haste. When you make an attack on someone, you can ignore any reactions they take in response to your attack. For example, if you attack someone with your swords, and they cast ''shield'' in defense, they do not gain the +5 AC bonus until your attack ends. This feature is especially useful when attacking a Titan that is trying to harden their skin in response to your attack.<br />
<br />
==== Agile ====<br />
At level 11, your skills while flying rival even the toughest captain. While using your 3DM, you can take the disengage action as a bonus action on your turn. You can also maneuver in any direction without taking a bonus action to turn around.<br />
<br />
==== Sword Throw (Variant Feature for Non-shifters)====<br />
At level 14, you have mastered the art of detaching your blade at the right moment to propel it into the air. As an attack, you can detach one of your blades to make a ranged attack roll at a range of (20/60). On a hit, the target takes the normal damage of the sword.<br />
<br />
==== Instinct Mode (Variant Feature for Non-shifters) ====<br />
At level 20, you have can go into a concentrated rage that unleashes the pure instincts in your blood to destroy your enemies. As a bonus action, you can enter Instinct Mode. When in Instinct Mode, all you attacks are considered critical hits, you have advantage on {{5a|str}}, {{5a|dex}}, and {{5a|con}} saving throws, and you are considered resistant to all damage types except psychic. Because your attacks are so powerful and reckless, all sword attacks you make shatter your blades once they hit. Instinct Mode ends after a minute, or until you take a bonus action to end it. Once you use Instinct Mode, you must finish a long rest before you can do it again.<br />
<br />
== Scout Regiment ==<br />
<br />
Your first option is the Scout Regiment. These brave soldiers go outside the Walls into Titan country and face the enemy head on. The Scout Regiment rides on horses and use them to out speed the Titan threat. Traveling through forests and exotic locations, all we know about the Titans comes from these soldiers. The symbol for the Scout Regiment is the Wings of Freedom.<br />
<br />
==== Bonus Proficiency ====<br />
When you first join the Scout Regiment, you gain proficiency in Smith's tools, so you can create your own blades, and later, Thunder Spears.<br />
<br />
==== Excellent Rider ====<br />
At level 3, you have been provided a horse by the military. You can use this in combat or while traveling. Unlike normal horses, this one travels at a speed of 70ft, because it has been specially bred to be fast. Your horse will follow your commands no matter how suicidal. If your horse dies, you can have it replaced within 1 day as long as you are in a population center of some sort that has a military presence.<br />
<br />
==== Survey Corps ====<br />
At level 6, you gain knowledge of your enemy through the Survey Corps. This offshoot of the Scout Regiment gathers data on Titans. Because of this, you gain the Rangers “Favored Enemy” feature, but only for Titans (Aberrations if it is a normal campaign).<br />
<br />
==== Cunning Dodge ====<br />
When you reach level 9, you have become quick and reflexive with your 3 Dimensional Maneuvering. When fail to make a {{5a|str}}, {{5a|dex}}, or {{5a|con}} saving throw when you are flying, you can choose to succeed instead. You must make a short or long rest to use this feature again. This feature also increases your flying speed to 90 feet.<br />
<br />
==== Thunder Spears ====<br />
At level 13, you (and possibly others in the Scout Regiment) have developed a high impact metal rod that is designed to be powerful enough to destroy even hardened Titan skin. When you level up, you can spend an hour to create two of these Thunder Spears. When they are created, you can attach them to the bottoms of your 3DM trigger, and connected to a third trigger that is activated by your pinky. You can carry 1 Thunder Spear in each arm, connected to your 3DM triggers. You can fire a Thunder Spear as an attack. Make a ranged attack roll. The Thunder Spears have a range of 600 feet. On a hit, the target takes 35 (10d6) force damage and if the target is large or smaller must make a DC 20 {{5a|con}} save or be {{5c|stunned}} for one minute, and the Thunder Spear is destroyed. When a Thunder Spear hits, everything with within a 30 foot sphere also takes 17 (5d6) Thunder damage, including the target. The damage done by a Thunder Spear ignores any immunity or resistance force and thunder damage.<br />
<br />
Because they are made of metal and protect most of your arms, you have a +1 bonus to AC for attacks from creatures large and smaller for each spear you are holding.<br />
<br />
To create more spears, you must be at a blacksmith or other such area, spend half an hour to create one, as well as 50 gps worth of materials like steel and explosives.<br />
<br />
[[File:Tumblr inline o3xm5jC0yT1sy5lf0 500.png|thumb]]<br />
==== Skin Hardening ====<br />
When you reach level 18, you have become one with the Titans and learned their powers. You have access to the first skin hardening ability variant rule listed under your Titan form, meaning you can solidify parts of your skin to defend yourself or increase your attack. You only have the first part, so you cannot cover all of your skin, just a small portion.<br />
<br />
==== Squad You ====<br />
You have a squad of four elite NPCs in the Scout Regiment who are under your control that is named after you. Their race, sex, age, ect., is up to your DM, but whoever they are, they will follow your orders to the grave, unless you actively try to hurt them. <br />
<br />
Use the stat block below for each of the squad members. Your DM can adjust some of their stats to accommodate for any racial traits they have, and can also change them for flavor.<br />
<br />
[[Scout Regiment Soldier (5e Creature)|Scout Regiment Soldier]]<br />
<br />
If an NPC in your squad dies, you can find a replacement within a week if you are near a military base.<br />
<br />
== The Garrison ==<br />
<br />
The Garrison is a troop of soldiers sent to protect the walls using cannons and 3DMs. This is the most common choice for graduating cadets, as it is the least dangerous. Their experience with cannons and weaponry makes them ideal people to hold off a Titan invasion. The symbol of the Garrison is two roses.<br />
<br />
==== Heavy Weapons Training ====<br />
At level 3, your training with cannons pays off. You now automatically know how to operate any siege weapon listed in the Dungeon Master’s guide. You also become proficient in all renaissance age firearms.<br />
<br />
==== Battle Tales ====<br />
When you reach level 6, your tales of combat can be used to sway civilians into following your lead. If you recount some old tales to non-Military citizens, you gain advantage on all {{5a|cha}} ({{5s|persuasion}}) and {{5a|cha}} ({{5s|intimidation}}) checks against them.<br />
<br />
==== Acting Authority ====<br />
When you reach level 9, you have gained a high enough rank to be an acting police officer. This gives you advantage on all {{5a|wis}} and {{5a|int}} saving throws against creatures that have the word “Evil” in there alignment. You also have advantage on {{5a|int}} ({{5s|History}}), {{5a|wis}} ({{5s|Insight}}), {{5a|int}} ({{5s|Investigation}}), and {{5a|wis}} ({{5s|Perception}}) checks against the same group. If you do not have it already, you gain proficiency in the {{5a|int}} ({{5s|Investigation}}) skill. If you already have it, your proficiency doubles.<br />
<br />
==== Hometown Advantage ====<br />
When you reach level 13, your will to fight becomes inspiring. When fighting within an Village, Town, or City that has not been abandoned, you gain the ability to rally for soldiers to join the fight. Roll 2d4. That is how many town soldiers come out to help you fight. They will fight on your side relentlessly until they are dead or the fight is over. A few clarifications to this rule:<br />
<br />
* Use the MM stat block in the humanoids section for their stats.<br />
<br />
* The soldiers will not leave the Village, Town, or City you are in.<br />
<br />
* The soldiers panic and must make a DC 18 {{5a|wis}} saving throw or run away from the fight if you are knocked unconscious or killed.<br />
<br />
* You cannot use this feature when you shift into a Titan.<br />
<br />
* They will only fight creatures with the word “Evil” or "Unaligned" for their alignment.<br />
<br />
Once you use this ability, you must make a short or long rest to use it again.<br />
<br />
There is a variant feature to this, where you can summon 1d4 [[Scout Regiment Soldier (5e Creature)|Scout Regiment Soldier]] instead, if you are playing in the [[The Walls (Attack on Titan) (5e Campaign Setting)|The Walls (Attack on Titan)]] campaign setting. Reflavor the Scout Regiment Soldiers as Garrison Soldiers instead. The rest of the rules stay the same. <br />
<br />
==== Transfer Consciousness ====<br />
At level 18, you learn a difficult feature used by the strongest Titanshifters. As an action, you can transfer your consciousness to your Titan form, meaning if your human form dies in your Titan form, you continue to live in the Titan. Doing this requires so much energy that your Titan form cannot heal itself, and loses the regeneration feature. If your Titan form drops to zero hit points, you die, plain and simple. If your normal body does die when you are still in your Titan, you can make a DC 20 {{5a|con}} saving throw to transfer your consciousness as a reaction. <br />
<br />
Five minutes after you transfer your consciousness, your Titan body regains the use of it's regeneration feature, but only for the purposes of healing your body (if it is damaged. If it is destroyed, the Titan body starts to make an identical body inside the nape of the Titan). Your body starts to regain hit points with the regeneration feature, but the Titan body does not start to heal. You can only transfer back to your normal body as an action when it as at half or more of its maximum hit points.<br />
<br />
If you run out of time in your Titan form before your body is healed all of the way, your Titan body becomes completely {{5c|stunned}} and cannot move, although the regeneration feature still works, so it can heal your normal body. When your body is at half or more health and in working condition, your consciousness is transferred back into your normal body and you gain two levels of exhaustion automatically. Your Titan body then starts to disappear like normal.<br />
<br />
==== Commander (Variant Feature for Non-shifters) ====<br />
At level 18, you have been promoted to Commander of whatever military you are in. You can take control of any operation by friendly or neutral forces as long as their current leader is not a general or other royalty. You can also issue an order to nearby military bases for troop requests. It takes 1 days to acquire every 10 troops you request, not counting travel time for the message to spread if you are in the field. The most troops you can command is 100. You also receive a badge/emblem that marks you as this rank.<br />
<br />
You also receive an NPC bodyguard who is proficient in 3DM skills, even if the rest of your campaign doesn't include elements from Attack on Titan. Use the following stat block for his stats. He follows your actions and will not question your leadership unless you are hostile to home. Reflavor the stat block as a Garrison soldier.<br />
<br />
[[Scout Regiment Soldier (5e Creature)|Scout Regiment Soldier]]<br />
<br />
== The Military Police ==<br />
<br />
The Military Police is an elite organization only meant for the best of the best. Only the top 10 students from each cadet training region are eligible to join. The Military Police's job is to protect the king and maintain order. Because this class is so elite, ask your DM if you made the cut. You can also determine this by rolling 1d100 and scoring a 95 or higher. The symbol of the Military Police is the head of a unicorn.<br />
<br />
==== Royal Contacts ====<br />
At level 3, you have joined the Military Police and have dedicated your life to serving the king. Because of this, you have instant contacts throughout the Royal Government and Military. You can learn the whereabouts of any important people in the government if you spend an hour asking around any military installation. You also have full access to classified information in the government, as well as first class gear and equipment. Because of this, you do not need to do weekly maintenance on your gear and it will not fail unless excessively damaged.<br />
<br />
==== Revenge ====<br />
By level 6, you have seen countless battles and have learned to make you enemies hurt. When attacking a creature that has taken away over 30% of your hit points, you can choose to deal double damage against them. You can only do this extra damage once per turn.<br />
<br />
==== Perfect Guard ====<br />
When you reach level 9, your defensive capabilities go unmatched. When a creature makes a melee weapon attack on you, and if you can see them and you are holding two Titan piercing swords, you can use your reaction to gain a bonus to AC equal to your {{5a|con}} modifier for the attack and impose an opportunity attack on the creature if it misses. Later, if you choose the Non-shifter feature at level 18, you can do the same if you have to guns equipped.<br />
<br />
==== Technological Advancements ====<br />
When you reach level 13, your developments in 3DM flight technology have reached their limits. You can stay flying for double the minutes of what it normally would be. This feature includes the added time of the 3DM Improvement feature. Your flying speed also increases to 90 feet.<br />
<br />
==== Titan Steam ====<br />
At level 18, you gain the ability to release steam from your body in Titan form. When transformed into a Titan, you can spend 35 hit points to force all targets you want within a 120 ft. radius to make a DC 24 {{5a|dex}} save or take 110 (20d10) fire damage, or half on save. This feature can be used only once per Titan shift.<br />
<br />
==== Anti-Personnel 3DM (Variant Feature for Non-shifters) ====<br />
At level 18, you have either designed or received from your superiors guns that are designed to work in tangent with your 3DM gear. You now have 2 sets of triggers: one for swords, and one for guns. You can switch which triggers you are using as a bonus action. The gun triggers can connect to barrels that act as shotguns. You can connect these barrels as a bonus action, and fire one of them as an attack. Make a ranged attack roll. On a hit, the target takes 4d8 piercing damage. Anyone within 5 feet of the target also takes an additional 2d8 piercing damage (including the target). Once fired, the guns are spent, and you can detach the barrels as a free action. You can store up to 5 additional barrels on each of your thighs.<br />
<br />
If you run out, you can create more by spending 10 gp per barrel and 30 minutes crafting it, or by getting more at a military center. <br />
<br />
At this level, you have also received or crafted custom 3DM armor that features a lightweight metal breastplate and arm and shoulder guards. When you wear this armor, your AC is 14 + your {{5a|dex}} modifier.<br />
<br />
<br />
<br />
[[File:Kenny reloads gun barrels.png|thumb]]<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 Titanshifter class, you must meet these prerequisites: {{5a|dex}} 15 and {{5a|con}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Titanshifter class, you gain the following proficiencies: Titan piercing swords, 3D Maneuvering gear.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>204.63.214.244https://www.dandwiki.com/w/index.php?title=Titanshifter_(5e_Class)&diff=1261579Titanshifter (5e Class)2020-01-20T15:44:34Z<p>204.63.214.244: /* Multiclassing */</p>
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<div><vote type=1/><br />
<center>''This class is intended for [[The Walls (Attack on Titan) (5e Campaign Setting)|The Walls (Attack on Titan)]] campaign setting and the variant rules it uses. It can nonetheless be used in a more traditional setting.</center><br />
{{Copyright Disclaimer|owner=Hajime Isayama|franchise=Attack on Titan}}<br />
<br />
{{Design Note|Many of the pictures on this page are from the Attack on Titan Manga, meaning you have to read them from right to left.}}<br />
<br />
== Titanshifter ==<br />
Soldiers that fly around on gas powered grappling cables and transform into giants.<br />
<br />
=== Introduction ===<br />
'' A thirty year old man in 3DM gear zooms through the destroyed town, dodging Titans left in right. His eyes narrows as he spots his target: a 6 meter Titan lumbering forward to a frightened little girl. Gas billows out of his 3DM, lurching his body forward. The strain would have paralyzed any other man, but he was used to it at this point. His swords lash out and smacked the Titan right in the nape of his neck. A piece of Titan skin flies out of the neck and the Titan falls to the ground at the girl’s feet. The man landed on top of the head and looked down at the girl. . .''<br />
<br />
'' A black haired girl ran across the rooftop from the Titan. The Titan smashed through the building just as the girl activated her 3 Dimensional Maneuvering Device. Compressed gas shot her forward just as the Titan lunged forward. . .''<br />
<br />
''Screaming in rage as the cannon is pointed towards him, a cadet grabs his friends. As the cannon fires, he bites his tongue. A flash of yellow and red lightning strikes him, creating a huge explosion. A giant body started forming around him, starting from the bones and muscles. In a second, before the transformation was finished, he lifted his titan hand causing the cannonball to strike it.''<br />
<br />
[[File:Attack-Titan-Fuji-Q-Highland-main-1200.jpg|thumb]]<br />
[[File:Snk.jpg|thumb]]<br />
=== Heroes of the Walls ===<br />
Eren Jeager looked up from the intersection. He and his friends Armin and Mikasa looked up at the 50 meter wall that stood in the distance. And on top was a hand bigger than a cabin. It gripped the wall, sending a small rain of rocks down below. "No way," Armin Muttered. "That wall is over ''fifty meters tall!''"<br />
<br />
Eren's eye started twitching.<br />
<br />
"It's ''him''." A giant shadow appeared blocked out the sun. A giant steaming face with no skin, only muscles appeared over the wall. "A Titan," Eren whispered. In one mighty motion, the Colossal Titan lifted it's leg up and brought it forward, decimating the gate that kept out the Titans. Chunks of rock slammed into people from the explosion. A girl carrying some bread who got to close was knocked back by the steam. A wave of destruction tore through the outlying district of Shiganshina.<br />
<br />
Years later, these three survivors of the joined the Cadets Corps, and vowed to fight for their freedom from the giant Titan threat. They trained to handle 3D Maneuvering Gear, gas powered contraptions that could essentially let them fly. But as their training ended, the Colossal Titan attacked the City of Trost, breaking down the gate and letting Titans in. During the battle, cadet Eren Jeager lost his life by being eaten by a Titan. Later that day, cadets noticed a Titan in the city, that despite all reason, was attacking other Titans. After some time, the Titan collapsed to reveal that Eren was alive, in the Titan, and controlling it the whole time.<br />
<br />
=== Creating a Titanshifter ===<br />
<br />
Did you ever consider how or why you joined the Cadet Corps? Did Titans invade your home? Where you forced by your parents? Do you come from a place where not joining the military is seen as a sign of cowardliness? Maybe you were trying to track down a girl you overheard two priests talking about. Perhaps your dad said you couldn't come back until you were normal. Whatever the case, life in the Cadet Corps is not easy. You want to end the threat of the Titans, but how will you do that? Will you join the famed Scout Regiment and go out in Titan country to face the Titans head on? Or will you join the Garrison, the soldiers that protect the walls with heavy artillery and grit? Or will you end your training by becoming one of the top 10 in your class and joining the Military Police, the soldiers that protect the interior and the King? <br />
<br />
;Quick Build<br />
You can make a Titanshifter quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|con}}. Second, choose the Exile background if you are from Wall Maria, Hunter or Guild Artisan background if you are from Wall Rosa, and Noble background if you are from Wall Sina.<br />
<br />
{{5e Class Features<br />
|name= Titanshifter<br />
|summary= Soldiers that fly around on gas powered grappling cables and transform into giants<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor= 3D Maneuvering Device<br />
|weapons= Simple Weapons, Titan piercing sword (1d6 slashing, 15 GP, Finesse, Light)<br />
|tools= Flare Guns<br />
|saves= {{5a|dex}}, {{5a|con}}<br />
|skills= {{5s|Acrobatics}} + two more: {{5s|Animal Handling}}, {{5s|History}}, {{5s|Intimidation}}, {{5s|Perception}}, {{5s|Stealth}}, {{5s|Survival}}<br />
|item1a= Two Titan piercing swords and a dagger<br />
|item1b=<br />
|item1c=<br />
|item2a= 3D Maneuvering Device (AC 12 + {{5a|dex}} modifier) and a flare gun with 15 green flares, 15 red flares, and 5 black flares<br />
|item2b=<br />
|item2c=<br />
|item3a= Explorers pack<br />
|item3b= Dungeoneers pack<br />
|item3c=<br />
<br />
|wealth=<!--starting wealth, see PHB p. 143--> 2d4 x 10 GP<br />
|classfeatures1= Sword Training, 3D Maneuvering Training<br />
|classfeatures2= Heroism<br />
|classfeatures3= Military Branch<br />
|classfeatures4=<br />
|classfeatures5= Improved Gas Containers, Extra Attack, 3D Maneuvering Training Improvement<br />
|classfeatures6= Military Branch Feature <br />
|classfeatures7= Titan Shift (Battle Scan if you are not a shifter)<br />
|classfeatures8= Improved Gas Containers<br />
|classfeatures9= Extra Attack (2), Military Branch Feature <br />
|classfeatures10= Regeneration, (Lightning Attack if you are not a shifter)<br />
|classfeatures11= Agile<br />
|classfeatures12= <br />
|classfeatures13= Military Branch Feature<br />
|classfeatures14= Titan Shift Improvement, (Sword Throw if you are not a shifter)<br />
|classfeatures15= Improved Gas Containers<br />
|classfeatures16= Titan Shift Improvement<br />
|classfeatures17= Heroism Improvement <br />
|classfeatures18= Military Branch Feature (Variant if you are not a shifter)<br />
|classfeatures19= Improved Gas Containers<br />
|classfeatures20= Titan Shift Improvement, (Instinct Mode if you are not a shifter)<br />
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{{Design Note|Although this class is called 'Titanshifter', it is entirely possible to play a character that cannot turn into a Titan, and instead is just an ordinary soldier. This could be a way to a character like Levi or Mikasa, who are incapable of being titans, and instead have increased skill with their 3DM combat. If you would like to play a non-shifting character, choose the variant features at level 7, level 10, level 14, level 18 (subclass), and level 20 features.}}<br />
<br />
==== Sword Training ====<br />
As a Titanshifter, you have learned to fight titans with the iconic dual swords designed to pierce the necks of Titans. At level 1, this grants you the Two-Weapon fighting style of the fighter. This allows you to add your ability modifier to your second weapon when two weapon fighting. Also, when you attack with two light weapons, both weapons count as the same attack, so you don't have to use a bonus action to attack with the second blade.<br />
<br />
==== 3D Maneuvering Training ====<br />
[[File:5143295-3d manuver gear info.png|thumb]]<br />
At level 1, you can use Three Dimensional Maneuvering Gear, or 3DMs, to move through the air. This essentially allows the users to fly, though not exactly. Metal canisters on the user's waist power grappling guns held in the user's hand. The canisters also shoot pressurized gas from behind you, rocketing you forward. When you hold down the triggers, your cables will shoot into objects and pull you forward while gas shoots you forward. Your 3DM requires regular maintenance, which can be done whenever you take a long rest. If you go a week without maintenance, there is a 10% chance that your gear will fail in flight and you take fall damage. <br />
<br />
Below the gas canisters is a sheath that holds your extra blades for your handles. The grappling guns you hold in both hands double as the hilts for your swords. You can attach swords as a bonus action. This is the only way to fight while flying, as you can still maneuver with swords in your hilts. Your sheaths can hold a total of 8 blades, 4 on each side.<br />
<br />
When maneuvering, you have a flying speed of 60 ft. The catch to this is you can only move forward in a cone, unless you take a bonus action to change direction. Because of the length of your wire, you can only fly as long as you have something for your grappling cables to latch on to. Because of the speeds you go at, you have -5 reduction on all attack rolls. Remember that the only weapons you can use are swords.<br />
<br />
When you are maneuvering through the air, you can only carry up to half of your maximum carrying capacity, because the 3DM gear can only support so much weight.<br />
<br />
You can stay in the air for up to a minute before you run out of gas. Your gas canisters fully recharge over the course of 30 minutes, because of the weird gas they are made with. If your 3DM breaks, you can replace it during a long rest by spending 50gp. If your swords break, you can replace one of them for 10 gps worth of materials and 10 minutes of crafting.<br />
<br />
When you reach level 5, you no longer have a -5 reduction with sword attacks when flying.<br />
<br />
==== Heroism ====<br />
Starting at level 2, your courage reflects onto your allies. As a bonus action, all allies within 60 ft. gain advantage on saving throws against being {{5c|frightened}} for 1 minute, and can make a free saving throw against any {{5c|frightened}} conditions on them immediately. Once you use this feature, you must complete a long or short rest before you can use it again.<br />
<br />
When you reach level 17 in this class, you are completely immune to being {{5c|frightened}}, and so is all allies within 60 ft.<br />
<br />
==== Military Branch ====<br />
At level 3, you have finished your training as a cadet and are ready to join one of the three branches of the military: The Scout Regiment, The Garrison, or The Military Police. All of them are detailed at the end of the description. Your choice also grants you additional features at levels 6, 9, 13, and 19.<br />
<br />
==== Ability Score Increase ====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Improved Gas Containers ====<br />
When you reach 5th level, you have modified your 3DM to contain more gas. You can now stay aloft for 2 minutes without recharging. This part of the feature increases at level 8 (3 minutes), level 15 (4 minutes), and level 19 (5 minutes).<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three at Level 9. You cannot use this extra attack in Titan form.<br />
<br />
==== Titan Shift ====<br />
When you reach level 7, you discover your Titan blood. You can shift into a Titan when you have suffered slashing or piercing damage from yourself and you have a purpose in your heart, usually a life or death scenario. Once undergoing these conditions a few things happen.<br />
<br />
You change into a titan of your choice. Choose one of the following options, but be careful, because you cannot pick a new Titan later. Once you decide what Titan you want, that is the only Titan you can transform into. your choices are listed below:<br />
<br />
* The [[Attack Titan (5e Creature)|Attack Titan]] (Attack Power): A combat-focused Titan that is meant to be in the vanguard of the attack and face the enemy head-on.<br />
<br />
* The [[Armored Titan (5e Creature)|Armored Titan]] (Defense): A Titan with great defensive capabilities. While being relatively weak in combat in terms of Titan standards, the Armored Titan is an unstoppable force that can charge through almost anything.<br />
<br />
* The [[Jaws Titan (5e Creature)|Jaws Titan]] (Mobility): A relatively small Titan that can climb on buildings and trees, and has a massive set of jaws that can break through the hardest materials known to man.<br />
<br />
* The Cart Titan (Speed): A Titan that walks on all four legs for the extra speed.<br />
<br />
* The Female Titan (Agility): Another combat-focused Titan that specializes in critical moves and quick movement.<br />
<br />
* The Beast Titan (Strength): Simply put, the Beast Titan is the physically strongest Titan out of the Titanshifters, and can throw heavy objects a great distance.<br />
<br />
* The [[War Hammer Titan (5e Creature)|War Hammer Titan]] (Weapons): A unique Titan that controls it's Titan form from a crystal made out of hardened Titan skin. Can use it's powers to conjure weapons and traps out of thin air.<br />
<br />
You have half of your Titan's total average hit points, and your attacks do half the damage dice. Your regeneration feature only gives you half as much hit points per turn. You lose your multi-attack if you have on, any resistances you have, and any immunity your Titan form has becomes a resistance (these are strictly for balancing reasons. Your resistances ''do not'' become immunities again when you reach level 20). Any psychic damage done to your or damage done to your nape doesn’t affect your Titan but instead deals damage to your character directly.<br />
<br />
You can stay as a Titan in minutes equal to your Titanshifter level. Once these minutes are up, or you want to become a humanoid again before that, you can use your action to have your Titan form will fall to the ground, and you will burst out of the Titan's nape. The body will evaporate into steam over the course of the next 1d4 minutes.<br />
<br />
You transform under the affects of the ''true polymorph'' spell, except you keep your {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores, as well as your personality and alignment. Your physical body is still in the nape of the Titan, but is melded with it slightly so you see out of the Titan's eyes, and such. When you transform, you instantly regain any lost limbs, all non-magical conditions on you are removed, and you regain all of your lost hit points. Any damage you take is done to your Titan form, unless it is done to the nape.<br />
<br />
Every time you transform, you must make a DC 15 {{5a|wis}} saving throw or lose control of your titan form. If you lose control, your titan form goes under the affects of the ''confusion'' spell. You can re-roll the save at the start of each of your turns, ending it on a success. If you spend at least one minute in concentration before you transform, you don't have the make the check.<br />
<br />
When you come out of the Titan, you gain one level of {{5c|exhaustion}}. <br />
<br />
You can use this feature after taking a long rest and making a DC 18 {{5a|con}} check. If you fail, you can repeat the {{5a|con}} check (DC 18) every short or long rest (But not every time you spend a hit die).<br />
<br />
When you reach level 14 in this class, you no longer have to make a check to regain the ability to turn into a Titan when you take a rest, you don't have to make a {{5a|wis}} when you transform to avoid confusion, and you no longer suffer exhaustion when you leave your Titan form. <br />
<br />
When you reach level 20 in this class, you can stay in your Titan form indefinitely and you can transform into a titan as many times as you want. Keep in mind that it still takes an action to leave your current titan. Your damage, maximum health, and regeneration is no longer halved. If you transform more than once in the same day, you do not regain all of your hit points when you transform the second time or anytime after that.<br />
<br />
==== Battle Scan (Variant Feature for Non-shifters) ====<br />
At level 7, you are always aware of the threats around you, and always on edge to defend yourself from threats. Hostile creatures have disadvantage when making {{5a|dex}} ({{5s|stealth}}) checks against your passive {{5a|wis}} ({{5s|perception}}) score, and creatures attacking you when you are surprised have disadvantage on their attack rolls. When you are in combat initiative, you can make {{5a|wis}} ({{5s|perception}}) or {{5a|int}} ({{5s|investigation}}) checks as a bonus action.<br />
<br />
==== Regeneration ====<br />
At 10th level, because you have transformed into a Titan so many times, you can regenerate hit points in humanoid form. You can heal 1 hit point every minute indefinitely. This feature also regenerates small scars and relativity obsolete injuries, like losing a finger or a tooth, and regenerates bigger injuries like severed limbs over the course of a few hours.<br />
<br />
With your regeneration feature, you can also go into a boost mode that heals you faster. As an action, you can enter rapid-regeneration mode. When activated, you can heal 10 hit points per minute (1 per turn) instead of 1 until this feature is shut off. When you enter rapid-regeneration mode, you cannot turn into a Titan because your body is too focused on healing you. You can end rapid-regeneration mode as an action.<br />
<br />
If you ever drop under 0 hit points, or you become {{5c|unconscious}} with under half of your total hit points, you automatically enter rapid-regeneration mode and you cannot shut it off until you are have at least half of your maximum hit point. <br />
<br />
If you take damage to your neck or head, the regeneration feature ceases to function for one minute. This feature ceases to function when you are in your Titan form, as it already heals for you.<br />
<br />
==== Lightning Attack (Variant Feature for Non-shifters) ====<br />
At level 10, you have practiced with you 3DM enough that you can strike targets with incredible haste. When you make an attack on someone, you can ignore any reactions they take in response to your attack. For example, if you attack someone with your swords, and they cast ''shield'' in defense, they do not gain the +5 AC bonus until your attack ends. This feature is especially useful when attacking a Titan that is trying to harden their skin in response to your attack.<br />
<br />
==== Agile ====<br />
At level 11, your skills while flying rival even the toughest captain. While using your 3DM, you can take the disengage action as a bonus action on your turn. You can also maneuver in any direction without taking a bonus action to turn around.<br />
<br />
==== Sword Throw (Variant Feature for Non-shifters)====<br />
At level 14, you have mastered the art of detaching your blade at the right moment to propel it into the air. As an attack, you can detach one of your blades to make a ranged attack roll at a range of (20/60). On a hit, the target takes the normal damage of the sword.<br />
<br />
==== Instinct Mode (Variant Feature for Non-shifters) ====<br />
At level 20, you have can go into a concentrated rage that unleashes the pure instincts in your blood to destroy your enemies. As a bonus action, you can enter Instinct Mode. When in Instinct Mode, all you attacks are considered critical hits, you have advantage on {{5a|str}}, {{5a|dex}}, and {{5a|con}} saving throws, and you are considered resistant to all damage types except psychic. Because your attacks are so powerful and reckless, all sword attacks you make shatter your blades once they hit. Instinct Mode ends after a minute, or until you take a bonus action to end it. Once you use Instinct Mode, you must finish a long rest before you can do it again.<br />
<br />
== Scout Regiment ==<br />
<br />
Your first option is the Scout Regiment. These brave soldiers go outside the Walls into Titan country and face the enemy head on. The Scout Regiment rides on horses and use them to out speed the Titan threat. Traveling through forests and exotic locations, all we know about the Titans comes from these soldiers. The symbol for the Scout Regiment is the Wings of Freedom.<br />
<br />
==== Bonus Proficiency ====<br />
When you first join the Scout Regiment, you gain proficiency in Smith's tools, so you can create your own blades, and later, Thunder Spears.<br />
<br />
==== Excellent Rider ====<br />
At level 3, you have been provided a horse by the military. You can use this in combat or while traveling. Unlike normal horses, this one travels at a speed of 70ft, because it has been specially bred to be fast. Your horse will follow your commands no matter how suicidal. If your horse dies, you can have it replaced within 1 day as long as you are in a population center of some sort that has a military presence.<br />
<br />
==== Survey Corps ====<br />
At level 6, you gain knowledge of your enemy through the Survey Corps. This offshoot of the Scout Regiment gathers data on Titans. Because of this, you gain the Rangers “Favored Enemy” feature, but only for Titans (Aberrations if it is a normal campaign).<br />
<br />
==== Cunning Dodge ====<br />
When you reach level 9, you have become quick and reflexive with your 3 Dimensional Maneuvering. When fail to make a {{5a|str}}, {{5a|dex}}, or {{5a|con}} saving throw when you are flying, you can choose to succeed instead. You must make a short or long rest to use this feature again. This feature also increases your flying speed to 90 feet.<br />
<br />
==== Thunder Spears ====<br />
At level 13, you (and possibly others in the Scout Regiment) have developed a high impact metal rod that is designed to be powerful enough to destroy even hardened Titan skin. When you level up, you can spend an hour to create two of these Thunder Spears. When they are created, you can attach them to the bottoms of your 3DM trigger, and connected to a third trigger that is activated by your pinky. You can carry 1 Thunder Spear in each arm, connected to your 3DM triggers. You can fire a Thunder Spear as an attack. Make a ranged attack roll. The Thunder Spears have a range of 600 feet. On a hit, the target takes 35 (10d6) force damage and if the target is large or smaller must make a DC 20 {{5a|con}} save or be {{5c|stunned}} for one minute, and the Thunder Spear is destroyed. When a Thunder Spear hits, everything with within a 30 foot sphere also takes 17 (5d6) Thunder damage, including the target. The damage done by a Thunder Spear ignores any immunity or resistance force and thunder damage.<br />
<br />
Because they are made of metal and protect most of your arms, you have a +1 bonus to AC for attacks from creatures large and smaller for each spear you are holding.<br />
<br />
To create more spears, you must be at a blacksmith or other such area, spend half an hour to create one, as well as 50 gps worth of materials like steel and explosives.<br />
<br />
[[File:Tumblr inline o3xm5jC0yT1sy5lf0 500.png|thumb]]<br />
==== Skin Hardening ====<br />
When you reach level 18, you have become one with the Titans and learned their powers. You have access to the first skin hardening ability variant rule listed under your Titan form, meaning you can solidify parts of your skin to defend yourself or increase your attack. You only have the first part, so you cannot cover all of your skin, just a small portion.<br />
<br />
==== Squad You (Variant Feature for Non-shifters) ====<br />
You have a squad of four elite NPCs in the Scout Regiment who are under your control that is named after you. Their race, sex, age, ect., is up to your DM, but whoever they are, they will follow your orders to the grave, unless you actively try to hurt them. <br />
<br />
Use the stat block below for each of the squad members. Your DM can adjust some of their stats to accommodate for any racial traits they have, and can also change them for flavor.<br />
<br />
[[Scout Regiment Soldier (5e Creature)|Scout Regiment Soldier]]<br />
<br />
If an NPC in your squad dies, you can find a replacement within a week if you are near a military base.<br />
<br />
== The Garrison ==<br />
<br />
The Garrison is a troop of soldiers sent to protect the walls using cannons and 3DMs. This is the most common choice for graduating cadets, as it is the least dangerous. Their experience with cannons and weaponry makes them ideal people to hold off a Titan invasion. The symbol of the Garrison is two roses.<br />
<br />
==== Heavy Weapons Training ====<br />
At level 3, your training with cannons pays off. You now automatically know how to operate any siege weapon listed in the Dungeon Master’s guide. You also become proficient in all renaissance age firearms.<br />
<br />
==== Battle Tales ====<br />
When you reach level 6, your tales of combat can be used to sway civilians into following your lead. If you recount some old tales to non-Military citizens, you gain advantage on all {{5a|cha}} ({{5s|persuasion}}) and {{5a|cha}} ({{5s|intimidation}}) checks against them.<br />
<br />
==== Acting Authority ====<br />
When you reach level 9, you have gained a high enough rank to be an acting police officer. This gives you advantage on all {{5a|wis}} and {{5a|int}} saving throws against creatures that have the word “Evil” in there alignment. You also have advantage on {{5a|int}} ({{5s|History}}), {{5a|wis}} ({{5s|Insight}}), {{5a|int}} ({{5s|Investigation}}), and {{5a|wis}} ({{5s|Perception}}) checks against the same group. If you do not have it already, you gain proficiency in the {{5a|int}} ({{5s|Investigation}}) skill. If you already have it, your proficiency doubles.<br />
<br />
==== Hometown Advantage ====<br />
When you reach level 13, your will to fight becomes inspiring. When fighting within an Village, Town, or City that has not been abandoned, you gain the ability to rally for soldiers to join the fight. Roll 2d4. That is how many town soldiers come out to help you fight. They will fight on your side relentlessly until they are dead or the fight is over. A few clarifications to this rule:<br />
<br />
* Use the MM stat block in the humanoids section for their stats.<br />
<br />
* The soldiers will not leave the Village, Town, or City you are in.<br />
<br />
* The soldiers panic and must make a DC 18 {{5a|wis}} saving throw or run away from the fight if you are knocked unconscious or killed.<br />
<br />
* You cannot use this feature when you shift into a Titan.<br />
<br />
* They will only fight creatures with the word “Evil” or "Unaligned" for their alignment.<br />
<br />
Once you use this ability, you must make a short or long rest to use it again.<br />
<br />
There is a variant feature to this, where you can summon 1d4 [[Scout Regiment Soldier (5e Creature)|Scout Regiment Soldier]] instead, if you are playing in the [[The Walls (Attack on Titan) (5e Campaign Setting)|The Walls (Attack on Titan)]] campaign setting. Reflavor the Scout Regiment Soldiers as Garrison Soldiers instead. The rest of the rules stay the same. <br />
<br />
==== Transfer Consciousness ====<br />
At level 18, you learn a difficult feature used by the strongest Titanshifters. As an action, you can transfer your consciousness to your Titan form, meaning if your human form dies in your Titan form, you continue to live in the Titan. Doing this requires so much energy that your Titan form cannot heal itself, and loses the regeneration feature. If your Titan form drops to zero hit points, you die, plain and simple. If your normal body does die when you are still in your Titan, you can make a DC 20 {{5a|con}} saving throw to transfer your consciousness as a reaction. <br />
<br />
Five minutes after you transfer your consciousness, your Titan body regains the use of it's regeneration feature, but only for the purposes of healing your body (if it is damaged. If it is destroyed, the Titan body starts to make an identical body inside the nape of the Titan). Your body starts to regain hit points with the regeneration feature, but the Titan body does not start to heal. You can only transfer back to your normal body as an action when it as at half or more of its maximum hit points.<br />
<br />
If you run out of time in your Titan form before your body is healed all of the way, your Titan body becomes completely {{5c|stunned}} and cannot move, although the regeneration feature still works, so it can heal your normal body. When your body is at half or more health and in working condition, your consciousness is transferred back into your normal body and you gain two levels of exhaustion automatically. Your Titan body then starts to disappear like normal.<br />
<br />
==== Commander (Variant Feature for Non-shifters) ====<br />
At level 18, you have been promoted to Commander of whatever military you are in. You can take control of any operation by friendly or neutral forces as long as their current leader is not a general or other royalty. You can also issue an order to nearby military bases for troop requests. It takes 1 days to acquire every 10 troops you request, not counting travel time for the message to spread if you are in the field. The most troops you can command is 100. You also receive a badge/emblem that marks you as this rank.<br />
<br />
You also receive an NPC bodyguard who is proficient in 3DM skills, even if the rest of your campaign doesn't include elements from Attack on Titan. Use the following stat block for his stats. He follows your actions and will not question your leadership unless you are hostile to home. Reflavor the stat block as a Garrison soldier.<br />
<br />
[[Scout Regiment Soldier (5e Creature)|Scout Regiment Soldier]]<br />
<br />
== The Military Police ==<br />
<br />
The Military Police is an elite organization only meant for the best of the best. Only the top 10 students from each cadet training region are eligible to join. The Military Police's job is to protect the king and maintain order. Because this class is so elite, ask your DM if you made the cut. You can also determine this by rolling 1d100 and scoring a 95 or higher. The symbol of the Military Police is the head of a unicorn.<br />
<br />
==== Royal Contacts ====<br />
At level 3, you have joined the Military Police and have dedicated your life to serving the king. Because of this, you have instant contacts throughout the Royal Government and Military. You can learn the whereabouts of any important people in the government if you spend an hour asking around any military installation. You also have full access to classified information in the government, as well as first class gear and equipment. Because of this, you do not need to do weekly maintenance on your gear and it will not fail unless excessively damaged.<br />
<br />
==== Revenge ====<br />
By level 6, you have seen countless battles and have learned to make you enemies hurt. When attacking a creature that has taken away over 30% of your hit points, you can choose to deal double damage against them. You can only do this extra damage once per turn.<br />
<br />
==== Perfect Guard ====<br />
When you reach level 9, your defensive capabilities go unmatched. When a creature makes a melee weapon attack on you, and if you can see them and you are holding two Titan piercing swords, you can use your reaction to gain a bonus to AC equal to your {{5a|con}} modifier for the attack and impose an opportunity attack on the creature if it misses. Later, if you choose the Non-shifter feature at level 18, you can do the same if you have to guns equipped.<br />
<br />
==== Technological Advancements ====<br />
When you reach level 13, your developments in 3DM flight technology have reached their limits. You can stay flying for double the minutes of what it normally would be. This feature includes the added time of the 3DM Improvement feature. Your flying speed also increases to 90 feet.<br />
<br />
==== Titan Steam ====<br />
At level 18, you gain the ability to release steam from your body in Titan form. When transformed into a Titan, you can spend 35 hit points to force all targets you want within a 120 ft. radius to make a DC 24 {{5a|dex}} save or take 110 (20d10) fire damage, or half on save. This feature can be used only once per Titan shift.<br />
<br />
==== Anti-Personnel 3DM (Variant Feature for Non-shifters) ====<br />
At level 18, you have either designed or received from your superiors guns that are designed to work in tangent with your 3DM gear. You now have 2 sets of triggers: one for swords, and one for guns. You can switch which triggers you are using as a bonus action. The gun triggers can connect to barrels that act as shotguns. You can connect these barrels as a bonus action, and fire one of them as an attack. Make a ranged attack roll. On a hit, the target takes 4d8 piercing damage. Anyone within 5 feet of the target also takes an additional 2d8 piercing damage (including the target). Once fired, the guns are spent, and you can detach the barrels as a free action. You can store up to 5 additional barrels on each of your thighs.<br />
<br />
If you run out, you can create more by spending 10 gp per barrel and 30 minutes crafting it, or by getting more at a military center. <br />
<br />
At this level, you have also received or crafted custom 3DM armor that features a lightweight metal breastplate and arm and shoulder guards. When you wear this armor, your AC is 14 + your {{5a|dex}} modifier.<br />
<br />
<br />
<br />
[[File:Kenny reloads gun barrels.png|thumb]]<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 Titanshifter class, you must meet these prerequisites: {{5a|dex}} 15 and {{5a|con}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Titanshifter class, you gain the following proficiencies: Titan piercing swords, 3D Maneuvering gear.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>204.63.214.244https://www.dandwiki.com/w/index.php?title=Monster_Trainer_(5e_Class)&diff=1083544Monster Trainer (5e Class)2018-09-12T15:32:46Z<p>204.63.214.244: /* Creating a Monster trainer */</p>
<hr />
<div><br />
== Monster trainer ==<br />
<br />
Because Pokemon trainer is trademarked.<br />
<br />
=== When you like the monster manual better then the players hand book. ===<br />
<br />
For those who's dreamed never came true when turning 10, wail good news now it can.<br />
<br />
=== Creating a Monster trainer ===<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 />
find a way to grapple, or get another player character to tank for you.<br />
Wrry cono no Dio da!!<br />
;Quick Build<br />
You can make a Monster trainer quickly by following these suggestions. First, dexterity should be your highest ability score, followed by Charisma.<br />
<br />
{{5e Class Features<br />
|name=Monster trainer<br />
|summary=doing almost nothing yourself, you get monsters to do it for you.<br />
|hd=8<br />
|spellcasting=<br />
|armor=light armor.<br />
|weapons=none.<br />
|tools=none.<br />
|saves=Dexterity, Charisma.<br />
|skills=Animal Handling and any three others.<br />
|item1a=Leather armor.<br />
|item1b=<br />
|item1c=<br />
|item2a=5 simple potions.<br />
|item2b=<br />
|item2c=<br />
|item3a=1 revive item.<br />
|item3b=<br />
|item3c=<br />
|item4a=5 monsterballs.<br />
|item4b=<br />
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<br />
==== Monster Trainer ====<br />
<br />
You have discovered an ancient blueprint that has burned up engraving the directions into your mind. you have learned a long lost ancient art of Monster training, along with how to create a item lost to time called a Monsterball. You may have up to six monsters within the Monsterballs upon you at one time, when a seventh monster is caught, it magically disappears. If this is your starting class, then you start with any one CR 2 or under monster.<br />
<br />
==== MonsterBalls ====<br />
<br />
Tiny prison spheres for monsters, they come in four variations basic, great, ultra and master. each ball can only be made and used by the player, to create each ball takes 30 minutes per ball and gold depending on the ball, each ball also has an individual save DC. basic has a DC of 15 and costs 1 gold per ball, great has a DC of 20 and costs 25 gold per ball, ultra has a DC of 25 and costs 100 gold per ball, a master ball will always succeed and costs 100 platinum to create. each ball is a one time use no matter if it was successful or not.<br />
<br />
==== Monster mechanics ====<br />
<br />
To successfully tame a monster(any non-humanoid or a non-sentient humanoid) you must meet an AC of 10+ the monsters dexterity modifier, with a Monsterball using your Proficiency and Dexterity modifier. once hit the Monster gets sucked into the fist sized ball and must make saving throws using its best ability score modifier, if the monster fails to meet the DC of the ball three times it is tamed, if it succeeds three times, then it breaks out of the ball.<br />
<br />
Once a monster is caught it will follow or directions to attack or another action, however if the monsters challenge rank is above your Monster trainers level plus your proficiency modifier then a Charisma check of 10 + the difference between its CR and your Training number is needed. if the DC is met the monster will follow your directions for this interaction, if not then you must make a new check every turn until you succeed.<br />
<br />
Monsters no longer need to eat or drink however, they will still do so for there enjoyment. in trade for this, the monsters are only able to heal from potions or magic.<br />
<br />
With a max number of 6 monsters within there monsterballs on you at one time, all others are magically sent away to a pocket dimension of unlimited space only usable for monsterballs. monsters can be freely interchanged at a time of rest, but not during travel or interaction. Only 1 monster may be out of the monster ball at a time, to switch between equipped monsters during combat takes one main action of the character.<br />
<br />
If a monsters HP drops to zero the player has 1 round to recall the monster or the monster will bleed out and die, if recalled a new monster is automatically sent out in return. The monster is considered unconscious and can not be used unless a revive item or revive spell is used.<br />
<br />
Monsters act on the same turn as the owner, however attacks based on the monsters attacks and abilities, controlling the monster requires a bonus action.<br />
<br />
If the player has reached zero HP while a monster is still active, the monster must make all of it's actions to disengage whatever it is doing and may attempt additional rolls to stabilize the player using there intelligence modifier. If the player fails all saving throws and dies, then each monster caught is simultaneously released and forced into a frenzy rage attacking everything within sight.<br />
<br />
The monsters may level up as well, using the player experience table and starting at the level equal to it's CR. If the monster is above CR 20 then it will forever require the level 20 experience. For each level gained the monster may roll one of it's predetermined hit dice (see monster) and increase a single attack by a single dice size (Max 20), if the dice is already at 20 the monster would gain an additional die for that attack.<br />
<br />
==== Self pacifism ====<br />
<br />
Being raised to never throw the first or any punches, the player themselves can not attack anything with any damaging items or weapons, items and equipment are used freely.<br />
<br />
==== Amulet coin ====<br />
<br />
for every monster defeated and looted by you or your monster you gain 1-d4 extra gold. 1-d6 at level 3, 1-d8 at level 8, 1-d12 at level 13, 1-d20 at level 16, and 1-d100 at level 20.<br />
<br />
==== Extra throws ====<br />
<br />
At level 6, the player may make a second main action for using another item or making another monsterball throw.<br />
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<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
To Multiclass, an ancient blueprint is required along with a Charisma of 15.<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
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