https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Character&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T05:34:06ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=User:Character&diff=1739702User:Character2023-06-22T16:20:25Z<p>Character: </p>
<hr />
<div>In my user page I will include all my contributions to the community.<br />
<br />
===Created Pages===<br />
;Melee Weapons<br />
<br />
<br />
;Ranged Weapons<br />
<br />
<br />
;Martial Melee Weapons<br />
<br />
<br />
;Martial Ranged Weapons<br />
-Explosive Trail Gun (Renaissance) https://www.dandwiki.com/wiki/Explosive_Trail_Gun_(5e_Equipment)<br />
<br />
<br />
;Magic Weapons<br />
-Ultra-Greatsword, Variant (Thanks to "Nuke The Earth" to make me realise my mistakes and create a reasonable weapon) https://www.dandwiki.com/wiki/Ultra-Greatsword,_Variant_(5e_Equipment)<br />
<br />
<br />
;Races<br />
-Slime, Variant https://www.dandwiki.com/wiki/Slime,_Variant_(5e_Race)<br />
<br />
-Warden (Unbalanced (Intended)) https://www.dandwiki.com/wiki/Warden_(5e_Race)<br />
<br />
-Emosobas https://www.dandwiki.com/wiki/Emosoba_(5e_Race)<br />
<br />
<br />
;Classes<br />
-Luck Knight https://www.dandwiki.com/wiki/Luck_Knight_(5e_Class)<br />
<br />
<br />
;Subclasses<br />
-Allomancer (Sorcerer subclass) https://www.dandwiki.com/wiki/Allomancer_(5e_Subclass)<br />
<br />
-Vow to the word (Sorcerer subclass) https://www.dandwiki.com/wiki/Vow_to_the_Word_(5e_Subclass)<br />
<br />
<br />
;Backgrounds<br />
<br />
<br />
;Spells<br />
-Earth's Crush (1st-level Transmutation Spell for Druids, Rangers, Sorcerers and Wizards) https://www.dandwiki.com/wiki/Earth%27s_Crush_(5e_Spell)<br />
<br />
-Mini Tornado (3rd-level Evocation Spell for Druids and Rangers) https://www.dandwiki.com/wiki/Mini_tornado_(5e_Spell)<br />
<br />
<br />
===Contribution To Pages===<br />
;Melee Weapons<br />
<br />
<br />
;Ranged Weapons<br />
<br />
<br />
;Martial Melee Weapons<br />
<br />
<br />
;Martial Ranged Weapons<br />
<br />
<br />
;Magic Weapons<br />
<br />
<br />
;Races<br />
-Dark Aberration https://www.dandwiki.com/wiki/Dark_Aberration_(5e_Race)<br />
<br />
<br />
;Classes<br />
-Shadow https://www.dandwiki.com/wiki/Shadow_(5e_Class)<br />
<br />
-Duelist (subclass) https://www.dandwiki.com/wiki/Duelist_(5e_Subclass)<br />
<br />
-World Strider https://www.dandwiki.com/wiki/World_Strider_(5e_Class)<br />
<br />
<br />
;Backgrounds<br />
<br />
<br />
;Spells</div>Characterhttps://www.dandwiki.com/w/index.php?title=User:Character&diff=1739701User:Character2023-06-22T16:19:48Z<p>Character: </p>
<hr />
<div>In my user page I will include all my contributions to the community.<br />
<br />
===Created Pages===<br />
;Melee Weapons<br />
<br />
<br />
;Ranged Weapons<br />
<br />
<br />
;Martial Melee Weapons<br />
<br />
<br />
;Martial Ranged Weapons<br />
-Explosive Trail Gun (Renaissance) https://www.dandwiki.com/wiki/Explosive_Trail_Gun_(5e_Equipment)<br />
<br />
<br />
;Magic Weapons<br />
-Ultra-Greatsword, Variant (Thanks to "Nuke The Earth" to make me realise my mistakes and create a reasonable weapon) https://www.dandwiki.com/wiki/Ultra-Greatsword,_Variant_(5e_Equipment)<br />
<br />
<br />
;Races<br />
-Slime, Variant https://www.dandwiki.com/wiki/Slime,_Variant_(5e_Race)<br />
<br />
-Warden (Unbalanced (Intended)) https://www.dandwiki.com/wiki/Warden_(5e_Race)<br />
<br />
-Emosobas https://www.dandwiki.com/wiki/Emosoba_(5e_Race)<br />
<br />
<br />
;Classes<br />
-Luck Knight https://www.dandwiki.com/wiki/Luck_Knight_(5e_Class)<br />
<br />
<br />
;Subclasses<br />
-Allomancer (Sorcerer subclass) https://www.dandwiki.com/wiki/Allomancer_(5e_Subclass)<br />
-Vow to the word (Sorcerer subclass) https://www.dandwiki.com/wiki/Vow_to_the_Word_(5e_Subclass)<br />
<br />
<br />
;Backgrounds<br />
<br />
<br />
;Spells<br />
-Earth's Crush (1st-level Transmutation Spell for Druids, Rangers, Sorcerers and Wizards) https://www.dandwiki.com/wiki/Earth%27s_Crush_(5e_Spell)<br />
<br />
-Mini Tornado (3rd-level Evocation Spell for Druids and Rangers) https://www.dandwiki.com/wiki/Mini_tornado_(5e_Spell)<br />
<br />
<br />
===Contribution To Pages===<br />
;Melee Weapons<br />
<br />
<br />
;Ranged Weapons<br />
<br />
<br />
;Martial Melee Weapons<br />
<br />
<br />
;Martial Ranged Weapons<br />
<br />
<br />
;Magic Weapons<br />
<br />
<br />
;Races<br />
-Dark Aberration https://www.dandwiki.com/wiki/Dark_Aberration_(5e_Race)<br />
<br />
<br />
;Classes<br />
-Shadow https://www.dandwiki.com/wiki/Shadow_(5e_Class)<br />
<br />
-Duelist (subclass) https://www.dandwiki.com/wiki/Duelist_(5e_Subclass)<br />
<br />
-World Strider https://www.dandwiki.com/wiki/World_Strider_(5e_Class)<br />
<br />
<br />
;Backgrounds<br />
<br />
<br />
;Spells</div>Characterhttps://www.dandwiki.com/w/index.php?title=Vow_to_the_Word_(5e_Subclass)&diff=1739517Vow to the Word (5e Subclass)2023-06-21T12:45:41Z<p>Character: </p>
<hr />
<div>===Vow to the word===<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|<!-- image link -->|<!-- name of the art, artists and a link to their page -->}}</div><br />
''Sorcerer Subclass''<br />
<br />
You come from a lineage of sorcerers, blessed by Amaunator, that are able to use ancient magic to gain power through promises. You can make promises, participate in a ritual an gain certain benefits from them depending on the risk or the strength of the promise.<br />
<br />
Although your power may be great, your lineage is seen as descendants from the devil himself, due to the nature of your magic which resembles a pact. <br />
<br />
<br />
'''<big>The Weight Of A Promise</big>'''<br><br />
<br />
Starting at 1st level, you are able to make promises and gain power from them. <br />
When you make a promise, you must participate in a ritual in which both you and the other creature must grab each others arm or, otherwise, limb, then the creature must recite what their request is, in whichever language, and you must promise you will accomplish such request, in the same or different language, and certain requirements about the promise must be met. Only then you will be able to choose one of the following benefits depending on the strength of the promise:<br />
<br />
<br />
'''Strong.'''<br />
These promises can range from saving a town from demise to saving a nation.<br><br />
From such promises you can choose one between the following benefits:<br />
* You gain one spell slot of the highest level you can cast + 1 and a spell of your choosing of an equal or lower level to pair it.<br />
* You gain one spell slot of a level equal to your sorcerer level. Capped at 9, for obvious reasons.<br />
* You gain a spell that you are able to cast, decided by destiny, to aid you greatly in your quest. You can use the spell given without spending any spell slots.<br />
* You gain a +4 to a score of your selection. You can increase an ability score above 20 using this feature.<br />
<br />
<br />
'''Medium.'''<br />
These promises can range from saving someone from monsters/enemies to staying faithful to some ideology for an event or a certain amount of time.<br><br />
From such promises you can choose one between the following benefits:<br />
* You gain one spell slot of the highest level you can cast.<br />
* You gain a spell that you are able to cast, decided by destiny, to aid you greatly in your quest.<br />
* You gain a +2 to a score of your selection. You can increase an ability score above 20 using this feature.<br />
<br />
<br />
'''Weak.'''<br />
These promises can range from collecting something and returning it back to completing a "small" dungeon.<br><br />
From such promises you can choose one between the following benefits:<br />
* You gain one cantrip of your choosing to aid you in your quest.<br />
* You gain two divination dices for you to use whenever you want.<br />
<br />
<br />
You can gain power from more than one promise at the same time. At this level you can keep up to two active promises and receive their benefits. You can keep the benefits until you break the promise, stray from the request or accomplish the request. You can't get rid of promises once you make them, you either accomplish it or get punished for allowing it to be unachievable.<br />
<br />
<br />
So you can gain power from promises, these must met some requirements. Here is a list of recommended requirements:<br />
* The promise can not be expected to last longer than your lifespan or an arbitrary amount of time such as 1 year, and you can't work with an undefined amount of time.<br />
* You must be the one to take action and complete the request.<br />
* If you stray from the request "far enough", the promise keeps counting towards your promises limit, but you lose the power it gave you until the promise is fulfilled.<br />
* You can not make the same promise to the same person and gain power from it more than once.<br />
<br />
<br />
If a promise is broken or/and it can no longer be satisfied, Amaunator, deity of order, the sun, law, and time, will unchain you from such promise, but in exchange it will take some of your will from you depending on the strenght of the promise. 1 level of exhaustion for Weak, 2 for Medium and 4 for Strong.<br />
<br />
<br />
'''<big>Stronger Promises</big>'''<br><br />
At 6th level, you understand better the basis of the magic behind promises. Some benefits you can get from a promise get enhanced and you are able to keep up to three active promises.<br />
<br />
'''Weak.'''<br />
* You gain one cantrip or a 1st level spell that you can use up to three times without spending spell slots of your choosing to aid you in your quest.<br />
* You gain four divination dices for you to use whenever you want.<br />
<br />
<br />
'''<big>Self Sufficent</big>'''<br><br />
At 14 level, you are now able to make promises without the need of the ritual, you are able to make promises to yourself and keep up to four active promises.<br />
<br />
<br />
'''<big>Unbreakable Promises</big>'''<br><br />
At 18 level, you are now able to link two people to a promise they are making and create an unbreakable promise. If any of these people breaks the promise their will be taken by Amaunator, thus they die.<br />
<br />
<br />
<vote type=1/><br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Sorcerer]]</div>Characterhttps://www.dandwiki.com/w/index.php?title=Vow_to_the_Word_(5e_Subclass)&diff=1739516Vow to the Word (5e Subclass)2023-06-21T12:44:03Z<p>Character: </p>
<hr />
<div>{{WIP}} <br />
<br />
===Vow to the word===<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|<!-- image link -->|<!-- name of the art, artists and a link to their page -->}}</div><br />
''Sorcerer Subclass''<br />
<br />
You come from a lineage of sorcerers, blessed by Amaunator, that are able to use ancient magic to gain power through promises. You can make promises, participate in a ritual an gain certain benefits from them depending on the risk or the strength of the promise.<br />
<br />
Although your power may be great, your lineage is seen as descendants from the devil himself, due to the nature of your magic which resembles a pact. <br />
<br />
<br />
'''<big>The Weight Of A Promise</big>'''<br><br />
<br />
Starting at 1st level, you are able to make promises and gain power from them. <br />
When you make a promise, you must participate in a ritual in which both you and the other creature must grab each others arm or, otherwise, limb, then the creature must recite what their request is, in whichever language, and you must promise you will accomplish such request, in the same or different language, and certain requirements about the promise must be met. Only then you will be able to choose one of the following benefits depending on the strength of the promise:<br />
<br />
<br />
'''Strong.'''<br />
These promises can range from saving a town from demise to saving a nation.<br><br />
From such promises you can choose one between the following benefits:<br />
* You gain one spell slot of the highest level you can cast + 1 and a spell of your choosing of an equal or lower level to pair it.<br />
* You gain one spell slot of a level equal to your sorcerer level. Capped at 9, for obvious reasons.<br />
* You gain a spell that you are able to cast, decided by destiny, to aid you greatly in your quest. You can use the spell given without spending any spell slots.<br />
* You gain a +4 to a score of your selection. You can increase an ability score above 20 using this feature.<br />
<br />
<br />
'''Medium.'''<br />
These promises can range from saving someone from monsters/enemies to staying faithful to some ideology for an event or a certain amount of time.<br><br />
From such promises you can choose one between the following benefits:<br />
* You gain one spell slot of the highest level you can cast.<br />
* You gain a spell that you are able to cast, decided by destiny, to aid you greatly in your quest.<br />
* You gain a +2 to a score of your selection. You can increase an ability score above 20 using this feature.<br />
<br />
<br />
'''Weak.'''<br />
These promises can range from collecting something and returning it back to completing a "small" dungeon.<br><br />
From such promises you can choose one between the following benefits:<br />
* You gain one cantrip of your choosing to aid you in your quest.<br />
* You gain two divination dices for you to use whenever you want.<br />
<br />
<br />
You can gain power from more than one promise at the same time. At this level you can keep up to two active promises and receive their benefits. You can keep the benefits until you break the promise, stray from the request or accomplish the request. You can't get rid of promises once you make them, you either accomplish it or get punished for allowing it to be unachievable.<br />
<br />
<br />
So you can gain power from promises, these must met some requirements. Here is a list of recommended requirements:<br />
* The promise can not be expected to last longer than your lifespan or an arbitrary amount of time such as 1 year, and you can't work with an undefined amount of time.<br />
* You must be the one to take action and complete the request.<br />
* If you stray from the request "far enough", the promise keeps counting towards your promises limit, but you lose the power it gave you until the promise is fulfilled.<br />
* You can not make the same promise to the same person and gain power from it more than once.<br />
<br />
<br />
If a promise is broken or/and it can no longer be satisfied, Amaunator, deity of order, the sun, law, and time, will unchain you from such promise, but in exchange it will take some of your will from you depending on the strenght of the promise. 1 level of exhaustion for Weak, 2 for Medium and 4 for Strong.<br />
<br />
<br />
'''<big>Stronger Promises</big>'''<br><br />
At 6th level, you understand better the basis of the magic behind promises. Some benefits you can get from a promise get enhanced and you are able to keep up to three active promises.<br />
<br />
'''Weak.'''<br />
* You gain one cantrip or a 1st level spell that you can use up to three times without spending spell slots of your choosing to aid you in your quest.<br />
* You gain four divination dices for you to use whenever you want.<br />
<br />
<br />
'''<big>Self Sufficent</big>'''<br><br />
At 14 level, you are now able to make promises without the need of the ritual and you are able to make promises to yourself.<br />
<br />
<br />
'''<big>Unbreakable Promises</big>'''<br><br />
At 18 level, you are now able to link two people to a promise they are making and create an unbreakable promise. If any of these people breaks the promise their will be taken by Amaunator, thus they die.<br />
<br />
<br />
<vote type=1/><br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Sorcerer]]</div>Characterhttps://www.dandwiki.com/w/index.php?title=Vow_to_the_Word_(5e_Subclass)&diff=1739242Vow to the Word (5e Subclass)2023-06-20T16:46:01Z<p>Character: </p>
<hr />
<div>{{WIP}} <br />
<br />
===Vow to the word===<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|<!-- image link -->|<!-- name of the art, artists and a link to their page -->}}</div><br />
''Sorcerer Subclass''<br />
<br />
You come from a lineage of sorcerers that are able to use ancient magic lost to time which enables you to gain power through promises. You can make promises, participate in a ritual an gain certain benefits from them depending on the risk or the strength of what was promised.<br />
<br />
Although your power may be great, your lineage is seen as descendants from the devil himself, due to the nature of your magic which resembles a pact. <br />
<br />
<br />
;The Power Of A Promise<br />
Starting at 1st level, you are able to make promises and gain power from them. <br />
When you make a promise, you must participate in a ritual in which both you and the other creature must grab each others arm or, otherwise, limb, then the creature must recite what their request is, in whichever language, and you must promise you will accomplish such request, in the same or different language, and certain requirements about the promise must be met. Only then you will be able to choose one of the following benefits depending on the strength of the promise:<br />
<br />
<br />
'''Strong.'''<br />
These promises can range from saving a town from demise to a saving a nation.<br />
<br />
<br />
'''Medium.'''<br />
These promises can range from saving someone from monsters/enemies to staying faithful to some ideology for an event or a certain amount of time.<br />
<br />
<br />
'''Weak.'''<br />
These promises can range from collecting something and returning it back to completing a "small" dungeon.<br />
<br />
<br />
So you can gain power from promises, these must met some requirements. Here is a list of recommended requirements:<br />
<br />
* The promise can not be expected to last longer than your lifespan or an arbitrary amount of time such as 1 year. <br />
<br />
<br />
* If you stray from the request "far enough", the promise keeps counting towards your promises limit, but you lose the power it gave you until the promise is fulfilled. <br />
<br />
<br />
<br />
;Stronger Promises<br />
<br />
<br />
;<br />
<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:<!--Class Name, e.g. Sorcerer-->]]<!--What class has this subclass?--></div>Characterhttps://www.dandwiki.com/w/index.php?title=Vow_to_the_Word_(5e_Subclass)&diff=1739044Vow to the Word (5e Subclass)2023-06-19T18:39:54Z<p>Character: Still work in progress</p>
<hr />
<div>WIP<br />
<br />
===Vow to the word===<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|<!-- image link -->|<!-- name of the art, artists and a link to their page -->}}</div><br />
''Sorcerer Subclass''<br />
<br />
You come from a lineage of sorcerers that are able to use ancient magic lost to time which enables you to gain power through promises. You can make promises, participate in a ritual an gain certain benefits from them depending on the risk or the strength of what was promised.<br />
<br />
Although your power may be great, your lineage is seen as descendants from the devil himself, due to the nature of your magic which resembles a pact. <br />
<br />
<br />
;The Power Of A Promise<br />
Starting at 1st level, you are able to make promises and gain power from them. <br />
When you make a promise, you must participate in a ritual in which both you and the other creature must grab each others arm or, otherwise, limb, then the creature must recite what their request is, in whichever language, and you must promise you will accomplish such request, in the same or different language, and certain requirements about the promise must be met. Only then you will be able to choose one of the following benefits depending on the strength of the promise:<br />
<br />
<br />
'''Strong.'''<br />
These promises can range from saving a town from demise to a saving a nation.<br />
<br />
<br />
'''Medium.'''<br />
These promises can range from saving someone from monsters/enemies to staying faithful to some ideology for an event or a certain amount of time.<br />
<br />
<br />
'''Weak.'''<br />
These promises can range from collecting something and returning it back to completing a "small" dungeon.<br />
<br />
<br />
So you can gain power from promises, these must met some requirements. Here is a list of recommended requirements:<br />
<br />
* The promise can not be expected to last longer than your lifespan or an arbitrary amount of time such as 1 year. <br />
<br />
<br />
* If you stray from the request "far enough", the promise keeps counting towards your promises limit, but you lose the power it gave you until the promise is fulfilled. <br />
<br />
<br />
<br />
;Stronger Promises<br />
<br />
<br />
;<br />
<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:<!--Class Name, e.g. Sorcerer-->]]<!--What class has this subclass?--></div>Characterhttps://www.dandwiki.com/w/index.php?title=Vow_to_the_Word_(5e_Subclass)&diff=1738560Vow to the Word (5e Subclass)2023-06-19T06:29:26Z<p>Character: Work in progress</p>
<hr />
<div>{{stub|Incomplete. See the [[5e Class Design Guide#Subclasses]] if you need help.}}<br />
===Vow to the word===<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|<!-- image link -->|<!-- name of the art, artists and a link to their page -->}}</div><br />
''Sorcerer Subclass''<br />
<br />
You come from a lineage of sorcerers that are able to use ancient magic lost to time which enables you to gain power through promises. You can make promises, participate in a ritual an gain certain benefits from them depending on the risk or the strength of what was promised.<br />
<br />
Although your power may be great, your lineage is seen as descendants from the devil himself, due to the nature of your magic which resembles a pact. <br />
<br />
<br />
====The Power Of A Promise====<br />
Starting at 1st level, you are able to make promises and gain power from them. <br />
When you make a promise, you must participate in a ritual in which both you and the other creature must grab each others arm or, otherwise, limb, then the creature must recite what their request is, in whichever language, and you must promise you will accomplish such request, in the same or different language. Only then you will be able to choose one of the following benefits depending on the strength of the promise:<br />
<br />
<br />
;Strong<br />
This promises can range from to saving a town from demise to leading a saving a nation. <br />
<br />
<br />
;Medium<br />
<br />
<br />
;Weak<br />
<br />
<br />
<br />
<br />
<br />
====Stronger Promises====<br />
<br />
<br />
====*====<br />
<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:<!--Class Name, e.g. Sorcerer-->]]<!--What class has this subclass?--></div>Characterhttps://www.dandwiki.com/w/index.php?title=Vow_to_the_Word_(5e_Subclass)&diff=1738559Vow to the Word (5e Subclass)2023-06-19T06:14:18Z<p>Character: Work in progress</p>
<hr />
<div>{{stub|Incomplete. See the [[5e Class Design Guide#Subclasses]] if you need help.}}<br />
===Vow to the word===<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|<!-- image link -->|<!-- name of the art, artists and a link to their page -->}}</div><br />
''Sorcerer Subclass''<br />
<br />
You come from a lineage of sorcerers that are able to use ancient magic lost to time which enables you to gain power through promises. You can make promises, participate in a ritual an gain certain benefits from them depending on the risk or the strength of what was promised.<br />
<br />
Although your power may be great, your lineage is seen as descendants from the devil himself, due to the nature of your magic which resembles a pact. <br />
<br />
<br />
;The Power Of A Promise<br />
Starting at 1st level, you are able to make promises and gain power from them. <br />
When you make a promise, you must participate in a ritual in which both you and the other creature must grab each others arm or, otherwise, limb, then the creature must recite what their request is, in whichever language, and you must promise you will accomplish such request, in the same or different language. Only then you will<br />
<br />
;Stronger Promises<br />
<br />
<br />
;<br />
<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:<!--Class Name, e.g. Sorcerer-->]]<!--What class has this subclass?--></div>Characterhttps://www.dandwiki.com/w/index.php?title=Mini_Tornado_(5e_Spell)&diff=1675649Mini Tornado (5e Spell)2023-01-28T12:09:58Z<p>Character: </p>
<hr />
<div>{{5e Spell<br />
|name=Small tornado<br />
|school=Evocation<br />
|ritual=<br />
|lvl=3rd<br />
|casttime=1 action<br />
|range=20 feet<br />
|comp=A feather<br />
|dur=Concentration, up to 12 seconds<br />
|summary= A small tornado that can suck up creatures<br />
}}<br />
<br />
When you cast this spell you create a strong wind that revolves around an unoccupied point you desire within 20 feet from you that quickly develops into a small tornado. This tornado occupies the same space as a large creature but it is 30 feet tall. You can move this tornado at your will up to 30 feet at the end of your turn. Any creature that comes across the path of your tornado must make a Strength saving throw, DC 12 + your spellcasting modifier, on a failed save they get dragged by the tornado. <br />
<br />
A small tornado can only carry up to 1 large creature or 4 medium creatures, or an undefined amount of smaller creatures. Every creature caught up by the tornado takes 1d4 of force damage and is treated as incapacitated. No creature inside the tornado can be targeted directly (they can be affected by aoe attacks) due to the high speed at which they are flying, although, the tornado itself can be targeted. If the tornado is hit with an elemental attack, it inherits the element and starts dealing an extra 1 damage of such element.<br />
<br />
If the tornado base ever comes in contact with water it banishes instantly.<br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of 5th level or higher the damage it deals increases by 1d4 for each two slot level above 3rd.<br />
<br />
<vote type=1/><br />
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{{5e Druid Spells Breadcrumb}}<br/><!--if this cannot be cast by Druid, delete this entire line--><br />
{{5e Ranger Spells Breadcrumb}}<br/><!--if this cannot be cast by Ranger, delete this entire line--><br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Druid]]<br />
[[Category:Ranger]]</div>Characterhttps://www.dandwiki.com/w/index.php?title=Mini_Tornado_(5e_Spell)&diff=1675648Mini Tornado (5e Spell)2023-01-28T12:09:02Z<p>Character: </p>
<hr />
<div>{{5e Spell<br />
|name=Small tornado<br />
|school=Evocation<br />
|ritual=<br />
|lvl=3rd<br />
|casttime=1 action<br />
|range=20 feet<br />
|comp=A feather<br />
|dur=Concentration, up to 12 seconds<br />
|summary= A small tornado that can suck up creatures<br />
}}<br />
<br />
When you cast this spell you create a strong wind that revolves around an unoccupied point you desire within 20 feet from you that quickly develops into a small tornado. This tornado occupies the same space as a large creature but it is 30 feet tall. You can move this tornado at your will up to 30 feet at the end of your turn. Any creature that comes across the path of your tornado must make a Strength saving throw, DC 12 + your spellcasting modifier, on a failed save they get dragged by the tornado. <br />
<br />
A small tornado can only carry up to 1 large creature or 4 medium creatures, or an undefined amount of smaller creatures. Every creature caught up by the tornado takes 1d4 of force damage and is treated as incapacitated. No creature inside the tornado can be targeted directly (they can be affected by aoe attacks) due to the high speed at which they are flying, although, the tornado itself can. If the tornado is hit with an elemental attack, it inherits the element and starts dealing an extra 1 damage of such element.<br />
<br />
If the tornado base ever comes in contact with water it banishes instantly.<br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of 5th level or higher the damage it deals increases by 1d4 for each two slot level above 3rd.<br />
<br />
<vote type=1/><br />
----<br />
{{5e Druid Spells Breadcrumb}}<br/><!--if this cannot be cast by Druid, delete this entire line--><br />
{{5e Ranger Spells Breadcrumb}}<br/><!--if this cannot be cast by Ranger, delete this entire line--><br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Druid]]<br />
[[Category:Ranger]]</div>Characterhttps://www.dandwiki.com/w/index.php?title=User:Character&diff=1675647User:Character2023-01-28T12:08:14Z<p>Character: </p>
<hr />
<div>In my user page I will include all my contributions to the community.<br />
<br />
===Created Pages===<br />
;Melee Weapons<br />
<br />
<br />
;Ranged Weapons<br />
<br />
<br />
;Martial Melee Weapons<br />
<br />
<br />
;Martial Ranged Weapons<br />
-Explosive Trail Gun (Renaissance) https://www.dandwiki.com/wiki/Explosive_Trail_Gun_(5e_Equipment)<br />
<br />
<br />
;Magic Weapons<br />
-Ultra-Greatsword, Variant (Thanks to "Nuke The Earth" to make me realise my mistakes and create a reasonable weapon) https://www.dandwiki.com/wiki/Ultra-Greatsword,_Variant_(5e_Equipment)<br />
<br />
<br />
;Races<br />
-Slime, Variant https://www.dandwiki.com/wiki/Slime,_Variant_(5e_Race)<br />
<br />
-Warden (Unbalanced (Intended)) https://www.dandwiki.com/wiki/Warden_(5e_Race)<br />
<br />
-Emosobas https://www.dandwiki.com/wiki/Emosoba_(5e_Race)<br />
<br />
<br />
;Classes<br />
-Luck Knight https://www.dandwiki.com/wiki/Luck_Knight_(5e_Class)<br />
<br />
<br />
;Subclasses<br />
-Allomancer (Sorcerer subclass) https://www.dandwiki.com/wiki/Allomancer_(5e_Subclass)<br />
<br />
<br />
;Backgrounds<br />
<br />
<br />
;Spells<br />
-Earth's Crush (1st-level Transmutation Spell for Druids, Rangers, Sorcerers and Wizards) https://www.dandwiki.com/wiki/Earth%27s_Crush_(5e_Spell)<br />
<br />
-Mini Tornado (3rd-level Evocation Spell for Druids and Rangers) https://www.dandwiki.com/wiki/Mini_tornado_(5e_Spell)<br />
<br />
<br />
===Contribution To Pages===<br />
;Melee Weapons<br />
<br />
<br />
;Ranged Weapons<br />
<br />
<br />
;Martial Melee Weapons<br />
<br />
<br />
;Martial Ranged Weapons<br />
<br />
<br />
;Magic Weapons<br />
<br />
<br />
;Races<br />
-Dark Aberration https://www.dandwiki.com/wiki/Dark_Aberration_(5e_Race)<br />
<br />
<br />
;Classes<br />
-Shadow https://www.dandwiki.com/wiki/Shadow_(5e_Class)<br />
<br />
-Duelist (subclass) https://www.dandwiki.com/wiki/Duelist_(5e_Subclass)<br />
<br />
-World Strider https://www.dandwiki.com/wiki/World_Strider_(5e_Class)<br />
<br />
<br />
;Backgrounds<br />
<br />
<br />
;Spells</div>Characterhttps://www.dandwiki.com/w/index.php?title=Emosoba_(5e_Race)&diff=1675646Emosoba (5e Race)2023-01-28T12:05:23Z<p>Character: Finished</p>
<hr />
<div>==Emosoba==<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
<br />
===Physical Description===<br />
There is no specific form for these beings, but one thing is for sure, they can't change the form they took when they traveled to the mortal realm. There are recodings of them having a humanoid form, the form of a beast, a plant-like form, being formless and even having the form of rocks and boulders.<br />
<br />
One thing in common between all of them is that the color of their skin/fur/plumage/mass can change depending of their feelings/the feeling of the sorrounding creatures.<br />
<br />
<br />
===History===<br />
This creatures aren't born, they are a fraction of the dream realm. In order to be brought to the mortal realm there are some specific conditions that must be met. This creatures appear in places in which a big concentration of the same emotion is met and then disappear very quickly, leaving nothing in the process. This happens so that the great fluctuation of emotions can't damage the integrity of both the dream and the mortal realms. Erradication of sects while gatherings are breeding ground for emosobas appearances.<br />
<br />
Even from primordial recordings, in the mortal realm, they have always been treated as gods and deitys, but there are also recordings of them being treated as abominations and unnatural.<br />
<br />
They can recall being not alive, being an extension of a realm, being brought to the mortal realm.<br />
<br />
<br />
===Emosoba Traits===<br />
{{5e Racial Traits<br />
|summary= A personification of emotions<br />
|abilities= Your {{5a|wis}} score increases by 2 and your {{5a|dex}} score increases by 1.<br />
|age= Emosobas don't age, or at least they have such a long lifespan that it hasn't been perceived.<br />
|alignment= Emosobas don't tend towards any alignment, but there aren't recordings of evil emosobas<br />
|size= Emosobas vary widely in both shape and size. Your size is Small, Medium or Large.<br />
|speed=Your base walking speed is 30 feet. Any other type of speed that your form can provide must be discussed with the DM.<br />
|trait1= Dual Mind<br />
|description1=You have advantage on all Wisdom saving throws.<br />
|trait2= Dream Stranded<br />
|description2= You don't need to sleep, and magic can't put you to sleep, but you are unable to connect to the plane of dreams as other creatures do.<br />
|trait3= Emotion Adept<br />
|description3= As a bonus action you can attune your senses to pick up the emotions of others. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target is immune to being charmed, you sense that it is calm.<br />
|trait4= Dose Of Emotions<br />
|description4= Whenever you are near a creature, you get transferred their emotions. If there is more than one creature, you will receive the most abundant or nearest emotion. If desired, this feature can be aplied with the emosoba's emotions instead. This process takes, at least, 6 seconds to finish. Depending on the emotion transferred you get one of the following benefits:<br />
<br />
<br />
''Ecstasy/Joy/Serenity.'' You turn yellow. You can apply your proficiency bonus on any charisma-based roll. If you are already proficient with a certain charisma-based skill, you can apply the proficiency bonus twice. Although, if you have expertise with a charisma-based skill, you can not apply it thrice.<br />
<br />
''Admiration/Trust/Acceptance.'' You turn light green or brown. You can add 1d4 to any roll you make.<br />
<br />
''Terror/Fear/Apprehension.'' You turn dark green or purple. Your speed increases by 15 and you are able to use the Disengage action as a bonus action.<br />
<br />
'''Amazement/Surprise/Distraction.'' You turn light blue. You get advantage on perception rolls about source of your amazement/surprise/distraction.<br />
<br />
''Grief/Sadness/Pensiveness.'' You turn dark blue or sepia. Your speed gets reduce by 10 feet, but you can cast wall of water without the need of materials.<br />
<br />
''Loathing/Disgust.'' You turn pink or black. You can add 1d4 damage to any roll made against the source of your disgust/loathe.<br />
<br />
''Boredom.'' You turn grey. You turn yellow. You can apply your proficiency bonus on any intelligence-based roll. If you are already proficient with a certain intelligence-based skill, you can apply the proficiency bonus twice. Although, if you have expertise with an intelligence-based skill, you can not apply it thrice.<br />
<br />
''Rage/Anger/Annoyance.'' You turn red. Before you make a melee attack with a weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.<br />
<br />
''Vigilance/Anticipation/Interest'' You turn orange. Your crit range is reduced by 1.<br />
<br />
|trait5= Dose Of Emotions (Alternative)<br />
|description5= Whenever you are near a creature, you get transferred their emotions. If there is more than one creature, you will receive the most abundant or nearest emotion. This process takes, at least, 6 seconds to finish. The emosoba can also attune to one emotion with their own will once a day, twice a day when you reach 5th level and thrice a day when you reach 11th level. <br />
<br />
|languages= You can speak, read, and write Common, Quori and one other language of your choice.<br />
}}<br />
<br />
'''Note.''' The word Emosoba comes from "emotion" and "osoba"(person in checo)<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]]<br />
[[Category:Humanoid Type]]<br />
<!--[[Category:RaceSubtype Tag]]--></div>Characterhttps://www.dandwiki.com/w/index.php?title=Emosoba_(5e_Race)&diff=1675645Emosoba (5e Race)2023-01-28T11:57:35Z<p>Character: Finished</p>
<hr />
<div>{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Emosoba==<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
<br />
===Physical Description===<br />
There is no specific form for these beings, but one thing is for sure, they can't change the form they took when they traveled to the mortal realm. There are recodings of them having a humanoid form, the form of a beast, a plant-like form, being formless and even having the form of rocks and boulders.<br />
<br />
One thing in common between all of them is that the color of their skin/fur/plumage/mass can change depending of their feelings/the feeling of the sorrounding creatures.<br />
<br />
<br />
===History===<br />
This creatures aren't born, they are a fraction of the dream realm. In order to be brought to the mortal realm there are some specific conditions that must be met. This creatures appear in places in which a big concentration of the same emotion is met and then disappear very quickly, leaving nothing in the process. This happens so that the great fluctuation of emotions can't damage the integrity of both the dream and the mortal realms. Erradication of sects while gatherings are breeding ground for emosobas appearances.<br />
<br />
Even from primordial recordings, in the mortal realm, they have always been treated as gods and deitys, but there are also recordings of them being treated as abominations and unnatural.<br />
<br />
They can recall being not alive, being an extension of a realm, being brought to the mortal realm.<br />
<br />
<br />
===Emosoba Traits===<br />
{{5e Racial Traits<br />
|summary= A personification of emotions<br />
|abilities= Your {{5a|wis}} score increases by 2 and your {{5a|dex}} score increases by 1.<br />
|age= Emosobas don't age, or at least they have such a long lifespan that it hasn't been perceived.<br />
|alignment= Emosobas don't tend towards any alignment, but there aren't recordings of evil emosobas<br />
|size= Emosobas vary widely in both shape and size. Your size is Small, Medium or Large.<br />
|speed=Your base walking speed is 30 feet. Any other type of speed that your form can provide must be discussed with the DM.<br />
|trait1= Dual Mind<br />
|description1=You have advantage on all Wisdom saving throws.<br />
|trait2= Dream Stranded<br />
|description2= You don't need to sleep, and magic can't put you to sleep, but you are unable to connect to the plane of dreams as other creatures do.<br />
|trait3= Emotion Adept<br />
|description3= As a bonus action you can attune your senses to pick up the emotions of others. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target is immune to being charmed, you sense that it is calm.<br />
|trait4= Dose Of Emotions<br />
|description4= Whenever you are near a creature, you get transferred their emotions. If there is more than one creature, you will receive the most abundant or nearest emotion. If desired, this feature can be aplied with the emosoba's emotions instead. This process takes, at least, 6 seconds to finish. Depending on the emotion transferred you get one of the following benefits:<br />
<br />
<br />
''Ecstasy/Joy/Serenity.'' You turn yellow. You can apply your proficiency bonus on any charisma-based roll. If you are already proficient with a certain charisma-based skill, you can apply the proficiency bonus twice. Although, if you have expertise with a charisma-based skill, you can not apply it thrice.<br />
<br />
''Admiration/Trust/Acceptance.'' You turn light green or brown. You can add 1d4 to any roll you make.<br />
<br />
''Terror/Fear/Apprehension.'' You turn dark green or purple. Your speed increases by 15 and you are able to use the Disengage action as a bonus action.<br />
<br />
'''Amazement/Surprise/Distraction.'' You turn light blue. You get advantage on perception rolls about source of your amazement/surprise/distraction.<br />
<br />
''Grief/Sadness/Pensiveness.'' You turn dark blue or sepia. Your speed gets reduce by 10 feet, but you can cast wall of water without the need of materials.<br />
<br />
''Loathing/Disgust.'' You turn pink or black. You can add 1d4 damage to any roll made against the source of your disgust/loathe.<br />
<br />
''Boredom.'' You turn grey. You turn yellow. You can apply your proficiency bonus on any intelligence-based roll. If you are already proficient with a certain intelligence-based skill, you can apply the proficiency bonus twice. Although, if you have expertise with an intelligence-based skill, you can not apply it thrice.<br />
<br />
''Rage/Anger/Annoyance.'' You turn red. Before you make a melee attack with a weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.<br />
<br />
''Vigilance/Anticipation/Interest'' You turn orange. Your crit range is reduced by 1.<br />
<br />
|trait5= Dose Of Emotions (Alternative)<br />
|description5= Whenever you are near a creature, you get transferred their emotions. If there is more than one creature, you will receive the most abundant or nearest emotion. This process takes, at least, 6 seconds to finish. The emosoba can also attune to one emotion with their own will once a day, twice a day when you reach 5th level and thrice a day when you reach 11th level. <br />
<br />
|languages= You can speak, read, and write Common, Quori and one other language of your choice.<br />
}}<br />
<br />
'''Note.''' The word Emosoba comes from "emotion" and "osoba"(person in checo)<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]]<br />
[[Category:Humanoid Type]]<br />
<!--[[Category:RaceSubtype Tag]]--></div>Characterhttps://www.dandwiki.com/w/index.php?title=Mini_Tornado_(5e_Spell)&diff=1627424Mini Tornado (5e Spell)2022-08-28T18:10:16Z<p>Character: </p>
<hr />
<div>{{5e Spell<br />
|name=Small tornado<br />
|school=Evocation<br />
|ritual=<br />
|lvl=3rd<br />
|casttime=1 action<br />
|range=20 feet<br />
|comp=A feather<br />
|dur=Concentration, up to 12 seconds<br />
|summary= A small tornado that can suck up creatures<br />
}}<br />
<br />
When you cast this spell you create a strong wind that revolves around an unoccupied point you desire within 20 feet from you that quickly develops into a small tornado. This tornado occupies the same space as a large creature but it is 30 feet tall. You can move this tornado at your will up to 30 feet at the end of your turn. Any creature that comes across the path of your tornado must make a Strength saving throw, DC 12 + your spellcasting modifier, on a failed save they get dragged by the tornado. <br />
<br />
A small tornado can only carry up to 1 large creature or 4 medium creatures, or an undefined amount of smaller creatures. Every creature caught up by the tornado takes 1d4 of force damage and is treated as incapacitated. No creature inside the tornado can be targeted directly (they can be affected by aoe attacks) due to the high speed at which they are flying, although, the tornado itself can. If the tornado is hit with an elemental attack, it inherits the element and starts dealing an extra 1 damage of such element.<br />
<br />
If the tornado base ever comes in contact with water it banishes instantly.<br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of 5th level or higher the damage it deals increases by 1d4 for each two slot level above 3nd.<br />
<br />
<vote type=1/><br />
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{{5e Druid Spells Breadcrumb}}<br/><!--if this cannot be cast by Druid, delete this entire line--><br />
{{5e Ranger Spells Breadcrumb}}<br/><!--if this cannot be cast by Ranger, delete this entire line--><br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Druid]]<br />
[[Category:Ranger]]</div>Characterhttps://www.dandwiki.com/w/index.php?title=World_Strider_(5e_Class)&diff=1626813World Strider (5e Class)2022-08-26T23:43:45Z<p>Character: </p>
<hr />
<div>==World Strider==<br />
<div class="externalimage-holder" style="width:50%;"> {{5e Image|Center|https://www.wallpaperup.com/uploads/wallpapers/2015/04/23/669459/d31504e6e6131f23eb1185778498382d.jpg}}</div><br />
<br />
<br />
A Dragonborn, a proud creature, darting around the forest with precision only dreamed of. A goblin tries to hit her, but every time he gets a solid look at her, suddenly the Dragonborn’s out of sight. This is her domain, and the goblin has no chance of catching a Strider in its domain.<br />
<br />
World Striders are the masters of the world, not due to strength, but purely due to their speed. They are scarcely seen, as they are quite rare, however once one is seen, it’s likely too late for you. They are known to reside over a certain territory, in which they will protect to the best of their ability. There are ones that converse with merchants or passing ships, but due to their upbringings in nature, they generally don’t have the funds to buy from them, and normally are hired to guide them through the area, and keep them safe. World Striders are known to live far longer than their race normally does, and this can be attributed to their connection with nature.<br />
<br />
;Creating a World Strider<br />
As you create your World Strider, consider what made them set off into the wild. Were they banished from a city? Did they get lost? Did they follow a master who taught them to isolate themselves from others? Perhaps they discovered a connection with a god, who taught them the ways of the striders. They may have even been thrown off a ship. No matter how, they’ve abandoned civilization, and embrace nature.<br />
<br />
;Quick Build<br />
You can make a world strider quickly by following these suggestions. First, {{5a|Dex}} should be your highest ability score, followed by {{5a|Str}} or {{5a|Int}}. Second, choose the [[Urchin (5e Background)|Urchin]] background.<br />
<br />
{{5e Class Features<br />
|name= World Strider<br />
|summary=World Striders are the fastest humanoids to exist, darting around the world with no chance to be caught.<br />
|hd=10<br />
|spellcasting=<br />
|armor=None<br />
|weapons=Simple.<br />
|tools=Herbalism Kit<br />
|saves=Dexterity, Charisma<br />
|skills=Choose 3 from Survival, Athletics, Acrobatics, Stealth, Medicine, Perception, and Nature.<br />
|item1a=2 daggers<br />
|item1b=a finesse weapon<br />
|item1c=<br />
|item2a=a shortbow<br />
|item2b=a simple weapon<br />
|item2c=<br />
|item3a=Cook’s Utensils<br />
|item3b=Alchemist’s supplies<br />
|item3c=<br />
|item4a=Explorer’s pack<br />
|item4b=Herbalism Kit<br />
|item4c=<br />
|classfeatures1={{inpage|Flow Like Wind, Speed Boost}}<br />
|classfeatures2={{inpage|Unarmored Defense, Hit and Run, Enhanced Movement}}<br />
|classfeatures3={{inpage|Strider’s Domain, Rip and Tear, Fast Attacker}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Extra Attack}} Domain Feature<br />
|classfeatures6={{inpage|Share Momentum}}<br />
|classfeatures7=Domain Feature<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Disappear}}<br />
|classfeatures11={{inpage|Extra Attack}} Domain Feature<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Big Boot}}<br />
|classfeatures14=<br />
|classfeatures15={{inpage|Shockwave}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Crash}}<br />
|classfeatures18=Domain Feature<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Unkillable, Extra Attack}}<br />
<br />
|extrasonleft=<br />
|extra1_name=Speed Boosts<br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=4<br />
|extra1_4=5<br />
|extra1_5=6<br />
|extra1_6=8<br />
|extra1_7=9<br />
|extra1_8=10<br />
|extra1_9=12<br />
|extra1_10=13<br />
|extra1_11=14<br />
|extra1_12=16<br />
|extra1_13=17<br />
|extra1_14=18<br />
|extra1_15=20<br />
|extra1_16=21<br />
|extra1_17=22<br />
|extra1_18=24<br />
|extra1_19=25<br />
|extra1_20=50<br />
}}<br />
<br />
====Flow Like Wind====<br />
<br />
At 1st level, you’ve been alone for a while, you’ve studied the land, and you know how to approach it. You are no longer hindered by difficult terrain.<br />
<br />
====Speed Boost====<br />
<br />
Starting at 1st level, you gain access to Speed Boosts to spend on movement in combat. Speed boosts are a simple stat, it triples your movement speed for one turn as a bonus action. This does not stack with dash, however dash can be used after Speed Boost. If used before or after an action, Speed Boost will travel 3x the distance of your normal movement speed. You can attempt to use a Speed Boost if you’re out of them, however you must roll a d6 beforehand. On a 1-3, you successfully use a Speed Boost, however, on a 4-6, you fail to, and gain one exhaustion level. You regain Speed Boosts after a short or long rest.<br />
<br />
====Unarmored Defense====<br />
<br />
You're used to high speeds, you’ve ran into walls, you've had to evade every little obstacle in your surroundings, and so, you've improved your reflex over time. Starting at 2nd level, while you are not wearing any armor, your Armor Class equals 12 + your Dexterity modifier. You can use a shield and still gain this benefit.<br />
<br />
====Enhanced Movement====<br />
<br />
Your movement has been enhanced by constant training. Starting at 2nd level, your jumps are now determined by dexterity rather than strength and landing on difficult terrain no longer requires an acrobatics check. Long jumps now go twice as far, moving twice as far as your dexterity score if you move at least 10ft immediately before the jump, or half as much if you make a standing long jump. High jumps now travel 10ft+ your Dexterity modifier if you move at least 10ft immediately before the jump, and 5ft+ your Dexterity modifier if done while stationary.<br />
<br />
====Hit and Run====<br />
<br />
You’ve mastered the art of a quick kill, practicing tirelessly on animals. Starting at 2nd level, if you land a hit on an opponent before you travel your full movement speed, you add a +2 to your attack roll, and can continue to move the full distance of your turn after the hit without provoking opportunity attacks. After striking an enemy you are unable to use Speed Boost.<br />
<br />
====Strider’s Domain====<br />
<br />
Every Strider has a domain, and every domain gives that Strider an advantage. Starting at 3rd level, you can select a Strider domain based on the terrain you are proficient in, Plains Strider, or Mountain Strider. You gain benefits from this domain at 3rd, 5th, 7th, 11th, and 18th level.<br />
<br />
====Rip and Tear====<br />
<br />
You’ve learned how to hunt better than most could ever dream of. Starting at 3rd level, all slashing damage is increased by 1d4. This changes to 2d4 at 6th level, 3d4 at 12th level, and 5d4 at 20th level.<br />
<br />
====Fast Attacker====<br />
<br />
You’ve had to fight for a long time, and know how to do it best. Starting at 3rd level, your attack modifier is based on dexterity rather than strength.<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 />
<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 and to four when you reach 20th level in this class.<br />
<br />
====Share Momentum====<br />
<br />
At 6th level. You’ve realised how to share your speed with an ally without hurting or crashing into them. You can tranfer half of your remaining movement to one creature you touch after using a speed boost.<br />
<br />
====Disappear====<br />
<br />
You’ve honed your speed over many nights. At 10th level, as a reaction, you can choose to use 4 Speed Boosts to instantly move 120ft in any direction except up. This can be used to evade attacks targeted at you. If there is something hindering the Strider from moving 120ft, it will move the maximum distance possible.<br />
<br />
====Big Boot====<br />
<br />
At 13th level, your legs are a true force to be reckoned with. As an action, you can kick your enemies with great force with at least 10ft of movement beforehand. The kick does 5d8 bludgeoning damage with 10ft of movement beforehand, and increases 1d8 per 30 feet before that. The kick also pushes the enemy back, depending on the size of the creature. A tiny creature will be pushed 50ft back, a small creature will be pushed 40ft back, a medium creature will be pushed 20ft back, a large creature will be pushed 10ft back, a huge creature will be pushed 5ft back, and a gargantuan creature will not be pushed. Tiny, small, medium, and large creatures are also knocked prone by this feature.<br />
<br />
====Shockwave====<br />
<br />
You’re not always going to be able to outrun your problems, not now, at least. Starting at 15th level, you can now slam one of your legs on the ground, creating a 10ft shockwave around the Strider. This shockwave only does 1d12 thunder damage, yet it knocks any creature, regardless of size, that is touching the ground, 25ft away, and knocks them prone.<br />
<br />
====Crash====<br />
<br />
You’ve run out of options, so now, it’s about time you show them how dangerous speed is for you. Starting at 17th level, if you can reach an enemy without using all of your movement speed, you can crash into them, dealing 4d12 bludgeoning damage to the enemy, deal 4d8 bludgeoning damage to yourself, and knocking both you and the enemy prone.<br />
<br />
====Unkillable====<br />
<br />
You’ve become a true force of nature, the incarnation of it, and you’ve found it’s limits. At 20th level, your Dexterity and Constitution scores increase by 4, and your maximum for those scores is now 24, you can now use 3 Speed Boosts to run across water or up walls on your action, and you can use 30 Speed Boosts to instantly succeed on any dexterity saving throw.<br />
<br />
===Plains Strider===<br />
<br />
;{{#anc:Winds of the Zephyr}}<br />
At 3rd level, you’ve ran a lot, you’ve learned how to run, you’ve learned it all. Your movement speed is doubled.<br />
<br />
;{{#anc:Winds of the Tornado}}<br />
At 5th level, you’ve boosted quite a bit, and you’re starting to get used to it. Every time you use a Speed Boost, roll a d6. On a 1-5, you use the Speed Boost as normal, on a 6, you use a Speed Boost without using a charge.<br />
<br />
;{{#anc:Winds of the Hurricane}}<br />
At 7th level, even a mighty storm can be contained, with enough speed. You can now cast [[Call Lightning (5e Spell)|call lightning]] as a 4th level spell twice, regaining use at the end of a long rest. The spell DC for this is 10 + your Dexterity modifier + your Proficiency modifier.<br />
<br />
;{{#anc:Winds of the Moon}}<br />
At 11th level, the night is your ally, and with it comes a special bonus. You have proficiency on stealth rolls, and if you already have proficiency, the modifier is doubled.<br />
<br />
;{{#anc:Winds of the Gods}}<br />
At 18th level, even the Gods have limits, and your speed may surpass them. You can now use up every Speed Boost you currently have to escape any kind of damage. This however, leaves you with 2 levels of exhaustion no matter what.<br />
<br />
===Mountain Strider===<br />
<br />
;{{#anc:Hard as Stone}}<br />
At 3rd level, you’ve fallen, and fallen, and fallen. Your constitution score increases by 2.<br />
<br />
;{{#anc:Strong as Steel}}<br />
At 5th level, you keep getting back up, no matter what hits you. Falling damage is negated from less than 50ft, and halved after that.<br />
<br />
;{{#anc:Bold as Brass}}<br />
At 7th level, you’re confident in your strength, and that confidence radiates off of you. You’re now proficient in the persuasion skill, and if you were already proficient, the modifier is doubled.<br />
<br />
;{{#anc:Destructive as a Dragon}}<br />
At 11th level, you’ve destroyed your fair share of things, now you’re confident enough to destroy more. You now can cast [[Fireball (5e Spell)|fireball]] as a 4th level spell twice, regaining use at the end of a long rest. The spell DC for this is 10 + your Constitution modifier + your Proficiency modifier.<br />
<br />
;{{#anc:Terrible as a Tarrasque}}<br />
At 18th level, you’re battle hardened, you’re a true force to be reckoned with. You can now take two attacks as a bonus action.<br />
<br />
=== Multiclassing ===<br />
<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the World Strider class, you must meet these prerequisites: 13 Dexterity<br />
<br />
'''Proficiencies.''' When you multiclass into the World Strider class, you gain the following proficiencies: Light Armor, Simple Weapon Proficiency<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Characterhttps://www.dandwiki.com/w/index.php?title=User:Character&diff=1625829User:Character2022-08-23T15:09:39Z<p>Character: </p>
<hr />
<div>In my user page I will include all my contributions to the community.<br />
<br />
===Created Pages===<br />
;Melee Weapons<br />
<br />
<br />
;Ranged Weapons<br />
<br />
<br />
;Martial Melee Weapons<br />
<br />
<br />
;Martial Ranged Weapons<br />
-Explosive Trail Gun (Renaissance) https://www.dandwiki.com/wiki/Explosive_Trail_Gun_(5e_Equipment)<br />
<br />
<br />
;Magic Weapons<br />
-Ultra-Greatsword, Variant (Thanks to "Nuke The Earth" to make me realise my mistakes and create a reasonable weapon) https://www.dandwiki.com/wiki/Ultra-Greatsword,_Variant_(5e_Equipment)<br />
<br />
<br />
;Races<br />
-Slime, Variant https://www.dandwiki.com/wiki/Slime,_Variant_(5e_Race)<br />
<br />
-Warden (Unbalanced (Intended)) https://www.dandwiki.com/wiki/Warden_(5e_Race)<br />
<br />
<br />
;Classes<br />
-Luck Knight https://www.dandwiki.com/wiki/Luck_Knight_(5e_Class)<br />
<br />
<br />
;Subclasses<br />
-Allomancer (Sorcerer subclass) https://www.dandwiki.com/wiki/Allomancer_(5e_Subclass)<br />
<br />
<br />
;Backgrounds<br />
<br />
<br />
;Spells<br />
-Earth's Crush (1st-level Transmutation Spell for Druids, Rangers, Sorcerers and Wizards) https://www.dandwiki.com/wiki/Earth%27s_Crush_(5e_Spell)<br />
<br />
-Mini Tornado (3rd-level Evocation Spell for Druids and Rangers) https://www.dandwiki.com/wiki/Mini_tornado_(5e_Spell)<br />
<br />
<br />
===Contribution To Pages===<br />
;Melee Weapons<br />
<br />
<br />
;Ranged Weapons<br />
<br />
<br />
;Martial Melee Weapons<br />
<br />
<br />
;Martial Ranged Weapons<br />
<br />
<br />
;Magic Weapons<br />
<br />
<br />
;Races<br />
-Dark Aberration https://www.dandwiki.com/wiki/Dark_Aberration_(5e_Race)<br />
<br />
<br />
;Classes<br />
-Shadow https://www.dandwiki.com/wiki/Shadow_(5e_Class)<br />
<br />
-Duelist (subclass) https://www.dandwiki.com/wiki/Duelist_(5e_Subclass)<br />
<br />
-World Strider https://www.dandwiki.com/wiki/World_Strider_(5e_Class)<br />
<br />
<br />
;Backgrounds<br />
<br />
<br />
;Spells</div>Characterhttps://www.dandwiki.com/w/index.php?title=Allomancer_(5e_Subclass)&diff=1625828Allomancer (5e Subclass)2022-08-23T15:02:42Z<p>Character: </p>
<hr />
<div>{{stub|Incomplete. See the [[5e Class Design Guide#Subclasses]] if you need help.}}<br />
===Allomancer===<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|<!-- image link -->|<!-- name of the art, artists and a link to their page -->}}</div><br />
''Sorcerer Subclass''<br />
<br />
You are a person who knows how to use metals to catalyze magic by ingesting them, but be aware, most of them could kill you. You can only use a tiny percentage of all the metals in the periodic table and if you ingest a metal that can not be burned, you could get ill or even die.<br />
As an allomancer you could ingest dust of metals, burn them inside your stomach and gain powers as a result. Depending on the metal you burn you can achieve different goals. Normally you will use vials especially prepared for allomancers with alcohol or water and some metal dust, however if you see yourself in need of power but don't have any vial nearby, its probable that you as an allomancer can become creative by searching some alternative source of metal to ingest. This option comes with some risk because it is necessary a pure source of metal if you don't want to get ill. Finally, it is necessary to say that if an allomancer goes to sleep for a long time (for example at night) without burning the metal he has ingested, they will be treated as what they are, metal, and could not only harm the allomancer's body from the inside but also make the carrier sick.<br />
<br />
There are two main ways to become an allomancer:<br />
<br />
'''Bloodline.'''<br />
Allomancy powers are heritable, so if you have an allomancer in one of your previous five generations you could born with this latent power hidden inside you. Is hidden because you can't be an allomancer only by being born with it, first you need to pass the process of snapping. Snapping commonly occurs when an Allomancer undergoes heavy stress and pain, often in a near-death situation, causing them to trigger latent Allomantic abilities.<br />
<br />
'''Inquisitor.'''<br />
If an evil enough person is able to kill an allomancer with a spike of the appropriate metal, he can transfer one allomantic power per spike to another person by driving it into a person's body. In order to create a complete allomancer, or in other words, a Mistborn, it is necessary to insert the spikes in specific points of the body, including the eyes, and make a metal spine with one spike to seal the soul inside the body. These artificial creatures are called inquisitors.<br />
An inquisitor cannot see as any other person would do because he has no eyes, instead, he has two spikes inserted in their eye sockets, inquisitors see the world of magic, they draw their world around them by detecting sources of metal inside, for example, objects or walls, and they see the people by detecting the iron inside their veins or the zinc on their brain as well as all the metal we are made of. As you can imagine inquisitors can not distinguish colors all what they see are magical blue lines.<br />
Inquisitors could be considered undead creatures so if you want to kill them by making tiny cuts you would find that is gonna be hard because they don't bleed. The only way to kill an inquisitor is to separate the spikes from their head from the rest of the body, the easiest way to do this is by pulling out the spike between their scapulas, which is their metal spine.<br />
<br />
<br />
====Physical Metals====<br />
When you pick this origin at 1st level you know 4 metals you can ingest as powder in order to gain certain advantages. Depending of the metal you burn, you get one of the following benefits:<br />
<br />
'''Steel.''' As an action, You can push metalic objects that are lighter than you, in combination, up to a distance of 60ft. If you try to push any metal heavier than you, you are instead repelled. If you are been repelled upwards, you can reach up to 60ft of height. You can achive this effect burning one vial of steel powder.<br />
<br />
'''Iron.''' As an action, You can pull metalic objects that are lighter than you, in combination, up to a distance of 120ft. If you try to push any metal heavier than you, you are instead attract towards it. You can achive this effect burning one vial of iron powder.<br />
<br />
'''Pewter.''' As a bonus action, your muscles get reinforced. You add a +1 to your AC and you are now able to use your action to push things with ease up to 10ft, which weight ins't three times greater than yours. A vial of pewter powder lasts for 1 minute.<br />
<br />
'''Tin.''' Your senses are enhanced. You receive +30ft of darkvision, +30ft of echolocation and receive more stimuli from the other senses. Your eyes get so sensitive that if you look directly towards bright light you get temporarily blinded. A vial of tin powder lasts for 12 minute.<br />
<br />
You can enhance the effects of the metals if you burn double the amount of it in the same amount of time. This rule only applies once.<br />
<br />
<br />
====Mental and Temporal Metals====<br />
At 6th level you learn the effects of 6 other metals. The effets of these metals when you burn them are the following:<br />
<br />
'''Zinc.''' As an action, you get to know what a creature in a 30ft radius is feeling at the moment and are able to enflame a emotion of the target. You can achive this effect burning one vial of zinc powder.<br />
<br />
'''Brass.''' As an action, you are able to damp a emotion of every creature in a 30ft radius that they are feeling at the moment. You can achive this effect burning one vial of brass powder.<br />
<br />
'''Copper.''' You can prevent magic detection in an area of 15ft centered around you. A vial of coppper powder lasts for 5 minute.<br />
<br />
'''Bronze.''' As an action, You sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to sense the direction in which the source comes from and 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. This can penetrate most barriers, expcept of a copper bubble of greater intensity and a thin layer of aluminum. A vial of bronze powder lasts for 10 minute.<br />
<br />
'''Cadmium.''' As an action, you can slow down time in an area of 5ft centered around you. Any creature that starts its turn inside that area gets its speed halved and they receive a -2 to AC for one round. Any ranged attack that enters the area has disadvantage on the attack roll. A vial of cadmium powder lasts for 30 seconds.<br />
<br />
'''Bendalloy.''' As an action, you can speeds up time in an area of 5ft centered around you. Any creature that starts its turn inside that area gets its speed doubled, gains a +2 bonus to AC, has advantage on Dexterity saving throws, and gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. A vial of bendalloy powder lasts for 6 seconds.<br />
<br />
You can enhance the effects of the metals if you burn double the amount of it in the same amount of time. This rule only applies once.<br />
<br />
<br />
====Enhancement Metals====<br />
At 14th level you learn the effects of 6 other metals. The effets of these metals are the following:<br />
<br />
'''Gold.''' You can see who you were in the past. You can achive this effect burning one vial of gold powder.<br />
<br />
'''Electrum.''' As a bonus action, as you burn the electrum, you get to see a probable future that is about to happen. Thus, you can prepare your very next action. You add 1d12 to the roll you make in this turn's action.<br />
<br />
'''Aluminum.''' As an action, you get to eliminate every metal that you have ingested including the aluminum itself. You can achive this effect burning one vial of aluminum powder.<br />
<br />
'''Duralumin.''' You get to enhance the effects of another metal that you ingest along with it. All metal that you have ingested before burning the duralumin is burned instantly, but their effects are quadrupled. You can achive this effect burning one vial of duralumin powder.<br />
<br />
'''Nicrosil.''' You get to enhance the effects of the metals that other creature has ingested. All metal that the create have ingested before you burn the nicrosil is burned instantly, but their effects are quadrupled. You can achive this effect burning one vial of nicrosil powder.<br />
<br />
'''Chromium.''' As a reaction, you attempt to interrupt a creature in the process of using magic. If the creature is casting a spell of 4th level or lower, its spell fails and has no effect. If it is casting a spell of 5th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. You can achive this effect burning one vial of chromium powder.<br />
<br />
You can enhance the effects of the metals if you burn double the amount of it in the same amount of time. This rule only applies once.<br />
<br />
<br />
====Allomantic Savant====<br />
At 18th level you've used metals for a long time, thus, you could say you are proficient with some metals you've used. You can choose two metals that you know how to use and double their effect from now on.<br />
<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Sorcerer]]</div>Characterhttps://www.dandwiki.com/w/index.php?title=Allomancer_(5e_Subclass)&diff=1625796Allomancer (5e Subclass)2022-08-23T11:11:27Z<p>Character: </p>
<hr />
<div>{{WIP}}<br />
{{stub|Incomplete. See the [[5e Class Design Guide#Subclasses]] if you need help.}}<br />
===Allomancer===<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|<!-- image link -->|<!-- name of the art, artists and a link to their page -->}}</div><br />
''Sorcerer Subclass''<br />
<br />
You are a person who knows how to use metals to catalyze magic, but be aware, most of them could kill you. You can only use a tiny percentege of all the metals in the periodic table and if you ingest a metal that can not be burn you could get ill or even die.<br />
As an allomancer you could ingest dust of metals, burn them inside your stomach and gain power as a result. Depending on the metal you burn you can achieve different goals.<br />
<br />
<br />
====Physical Metals====<br />
When you pick this origin at 1st level you know 4 metals you can ingest as powder in order to gain certain advantages. Depending of the metal you burn, you get one of the following benefits:<br />
<br />
'''Steel.''' As an action, You can push metalic objects that are lighter than you, in combination, up to a distance of 60ft. If you try to push any metal heavier than you, you are instead repelled. If you are been repelled upwards, you can reach up to 60ft of height. You can achive this effect burning one vial of steel powder.<br />
<br />
'''Iron.''' As an action, You can pull metalic objects that are lighter than you, in combination, up to a distance of 120ft. If you try to push any metal heavier than you, you are instead attract towards it. You can achive this effect burning one vial of iron powder.<br />
<br />
'''Pewter.''' As a bonus action, your muscles get reinforced. You add a +1 to your AC and you are now able to use your action to push things with ease up to 10ft, which weight ins't three times greater than yours. A vial of pewter powder lasts for 1 minute.<br />
<br />
'''Tin.''' Your senses are enhanced. You receive +30ft of darkvision, +30ft of echolocation and receive more stimuli from the other senses. Your eyes get so sensitive that if you look directly towards bright light you get temporarily blinded. A vial of tin powder lasts for 12 minute.<br />
<br />
You can enhance the effects of the metals if you burn double the amount of it in the same amount of time. This rule only applies once.<br />
<br />
<br />
====Mental and Temporal Metals====<br />
At 6th level you learn the effects of 6 other metals. The effets of these metals when you burn them are the following:<br />
<br />
'''Zinc.''' As an action, you get to know what a creature in a 30ft radius is feeling at the moment and are able to enflame a emotion of the target. You can achive this effect burning one vial of zinc powder.<br />
<br />
'''Brass.''' As an action, you are able to damp a emotion of every creature in a 30ft radius that they are feeling at the moment. You can achive this effect burning one vial of brass powder.<br />
<br />
'''Copper.''' You can prevent magic detection in an area of 15ft centered around you. A vial of coppper powder lasts for 5 minute.<br />
<br />
'''Bronze.''' As an action, You sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to sense the direction in which the source comes from and 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. This can penetrate most barriers, expcept of a copper bubble of greater intensity and a thin layer of aluminum. A vial of bronze powder lasts for 10 minute.<br />
<br />
'''Cadmium.''' As an action, you can slow down time in an area of 5ft centered around you. Any creature that starts its turn inside that area gets its speed halved and they receive a -2 to AC for one round. Any ranged attack that enters the area has disadvantage on the attack roll. A vial of cadmium powder lasts for 30 seconds.<br />
<br />
'''Bendalloy.''' As an action, you can speeds up time in an area of 5ft centered around you. Any creature that starts its turn inside that area gets its speed doubled, gains a +2 bonus to AC, has advantage on Dexterity saving throws, and gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. A vial of bendalloy powder lasts for 6 seconds.<br />
<br />
You can enhance the effects of the metals if you burn double the amount of it in the same amount of time. This rule only applies once.<br />
<br />
<br />
====Enhancement Metals====<br />
At 14th level you learn the effects of 6 other metals. The effets of these metals are the following:<br />
<br />
'''Gold.''' You can see who you were in the past. You can achive this effect burning one vial of gold powder.<br />
<br />
'''Electrum.''' As a bonus action, as you burn the electrum, you get to see a probable future that is about to happen. Thus, you can prepare your very next action. You add 1d12 to the roll you make in this turn's action.<br />
<br />
'''Aluminum.''' As an action, you get to eliminate every metal that you have ingested including the aluminum itself. You can achive this effect burning one vial of aluminum powder.<br />
<br />
'''Duralumin.''' You get to enhance the effects of another metal that you ingest along with it. All metal that you have ingested before burning the duralumin is burned instantly, but their effects are quadrupled. You can achive this effect burning one vial of duralumin powder.<br />
<br />
'''Nicrosil.''' You get to enhance the effects of the metals that other creature has ingested. All metal that the create have ingested before you burn the nicrosil is burned instantly, but their effects are quadrupled. You can achive this effect burning one vial of nicrosil powder.<br />
<br />
'''Chromium.''' As a reaction, you attempt to interrupt a creature in the process of using magic. If the creature is casting a spell of 4th level or lower, its spell fails and has no effect. If it is casting a spell of 5th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. You can achive this effect burning one vial of chromium powder.<br />
<br />
You can enhance the effects of the metals if you burn double the amount of it in the same amount of time. This rule only applies once.<br />
<br />
<br />
====Allomantic Savant====<br />
At 18th level you've used metals for a long time, thus, you could say you are proficient with some metals you've used. You can choose two metals that you know how to use and double their effect from now on.<br />
<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Sorcerer]]</div>Characterhttps://www.dandwiki.com/w/index.php?title=Allomancer_(5e_Subclass)&diff=1625794Allomancer (5e Subclass)2022-08-23T10:57:02Z<p>Character: </p>
<hr />
<div>{{WIP}}<br />
{{stub|Incomplete. See the [[5e Class Design Guide#Subclasses]] if you need help.}}<br />
===Allomancer===<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|<!-- image link -->|<!-- name of the art, artists and a link to their page -->}}</div><br />
''Sorcerer Subclass''<br />
<br />
<!--Lead paragraph--><br />
<br />
<br />
====Physical Metals====<br />
When you pick this origin at 1st level you know 4 metals you can ingest as powder in order to gain certain advantages. Depending of the metal you burn, you get one of the following benefits:<br />
<br />
'''Steel.''' As an action, You can push metalic objects that are lighter than you, in combination, up to a distance of 60ft. If you try to push any metal heavier than you, you are instead repelled. If you are been repelled upwards, you can reach up to 60ft of height. You can achive this effect burning one vial of steel powder.<br />
<br />
'''Iron.''' As an action, You can pull metalic objects that are lighter than you, in combination, up to a distance of 120ft. If you try to push any metal heavier than you, you are instead attract towards it. You can achive this effect burning one vial of iron powder.<br />
<br />
'''Pewter.''' As a bonus action, your muscles get reinforced. You add a +1 to your AC and you are now able to use your action to push things with ease up to 10ft, which weight ins't three times greater than yours. A vial of pewter powder lasts for 1 minute.<br />
<br />
'''Tin.''' Your senses are enhanced. You receive +30ft of darkvision, +30ft of echolocation and receive more stimuli from the other senses. Your eyes get so sensitive that if you look directly towards bright light you get temporarily blinded. A vial of tin powder lasts for 12 minute.<br />
<br />
You can enhance the effects of the metals if you burn double the amount of it in the same amount of time. This rule only applies once.<br />
<br />
<br />
====Mental and Temporal Metals====<br />
At 6th level you learn the effects of 6 other metals. The effets of these metals when you burn them are the following:<br />
<br />
'''Zinc.''' As an action, you get to know what a creature in a 30ft radius is feeling at the moment and are able to enflame a emotion of the target. You can achive this effect burning one vial of zinc powder.<br />
<br />
'''Brass.''' As an action, you are able to damp a emotion of every creature in a 30ft radius that they are feeling at the moment. You can achive this effect burning one vial of brass powder.<br />
<br />
'''Copper.''' You can prevent magic detection in an area of 15ft centered around you. A vial of coppper powder lasts for 5 minute.<br />
<br />
'''Bronze.''' As an action, You sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to sense the direction in which the source comes from and 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. This can penetrate most barriers, expcept of a copper bubble of greater intensity and a thin layer of aluminum. A vial of bronze powder lasts for 10 minute.<br />
<br />
'''Cadmium.''' As an action, you can slow down time in an area of 5ft centered around you. Any creature that starts its turn inside that area gets its speed halved and they receive a -2 to AC for one round. Any ranged attack that enters the area has disadvantage on the attack roll. A vial of cadmium powder lasts for 30 seconds.<br />
<br />
'''Bendalloy.''' As an action, you can speeds up time in an area of 5ft centered around you. Any creature that starts its turn inside that area gets its speed doubled, gains a +2 bonus to AC, has advantage on Dexterity saving throws, and gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. A vial of bendalloy powder lasts for 6 seconds.<br />
<br />
You can enhance the effects of the metals if you burn double the amount of it in the same amount of time. This rule only applies once.<br />
<br />
<br />
====Enhancement Metals====<br />
At 14th level you learn the effects of 6 other metals. The effets of these metals are the following:<br />
<br />
'''Gold.''' You can see who you were in the past. You can achive this effect burning one vial of gold powder.<br />
<br />
'''Electrum.''' As a bonus action, as you burn the electrum, you get to see a probable future that is about to happen. Thus, you can prepare your very next action. You add 1d12 to the roll you make in this turn's action.<br />
<br />
'''Aluminum.''' As an action, you get to eliminate every metal that you have ingested including the aluminum itself. You can achive this effect burning one vial of aluminum powder.<br />
<br />
'''Duralumin.''' You get to enhance the effects of another metal that you ingest along with it. All metal that you have ingested before burning the duralumin is burned instantly, but their effects are quadrupled. You can achive this effect burning one vial of duralumin powder.<br />
<br />
'''Nicrosil.''' You get to enhance the effects of the metals that other creature has ingested. All metal that the create have ingested before you burn the nicrosil is burned instantly, but their effects are quadrupled. You can achive this effect burning one vial of nicrosil powder.<br />
<br />
'''Chromium.''' As a reaction, you attempt to interrupt a creature in the process of using magic. If the creature is casting a spell of 4th level or lower, its spell fails and has no effect. If it is casting a spell of 5th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. You can achive this effect burning one vial of chromium powder.<br />
<br />
You can enhance the effects of the metals if you burn double the amount of it in the same amount of time. This rule only applies once.<br />
<br />
<br />
====Allomantic Savant====<br />
At 18th level you've used metals for a long time, thus, you could say you are proficient with some metals you've used. You can choose two metals that you know how to use and double their effect from now on.<br />
<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Sorcerer]]</div>Characterhttps://www.dandwiki.com/w/index.php?title=Allomancer_(5e_Subclass)&diff=1623235Allomancer (5e Subclass)2022-08-14T16:03:21Z<p>Character: </p>
<hr />
<div>{{WIP}}<br />
{{stub|Incomplete. See the [[5e Class Design Guide#Subclasses]] if you need help.}}<br />
===Allomancer===<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|<!-- image link -->|<!-- name of the art, artists and a link to their page -->}}</div><br />
''Sorcerer Subclass''<br />
<br />
<!--Lead paragraph--><br />
<br />
Choose your origin<br />
<br />
====Physical Metals====<br />
When you pick this origin at 1st level you know 4 metals you can ingest as powder in order to gain certain advantages. Depending of the metal you burn, you get one of the following benefits:<br />
<br />
'''Steel.''' As an action, You can push metalic objects that are lighter than you, in combination, up to a distance of 60ft. If you try to push any metal heavier than you, you are instead repelled. If you are been repelled upwards, you can reach up to 60ft of height. You can achive this effect burning one vial of steel powder.<br />
<br />
'''Iron.''' As an action, You can pull metalic objects that are lighter than you, in combination, up to a distance of 120ft. If you try to push any metal heavier than you, you are instead attract towards it. You can achive this effect burning one vial of iron powder.<br />
<br />
'''Pewter.''' As a bonus action, your muscles get reinforced. You add a +1 to your AC and you are now able to use your action to push things with ease up to 10ft, which weight ins't three times greater than yours. A vial of pewter powder lasts for 1 minute.<br />
<br />
'''Tin.''' Your senses are enhanced. You receive +30ft of darkvision, +30ft of echolocation and receive more stimuli from the other senses. Your eyes get so sensitive that if you look directly towards bright light you get temporarily blinded. A vial of tin powder lasts for 12 minute.<br />
<br />
You can enhance the effects of the metals if you burn more of it in the same amount of time.<br />
<br />
<br />
====Mental and Temporal Metals====<br />
At 6th level you learn the effects of 6 other metals. The effets of these metals when you burn them are the following:<br />
<br />
'''Zinc.''' As an action, you get to know what every creature in a 30ft radius is feeling at the moment and are able to enflame a emotion of a target. You can achive this effect burning one vial of zinc powder.<br />
<br />
'''Brass.''' As an action, you get to know what every creature in a 30ft radius is feeling at the moment and are able to damp a emotion of a target. You can achive this effect burning one vial of brass powder.<br />
<br />
'''Copper.''' You can prevent magic detection in an area of 15ft centered around you. A vial of coppper powder lasts for 5 minute.<br />
<br />
'''Bronze.''' As an action, You sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to sense the direction in which the source comes from and 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. This can penetrate most barriers, expcept of a copper bubble of greater intensity and a thin layer of aluminum. A vial of bronze powder lasts for 10 minute.<br />
<br />
'''Cadmium.''' As an action, you can slow down time in an area of 5ft centered around you. Any creature that starts its turn inside that area gets its speed halved and they receive a -2 to AC for one round. Any ranged attack that enters the area has disadvantage on the attack roll. A vial of cadmium powder lasts for 30 seconds.<br />
<br />
'''Bendalloy.''' As an action, you can speeds up time in an area of 5ft centered around you. Any creature that starts its turn inside that area gets its speed doubled, gains a +2 bonus to AC, has advantage on Dexterity saving throws, and gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. A vial of bendalloy powder lasts for 6 seconds.<br />
<br />
You can enhance the effects of the metals if you burn more of it in the same amount of time.<br />
<br />
<br />
====Enhancement Metals====<br />
At 14th level you learn the effects of 6 other metals. The effets of these metals are the following:<br />
<br />
'''Gold.''' You can see who you were in the past. You can achive this effect burning one vial of gold powder.<br />
<br />
'''Electrum.'''<br />
<br />
'''Aluminum.'''<br />
<br />
'''Duralumin.'''<br />
<br />
'''Nicrosil.'''<br />
<br />
'''Chromium.'''<br />
<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Sorcerer]]</div>Characterhttps://www.dandwiki.com/w/index.php?title=Allomancer_(5e_Subclass)&diff=1622984Allomancer (5e Subclass)2022-08-13T23:18:35Z<p>Character: Created page with "{{stub|Incomplete. See the 5e Class Design Guide#Subclasses if you need help.}} ===Allomancer=== <div class="externalimage-holder" style="width:30%;float:right">{{5e Image..."</p>
<hr />
<div>{{stub|Incomplete. See the [[5e Class Design Guide#Subclasses]] if you need help.}}<br />
===Allomancer===<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|<!-- image link -->|<!-- name of the art, artists and a link to their page -->}}</div><br />
''Sorcerer Subclass''<br />
<br />
<!--Lead paragraph--><br />
<br />
Choose your origin<br />
<br />
====Physical Metals====<br />
When you pick this origin at 1st level you know 4 metals you can ingest as powder in order to gain certain advantages. Depending of the metal you burn, you get one of the following benefits:<br />
<br />
'''Steel.''' As an action, You can push metalic objects that are lighter than you, in combination, up to a distance of 60ft. If you try to push any metal heavier than you, you are instead repelled. If you are been repelled upwards, you can reach up to 60ft of height. You can achive this effect burning one vial of steel powder.<br />
<br />
'''Iron.''' As an action, You can pull metalic objects that are lighter than you, in combination, up to a distance of 120ft. If you try to push any metal heavier than you, you are instead attract towards it. You can achive this effect burning one vial of iron powder.<br />
<br />
'''Pewter.''' As a bonus action, Your muscles get reinforced. You add a +1 to your AC and you are now able to use your action to push things with ease up to 10ft, which weight ins't three times greater than yours. A vial of pewter powder lasts for 1 minute.<br />
<br />
'''Tin.''' Your senses are enhanced. You receive +30ft of darkvision, +30ft of echolocation and receive more stimuli from the other senses. Your eyes get so sensitive that if you look directly towards bright light you get temporarily blinded. A vial of tin powder lasts for 12 minute.<br />
<br />
You can enhance the effects of the metals if you burn more of it in the same amount of time.<br />
<br />
<br />
====Mental and Temporal Metals====<br />
At 6th level you learn the effects of 6 other metals. The effets of these metals are the following:<br />
<br />
'''Zinc.''' As an action, you get to know what every creature in a 30ft radius is feeling at the moment and are able to enflame a emotion of a target. You can achive this effect burning one vial of zinc powder.<br />
<br />
'''Brass.''' As an action, you get to know what every creature in a 30ft radius is feeling at the moment and are able to damp a emotion of a target. You can achive this effect burning one vial of brass powder.<br />
<br />
'''Copper.''' You can prevent magic detection in an area of 15ft centered around you. A vial of coppper powder lasts for 5 minute.<br />
<br />
'''Bronze.''' As an action, You sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to sense the direction in which the source comes from and 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. This can penetrate most barriers, expcept of a copper bubble of greater intensity and a thin layer of aluminum. A vial of bronze powder lasts for 10 minute.<br />
<br />
'''Cadmium.''' As an action, you can slow down time in an area of 5ft centered around you. Any creature that starts its turn inside that area gets its speed halved and they receive a -2 to AC for one round. Any ranged attack that enters the area has disadvantage on the attack roll. A vial of cadmium powder lasts for 30 seconds.<br />
<br />
'''Bendalloy.''' As an action, you can speeds up time in an area of 5ft centered around you. Any creature that starts its turn inside that area gets its speed doubled, gains a +2 bonus to AC, has advantage on Dexterity saving throws, and gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. A vial of bendalloy powder lasts for 12 seconds.<br />
<br />
You can enhance the effects of the metals if you burn more of it in the same amount of time.<br />
<br />
<br />
====Enhancement Metals====<br />
At 14th level you learn the effects of 6 other metals. The effets of these metals are the following:<br />
<br />
'''Gold.''' You can see who you were in the past. You can achive this effect burning one vial of gold powder.<br />
<br />
'''Electrum.'''<br />
<br />
'''Aluminum.'''<br />
<br />
'''Duralumin.'''<br />
<br />
'''Nicrosil.'''<br />
<br />
'''Chromium.'''<br />
<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:<!--Class Name, e.g. Sorcerer-->]]<!--What class has this subclass?--></div>Characterhttps://www.dandwiki.com/w/index.php?title=Emosoba_(5e_Race)&diff=1622880Emosoba (5e Race)2022-08-13T13:47:03Z<p>Character: Work in progress</p>
<hr />
<div>{{WIP}}<br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Emosoba==<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
<br />
===Physical Description===<br />
There is no specific form for these beings, but one thing is for sure, they can't change the form they took when they traveled to the mortal realm. There are recodings of them having a humanoid form, the form of a beast, a plant-like form, being formless and even having the form of rocks and boulders.<br />
<br />
One thing in common between all of them is that the color of their skin/fur/plumage/mass can change depending of their feelings/the feeling of the sorrounding creatures.<br />
<br />
<br />
===History===<br />
This creatures aren't born, they are a fraction of the dream realm. In order to be brought to the mortal realm there are some specific conditions that must be met. This creatures appear in places in which a big concentration of the same emotion is met and then disappear very quickly, leaving nothing in the process. This happens so that the great fluctuation of emotions can't damage the integrity of both the dream and the mortal realms. Erradication of sects while gatherings are breeding ground for emosobas appearances.<br />
<br />
Even from primordial recordings, in the mortal realm, they have always been treated as gods and deitys, but there are also recordings of them being treated as abominations and unnatural.<br />
<br />
They can recall being not alive, being an extension of a realm, being brought to the mortal realm.<br />
<br />
<br />
===Emosoba Traits===<br />
{{5e Racial Traits<br />
|summary= A personification of emotions<br />
|abilities= Your {{5a|wis}} score increases by 2 and your {{5a|dex}} score increases by 1.<br />
|age= Emosobas don't age, or at least they have such a long lifespan that it hasn't been perceived.<br />
|alignment= Emosobas don't tend towards any alignment, but there aren't recordings of evil emosobas<br />
|size= Emosobas vary widely in both shape and size. Your size is Medium<br />
|speed=Your base walking speed is 30 feet. Any other type of speed that your form can provide must be discussed with the DM.<br />
|trait1= Dual Mind<br />
|description1=You have advantage on all Wisdom saving throws.<br />
|trait2= Dream Stranded<br />
|description2= You don't need to sleep, and magic can't put you to sleep, but you are unable to connect to the plane of dreams as other creatures do.<br />
|trait3= Emotion Adept<br />
|description3= As a bonus action you can attune your senses to pick up the emotions of others. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target is immune to being charmed, you sense that it is calm.<br />
|trait4= Dose Of Emotions<br />
|description4= Whenever you are near a creature, you get transferred their emotions. If there is more than one creature, you will receive the most abundant or nearest emotion. If desired, this feature can be aplied with the emosoba's emotions instead. Depending on the emotion transferred you get one of the following benefits:<br />
<br />
'''Hapiness/Joy.''' You turn yellow. You can apply you proficiency bonus on any charisma based roll. If you are already proficient with a certain charisma based roll, you can apply the proficiency bonus twice. If you have expertise with a charisma based skill, you can not apply it thrice.<br />
<br />
'''Sadness.''' You turn blue. Your speed gets reduce by 10 feet, but you can cast wall of water without the need of materials.<br />
<br />
'''Love.''' You turn pink. <br />
<br />
'''Anger.''' You turn red. Before you make a melee attack with a weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.<br />
<br />
'''Fear.''' You turn purple. <br />
<br />
'''Calm.''' You turn white. You get a +2 to attack rolls.<br />
<br />
'''Apathy.''' You turn grey. <br />
<br />
'''Nostalgia.''' You turn sepia. <br />
<br />
'''Disgust.''' You turn green. <br />
<br />
'''Anxiety.''' You turn grey. <br />
<br />
'''Determined.''' You turn orange. Your crit range is reduced by 1.<br />
<br />
|languages= You can speak, read, and write Common, Quori and one other language of your choice.<br />
}}<br />
<br />
===Subraces===<br />
====Small Emosoba====<br />
<br />
<br />
====Large Emosoba====<br />
<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=<!--race name--><br />
|feet=<!--base height feet--><br />
|inches=<!--base height inches--><br />
|heightmod=<!--height modifier--><br />
|weight=<!--base weight--><br />
|weightmod=<!--weight modifier; in practice, this is multiplied by the height modifier--><br />
}}<br />
<br />
'''Note.''' The word Emosoba comes from "emotion" and "osoba"(person in checo)<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]]<br />
[[Category:Humanoid Type]]<br />
<!--[[Category:RaceSubtype Tag]]--></div>Characterhttps://www.dandwiki.com/w/index.php?title=Emosoba_(5e_Race)&diff=1622682Emosoba (5e Race)2022-08-12T20:59:35Z<p>Character: Work in progress</p>
<hr />
<div><br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Emosoba==<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
<br />
===Physical Description===<br />
There is no specific form for these beings, but one thing is for sure, they can't change the form they took when they traveled to the mortal realm. There are recodings of them having a humanoid form, the form of a beast, a plant-like form, being formless and even having the form of rocks and boulders.<br />
<br />
One thing in common between all of them is that the color of their skin/fur/plumage/mass can change depending of their feelings/the feeling of the sorrounding creatures.<br />
<br />
<br />
===History===<br />
This creatures aren't born, they are a fraction of the dream realm. In order to be brought to the mortal realm there are some specific conditions that must be met. This creatures appear in places in which a big concentration of the same emotion is met and then disappear very quickly, leaving nothing in the process. This happens so that the great fluctuation of emotions can't damage the integrity of both the dream and the mortal realms. Erradication of sects while gatherings are breeding ground for emosobas appearances.<br />
<br />
Even from primordial recordings, in the mortal realm, they have always been treated as gods and deitys, but there are also recordings of them being treated as abominations and unnatural.<br />
<br />
They can recall being not alive, being an extension of a realm, being brought to the mortal realm.<br />
<br />
<br />
===<Race Name> Traits===<br />
{{5e Racial Traits<br />
|summary= A personification of emotions<br />
|abilities= Your {{5a|wis}} score increases by 2 and your {{5a|dex}} score increases by 1.<br />
|age= Emosobas don't age, or at least they have such a long lifespan that it hasn't been perceived.<br />
|alignment= Emosobas don't tend towards any alignment, but there aren't recordings of evil emosobas<br />
|size= Emosobas vary widely in both shape and size. Your size can be Large, Medium or Small.<br />
|speed=Your base walking speed is 30 feet. Any other type of speed that your form can provide must be discussed with the DM.<br />
|trait1= Dual Mind<br />
|description1=You have advantage on all Wisdom saving throws.<br />
|trait2= Dream Stranded<br />
|description2= You don't need to sleep, and magic can't put you to sleep, but you are unable to connect to the plane of dreams as other creatures do.<br />
|trait3= Emotion Adept<br />
|description3= As a bonus action you can attune your senses to pick up the emotions of others. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target is immune to being charmed, you sense that it is calm.<br />
|trait4= Dose Of Emotions<br />
|description4= Whenever you are near a creature, you get transferred their emotions. Depending on the emotion transferred you get one of the following benefits:<br />
<br />
'''Hapiness/Joy.'''<br />
<br />
'''Sadness.'''<br />
<br />
'''Love.'''<br />
<br />
'''Anger.'''<br />
<br />
'''Pain.'''<br />
<br />
'''Fear.'''<br />
<br />
'''Calm.'''<br />
<br />
'''Apathy.'''<br />
<br />
'''Nostalgia.'''<br />
<br />
'''Disgust.'''<br />
<br />
'''Nervous.'''<br />
<br />
'''Determined.'''<br />
<br />
<br />
|languages= You can speak, read, and write Common, Quori and one other language of your choice.<br />
|subrace=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=<!--race name--><br />
|feet=<!--base height feet--><br />
|inches=<!--base height inches--><br />
|heightmod=<!--height modifier--><br />
|weight=<!--base weight--><br />
|weightmod=<!--weight modifier; in practice, this is multiplied by the height modifier--><br />
}}<br />
<br />
<!-- 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]]<br />
<!--[[Category:RaceSubtype Tag]]--></div>Characterhttps://www.dandwiki.com/w/index.php?title=User:Character&diff=1622645User:Character2022-08-12T17:10:20Z<p>Character: </p>
<hr />
<div>In my user page I will include all my contributions to the community.<br />
<br />
===Created Pages===<br />
;Melee Weapons<br />
<br />
<br />
;Ranged Weapons<br />
<br />
<br />
;Martial Melee Weapons<br />
<br />
<br />
;Martial Ranged Weapons<br />
-Explosive Trail Gun (Renaissance) https://www.dandwiki.com/wiki/Explosive_Trail_Gun_(5e_Equipment)<br />
<br />
<br />
;Magic Weapons<br />
-Ultra-Greatsword, Variant (Thanks to "Nuke The Earth" to make me realise my mistakes and create a reasonable weapon) https://www.dandwiki.com/wiki/Ultra-Greatsword,_Variant_(5e_Equipment)<br />
<br />
<br />
;Races<br />
-Slime, Variant https://www.dandwiki.com/wiki/Slime,_Variant_(5e_Race)<br />
<br />
-Warden (Unbalanced (Intended)) https://www.dandwiki.com/wiki/Warden_(5e_Race)<br />
<br />
<br />
;Classes<br />
-Luck Knight https://www.dandwiki.com/wiki/Luck_Knight_(5e_Class)<br />
<br />
<br />
;Backgrounds<br />
<br />
<br />
;Spells<br />
-Earth's Crush (1st-level Transmutation Spell for Druids, Rangers, Sorcerers and Wizards) https://www.dandwiki.com/wiki/Earth%27s_Crush_(5e_Spell)<br />
<br />
-Mini Tornado (3rd-level Evocation Spell for Druids and Rangers) https://www.dandwiki.com/wiki/Mini_tornado_(5e_Spell)<br />
<br />
<br />
===Contribution To Pages===<br />
;Melee Weapons<br />
<br />
<br />
;Ranged Weapons<br />
<br />
<br />
;Martial Melee Weapons<br />
<br />
<br />
;Martial Ranged Weapons<br />
<br />
<br />
;Magic Weapons<br />
<br />
<br />
;Races<br />
-Dark Aberration https://www.dandwiki.com/wiki/Dark_Aberration_(5e_Race)<br />
<br />
<br />
;Classes<br />
-Shadow https://www.dandwiki.com/wiki/Shadow_(5e_Class)<br />
<br />
-Duelist (subclass) https://www.dandwiki.com/wiki/Duelist_(5e_Subclass)<br />
<br />
-World Strider https://www.dandwiki.com/wiki/World_Strider_(5e_Class)<br />
<br />
<br />
;Backgrounds<br />
<br />
<br />
;Spells</div>Characterhttps://www.dandwiki.com/w/index.php?title=User:Character&diff=1622644User:Character2022-08-12T17:08:54Z<p>Character: </p>
<hr />
<div>In my user page I will include all my contributions to the community.<br />
<br />
===Created Pages===<br />
;Melee Weapons<br />
<br />
<br />
;Ranged Weapons<br />
<br />
<br />
;Martial Melee Weapons<br />
<br />
<br />
;Martial Ranged Weapons<br />
-Explosive Trail Gun (Renaissance) https://www.dandwiki.com/wiki/Explosive_Trail_Gun_(5e_Equipment)<br />
<br />
<br />
;Magic Weapons<br />
-Ultra-Greatsword, Variant (Thanks to "Nuke The Earth" to make me realise my mistakes and create a reasonable weapon) https://www.dandwiki.com/wiki/Ultra-Greatsword,_Variant_(5e_Equipment)<br />
<br />
<br />
;Races<br />
-Slime, Variant https://www.dandwiki.com/wiki/Slime,_Variant_(5e_Race)<br />
<br />
-Warden (Unbalanced (Intended)) https://www.dandwiki.com/wiki/Warden_(5e_Race)<br />
<br />
<br />
;Classes<br />
-Luck Knight https://www.dandwiki.com/wiki/Luck_Knight_(5e_Class)<br />
<br />
<br />
;Backgrounds<br />
<br />
<br />
;Spells<br />
-Earth's Crush (1st-level Transmutation Spell for Druids, Rangers, Sorcerers and Wizards) https://www.dandwiki.com/wiki/Earth%27s_Crush_(5e_Spell)<br />
<br />
-Mini Tornado https://www.dandwiki.com/wiki/Mini_tornado_(5e_Spell)<br />
<br />
<br />
===Contribution To Pages===<br />
;Melee Weapons<br />
<br />
<br />
;Ranged Weapons<br />
<br />
<br />
;Martial Melee Weapons<br />
<br />
<br />
;Martial Ranged Weapons<br />
<br />
<br />
;Magic Weapons<br />
<br />
<br />
;Races<br />
-Dark Aberration https://www.dandwiki.com/wiki/Dark_Aberration_(5e_Race)<br />
<br />
<br />
;Classes<br />
-Shadow https://www.dandwiki.com/wiki/Shadow_(5e_Class)<br />
<br />
-Duelist (subclass) https://www.dandwiki.com/wiki/Duelist_(5e_Subclass)<br />
<br />
-World Strider https://www.dandwiki.com/wiki/World_Strider_(5e_Class)<br />
<br />
<br />
;Backgrounds<br />
<br />
<br />
;Spells</div>Characterhttps://www.dandwiki.com/w/index.php?title=Explosive_Trail_Gun_(5e_Equipment)&diff=1622640Explosive Trail Gun (5e Equipment)2022-08-12T16:59:42Z<p>Character: </p>
<hr />
<div><br />
{|<br />
|style="width:75%"|<br />
{{5e Weapon<br />
|category=Martial Ranged Weapon<br />
|weapon=Explosive trail gun<br />
|damage=1d6 Piercing and 1d4 Fire<br />
|cost=400 gp<br />
|weight=5 lb.<br />
|properties=Ammunition (Range 25/75), Loading, Special<br />
|description=This would be a normal gun if it wasn't for the fact that its bullets leave a trail of explosions.<br />
This gun has a unique compartment for the powder, it doesn't use the powder inside the casing of a bullet, because the ammunition of this gun is also special. The bullets for this gun must have an oppening at the primer and the primer must be isolated from the powder. The whole casing is the bullet.<br />
<br />
When the trigger is pulled, the hammer hits the powder inside the powder compartment, impulsing the bullet and heating up the primer. While the bullet is being impulsed though the air, it leaks continously the powder inside it through the primer, which gets heated up and releases more explosions. However, because the direction of the bullet midair can't be controled due to the new explosions, its range is reduced.<br />
<br />
The size of the explosions must be determined by the DM, but every creature that gets in the bullet's trail receives a 1d4 of Fire damage. If a creature is hit by the bullet, it receives a 1d6 of Piercing damage and 1d4 of Fire damage.<br />
<br />
If the creature hit by the bullet is a group of creatures, then 1/x of the creatures in the group is affected by the explosions. Being x=1 if the group is small sized or tiny, and greater for every size bigger than small. (example: 1/4 for a huge sized group)<br />
}}<br />
|<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|float:right|<!--link to an image-->|<!--image caption-->}}<br />
</div><br />
|}<br />
[[Category:Renaissance]]</div>Characterhttps://www.dandwiki.com/w/index.php?title=Ultra-Greatsword,_Variant_(5e_Equipment)&diff=1622639Ultra-Greatsword, Variant (5e Equipment)2022-08-12T16:57:29Z<p>Character: </p>
<hr />
<div><br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Ultra-Greatsword<br />
|type=Weapon<br />
|subtype=[[5e SRD:Greatsword|Greatsword]]<br />
|rarity=rare<br />
|description=<br />
Ultra-greatswords are greatswords with the peculiarity of having a rune on its handle. This runes conteins an enlarge/shrink spell (depending on actual size of the sword), which is only aplied to the greatsword. The rune has a recharge time of 5 minutes.<br />
<br />
When the greatsword is affected by the enlarge spell, it becomes a ultra-greatsword, growing to an absurd size and weight that most mortal men could never hope to wield them. These blades are nearly a foot wide, are longer than most humans are tall and are 10 times heavier than its original weight. As a result of their massive proportions, ultra-greatswords have a number of additional properties: <br />
<br />
* Its properties are the following ones: Heavy, Two-Handed, Unwieldy, Special<br />
<br />
* It deals 3d6 Slasingh damage with each swing.<br />
<br />
* Provided that the user didn't move on their turn, you can perform an horizontal swing and hit the tile directly in front of you (not diagonally) and all tiles adyacent to that one, this reduces the user's speed to 0 and sacrifices their reaction.<br />
<br />
* Due to it's absurd size, it can't be used on narrow places or places with a low ceiling. <br />
<br />
* Its weight isn't very common on most weapons, so you lose your proficiency with this weapon unless you have spent some time practicing with it (time determined by the DM).<br />
<br />
* While in this state, the next time you use the rune with the enlarge/shrink spell, it will shrink it.<br />
<br />
(These weapon's properties can't be changed and can't be ignored, this is done to balance the weapon)<br />
<br />
*'''On Medium or smaller sized characters.'''<br />
-Ultra-greatswords are too big to be used by Small or smaller creatures.<br />
<br />
-If medium sized, you have disadvantage on attack rolls made with this weapon unless you have a Strength score of 18 or higher.<br />
<br />
*'''On Large or larger sized characters.'''<br />
-You can hold it with one hand if you have a Strength score of 18 or higher, and the weapon gains the "versatile (3d8)" property.<br />
<br />
-While swinging it horizontally, you sacrifice all of your speed.<br />
<br />
<br />
}}<br />
|<br />
{{5e Image|float:right|<!--link to an image-->|<!--image caption-->}}<br />
|}<br />
----<br />
{{5e Equipment Breadcrumb}} &rarr; [[5e Magical Weapons|Magic Weapons]]</div>Characterhttps://www.dandwiki.com/w/index.php?title=Warden_(5e_Race)&diff=1622635Warden (5e Race)2022-08-12T16:44:36Z<p>Character: </p>
<hr />
<div>{{wording|Spelling errors}}<br />
==Warden==<br />
<br />
===Physical Description===<br />
Wardens are humanoid-looking aside for their thumps, where the hands should go. They are made out of black-colored mass made out of dead matter and some parts of their body are covered with bones. On their head they have two protuberamces coming from the side of their head, that act as their ears and they tend to have slightly-glowing moss on top of their head. On their chest they present a cavity surrounded with bones that expose a heap of souls, whose origin is unknown and don't seem to have any functionality.<br />
<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right| https://www.instagram.com/p/CGs0kVcpgAn/?utm_source=ig_web_copy_link|Made by Karim Maxwell(@IamJustEddie), https://www.instagram.com/p/CGs0kVcpgAn/?hl=es}} <br />
</div><br />
<br />
===History===<br />
Wardens have an unknown history, they were discovered along with some civilization's ruins deep underground. All that is known about wardens are just speculations. They are thought to come from another plane/dimension due to a portal-looking structure at the center of the ruins. Although, it's strongly believed that they didn't build that civilization due to the lack of precision, dexterity and racional thinking observed on them.<br />
<br />
===Attitudes and Beliefs=== <br />
Wardens don't seem to interact between them, but they present aggressiveness against noisy things. It is believed that wardens developed extraordinarily sensitive auditory organs in order to compensate their blindness due to the total lack of sunlight underground. <br />
<br />
===Warden Traits===<br />
{{5e Racial Traits<br />
|summary=A blind, sturdy and strong creature made out of dead matter. <br />
|abilities=Your {{5a|con}} score increases by 3 and your {{5a|str}} score increases by 2, but your {{5a|dex}} score decreases by 2 and your {{5a|int}} decreases by 2. As normal, you can't increase an ability score above 20 using this feature.<br />
|age=Wardens are born totally mature, they don't grow nor age. <br />
|alignment=Wardens tend to be neutral, but it has been found cases where they tilt towards goodness. Nevertheless they act aggressive towards noisy things. <br />
|size= Wardens tend to be 12 feet tall. Your size is Large. <br />
|speed=Your base walking speed is 25 feet. Your swimming speed is 35 feet. <br />
|trait1= Echolocation<br />
|description1= Wardens are blind creatures which developed their hearing in order to survive. You can hear anything that is 60 feets around you and locate anything in that radius.<br />
|trait2= Sturdy<br />
|description2= Wardens are tough by nature, their bodies are reinforced with bones after all. Your AC is equal to 12 + your Constitution modifier (you do not apply your Dexterity modifier) <br />
|trait3= Heavy-punches<br />
|description3= Wardens throw strong punches with their stumps and deal 1d10 + your strength modifier bludgeoning damage. However, they are not fit to hold things due to not having hands or alike, including weapons. <br />
You are considered proficient with your stumps. <br />
|trait4= Sonic boom<br />
|description4= Wardens are capable of emiting a high-pitched sound in a straight line, they usually do this when they feel they are unable to reach the creature they targeted. This high-pitched sound deals 1d4 thunder damage, has 120 feet of effective range, can pierce up to 3 creatures and ignores any kind of cover.<br />
|trait5= Earth's born<br />
|description5= The depths in which wardens live holds a big amount of the earth's heat, thus, the wardens' skin is thicc. You have immunity to fire damage. <br />
|trait6= Undead<br />
|description6= Wardens are considered undead because they are made out of dead matter. Your hit points are treated as if they are temporary hit points, you are unable to be healed by normal means, but can benefit from spells that add temporary hit points permanently (even thought, you are still capped by your maximum hit points).<br />
You are also able to heal via eating corpses of dead beings. Then, you will be healed by a fraction of the creature's maximum hit points (determined by the DM). <br />
|languages= You do not know any language, unless your intelligence score and your DM say otherwise. <br />
|subrace=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Warden<br />
|feet=11<br />
|inches=0<br />
|heightmod=2d10<br />
|weight=200<br />
|weightmod=2d6<br />
}}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Large Size]]<br />
[[Category:Undead Type]]<br />
<!--[[Category:RaceSubtype Tag]]--></div>Characterhttps://www.dandwiki.com/w/index.php?title=Warden_(5e_Race)&diff=1622634Warden (5e Race)2022-08-12T16:40:29Z<p>Character: </p>
<hr />
<div>{{wording|Spelling errors}}<br />
==Warden==<br />
<br />
===Physical Description===<br />
Wardens are humanoid-looking aside for their thumps, where the hands should go. They are made out of black-colored mass made out of dead matter and some parts of their body are covered with bones. On their head they have two protuberamces coming from the side of their head, that act as their ears and they tend to have slightly-glowing moss on top of their head. On their chest they present a cavity surrounded with bones that expose a heap of souls, whose origin is unknown and don't seem to have any functionality.<br />
<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right| https://www.instagram.com/p/CGs0kVcpgAn/?utm_source=ig_web_copy_link|Made by Karim Maxwell(@IamJustEddie), https://www.instagram.com/p/CGs0kVcpgAn/?hl=es}} <br />
</div><br />
<br />
===History===<br />
Wardens have an unknown history, they were discovered along with some civilization's ruins deep underground. All that is known about wardens are just speculations. They are thought to come from another plane/dimension due to a portal-looking structure at the center of the ruins. Although, it's strongly believed that they didn't build that civilization due to the lack of precision, dexterity and racional thinking observed on them.<br />
<br />
===Attitudes and Beliefs=== <br />
Wardens don't seem to interact between them, but they present aggressiveness against noisy things. It is believed that wardens developed extraordinarily sensitive auditory organs in order to compensate their blindness due to the total lack of sunlight underground. <br />
<br />
===Warden Traits===<br />
{{5e Racial Traits<br />
|summary=A blind, sturdy and strong creature made out of dead matter. <br />
|abilities=Your {{5a|con}} score increases by 3 and your {{5a|str}} score increases by 2, but your {{5a|dex}} score decreases by 2 and your {{5a|int}} decreases by 2. As normal, you can't increase an ability score above 20 using this feature.<br />
|age=Wardens are born totally mature, they don't grow nor age. <br />
|alignment=Wardens tend to be neutral, but it has been found cases where they tilt towards goodness. Nevertheless they act aggressive towards noisy things. <br />
|size= Wardens tend to be 12 feet tall. Your size is Large. <br />
|speed=Your base walking speed is 25 feet. Your swimming speed is 35 feet. <br />
|trait1= Echolocation<br />
|description1= Wardens are blind creatures which developed their hearing in order to survive. You can hear anything that is 60 feets around you and locate anything in that radius.<br />
|trait2= Sturdy<br />
|description2= Wardens are tough by nature, their bodies are reinforced with bones after all. Your AC is equal to 12 + your Constitution modifier (you do not apply your Dexterity modifier) <br />
|trait3= Heavy-punches<br />
|description3= Wardens throw strong punches with their stumps and deal 1d10 + your strength modifier bludgeoning damage. However, they are not fit to hold things due to not having hands or alike, including weapons. <br />
You are considered proficient with your stumps. <br />
|trait4= Sonic boom<br />
|description4= Wardens are capable of emiting a high-pitched sound in a straight line, they usually do this when they feel they are unable to reach the creature they targeted. This high-pitched sound deals 1d4 + 1 thunder damage and ignores any kind of cover.<br />
|trait5= Earth's born<br />
|description5= The depths in which wardens live holds a big amount of the earth's heat, thus, the wardens' skin is thicc. You have immunity to fire damage. <br />
|trait6= Undead<br />
|description6= Wardens are considered undead because they are made out of dead matter. Your hit points are treated as if they are temporary hit points, you are unable to be healed by normal means, but can benefit from spells that add temporary hit points permanently (even thought, you are still capped by your maximum hit points).<br />
You are also able to heal via eating corpses of dead beings. Then, you will be healed by a fraction of the creature's maximum hit points (determined by the DM). <br />
|languages= You do not know any language, unless your intelligence score and your DM say otherwise. <br />
|subrace=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Warden<br />
|feet=11<br />
|inches=0<br />
|heightmod=2d10<br />
|weight=200<br />
|weightmod=2d6<br />
}}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Large Size]]<br />
[[Category:Undead Type]]<br />
<!--[[Category:RaceSubtype Tag]]--></div>Characterhttps://www.dandwiki.com/w/index.php?title=Warden_(5e_Race)&diff=1622633Warden (5e Race)2022-08-12T16:36:52Z<p>Character: </p>
<hr />
<div>{{wording|Spelling errors}}<br />
==Warden==<br />
<br />
===Physical Description===<br />
Wardens are humanoid-looking aside for their thumps, where the hands should go. They are made out of black-colored mass made out of dead matter and some parts of their body are covered with bones. On their head they have two protuberamces coming from the side of their head, that act as their ears and they tend to have slightly-glowing moss on top of their head. On their chest they present a cavity surrounded with bones that expose a heap of souls, whose origin is unknown and don't seem to have any functionality.<br />
<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right| https://www.instagram.com/p/CGs0kVcpgAn/?utm_source=ig_web_copy_link|Made by Karim Maxwell(@IamJustEddie), https://www.instagram.com/p/CGs0kVcpgAn/?hl=es}} <br />
</div><br />
<br />
===History===<br />
Wardens have an unknown history, they were discovered along with some civilization's ruins deep underground. All that is known about wardens are just speculations. They are thought to come from another plane/dimension due to a portal-looking structure at the center of the ruins. Although, it's strongly believed that they didn't build that civilization due to the lack of precision, dexterity and racional thinking observed on them.<br />
<br />
===Attitudes and Beliefs=== <br />
Wardens don't seem to interact between them, but they present aggressiveness against noisy things. It is believed that wardens developed extraordinarily sensitive auditory organs in order to compensate their blindness due to the total lack of sunlight underground. <br />
<br />
===Warden Traits===<br />
{{5e Racial Traits<br />
|summary=A blind, sturdy and strong creature made out of dead matter. <br />
|abilities=Your {{5a|con}} score increases by 4 and your {{5a|str}} score increases by 3, but your {{5a|dex}} score decreases by 2 and your {{5a|int}} decreases by 2. As normal, you can't increase an ability score above 20 using this feature.<br />
|age=Wardens are born totally mature, they don't grow nor age. <br />
|alignment=Wardens tend to be neutral, but it has been found cases where they tilt towards goodness. Nevertheless they act aggressive towards noisy things. <br />
|size= Wardens tend to be 12 feet tall. Your size is Large. <br />
|speed=Your base walking speed is 25 feet. Your swimming speed is 35 feet. <br />
|trait1= Echolocation<br />
|description1= Wardens are blind creatures which developed their hearing in order to survive. You can hear anything that is 60 feets around you and locate anything in that radius.<br />
|trait2= Sturdy<br />
|description2= Wardens are tough by nature, their bodies are reinforced with bones after all. Your AC is equal to 12 + your Constitution modifier (you do not apply your Dexterity modifier) <br />
|trait3= Heavy-punches<br />
|description3= Wardens throw strong punches with their stumps and deal 1d10 + your strength modifier bludgeoning damage. However, they are not fit to hold things due to not having hands or alike, including weapons. <br />
You are considered proficient with your stumps. <br />
|trait4= Sonic boom<br />
|description4= Wardens are capable of emiting a high-pitched sound in a straight line, they usually do this when they feel they are unable to reach the creature they targeted. This high-pitched sound deals 1d4 + 1 thunder damage and ignores any kind of cover.<br />
|trait5= Earth's born<br />
|description5= The depths in which wardens live holds a big amount of the earth's heat, thus, the wardens' skin is thicc. You have immunity to fire damage. <br />
|trait6= Undead<br />
|description6= Wardens are considered undead because they are made out of dead matter. Your hit points are treated as if they are temporary hit points, you are unable to be healed by normal means, but can benefit from spells that add temporary hit points permanently (even thought, you are still capped by your maximum hit points).<br />
You are also able to heal via eating corpses of dead beings. Then, you will be healed by a fraction of the creature's maximum hit points (determined by the DM). <br />
|languages= You do not know any language, unless your intelligence score and your DM say otherwise. <br />
|subrace=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Warden<br />
|feet=11<br />
|inches=0<br />
|heightmod=2d10<br />
|weight=200<br />
|weightmod=2d6<br />
}}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Large Size]]<br />
[[Category:Undead Type]]<br />
<!--[[Category:RaceSubtype Tag]]--></div>Characterhttps://www.dandwiki.com/w/index.php?title=Warden_(5e_Race)&diff=1622632Warden (5e Race)2022-08-12T16:36:12Z<p>Character: </p>
<hr />
<div>{{wording|Spelling errors}}<br />
{{needsbalance|Ridiculous scores, Large sized, comboed with a 1d12 natural weapon, damage immunity, and essentially 100 feet of blindsight.}}<br />
==Warden==<br />
<br />
===Physical Description===<br />
Wardens are humanoid-looking aside for their thumps, where the hands should go. They are made out of black-colored mass made out of dead matter and some parts of their body are covered with bones. On their head they have two protuberamces coming from the side of their head, that act as their ears and they tend to have slightly-glowing moss on top of their head. On their chest they present a cavity surrounded with bones that expose a heap of souls, whose origin is unknown and don't seem to have any functionality.<br />
<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right| https://www.instagram.com/p/CGs0kVcpgAn/?utm_source=ig_web_copy_link|Made by Karim Maxwell(@IamJustEddie), https://www.instagram.com/p/CGs0kVcpgAn/?hl=es}} <br />
</div><br />
<br />
===History===<br />
Wardens have an unknown history, they were discovered along with some civilization's ruins deep underground. All that is known about wardens are just speculations. They are thought to come from another plane/dimension due to a portal-looking structure at the center of the ruins. Although, it's strongly believed that they didn't build that civilization due to the lack of precision, dexterity and racional thinking observed on them.<br />
<br />
===Attitudes and Beliefs=== <br />
Wardens don't seem to interact between them, but they present aggressiveness against noisy things. It is believed that wardens developed extraordinarily sensitive auditory organs in order to compensate their blindness due to the total lack of sunlight underground. <br />
<br />
===Warden Traits===<br />
{{5e Racial Traits<br />
|summary=A blind, sturdy and strong creature made out of dead matter. <br />
|abilities=Your {{5a|con}} score increases by 4 and your {{5a|str}} score increases by 3, but your {{5a|dex}} score decreases by 2 and your {{5a|int}} decreases by 2. As normal, you can't increase an ability score above 20 using this feature.<br />
|age=Wardens are born totally mature, they don't grow nor age. <br />
|alignment=Wardens tend to be neutral, but it has been found cases where they tilt towards goodness. Nevertheless they act aggressive towards noisy things. <br />
|size= Wardens tend to be 12 feet tall. Your size is Large. <br />
|speed=Your base walking speed is 25 feet. Your swimming speed is 35 feet. <br />
|trait1= Echolocation<br />
|description1= Wardens are blind creatures which developed their hearing in order to survive. You can hear anything that is 60 feets around you and locate anything in that radius.<br />
|trait2= Sturdy<br />
|description2= Wardens are tough by nature, their bodies are reinforced with bones after all. Your AC is equal to 12 + your Constitution modifier (you do not apply your Dexterity modifier) <br />
|trait3= Heavy-punches<br />
|description3= Wardens throw strong punches with their stumps and deal 1d10 + your strength modifier bludgeoning damage. However, they are not fit to hold things due to not having hands or alike, including weapons. <br />
You are considered proficient with your stumps. <br />
|trait4= Sonic boom<br />
|description4= Wardens are capable of emiting a high-pitched sound in a straight line, they usually do this when they feel they are unable to reach the creature they targeted. This high-pitched sound deals 1d4 + 1 thunder damage and ignores any kind of cover.<br />
|trait5= Earth's born<br />
|description5= The depths in which wardens live holds a big amount of the earth's heat, thus, the wardens' skin is thicc. You have immunity to fire damage. <br />
|trait6= Undead<br />
|description6= Wardens are considered undead because they are made out of dead matter. Your hit points are treated as if they are temporary hit points, you are unable to be healed by normal means, but can benefit from spells that add temporary hit points permanently (even thought, you are still capped by your maximum hit points).<br />
You are also able to heal via eating corpses of dead beings. Then, you will be healed by a fraction of the creature's maximum hit points (determined by the DM). <br />
|languages= You do not know any language, unless your intelligence score and your DM say otherwise. <br />
|subrace=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Warden<br />
|feet=11<br />
|inches=0<br />
|heightmod=2d10<br />
|weight=200<br />
|weightmod=2d6<br />
}}<br />
<br />
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----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Large Size]]<br />
[[Category:Undead Type]]<br />
<!--[[Category:RaceSubtype Tag]]--></div>Characterhttps://www.dandwiki.com/w/index.php?title=User:Character&diff=1622618User:Character2022-08-12T15:54:40Z<p>Character: </p>
<hr />
<div>In my user page I will include all my contributions to the community.<br />
<br />
===Created Pages===<br />
;Melee Weapons<br />
<br />
<br />
;Ranged Weapons<br />
<br />
<br />
;Martial Melee Weapons<br />
<br />
<br />
<br />
;Martial Ranged Weapons<br />
-Explosive Trail Gun (Renaissance) <br />
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<br />
;Magic Weapons<br />
-Ultra-Greatsword, Variant (Thanks to "Nuke The Earth" to make me realise my mistakes and create a reasonable weapon)<br />
<br />
<br />
;Races<br />
-Slime, Variant https://www.dandwiki.com/wiki/Slime,_Variant_(5e_Race)<br />
<br />
-Warden (Unbalanced (Intended))<br />
<br />
<br />
;Classes<br />
-Luck Knight<br />
<br />
<br />
;Backgrounds<br />
<br />
<br />
;Spells<br />
-Earth's Crush (1st-level Transmutation Spell for Druids, Rangers, Sorcerers and Wizards)<br />
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<br />
===Contribution To Pages===<br />
;Melee Weapons<br />
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;Ranged Weapons<br />
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<br />
;Martial Melee Weapons<br />
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;Martial Ranged Weapons<br />
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;Magic Weapons<br />
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;Races<br />
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;Classes<br />
-Shadow<br />
<br />
-Duelist (subclass)<br />
<br />
<br />
;Backgrounds<br />
<br />
<br />
;Spells</div>Characterhttps://www.dandwiki.com/w/index.php?title=User:Character&diff=1622616User:Character2022-08-12T15:50:25Z<p>Character: </p>
<hr />
<div>In my user page I will include all my contributions to the community.<br />
<br />
===Created Pages===<br />
;Melee Weapons<br />
<br />
<br />
;Ranged Weapons<br />
<br />
<br />
;Martial Melee Weapons<br />
<br />
<br />
<br />
;Martial Ranged Weapons<br />
-Explosive Trail Gun (Renaissance) <br />
<br />
<br />
;Magic Weapons<br />
-Ultra-Greatsword, Variant (Thanks to "Nuke The Earth" to make me realise my mistakes and create a reasonable weapon)<br />
<br />
<br />
;Races<br />
-Slime, Variant<br />
<br />
-Warden (Unbalanced (Intended))<br />
<br />
<br />
;Classes<br />
-Luck Knight<br />
<br />
<br />
;Backgrounds<br />
<br />
<br />
;Spells<br />
-Earth's Crush (1st-level Transmutation Spell for Druids, Rangers, Sorcerers and Wizards)<br />
<br />
<br />
===Contribution To Pages===<br />
;Melee Weapons<br />
<br />
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;Ranged Weapons<br />
<br />
<br />
;Martial Melee Weapons<br />
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;Martial Ranged Weapons<br />
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;Magic Weapons<br />
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;Races<br />
<br />
<br />
;Classes<br />
-Shadow<br />
<br />
-Duelist (subclass)<br />
<br />
<br />
;Backgrounds<br />
<br />
<br />
;Spells</div>Characterhttps://www.dandwiki.com/w/index.php?title=User:Character&diff=1622615User:Character2022-08-12T15:50:10Z<p>Character: </p>
<hr />
<div>In my user page I will include all my contributions to the community.<br />
<br />
===Created Pages===<br />
;Melee Weapons<br />
<br />
<br />
;Ranged Weapons<br />
<br />
<br />
;Martial Melee Weapons<br />
<br />
<br />
<br />
;Martial Ranged Weapons<br />
-Explosive Trail Gun (Renaissance) <br />
<br />
<br />
;Magic Weapons<br />
-Ultra-Greatsword, Variant (Thanks to "Nuke The Earth" to make me realise my mistakes and create a reasonable weapon)<br />
<br />
<br />
;Races<br />
-Slime, Variant<br />
<br />
-Warden (Unbalanced (Intended))<br />
<br />
<br />
;Classes<br />
-Luck Knight<br />
<br />
;Backgrounds<br />
<br />
<br />
;Spells<br />
-Earth's Crush (1st-level Transmutation Spell for Druids, Rangers, Sorcerers and Wizards)<br />
<br />
<br />
===Contribution To Pages===<br />
;Melee Weapons<br />
<br />
<br />
;Ranged Weapons<br />
<br />
<br />
;Martial Melee Weapons<br />
<br />
<br />
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;Martial Ranged Weapons<br />
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;Magic Weapons<br />
<br />
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;Races<br />
<br />
<br />
;Classes<br />
-Shadow<br />
<br />
-Duelist (subclass)<br />
<br />
<br />
;Backgrounds<br />
<br />
<br />
;Spells</div>Characterhttps://www.dandwiki.com/w/index.php?title=User:Character&diff=1622614User:Character2022-08-12T15:49:55Z<p>Character: </p>
<hr />
<div>In my user page I will include all my contributions to the community.<br />
<br />
===Created Pages===<br />
;Melee Weapons<br />
<br />
<br />
;Ranged Weapons<br />
<br />
<br />
;Martial Melee Weapons<br />
<br />
<br />
<br />
;Martial Ranged Weapons<br />
-Explosive Trail Gun (Renaissance) <br />
<br />
<br />
;Magic Weapons<br />
-Ultra-Greatsword, Variant (Thanks to "Nuke The Earth" to make me realise my mistakes and create a reasonable weapon)<br />
<br />
<br />
;Races<br />
-Slime, Variant<br />
-Warden (Unbalanced (Intended))<br />
<br />
<br />
;Classes<br />
-Luck Knight<br />
<br />
;Backgrounds<br />
<br />
<br />
;Spells<br />
-Earth's Crush (1st-level Transmutation Spell for Druids, Rangers, Sorcerers and Wizards)<br />
<br />
<br />
===Contribution To Pages===<br />
;Melee Weapons<br />
<br />
<br />
;Ranged Weapons<br />
<br />
<br />
;Martial Melee Weapons<br />
<br />
<br />
<br />
;Martial Ranged Weapons<br />
<br />
<br />
;Magic Weapons<br />
<br />
<br />
;Races<br />
<br />
<br />
;Classes<br />
-Shadow<br />
<br />
-Duelist (subclass)<br />
<br />
<br />
;Backgrounds<br />
<br />
<br />
;Spells</div>Characterhttps://www.dandwiki.com/w/index.php?title=Luck_Knight_(5e_Class)&diff=1620671Luck Knight (5e Class)2022-08-05T21:35:51Z<p>Character: </p>
<hr />
<div>== Luck Knight ==<br />
A Luck Knight is a warrior who relies heavily on luck, their own abilities and their allies in combat. They sharpen their confrontation's abilities in another battlefield called "luck based games" in order to squeeze out their unique ability of betting anything, even the strength and abilities of their rivals.<br />
<br />
;Quick Build<br />
You can make a Luck Knight quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Strength/Wisdom. Second, choose the gambler or gambler variant(homebrew) background. <br />
<br />
{{5e Class Features<br />
|name= Luck Knight<br />
|summary= A formidable foe whose main strength relies on betting<br />
|hd= 8<br />
|spellcasting=<br />
|armor= {{5e|Light Armor|Light armor}}<br />
|weapons= {{5e|Weapons|Simple weapons}} and {{5e|Shortsword|shortsword}}<br />
|tools= any gaming set of your choice<br />
|saves= {{5a|Cha}}, {{5a|Wis}}<br />
|skills= Choose four from {{5s|Deception}}, {{5s|History}}, {{5s|Insight}}, {{5s|Perception}}, {{5s|Performance}}, {{5s|Persuasion}}, {{5s|Sleight of hand}} and {{5s|Survival}}<br />
|item1a= a {{5e|Shortsword|shortsword}}<br />
|item1b= any {{5e|Weapons|simple weapon}}<br />
|item2a= a {{5e|Equipment Packs|burglar's pack}}<br />
|item2b= an {{5e|Equipment Packs|explorer's pack}}<br />
|item3a= {{5e|Padded (Armor)|padded armor}} and a {{5e|Dagger|dagger}}<br />
|item3b=<br />
<br />
|classfeatures1={{inpage|Devil's bet}}, {{inpage|Lucky Coin}}, {{inpage|Spellcasting}}<br />
|classfeatures2={{inpage|Borrow}}, {{inpage|Beginner's Luck}}<br />
|classfeatures3={{inpage|Playing field}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Extra attack}}<br />
|classfeatures6={{inpage|Playing field feature}}<br />
|classfeatures7={{inpage|Lucky Man}}<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Extra attack}}<br />
|classfeatures11={{inpage|Playing field feature}}<br />
|classfeatures12={{inpage|All-In}}<br />
|classfeatures13=<br />
|classfeatures14=<br />
|classfeatures15={{inpage|Veteran's Luck}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20=<br />
<br />
|extrasonright=2<br />
|extra1_name=Lucky Coins<br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
}}<br />
<br />
==== Devil's bet ====<br />
Starting at level 1, a Luck Knight has the ability to bet anything they want, including features, spells, stats and even promises. When a Luck Knight gets involved in a bet, a little black devil is summoned in order to keep the bet rewards and cheats at bay. When betting, both persons must agree with the terms and bets at stake. If any people involved in the bet cheats, the little devil will smash one hand of the cheater, breaking it, or in its defect their head with a warhammer, dealing 1d8 bludgeoning damage and 1d8 necrotic damage (This damage scales as the DM seems fit).<br />
<br />
When betting stats you shall only bring to the table 1 score point or ask for 1 score point. When a Luck Knight gets spells throught bets, they can only be casted once per long rest and your spellcasting ability is Charisma. A Luck Knight can only bet one feature, one spell or one stat with a person once, whether they lose or win. If you ever reach 0 hit points and fall unconscious, your original features, spells and stats are restored (so you better keep track of your actual stats).<br />
<br />
<br />
==== Lucky Coin ====<br />
Starting at level 1, a Luck Knight is able to materialized big golden coins in their hands. You get as many lucky coins as stated in the lucky coin column. If the user, as a bonus action, throws a coin and it lands on heads, it grants a buff to one chosen stat and then disappears. The buff can be given to a creature of your choice or to yourself. The buff lasts for 1 minute and you can affect the following stats:<br />
<br />
'''Strength.''' You add your proficiency bonus to your {{5a|Str}} score and you get proficiency with strength saving throws.<br />
<br />
'''Dexterity.''' You add your proficiency bonus to your {{5a|Dex}} score, thus increasing your AC, and you get proficiency with dexterity saving throws.<br />
<br />
'''Constitution.''' You add your proficiency bonus to your {{5a|Con}} score, thus increasing your hitpoints, and you get proficiency with constitution saving throws.<br />
<br />
'''Intelligence.''' You add your proficiency bonus to your {{5a|Int}} score and you get proficiency with intelligence saving throws.<br />
<br />
'''Wisdom.''' You add your proficiency bonus to your {{5a|Wis}} score and you get advantage on wisdom saving throws.<br />
<br />
'''Charisma.''' You add your proficiency bonus to your {{5a|Cha}} score and you get advantage on charisma saving throws.<br />
<br />
'''Speed.''' You add 5 + 5*proficiency bonus feet to your movement speed and add half your proficiency bonus to your AC (rounded up)<br />
<br />
'''Crit. Chance.''' Your crit range decreases by 1.<br />
<br />
You are able to throw more than one coin at a time and their effects stacks, but the duration of the buff is halved. Every coin is counted individually, every coin that lands on heads gives you its individual buff. The temporary ability score improvement allows the abilities scores to go above 20. If you had any buff and then decide to throw another lucky coin, the previous buff is interrupted. You need to finish two consecutive short rests or one long rest to regain all your lucky coins.<br />
<br />
<br />
==== Spellcasting ====<br />
As a Luck Knight you get no cantrips, neither spells as you level up. Instead, you get them through betting. Your spellcasting ability is {{5a|Cha}}. You use your {{5a|Cha}} whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a necromancer spell 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 />
<br />
==== Borrow ====<br />
At level 2, the luck god handed you the magical ability to borrow features, cantrips and spells from your friends as an action. If they are not willing to lend the feature, cantrip or spell that you requested, you get none. You are only capable to keep one borrowed feature, cantrip or spell at a time and no longer than 8 hours. If you are in possesion of a borrowed feature, cantrip or spell and borrow another, the one you had is automatilcally returned to their true owner, the same happens if 8 hours pass since you borrowed something.<br />
<br />
<br />
==== Beginner's Luck ====<br />
At level 2, the luck god started keeping an eye over you, and thus, whenever they see fit they will use a luck point on you. Although, their interactions with the mortal realm are restricted to one every day. (This is 1 luck point from the lucky feat and it keeps the same functionality)<br />
<br />
<br />
==== Playing field ====<br />
At 3rd level, you chose a playing field. Choose between Cheater, Card user and Chaotic Luck, all detailed at the end of the class description. Your choice grants you features at level 3 and again at 6th and 11th level.<br />
<br />
<br />
==== Ability Score Improvement ====<br />
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<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. You get another extra attack at level 10<br />
<br />
<br />
==== Lucky Man ====<br />
At level 7 you get a passive skill that is triggered when you're facing an unavoidable critical attack. In such situation, you are able to unintentionally avoid the attack whilst simultaneously dealing a critical attack to your enemy. You need to finish a long rest before you can use this feature again.<br />
<br />
<br />
==== All-In ====<br />
At level 12, you are able to grab a bunch of lucky coins, hold them in your hand and provide a, probably, devastating blow on a foe. You punch a creature while holding 10 coins, dealing 1d100 bludgeoning damage. The coins are then consumed.<br />
<br />
<br />
==== Veteran's Luck ==== <br />
(replaces Begginer's Luck)<br />
<br />
At level 15, you are used to feeling lucky, thus encouraging you to do more reckless stuff even though you didn't actually get better. Anyhow, you now get 3 luck points instead of 1.<br />
<br />
<br />
=== Playing field ===<br />
<br />
==== Cheater ====<br />
Those who strand from the hand of Lady Luck are those who cheat and create an advantageous outcome for themselves. Whether it may be through gaps in the rules stated or abruptly breaking them, those are the most despicable beings who go against the very own essence of luck based games but at the same time they are the ones who profit more from them.<br />
<br />
;{{#anc:Throw practice}}<br />
When you choose the cheater subclass at level 3, through practice you acquire a reliable way to throw coins so that they fall on heads a 80% of the time. This method requires that some conditions are met, those being:<br />
<br />
-You must not be moving while throwing it.<br />
<br />
-The terrain you are standing on is not difficult terrain.<br />
<br />
-The coin falls on the ground.<br />
<br />
<br />
;{{#anc:Devil persuader}}<br />
At level 6, you decide it would be a great idea to bribe your personal little devil to turn a blind eye whenever you decide to cheat while betting. They may be even willing to help you cheat and give you hints. You will have to continuously treat them to avoid being punished.<br />
<br />
You can not bet this feature.<br />
<br />
<br />
;{{#anc:Unreal Gift}}<br />
At level 11, you and your little devil create a good bond after having spent so much time together, and thus, your little devil decides to hand you a great weapon to aid you, "The Seven Truths".<br />
<br />
The Seven Truths requires 16 strenght to even wield it, and 18 strength to wield it without disadvantage. While wielding it you get a +2 to both attack and damage rolls. It deals 1d8 slashing damage and adds 1d4 on every melee attack that you perform with it.<br />
<br />
You can bet the sword but not the feature.<br />
<br />
<br />
==== Card user ====<br />
Cards are one of the most basic tools for the creation of luck based games, but there are those who see cards fit in another environments such as the battlefield. When they realice this fact, the luck god sees potential in them and hands some special abilities surrounding cards.<br />
<br />
;{{#anc:Cards of many decks}}<br />
When you choose the card user subclass at level 3, the luck god hands you a card deck box the next time you fall asleep. As a bonus action you can touch the card deck box and be automatically handed 3 cards from the deck, this cards contain features and spells that you have already seen either from allies or enemies. This card deck box has capacity for merely 15 cards and already contains 5 cards. The 5 cards effects are the following:<br />
<br />
'''Lesser Teleport.''' Spell. You are able to teleport yourself, and another creature of your choice that is 30 feet from you, to a location you know or are able to see within 150 feet from you.<br />
<br />
'''Lime Healing Bubble.''' Spell. You can blast a lime-colored bubble of water to another creature of your choice that is 60 feet from you, which is then healed for 12 hitpoints.<br />
<br />
'''Holy Light.''' Spell. You can cast a narrow light beam of holy light with deals 2d8 radiant damage with 120 feet of effective range. <br />
<br />
'''Great Barrier.''' Spell. You can cast a 10 feet circular golden barrier made of hexagons which protects you from any harm from outside that stays up for 6 seconds. You end your turn when you cast it.<br />
<br />
'''Moonlight Slash.''' Feature. As part of this action you are able to deliver a powerful attack with your weapon which is followed by a light slash. Your weapon deals and additional 1d6 force damage. The light slash deals an 1d4 radiant damage and travels up to 30 feet.<br />
<br />
As an action, you can use one card in your possession, in order to do so you must be holding it and verbalize the card's name. Spell cards do not require materials. When you use a card, it automatically disappear from your hand and returns to your deck. Whenever you want to add a feature or spell to your deck you must recreate it in your mind for an hour in order to analyse it perfectly. You won't be able to add features or spells to your deck if you didn't understand what they did or how they function. If your card deck box is full and you want to add a new feature or spell, you just replace another one of your choice. You are not able to reduce the amount of cards in the deck. You need to finish a long rest to use this feature again. You need to use all the cards in your possesion in order to be able to receive more.<br />
<br />
<br />
;{{#anc:Expanded deck}}<br />
At level 6, your card deck box gets bigger, now allowing you to carry up to 20 cards. Also you now receive 4 cards when touching the card deck box.<br />
<br />
<br />
;{{#anc:Card proficient}}<br />
At level 11, you are now able to use another card as a bonus action and you are now able to use this feature twice before needing to take a long rest.<br />
<br />
<br />
==== Chaotic Luck ====<br />
Luck is an amazing tool to persuade anyone into taking risks, but there are those who can't get enough of this adrenaline boost. If one of this people ocurres to be a Luck Knight things may start to get out of hand.<br />
<br />
;{{#anc:Gambling addict}}<br />
When you choose the chaotic luck subclass at level 3, you are unable to stop gambling. Everytime you roll for anything (wether it affects damage rolls or not is up to the DM), you must flip a (normal) coin. If this coin lands on tails you get disillusioned and the action automatically fails, otherwise you get encouraged and you add a +5 to the outcome.<br />
If the coin lands on tails on initiative rolls, you automatically get a 1 on the roll. <br />
<br />
<br />
;{{#anc:Coin magic}}<br />
At level 6, whenever you use a luck coin you get access to one of the following mini-spells:<br />
<br />
'''Fire tack.''' When the luck coin lands on your hand, it reveales the outcome for 1 second, then it springs in the direction of a creature of your choosing, starts burning and deals 1d4 fire damage.<br />
<br />
'''Ice tack.''' When the luck coin lands on your hand, it reveales the outcome for 1 second, then it springs in the direction of a creature of your choosing, it transforms into frost, deals 1 cold damage and reduces the creatures movement speed by 10 feet for one round.<br />
<br />
'''Stone punch.''' When the luck coin lands on your hand, it reveales the outcome for 1 second, then it springs in the direction of a creature of your choosing and when it is about to crash into something it multiplies its weight. If the creature is medium-sized or smaller, it is pushed 15 feet in the direction the coin came from. If the creature is pushed into some obstacle, it receives 1d4 bludgeoning damage.<br />
<br />
'''Poison dart.''' You make a ranged spell attack with your coin, while traveling it leaves a trail of poison. If it hits, it deals 1 poison damage and inflicts the poisoned condition for 1 round.<br />
<br />
<br />
;{{#anc:Luck adept}}<br />
At level 11, whenever you reach 0 hit points and fall unconscious, you have a 25% of not having your original features, spells and stats restored and keeping all you gained and lost through betting.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Luck Knight class, you must meet these prerequisites: {{5a|Cha}} 13 and {{5a|Wis}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Luck Knight class, you gain the following proficiencies: Light armor and one skill from the class’s skill list.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=Hardcore Leveling Warrior|owner=Sehoon Kim}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Characterhttps://www.dandwiki.com/w/index.php?title=Luck_Knight_(5e_Class)&diff=1620638Luck Knight (5e Class)2022-08-05T20:06:46Z<p>Character: Work in progress</p>
<hr />
<div>{{WIP}}<br />
== Luck Knight ==<br />
A Luck Knight is a warrior who relies heavily on luck, their own abilities and their allies in combat. They sharpen their confrontation's abilities in another battlefield called "luck based games" in order to squeeze out their unique ability of betting anything, even the strength and abilities of their rivals.<br />
<br />
;Quick Build<br />
You can make a Luck Knight quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Strength/Wisdom. Second, choose the gambler or gambler variant(homebrew) background. <br />
<br />
{{5e Class Features<br />
|name= Luck Knight<br />
|summary= A formidable foe whose main strength relies on betting<br />
|hd= 8<br />
|spellcasting=<br />
|armor= {{5e|Light Armor|Light armor}}<br />
|weapons= {{5e|Weapons|Simple weapons}} and {{5e|Shortsword|shortsword}}<br />
|tools= any gaming set of your choice<br />
|saves= {{5a|Cha}}, {{5a|Wis}}<br />
|skills= Choose four from {{5s|Deception}}, {{5s|History}}, {{5s|Insight}}, {{5s|Perception}}, {{5s|Performance}}, {{5s|Persuasion}}, {{5s|Sleight of hand}} and {{5s|Survival}}<br />
|item1a= a {{5e|Shortsword|shortsword}}<br />
|item1b= any {{5e|Weapons|simple weapon}}<br />
|item2a= a {{5e|Equipment Packs|burglar's pack}}<br />
|item2b= an {{5e|Equipment Packs|explorer's pack}}<br />
|item3a= {{5e|Padded (Armor)|padded armor}} and a {{5e|Dagger|dagger}}<br />
|item3b=<br />
<br />
|classfeatures1={{inpage|Devil's bet}}, {{inpage|Lucky Coin}}, {{inpage|Spellcasting}}<br />
|classfeatures2={{inpage|Borrow}}, {{inpage|Beginner's Luck}}<br />
|classfeatures3={{inpage|Playing field}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Extra attack}}<br />
|classfeatures6={{inpage|Playing field feature}}<br />
|classfeatures7=<br />
|classfeatures8={{inpage|Lucky Man}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Extra attack}}<br />
|classfeatures11={{inpage|Playing field feature}}<br />
|classfeatures12={{inpage|All-In}}<br />
|classfeatures13=<br />
|classfeatures14=<br />
|classfeatures15=<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20=<br />
<br />
|extrasonright=2<br />
|extra1_name=Lucky Coins<br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
}}<br />
<br />
==== Devil's bet ====<br />
Starting at level 1, a Luck Knight has the ability to bet anything they want, including features, spells, stats and even promises. When a Luck Knight gets involved in a bet, a little black devil is summoned in order to keep the bet rewards and cheats at bay. When betting, both persons must agree with the terms and bets at stake. If any people involved in the bet cheats, the little devil will smash one hand of the cheater, breaking it, or in its defect their head with a warhammer, dealing 1d8 bludgeoning damage and 1d8 necrotic damage (This damage scales as the DM seems fit).<br />
<br />
When betting stats you shall only bring to the table 1 score point or ask for 1 score point. When a Luck Knight gets spells throught bets, they can only be casted once per long rest and your spellcasting ability is Charisma. A Luck Knight can only bet one feature, one spell or one stat with a person once, whether they lose or win. If you ever reach 0 hit points and fall unconscious, your original features, spells and stats are restored.<br />
<br />
<br />
==== Lucky Coin ====<br />
Starting at level 1, a Luck Knight is able to materialized big golden coins in their hands. You get as many lucky coins as stated in the lucky coin column. If the user, as a bonus action, throws a coin and it lands on heads, it grants a buff to one chosen stat and then disappears. The buff can be given to a creature of your choice or to yourself. The buff lasts for 1 minute and you can affect the following stats:<br />
<br />
'''Strength.''' You add your proficiency bonus to your {{5a|Str}} score and you get proficiency with strength saving throws.<br />
<br />
'''Dexterity.''' You add your proficiency bonus to your {{5a|Dex}} score, thus increasing your AC, and you get proficiency with dexterity saving throws.<br />
<br />
'''Constitution.''' You add your proficiency bonus to your {{5a|Con}} score, thus increasing your hitpoints, and you get proficiency with constitution saving throws.<br />
<br />
'''Intelligence.''' You add your proficiency bonus to your {{5a|Int}} score and you get proficiency with intelligence saving throws.<br />
<br />
'''Wisdom.''' You add your proficiency bonus to your {{5a|Wis}} score and you get advantage on wisdom saving throws.<br />
<br />
'''Charisma.''' You add your proficiency bonus to your {{5a|Cha}} score and you get advantage on charisma saving throws.<br />
<br />
'''Speed.''' You add 5 + 5*proficiency bonus feet to your movement speed and add half your proficiency bonus to your AC (rounded up)<br />
<br />
'''Crit. Chance.''' Your crit range decreases by 1.<br />
<br />
You are able to throw more than one coin at a time and their effects stacks, but the duration of the buff is halved. Every coin is counted individually, every coin that lands on heads gives you its individual buff. The temporary ability score improvement allows the abilities scores to go above 20. If you had any buff and then decide to throw another lucky coin, the previous buff is interrupted. You need to finish two consecutive short rests or one long rest to regain all your lucky coins.<br />
<br />
<br />
==== Spellcasting ====<br />
As a Luck Knight you get no cantrips, neither spells as you level up. Instead, you get them through betting. Your spellcasting ability is {{5a|Cha}}. You use your {{5a|Cha}} whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a necromancer spell 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 />
<br />
==== Borrow ====<br />
At level 2, the luck god handed you the magical ability to borrow features, cantrips and spells from your friends as an action. If they are not willing to lend the feature, cantrip or spell that you requested, you get none. You are only capable to keep one borrowed feature, cantrip or spell at a time and no longer than 8 hours. If you are in possesion of a borrowed feature, cantrip or spell and borrow another, the one you had is automatilcally returned to their true owner, the same happens if 8 hours pass since you borrowed something.<br />
<br />
<br />
==== Beginner's Luck ====<br />
At level 2, the luck god started keeping an eye over you, and thus, whenever they see fit they will use a luck point on you. Although, their interactions with the mortal realm are restricted to one every day. (This is 1 luck point from the lucky feat and it keeps the same functionality)<br />
<br />
<br />
==== Playing field ====<br />
At 3rd level, you chose a playing field. Choose between Cheater, Card user and Chaotic Luck, all detailed at the end of the class description. Your choice grants you features at level 3 and again at 6th and 11th level.<br />
<br />
<br />
==== Ability Score Improvement ====<br />
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<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. You get another extra attack at level 10<br />
<br />
<br />
==== Lucky Man ====<br />
At level 8 you get a passive skill that is triggered when you're facing an unavoidable critical attack. In such situation, you are able to unintentionally avoid the attack whilst simultaneously dealing a critical attack to your enemy. You need to finish a long rest before you can use this feature again.<br />
<br />
<br />
==== All-In ====<br />
At level 12, you are able to grab a bunch of lucky coins, hold them in your hand and provide a, probably, devastating blow on a foe. You punch a creature while holding 10 coins, dealing 1d100 bludgeoning damage. The coins are then consumed.<br />
<br />
<br />
=== Playing field ===<br />
<br />
==== Cheater ====<br />
Those who strand from the hand of Lady Luck are those who cheat and create an advantageous outcome for themselves. Whether it may be through gaps in the rules stated or abruptly breaking them, those are the most despicable beings who go against the very own essence of luck based games but at the same time they are the ones who profit more from them.<br />
<br />
;{{#anc:Throw practice}}<br />
When you choose the cheater subclass at level 3, through practice you acquire a reliable way to throw coins so that they fall on heads a 80% of the time. This method requires that some conditions are met, those being:<br />
<br />
-You must not be moving while throwing it.<br />
<br />
-The terrain you are standing on is not difficult terrain.<br />
<br />
-The coin falls on the ground.<br />
<br />
;{{#anc:Devil persuader}}<br />
At level 6, you decide it would be a great idea to bribe your personal little devil to turn a blind eye whenever you decide to cheat while betting. They may be even willing to help you cheat and give you hints. You will have to continuously treat them to avoid being punished.<br />
<br />
You can not bet this feature.<br />
<br />
;{{#anc:Unreal Gift}}<br />
At level 11, you and your little devil create a good bond after having spent so much time together, and thus, your little devil decides to hand you a great weapon to aid you, "The Seven Truths".<br />
<br />
The Seven Truths requires 16 strenght to even wield it, and 18 strength to wield it without disadvantage. While wielding it you get a +2 to both attack and damage rolls. It deals 1d8 slashing damage and adds 1d4 on every melee attack that you perform with it.<br />
<br />
You can not bet this feature.<br />
<br />
<br />
==== Card user ====<br />
Cards are one of the most basic tools for the creation of luck based games, but there are those who see cards fit in another environments such as the battlefield. When they realice this fact, the luck god sees potential in them and hands some special abilities surrounding cards.<br />
<br />
;{{#anc:Cards of many decks}}<br />
When you choose the card user subclass at level 3, the luck god hands you a card deck box the next time you fall asleep. As a bonus action you can touch the card deck box and be automatically handed 3 cards from the deck, this cards contain features and spells that you have already seen either from allies or enemies. This card deck box has capacity for merely 15 cards and already contains 5 cards. The 5 cards effects are the following:<br />
<br />
'''Lesser Teleport.''' Spell. You are able to teleport yourself, and another creature of your choice that is 30 feet from you, to a location you know or are able to see within 150 feet from you.<br />
<br />
'''Lime Healing Bubble.''' Spell. You can blast a lime-colored bubble of water to another creature of your choice that is 60 feet from you, which is then healed for 12 hitpoints.<br />
<br />
'''Holy Light.''' Spell. You can cast a narrow light beam of holy light with deals 2d8 radiant damage with 120 feet of effective range. <br />
<br />
'''Great Barrier.''' Spell. You can cast a 10 feet circular golden barrier made of hexagons which protects you from any harm from outside that stays up for 6 seconds. You end your turn when you cast it.<br />
<br />
'''Moonlight Slash.''' Feature. As part of this action you are able to deliver a powerful attack with your weapon which is followed by a light slash. Your weapon deals and additional 1d6 force damage. The light slash deals an 1d4 radiant damage and travels up to 30 feet.<br />
<br />
As an action, you can use one card in your possession, in order to do so you must be holding it and verbalize the card's name. Spell cards do not require materials. When you use a card, it automatically disappear from your hand and returns to your deck. Whenever you want to add a feature or spell to your deck you must recreate it in your mind for an hour in order to analyse it perfectly. You won't be able to add features or spells to your deck if you didn't understand what they did or how they function. If your card deck box is full and you want to add a new feature or spell, you just replace another one of your choice. You are not able to reduce the amount of cards in the deck. You need to finish a long rest to use this feature again. You need to use all the cards in your possesion in order to be able to receive more.<br />
<br />
;{{#anc:Expanded deck}}<br />
At level 6, your card deck box gets bigger, now allowing you to carry up to 20 cards. Also you now receive 4 cards when touching the card deck box.<br />
<br />
;{{#anc:Card proficient}}<br />
At level 11, you are now able to use another card as a bonus action and you are now able to use this feature twice before needing to take a long rest.<br />
<br />
<br />
==== Chaotic Luck ====<br />
Luck is an amazing tool to persuade anyone into taking risk, but there are those who can't get enough of this adrenaline boost. If one of this people ocurres to be a Luck Knight things may start to get out of hand.<br />
<br />
;{{#anc:Luck lunatic}}<br />
When you choose the chaotic luck subclass at level 3, you are unable to stop gambling. Everytime you roll for anything, you must flip a (normal) coin. If this coin falls on tails, the roll automatically fails, otherwise the outcome of the dice is doubled.<br />
<br />
;{{#anc:Luck magic}}<br />
At level 6,<br />
<br />
;{{#anc:Luck proficient}}<br />
At level 11,<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Luck Knight class, you must meet these prerequisites: {{5a|Cha}} 13 and {{5a|Wis}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Luck Knight class, you gain the following proficiencies: Light armor and one skill from the class’s skill list.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=Hardcore Leveling Warrior|owner=Sehoon Kim}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Characterhttps://www.dandwiki.com/w/index.php?title=Luck_Knight_(5e_Class)&diff=1620623Luck Knight (5e Class)2022-08-05T19:41:04Z<p>Character: Work in progress</p>
<hr />
<div>{{WIP}}<br />
== Luck Knight ==<br />
A Luck Knight is a warrior who relies heavily on luck, their own abilities and their allies in combat. They sharpen their confrontation's abilities in another battlefield called "luck based games" in order to squeeze out their unique ability of betting anything, even the strength and abilities of their rivals.<br />
<br />
;Quick Build<br />
You can make a Luck Knight quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Strength/Wisdom. Second, choose the gambler or gambler variant(homebrew) background. <br />
<br />
{{5e Class Features<br />
|name= Luck Knight<br />
|summary= A formidable foe whose main strength relies on betting<br />
|hd= 8<br />
|spellcasting=<br />
|armor= {{5e|Light Armor|Light armor}}<br />
|weapons= {{5e|Weapons|Simple weapons}} and {{5e|Shortsword|shortsword}}<br />
|tools= any gaming set of your choice<br />
|saves= {{5a|Cha}}, {{5a|Wis}}<br />
|skills= Choose four from {{5s|Deception}}, {{5s|History}}, {{5s|Insight}}, {{5s|Perception}}, {{5s|Performance}}, {{5s|Persuasion}}, {{5s|Sleight of hand}} and {{5s|Survival}}<br />
|item1a= a {{5e|Shortsword|shortsword}}<br />
|item1b= any {{5e|Weapons|simple weapon}}<br />
|item2a= a {{5e|Equipment Packs|burglar's pack}}<br />
|item2b= an {{5e|Equipment Packs|explorer's pack}}<br />
|item3a= {{5e|Padded (Armor)|padded armor}} and a {{5e|Dagger|dagger}}<br />
|item3b=<br />
<br />
|classfeatures1={{inpage|Devil's bet}}, {{inpage|Lucky Coin}}, {{inpage|Spellcasting}}<br />
|classfeatures2={{inpage|Borrow}}, {{inpage|Beginner's Luck}}<br />
|classfeatures3={{inpage|Playing field}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Extra attack}}<br />
|classfeatures6={{inpage|Playing field feature}}<br />
|classfeatures7=<br />
|classfeatures8={{inpage|Lucky Man}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|All-In}}<br />
|classfeatures11={{inpage|Playing field feature}}<br />
|classfeatures12={{inpage|Extra attack}}<br />
|classfeatures13=<br />
|classfeatures14=<br />
|classfeatures15=<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20=<br />
<br />
|extrasonright=2<br />
|extra1_name=Lucky Coins<br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
}}<br />
<br />
==== Devil's bet ====<br />
Starting at level 1, a Luck Knight has the ability to bet anything they want, including features, spells, stats and even promises. When a Luck Knight gets involved in a bet, a little black devil is summoned in order to keep the bet rewards and cheats at bay. When betting, both persons must agree with the terms and bets at stake. If any people involved in the bet cheats, the little devil will smash one hand of the cheater, breaking it, or in its defect their head with a warhammer, dealing 1d8 bludgeoning damage and 1d8 necrotic damage (This damage scales as the DM seems fit).<br />
<br />
When betting stats you shall only bring to the table 1 score point or ask for 1 score point. When a Luck Knight gets spells throught bets, they can only be casted once per long rest and your spellcasting ability is Charisma. A Luck Knight can only bet one feature, one spell or one stat with a person once, whether they lose or win. If you ever reach 0 hit points and fall unconscious, your original features, spells and stats are restored.<br />
<br />
<br />
==== Lucky Coin ====<br />
Starting at level 1, a Luck Knight is able to materialized big golden coins in their hands. You get as many lucky coins as stated in the lucky coin column. If the user, as a bonus action, throws a coin and it lands on heads, it grants a buff to one chosen stat and then disappears. The buff can be given to a creature of your choice or to yourself. The buff lasts for 1 minute and you can affect the following stats:<br />
<br />
'''Strength.''' You add your proficiency bonus to your {{5a|Str}} score and you get proficiency with strength saving throws.<br />
<br />
'''Dexterity.''' You add your proficiency bonus to your {{5a|Dex}} score, thus increasing your AC, and you get proficiency with dexterity saving throws.<br />
<br />
'''Constitution.''' You add your proficiency bonus to your {{5a|Con}} score, thus increasing your hitpoints, and you get proficiency with dexterity saving throws.<br />
<br />
'''Intelligence.''' You add your proficiency bonus to your {{5a|Int}} score and you get proficiency with intelligence saving throws.<br />
<br />
'''Wisdom.''' You add your proficiency bonus to your {{5a|Wis}} score and you get proficiency with wisdom saving throws.<br />
<br />
'''Charisma.''' You add your proficiency bonus to your {{5a|Cha}} score and you get proficiency with charisma saving throws.<br />
<br />
'''Speed.''' You add 5 + 5*proficiency bonus feet to your movement speed and add half your proficiency bonus to your AC (rounded up)<br />
<br />
'''Crit. Chance.''' Your crit range decreases by 1.<br />
<br />
You are able to throw more than one coin at a time and their effects stacks, but the duration of the buff is halved. Every coin is counted individually, every coin that lands on heads gives you its individual buff. The temporary ability score improvement allows the abilities scores to go above 20. If you had any buff and then decide to throw another lucky coin, the previous buff is interrupted. You need to finish two consecutive short rests or one long rest to regain all your lucky coins.<br />
<br />
<br />
==== Spellcasting ====<br />
As a Luck Knight you get no cantrips, neither spells as you level up. Instead, you get them through betting. Your spellcasting ability is {{5a|Cha}}. You use your {{5a|Cha}} whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a necromancer spell 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 />
<br />
==== Borrow ====<br />
At level 2, the luck god handed you the magical ability to borrow features, cantrips and spells from your friends as an action. If they are not willing to lend the feature, cantrip or spell that you requested, you get none. You are only capable to keep one borrowed feature, cantrip or spell at a time and no longer than 8 hours. If you are in possesion of a borrowed feature, cantrip or spell and borrow another, the one you had is automatilcally returned to their true owner, the same happens if 8 hours pass since you borrowed something.<br />
<br />
<br />
==== Beginner's Luck ====<br />
At level 2, the luck god started keeping an eye over you, and thus, whenever they see fit they will use a luck point on you. Although, their interactions with the mortal realm are restricted to one every day. (This is 1 luck point from the lucky feat and it keeps the same functionality)<br />
<br />
<br />
==== Playing field ====<br />
At 3rd level, you chose a playing field. Choose between Cheater, Card user and Chaotic Luck, all detailed at the end of the class description. Your choice grants you features at level 3 and again at 6th and 11th level.<br />
<br />
<br />
==== Ability Score Improvement ====<br />
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<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. You get another extra attack at level 12<br />
<br />
<br />
==== Lucky Man ====<br />
At level 8 you get a passive skill that is triggered when you're facing an unavoidable critical attack. In such situation, you are able to unintentionally avoid the attack whilst simultaneously dealing a critical attack to your enemy. You need to finish a long rest before you can use this feature again.<br />
<br />
<br />
==== All-In ====<br />
<br />
<br />
=== Playing field ===<br />
<br />
==== Cheater ====<br />
Those who strand from the hand of Lady Luck are those who cheat and create an advantageous outcome for themselves. Whether it may be through gaps in the rules stated or abruptly breaking them, those are the most despicable beings who go against the very own essence of luck based games but at the same time they are the ones who profit more from them.<br />
<br />
;{{#anc:Throw practice}}<br />
When you choose the cheater subclass at level 3, through practice you acquire a reliable way to throw coins so that they fall on heads a 80% of the time. This method requires that some conditions are met, those being:<br />
<br />
-You must not be moving while throwing it.<br />
<br />
-The terrain you are standing on is not difficult terrain.<br />
<br />
-The coin falls on the ground.<br />
<br />
;{{#anc:Devil persuader}}<br />
At level 6, you decide it would be a great idea to bribe your personal little devil to turn a blind eye whenever you decide to cheat while betting. They may be even willing to help you cheat and give you hints. You will have to continuously treat them to avoid being punished.<br />
<br />
You can not bet this feature.<br />
<br />
;{{#anc:Unreal Gift}}<br />
At level 11, you and your little devil create a good bond after having spent so much time together, and thus, your little devil decides to hand you a great weapon to aid you, "The Seven Truths".<br />
<br />
The Seven Truths requires 16 strenght to even wield it, and 18 strength to wield it without disadvantage. While wielding it you get a +2 to both attack and damage rolls. It deals 1d8 slashing damage and adds 1d4 on every melee attack that you perform with it.<br />
<br />
You can not bet this feature.<br />
<br />
==== Card user ====<br />
Cards are one of the most basic tools for the creation of luck based games, but there are those who see cards fit in another environments such as the battlefield. When they realice this fact, the luck god sees potential in them and hands some special abilities surrounding cards.<br />
<br />
;{{#anc:Cards of many decks}}<br />
When you choose the card user subclass at level 3, the luck god hands you a card deck box the next time you fall asleep. As a bonus action you can touch the card deck box and be automatically handed 3 cards from the deck, this cards contain features and spells that you have already seen either from allies or enemies. This card deck box has capacity for merely 15 cards and already contains 5 cards. The 5 cards effects are the following:<br />
<br />
'''Lesser Teleport.''' Spell. You are able to teleport yourself, and another creature of your choice that is 30 feet from you, to a location you know or are able to see within 150 feet from you.<br />
<br />
'''Lime Healing Bubble.''' Spell. You can blast a lime-colored bubble of water to another creature of your choice that is 60 feet from you, which is then healed for 12 hitpoints.<br />
<br />
'''Holy Light.''' Spell. You can cast a narrow light beam of holy light with deals 2d8 radiant damage with 120 feet of effective range. <br />
<br />
'''Great Barrier.''' Spell. You can cast a 10 feet circular golden barrier made of hexagons which protects you from any harm from outside that stays up for 6 seconds. You end your turn when you cast it.<br />
<br />
'''Moonlight Slash.''' Feature. As part of this action you are able to deliver a powerful attack with your weapon which is followed by a light slash. Your weapon deals and additional 1d6 force damage. The light slash deals an 1d4 radiant damage and travels up to 30 feet.<br />
<br />
As an action, you can use one card in your possession, in order to do so you must be holding it and verbalize the card's name. Spell cards do not require materials. When you use a card, it automatically disappear from your hand and returns to your deck. Whenever you want to add a feature or spell to your deck you must recreate it in your mind for an hour in order to analyse it perfectly. You won't be able to add features or spells to your deck if you didn't understand what they did or how they function. If your card deck box is full and you want to add a new feature or spell, you just replace another one of your choice. You are not able to reduce the amount of cards in the deck. You need to finish a long rest to use this feature again. You need to use all the cards in your possesion in order to be able to receive more.<br />
<br />
;{{#anc:Expanded deck}}<br />
At level 6, your card deck box gets bigger, now allowing you to carry up to 20 cards. Also you now receive 4 cards when touching the card deck box.<br />
<br />
;{{#anc:Card proficient}}<br />
At level 11, you are now able to use another card as a bonus action and you are now able to use this feature twice before needing to take a long rest.<br />
<br />
==== Chaotic Luck ====<br />
Luck is an amazing tool to persuade anyone into taking risk, but there are those who can't get enough of this adrenaline boost. If one of this people ocurres to be a Luck Knight things may start to get out of hand.<br />
<br />
;{{#anc:Luck lunatic}}<br />
When you choose the chaotic luck subclass at level 3, you are unable to stop gambling. Everytime you roll for anything, you must flip a (normal) coin. If this coin falls on tails, the roll automatically fails, otherwise the outcome of the dice is doubled.<br />
<br />
;{{#anc:Luck magic}}<br />
At level 6,<br />
<br />
;{{#anc:Luck proficient}}<br />
At level 11,<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Luck Knight class, you must meet these prerequisites: {{5a|Cha}} 13 and {{5a|Wis}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Luck Knight class, you gain the following proficiencies: Light armor and one skill from the class’s skill list.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=Hardcore Leveling Warrior|owner=Sehoon Kim}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Characterhttps://www.dandwiki.com/w/index.php?title=Luck_Knight_(5e_Class)&diff=1620496Luck Knight (5e Class)2022-08-05T14:47:34Z<p>Character: Work in progress</p>
<hr />
<div>{{WIP}}<br />
== Luck Knight ==<br />
A Luck Knight is a warrior who relies heavily on luck, their own abilities and their allies in combat. They sharpen their confrontation's abilities in another battlefield called "luck based games" in order to squeeze out their unique ability of betting anything, even the strength and abilities of their rivals.<br />
<br />
;Quick Build<br />
You can make a Luck Knight quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Strength/Wisdom. Second, choose the gambler or gambler variant(homebrew) background. <br />
<br />
{{5e Class Features<br />
|name= Luck Knight<br />
|summary= A formidable foe whose main strength relies on betting<br />
|hd= 8<br />
|spellcasting=<br />
|armor= {{5e|Light Armor|Light armor}}<br />
|weapons= {{5e|Weapons|Simple weapons}} and {{5e|Shortsword|shortsword}}<br />
|tools= any gaming set of your choice<br />
|saves= {{5a|Cha}}, {{5a|Wis}}<br />
|skills= Choose four from {{5s|Deception}}, {{5s|History}}, {{5s|Insight}}, {{5s|Perception}}, {{5s|Performance}}, {{5s|Persuasion}}, {{5s|Sleight of hand}} and {{5s|Survival}}<br />
|item1a= a {{5e|Shortsword|shortsword}}<br />
|item1b= any {{5e|Weapons|simple weapon}}<br />
|item2a= a {{5e|Equipment Packs|burglar's pack}}<br />
|item2b= an {{5e|Equipment Packs|explorer's pack}}<br />
|item3a= {{5e|Padded (Armor)|padded armor}} and a {{5e|Dagger|dagger}}<br />
|item3b=<br />
<br />
|classfeatures1={{inpage|Devil's bet}}, {{inpage|Lucky Coin}}, {{inpage|Spellcasting}}<br />
|classfeatures2={{inpage|Borrow}}, {{inpage|Beginner's Luck}}<br />
|classfeatures3={{inpage|Playing field}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Extra attack}}<br />
|classfeatures6={{inpage|Playing field feature}}<br />
|classfeatures7=<br />
|classfeatures8={{inpage|Lucky Man}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|All-In}}<br />
|classfeatures11={{inpage|Playing field feature}}<br />
|classfeatures12={{inpage|Extra attack}}<br />
|classfeatures13=<br />
|classfeatures14=<br />
|classfeatures15=<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20=<br />
<br />
|extrasonright=2<br />
|extra1_name=Lucky Coins<br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
}}<br />
<br />
==== Devil's bet ====<br />
Starting at level 1, a Luck Knight has the ability to bet anything they want, including features, spells, stats and even promises. When a Luck Knight gets involved in a bet, a little black devil is summoned in order to keep the bet rewards and cheats at bay. When betting, both persons must agree with the terms and bets at stake. If any people involved in the bet cheats, the little devil will smash one hand of the cheater, breaking it, or in its defect their head with a warhammer, dealing 1d8 bludgeoning damage and 1d8 necrotic damage (This damage scales as the DM seems fit).<br />
<br />
When betting stats you shall only bring to the table 1 score point or ask for 1 score point. When a Luck Knight gets spells throught bets, they can only be casted once per long rest and your spellcasting ability is Charisma. A Luck Knight can only bet one feature, one spell or one stat with a person once, whether they lose or win. If you ever reach 0 hit points and fall unconscious, your original features, spells and stats are restored.<br />
<br />
<br />
==== Lucky Coin ====<br />
Starting at level 1, a Luck Knight is able to materialized big golden coins in their hands. You get as many lucky coins as stated in the lucky coin column. If the user, as a bonus action, throws a coin and it lands on heads, it grants a buff to one chosen stat and then disappears. The buff can be given to a creature of your choice or to yourself. The buff lasts for 1 minute and you can affect the following stats:<br />
<br />
'''Strength.''' You add your proficiency bonus to your {{5a|Str}} score and you get proficiency with strength saving throws.<br />
<br />
'''Dexterity.''' You add your proficiency bonus to your {{5a|Dex}} score, thus increasing your AC, and you get proficiency with dexterity saving throws.<br />
<br />
'''Constitution.''' You add your proficiency bonus to your {{5a|Con}} score, thus increasing your hitpoints, and you get proficiency with dexterity saving throws.<br />
<br />
'''Intelligence.''' You add your proficiency bonus to your {{5a|Int}} score and you get proficiency with intelligence saving throws.<br />
<br />
'''Wisdom.''' You add your proficiency bonus to your {{5a|Wis}} score and you get proficiency with wisdom saving throws.<br />
<br />
'''Charisma.''' You add your proficiency bonus to your {{5a|Cha}} score and you get proficiency with charisma saving throws.<br />
<br />
'''Speed.''' You add 5 + 5*proficiency bonus feet to your movement speed and add half your proficiency bonus to your AC (rounded up)<br />
<br />
'''Crit. Chance.''' Your crit range decreases by 1.<br />
<br />
You are able to throw more than one coin at a time and their effects stacks, but the duration of the buff is halved. Every coin is counted individually, every coin that lands on heads gives you its individual buff. The temporary ability score improvement allows the abilities scores to go above 20. If you had any buff and then decide to throw another lucky coin, the previous buff is interrupted. You need to finish two consecutive short rests or one long rest to regain all your lucky coins.<br />
<br />
<br />
==== Spellcasting ====<br />
As a Luck Knight you get no cantrips, neither spells as you level up. Instead, you get them through betting. Your spellcasting ability is {{5a|Cha}}. You use your {{5a|Cha}} whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a necromancer spell 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 />
<br />
==== Borrow ====<br />
At level 2, the luck god handed you the magical ability to borrow features, cantrips and spells from your friends as an action. If they are not willing to lend the feature, cantrip or spell that you requested, you get none. You are only capable to keep one borrowed feature, cantrip or spell at a time and no longer than 8 hours. If you are in possesion of a borrowed feature, cantrip or spell and borrow another, the one you had is automatilcally returned to their true owner, the same happens if 8 hours pass since you borrowed something.<br />
<br />
<br />
==== Beginner's Luck ====<br />
At level 2, the luck god started keeping an eye over you, and thus, whenever they see fit they will use a luck point on you. Although, their interactions with the mortal realm are restricted to one every day. (This is 1 luck point from the lucky feat and it keeps the same functionality)<br />
<br />
<br />
==== Playing field ====<br />
At 3rd level, you chose a playing field. Choose between Cheater, Card user and Chaotic Luck, all detailed at the end of the class description. Your choice grants you features at level 3 and again at 6th and 11th level.<br />
<br />
<br />
==== Ability Score Improvement ====<br />
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<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. You get another extra attack at level 12<br />
<br />
<br />
==== Lucky Man ====<br />
At level 8 you get a passive skill that is triggered when you're facing an unavoidable critical attack. In such situation, you are able to unintentionally avoid the attack whilst simultaneously dealing a critical attack to your enemy. You need to finish a long rest before you can use this feature again.<br />
<br />
<br />
==== All-In ====<br />
<br />
<br />
=== Playing field ===<br />
<br />
==== Cheater ====<br />
Those who strand from the hand of Lady Luck are those who cheat and create an advantageous outcome for themselves. Whether it may be through gaps in the rules stated or abruptly breaking them, those are the most despicable beings who go against the very own essence of luck based games but at the same time they are the ones who profit more from them.<br />
<br />
;{{#anc:Throw practice}}<br />
When you choose the cheater subclass at level 3, through practice you acquire a reliable way to throw coins so that they fall on heads a 80% of the time. This method requires that some conditions are met, those being:<br />
<br />
-You must not be moving while throwing it.<br />
<br />
-The terrain you are standing on is not difficult terrain.<br />
<br />
-The coin falls on the ground.<br />
<br />
;{{#anc:Devil persuader}}<br />
At level 6, you decide it would be a great idea to bribe your personal little devil to turn a blind eye whenever you decide to cheat while betting. They may be even willing to help you cheat and give you hints. You will have to continuously treat them to avoid being punished.<br />
<br />
;{{#anc:<!-Class Feature->}}<br />
At level 11,<br />
<br />
==== Card user ====<br />
Cards are one of the most basic tools for the creation of luck based games, but there are those who see cards fit in another environments such as the battlefield. When they realice this fact, the luck god sees potential in them and hands some special abilities surrounding cards.<br />
<br />
;{{#anc:Cards of many decks}}<br />
When you choose the card user subclass at level 3, the luck god hands you a card deck box the next time you fall asleep. As a bonus action you can touch the card deck box and be automatically handed 3 cards from the deck, this cards contain features and spells that you have already seen either from allies or enemies. This card deck box has capacity for merely 15 cards and already contains 5 cards. The 5 cards effects are the following:<br />
<br />
'''Lesser teleport.''' Spell. You are able to teleport yourself, and another creature of your choice that is 30 feet from you, to a location you know or are able to see within 150 feet from you.<br />
<br />
'''Lime Healing Bubble.''' Spell. You can blast a lime-colored bubble of water to another creature of your choice that is 60 feet from you, which is then healed for 12 hitpoints.<br />
<br />
'''Holy Light.''' Spell. You can cast a narrow light beam of holy light with deals 2d8 radiant damage with 120 feet of effective range. <br />
<br />
'''Great barrier.''' Spell. You can cast a 10 feet circular golden barrier made of hexagons which protects you from any harm from outside that stays up for 6 seconds. You end your turn when you cast it.<br />
<br />
'''Moonlight Slash.''' Feature. You are able to deliver a powerful attack with your weapon which is followed by a light slash. Your weapon deals and additional 1d6 force damage. The light slash deals an 1d4 radiant damage and travels up to 30 feet.<br />
<br />
As an action, you can use one card in your possession, in order to do so you must be holding it and verbalize the card's name. Spell cards do not require materials. When you use a card, it automatically disappear from your hand and returns to your deck. Whenever you want to add a feature or spell to your deck you must recreate it in your mind for an hour in order to analyse it perfectly. You won't be able to add features or spells to your deck if you didn't understand what they did or how they function. If your card deck box is full and you want to add a new feature or spell, you just replace another one of your choice. You are not able to reduce the amount of cards in the deck. You need to finish a long rest to use this feature again. You need to use all the cards in your possesion in order to be able to receive more.<br />
<br />
;{{#anc:Expanded deck}}<br />
At level 6, your card deck box gets bigger, now allowing you to carry up to 20 cards. Also you now receive 4 cards when touching the card deck box.<br />
<br />
;{{#anc:Card proficient}}<br />
At level 11, you are now able to use another card as a bonus action and you are now able to use this feature twice before needing to take a long rest.<br />
<br />
==== Chaotic Luck ====<br />
Luck is an amazing tool to persuade anyone into taking risk, but there are those who can't get enough of this adrenaline boost. If one of this people ocurres to be a Luck Knight things may start to get out of hand.<br />
<br />
;{{#anc:Luck lunatic}}<br />
When you choose the chaotic luck subclass at level 3, you are unable to stop gambling. Everytime you roll for anything, you must flip a (normal) coin. If this coin falls on tails, the roll automatically fails, otherwise the outcome of the dice is doubled.<br />
<br />
;{{#anc:Luck magic}}<br />
At level 6,<br />
<br />
;{{#anc:Luck proficient}}<br />
At level 11,<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Luck Knight class, you must meet these prerequisites: {{5a|Cha}} 13 and {{5a|Wis}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Luck Knight class, you gain the following proficiencies: Light armor and one skill from the class’s skill list.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=Hardcore Leveling Warrior|owner=Sehoon Kim}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Characterhttps://www.dandwiki.com/w/index.php?title=World_Strider_(5e_Class)&diff=1609661World Strider (5e Class)2022-06-23T16:14:15Z<p>Character: </p>
<hr />
<div>==World Strider==<br />
<div class="externalimage-holder" style="width:50%;"> {{5e Image|Center|https://www.wallpaperup.com/uploads/wallpapers/2015/04/23/669459/d31504e6e6131f23eb1185778498382d.jpg}}</div><br />
<br />
<br />
A Dragonborn, a proud creature, darting around the forest with precision only dreamed of. A goblin tries to hit her, but every time he gets a solid look at her, suddenly the Dragonborn’s out of sight. This is her domain, and the goblin has no chance of catching a Strider in its domain.<br />
<br />
World Striders are the masters of the world, not due to strength, but purely due to their speed. They are scarcely seen, as they are quite rare, however once one is seen, it’s likely too late for you. They are known to reside over a certain territory, in which they will protect to the best of their ability. There are ones that converse with merchants or passing ships, but due to their upbringings in nature, they generally don’t have the funds to buy from them, and normally are hired to guide them through the area, and keep them safe. World Striders are known to live far longer than their race normally does, and this can be attributed to their connection with nature.<br />
<br />
;Creating a World Strider<br />
As you create your World Strider, consider what made them set off into the wild. Were they banished from a city? Did they get lost? Did they follow a master who taught them to isolate themselves from others? Perhaps they discovered a connection with a god, who taught them the ways of the striders. They may have even been thrown off a ship. No matter how, they’ve abandoned civilization, and embrace nature.<br />
<br />
;Quick Build<br />
You can make a world strider quickly by following these suggestions. First, {{5a|Dex}} should be your highest ability score, followed by {{5a|Str}} or {{5a|Int}}. Second, choose the [[Urchin (5e Background)|Urchin]] background.<br />
<br />
{{5e Class Features<br />
|name= World Strider<br />
|summary=World Striders are the fastest humanoids to exist, darting around the world with no chance to be caught.<br />
|hd=10<br />
|spellcasting=<br />
|armor=None<br />
|weapons=Simple.<br />
|tools=Herbalism Kit<br />
|saves=Dexterity, Charisma<br />
|skills=Choose 3 from Survival, Athletics, Acrobatics, Stealth, Medicine, Perception, and Nature.<br />
|item1a=2 daggers<br />
|item1b=a finesse weapon<br />
|item1c=<br />
|item2a=a shortbow<br />
|item2b=a simple weapon<br />
|item2c=<br />
|item3a=Cook’s Utensils<br />
|item3b=Alchemist’s supplies<br />
|item3c=<br />
|item4a=Explorer’s pack<br />
|item4b=Herbalism Kit<br />
|item4c=<br />
|classfeatures1={{inpage|Flow Like Wind, Speed Boost}}<br />
|classfeatures2={{inpage|Unarmored Defense, Hit and Run, Enhanced Movement}}<br />
|classfeatures3={{inpage|Strider’s Domain, Rip and Tear, Fast Attacker}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Extra Attack}} Domain Feature<br />
|classfeatures6={{inpage|Share Momentum}}<br />
|classfeatures7=Domain Feature<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Disappear}}<br />
|classfeatures11={{inpage|Extra Attack}} Domain Feature<br />
|classfeatures12={{inpage|Big Boot}}<br />
|classfeatures13={{inpage|Shockwave}}<br />
|classfeatures14={{inpage|Crash}}<br />
|classfeatures15=<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Speed is No Joke}}<br />
|classfeatures18=Domain Feature<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Unkillable, Extra Attack}}<br />
<br />
|extrasonleft=<br />
|extra1_name=Speed Boosts<br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=4<br />
|extra1_4=5<br />
|extra1_5=6<br />
|extra1_6=8<br />
|extra1_7=9<br />
|extra1_8=10<br />
|extra1_9=12<br />
|extra1_10=13<br />
|extra1_11=14<br />
|extra1_12=16<br />
|extra1_13=17<br />
|extra1_14=18<br />
|extra1_15=20<br />
|extra1_16=21<br />
|extra1_17=22<br />
|extra1_18=24<br />
|extra1_19=25<br />
|extra1_20=50<br />
}}<br />
<br />
====Flow Like Wind====<br />
<br />
At 1st level, you’ve been alone for a while, you’ve studied the land, and you know how to approach it. You are no longer hindered by difficult terrain.<br />
<br />
====Speed Boost====<br />
<br />
Starting at 1st level, you gain access to Speed Boosts to spend on movement in combat. Speed boosts are a simple stat, it triples your movement speed for one turn as a bonus action. This does not stack with dash, however dash can be used after Speed Boost. If used before or after an action, Speed Boost will travel 3x the distance of your normal movement speed. You can attempt to use a Speed Boost if you’re out of them, however you must roll a d6 beforehand. On a 1-3, you successfully use a Speed Boost, however, on a 4-6, you fail to, and gain one exhaustion level. You regain Speed Boosts after a short or long rest.<br />
<br />
====Unarmored Defense====<br />
<br />
You’ve fallen, you’ve ran into walls, you’ve hit every little thing in the land, and so, you’ve toughened up over time. Starting at 2nd level, while you are not wearing any armor, your Armor Class equals 12 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.<br />
<br />
====Enhanced Movement====<br />
<br />
Your movement has been enhanced by constant training. Starting at 2nd level, your jumps are now determined by dexterity rather than strength and landing on difficult terrain no longer requires an acrobatics check. Long jumps now go twice as far, moving twice as far as your dexterity score if you move at least 10ft immediately before the jump, or half as much if you make a standing long jump. High jumps now travel 10ft+ your Dexterity modifier if you move at least 10ft immediately before the jump, and 5ft+ your Dexterity modifier if done while stationary.<br />
<br />
====Hit and Run====<br />
<br />
You’ve mastered the art of a quick kill, practicing tirelessly on animals. Starting at 2nd level, if you land a hit on an opponent before you travel your full movement speed, you have advantage on the attack, and can continue to move the full distance of your turn after the hit without provoking opportunity attacks. You cannot use Speed Boost however.<br />
<br />
====Strider’s Domain====<br />
<br />
Every Strider has a domain, and every domain gives that Strider an advantage. Starting at 3rd level, you can select a Strider domain based on the terrain you are proficient in, Plains Strider, or Mountain Strider. You gain benefits from this domain at 3rd, 5th, 7th, 11th, and 18th level.<br />
<br />
====Rip and Tear====<br />
<br />
You’ve learned how to hunt better than most could ever dream of. Starting at 3rd level, all slashing damage is increased by 1d6. This changes to 2d6 at 6th level, 3d6 at 12th level, and 5d6 at 20th level.<br />
<br />
====Fast Attacker====<br />
<br />
You’ve had to fight for a long time, and know how to do it best. Starting at 3rd level, your attack modifier is based on dexterity rather than strength.<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 />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.<br />
<br />
====Share Momentum====<br />
<br />
At 6th level. You’ve realised how to share your speed with an ally without hurting or crashing into them. You can tranfer half of your remaining movement to one creature you touch after using a speed boost.<br />
<br />
====Disappear====<br />
<br />
You’ve honed your speed over many nights. At 10th level, as a reaction, you can choose to use 4 Speed Boosts to instantly move 120ft in any direction except up. This can be used to evade attacks targeted at you. If there is something hindering the Strider from moving 120ft, it will move the maximum distance possible.<br />
<br />
====Big Boot====<br />
<br />
At 12th level, your legs are a true force to be reckoned with. As an action, you can kick your enemies with great force with at least 10ft of movement beforehand. The kick does 5d8 bludgeoning damage with 10ft of movement beforehand, and increases 1d8 per 30 feet before that. The kick also throws the enemy back, depending on the size of the creature. A tiny creature will be thrown 50ft back, a small creature will be thrown 40ft back, a medium creature will be thrown 20ft back, a large creature will be thrown 10ft back, a huge creature will be thrown 5ft back, and a gargantuan creature will not be thrown. Tiny, small, medium, and large creatures are also knocked prone by this feature.<br />
<br />
====Shockwave====<br />
<br />
You’re not always going to be able to outrun your problems, not now, at least. Starting at 13th level, you can now slam one of your legs on the ground, creating a 10ft shockwave around the Strider. This shockwave only does 1d12 thunder damage, yet it knocks any creature, regardless of size, that is touching the ground, 25ft away, and knocks them prone.<br />
<br />
====Crash====<br />
<br />
You’ve run out of options, so now, it’s about time you show them how dangerous speed is for you. Starting at 14th level, if you can reach an enemy without using all of your movement speed, you can crash into them, dealing 4d12 bludgeoning damage to the enemy, deal 4d8 bludgeoning damage to yourself, and knocking both you and the enemy prone.<br />
<br />
====Speed is No Joke====<br />
<br />
You’ve decided that you need to teach others that speed isn’t exactly weak, so, you came up with a way to. Starting at level 17, you can spend 10 speed boosts and instantly gain multiple different advantages. You can take one extra action on your turn, you instantly gain tripled movement speed and jump distance, Big Boot now does 7d10 bludgeoning damage, Shockwave now has a range of 50 feet, your AC increases to 22. This lasts for 1 minute, and after the minute is over you must make a DC 18 dexterity saving throw. You take 10d8 bludgeoning damage on a failed saving throw, and gain 2 levels of exhaustion on a success.<br />
<br />
====Unkillable====<br />
<br />
You’ve become a true force of nature, the incarnation of it, and you’ve found it’s limits. At 20th level, your Dexterity and Constitution scores increase by 4, and your maximum for those scores is now 24, you can now use 3 Speed Boosts to run across water or up walls on your action, and you can use 30 Speed Boosts to instantly succeed on any dexterity saving throw.<br />
<br />
===Plains Strider===<br />
<br />
;{{#anc:Winds of the Zephyr}}<br />
At 3rd level, you’ve ran a lot, you’ve learned how to run, you’ve learned it all. Your movement speed is doubled.<br />
<br />
;{{#anc:Winds of the Tornado}}<br />
At 5th level, you’ve boosted quite a bit, and you’re starting to get used to it. Every time you use a Speed Boost, roll a d6. On a 1-5, you use the Speed Boost as normal, on a 6, you use a Speed Boost without using a charge.<br />
<br />
;{{#anc:Winds of the Hurricane}}<br />
At 7th level, even a mighty storm can be contained, with enough speed. You can now cast [[Call Lightning (5e Spell)|call lightning]] as a 4th level spell twice, regaining use at the end of a long rest. The spell DC for this is 10 + your Dexterity modifier + your Proficiency modifier.<br />
<br />
;{{#anc:Winds of the Moon}}<br />
At 11th level, the night is your ally, and with it comes a special bonus. You have proficiency on stealth rolls, and if you already have proficiency, the modifier is doubled.<br />
<br />
;{{#anc:Winds of the Gods}}<br />
At 18th level, even the Gods have limits, and your speed may surpass them. You can now use up every Speed Boost you currently have to escape any kind of damage. This however, leaves you with 2 levels of exhaustion no matter what.<br />
<br />
===Mountain Strider===<br />
<br />
;{{#anc:Hard as Stone}}<br />
At 3rd level, you’ve fallen, and fallen, and fallen. Your constitution score increases by 2.<br />
<br />
;{{#anc:Strong as Steel}}<br />
At 5th level, you keep getting back up, no matter what hits you. Falling damage is negated from less than 50ft, and halved after that.<br />
<br />
;{{#anc:Bold as Brass}}<br />
At 7th level, you’re confident in your strength, and that confidence radiates off of you. You’re now proficient in the persuasion skill, and if you were already proficient, the modifier is doubled.<br />
<br />
;{{#anc:Destructive as a Dragon}}<br />
At 11th level, you’ve destroyed your fair share of things, now you’re confident enough to destroy more. You now can cast [[Fireball (5e Spell)|fireball]] as a 4th level spell twice, regaining use at the end of a long rest. The spell DC for this is 10 + your Constitution modifier + your Proficiency modifier.<br />
<br />
;{{#anc:Terrible as a Tarrasque}}<br />
At 18th level, you’re battle hardened, you’re a true force to be reckoned with. You can now take two attacks as a bonus action.<br />
<br />
=== Multiclassing ===<br />
<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the World Strider class, you must meet these prerequisites: 13 Dexterity<br />
<br />
'''Proficiencies.''' When you multiclass into the World Strider class, you gain the following proficiencies: Light Armor, Simple Weapon Proficiency<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Characterhttps://www.dandwiki.com/w/index.php?title=Luck_Knight_(5e_Class)&diff=1606056Luck Knight (5e Class)2022-06-06T10:32:48Z<p>Character: Work in progress</p>
<hr />
<div>{{WIP}}<br />
== Luck Knight ==<br />
A Luck Knight is a warrior who relies heavily on luck, their own abilities and their allies in combat. They sharpen their confrontation's abilities in another battlefield called "luck based games" in order to squeeze out their unique ability of betting anything, even the strength and abilities of their rivals.<br />
<br />
;Quick Build<br />
You can make a Luck Knight quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Strength/Wisdom. Second, choose the gambler or gambler variant(homebrew) background. <br />
<br />
{{5e Class Features<br />
|name= Luck Knight<br />
|summary= A formidable foe whose main strength relies on betting<br />
|hd= 10<br />
|spellcasting=<br />
|armor= {{5e|Light Armor|Light armor}}<br />
|weapons= {{5e|Weapons|Simple weapons}} and {{5e|Shortsword|shortsword}}<br />
|tools= any gaming set of your choice<br />
|saves= {{5a|Cha}}, {{5a|Wis}}<br />
|skills= Choose four from {{5s|Deception}}, {{5s|History}}, {{5s|Insight}}, {{5s|Perception}}, {{5s|Performance}}, {{5s|Persuasion}}, {{5s|Sleight of hand}} and {{5s|Survival}}<br />
|item1a= a {{5e|Shortsword|shortsword}}<br />
|item1b= any {{5e|Weapons|simple weapon}}<br />
|item2a= a {{5e|Equipment Packs|burglar's pack}}<br />
|item2b= an {{5e|Equipment Packs|explorer's pack}}<br />
|item3a= {{5e|Padded (Armor)|padded armor}} and a {{5e|Dagger|dagger}}<br />
|item3b=<br />
<br />
|classfeatures1={{inpage|Devil's bet}}, {{inpage|Lucky Coin}}, {{inpage|Spellcasting}}<br />
|classfeatures2={{inpage|Borrow}}, {{inpage|Beginner's Luck}}<br />
|classfeatures3={{inpage|Playing field}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Extra attack}}<br />
|classfeatures6={{inpage|Playing field feature}}<br />
|classfeatures7=<br />
|classfeatures8={{inpage|Lucky Man}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|All-In}}<br />
|classfeatures11={{inpage|Playing field feature}}<br />
|classfeatures12={{inpage|Extra attack}}<br />
|classfeatures13=<br />
|classfeatures14=<br />
|classfeatures15=<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20=<br />
<br />
|extrasonright=2<br />
|extra1_name=Lucky Coins<br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
}}<br />
<br />
==== Devil's bet ====<br />
Starting at level 1, a Luck Knight has the ability to bet anything they want, including features, spells, stats and even promises. When a Luck Knight gets involved in a bet, a little black devil is summoned in order to keep the bet rewards and cheats at bay. When betting, both persons must agree with the terms and bets at stake. If any people involved in the bet cheats, the little devil will smash one hand of the cheater, breaking it, or in its defect their head with a warhammer, dealing 1d8 bludgeoning damage and 1d8 necrotic damage (This damage scales as the DM seems fit).<br />
<br />
When betting stats you shall only bring to the table 1 score point or ask for 1 score point. When a Luck Knight gets spells throught bets, they can only be casted once per long rest and your spellcasting ability is Charisma. A Luck Knight can only bet one feature, one spell or one stat with a person once, whether they lose or win. If you ever reach 0 hit points and fall unconscious, your original features, spells and stats are restored.<br />
<br />
<br />
==== Lucky Coin ====<br />
Starting at level 1, a Luck Knight is able to materialized big golden coins in their hands. You get as many lucky coins as stated in the lucky coin column. If the user, as a bonus action, throws a coin and it lands on heads, it grants a buff to one chosen stat and then disappears. The buff can be given to a creature of your choice or to yourself. The buff lasts for 1 minute and you can affect the following stats:<br />
<br />
'''Strength.''' You add your proficiency bonus to your {{5a|Str}} score and you get proficiency with strength saving throws.<br />
<br />
'''Dexterity.''' You add your proficiency bonus to your {{5a|Dex}} score, thus increasing your AC, and you get proficiency with dexterity saving throws.<br />
<br />
'''Constitution.''' You add your proficiency bonus to your {{5a|Con}} score, thus increasing your hitpoints, and you get proficiency with dexterity saving throws.<br />
<br />
'''Intelligence.''' You add your proficiency bonus to your {{5a|Int}} score and you get proficiency with intelligence saving throws.<br />
<br />
'''Wisdom.''' You add your proficiency bonus to your {{5a|Wis}} score and you get proficiency with wisdom saving throws.<br />
<br />
'''Charisma.''' You add your proficiency bonus to your {{5a|Cha}} score and you get proficiency with charisma saving throws.<br />
<br />
'''Speed.''' You add 5 + 5*proficiency bonus feet to your movement speed and add half your proficiency bonus to your AC (rounded up)<br />
<br />
'''Crit. Chance.''' Your crit range decreases by 1.<br />
<br />
You are able to throw more than one coin at a time and their effects stacks, but the duration of the buff is halved. Every coin is counted individually, every coin that lands on heads gives you its individual buff. The temporary ability score improvement allows the abilities scores to go above 20. If you had any buff and then decide to throw another lucky coin, the previous buff is interrupted. You need to finish two consecutive short rests or one long rest to regain all your lucky coins.<br />
<br />
<br />
==== Spellcasting ====<br />
As a Luck Knight you get no cantrips, neither spells as you level up. Instead, you get them through betting. Your spellcasting ability is {{5a|Cha}}. You use your {{5a|Cha}} whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a necromancer spell 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 />
<br />
==== Borrow ====<br />
At level 2, the luck god handed you the magical ability to borrow features, cantrips and spells from your friends as an action. If they are not willing to lend the feature, cantrip or spell that you requested, you get none. You are only capable to keep one borrowed feature, cantrip or spell at a time and no longer than 8 hours. If you are in possesion of a borrowed feature, cantrip or spell and borrow another, the one you had is automatilcally returned to their true owner, the same happens if 8 hours pass since you borrowed something.<br />
<br />
<br />
==== Beginner's Luck ====<br />
At level 2, the luck god started keeping an eye over you, and thus, whenever they see fit they will use a luck point on you. Although, their interactions with the mortal realm are restricted to one every day. (This is 1 luck point from the lucky feat and it keeps the same functionality)<br />
<br />
<br />
==== Playing field ====<br />
At 3rd level, you chose a playing field. Choose between Cheater, Card user and Chaotic Luck, all detailed at the end of the class description. Your choice grants you features at level 3 and again at 6th and 11th level.<br />
<br />
<br />
==== Ability Score Improvement ====<br />
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<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. You get another extra attack at level 12<br />
<br />
<br />
==== Lucky Man ====<br />
At level 8 you get a passive skill that is triggered when you're facing an unavoidable critical attack. In such situation, you are able to unintentionally avoid the attack whilst simultaneously dealing a critical attack to your enemy. You need to finish a long rest before you can use this feature again.<br />
<br />
<br />
==== All-In ====<br />
<br />
<br />
=== Playing field ===<br />
<br />
==== Cheater ====<br />
Those who strand from the hand of Lady Luck are those who cheat and create an advantageous outcome for themselves. Whether it may be through gaps in the rules stated or abruptly breaking them, those are the most despicable beings who go against the very own essence of luck based games but at the same time they are the ones who profit more from them.<br />
<br />
;{{#anc:Throw practice}}<br />
When you choose the cheater subclass at level 3, through practice you acquire a reliable way to throw coins so that they fall on heads a 80% of the time. This method requires that some conditions are met, those being:<br />
<br />
-You must not be moving while throwing it.<br />
<br />
-The terrain you are standing on is not difficult terrain.<br />
<br />
-The coin falls on the ground.<br />
<br />
;{{#anc:Devil persuader}}<br />
At level 6, you decide it would be a great idea to bribe your personal little devil to turn a blind eye whenever you decide to cheat while betting. They may be even willing to help you cheat and give you hints. You will have to continuously treat them to avoid being punished.<br />
<br />
;{{#anc:<!-Class Feature->}}<br />
At level 11,<br />
<br />
==== Card user ====<br />
Cards are one of the most basic tools for the creation of luck based games, but there are those who see cards fit in another environments such as the battlefield. When they realice this fact, the luck god sees potential in them and hands some special abilities surrounding cards.<br />
<br />
;{{#anc:Cards of many decks}}<br />
When you choose the card user subclass at level 3, the luck god hands you a card deck box the next time you fall asleep. As a bonus action you can touch the card deck box and be automatically handed 3 cards from the deck, this cards contain features and spells that you have already seen either from allies or enemies. This card deck box has capacity for merely 15 cards and already contains 5 cards. The 5 cards effects are the following:<br />
<br />
'''Lesser teleport.''' Spell. You are able to teleport yourself, and another creature of your choice that is 30 feet from you, to a location you know or are able to see within 150 feet from you.<br />
<br />
'''Lime Healing Bubble.''' Spell. You can blast a lime-colored bubble of water to another creature of your choice that is 60 feet from you, which is then healed for 12 hitpoints.<br />
<br />
'''Holy Light. Spell.''' You can cast a narrow light beam of holy light with deals 2d8 radiant damage with 120 feet of effective range. <br />
<br />
'''Great barrier.''' Spell. You can cast a 10 feet circular golden barrier made of hexagons which protects you from any harm from outside that stays up for 6 seconds. You end your turn when you cast it.<br />
<br />
'''Moonlight Slash.''' Feature. You are able to deliver a powerful attack with your weapon which is followed by a light slash. Your weapon deals and additional 1d6 force damage. The light slash deals an 1d4 radiant damage and travels up to 30 feet.<br />
<br />
As an action, you can use one card in your possession, in order to do so you must be holding it and verbalize the card's name. Spell cards do not require materials. When you use a card, it automatically disappear from your hand and returns to your deck. Whenever you want to add a feature or spell to your deck you must recreate it in your mind for an hour in order to analyse it perfectly. You won't be able to add features or spells to your deck if you didn't understand what they did or how they function. If your card deck box is full and you want to add a new feature or spell, you just replace another one of your choice. You are not able to reduce the amount of cards in the deck. You need to finish a long rest to use this feature again. You need to use all the cards in your possesion in order to be able to receive more.<br />
<br />
;{{#anc:Expanded deck}}<br />
At level 6, your card deck box gets bigger, now allowing you to carry up to 20 cards. Also you now receive 4 cards when touching the card deck box.<br />
<br />
;{{#anc:Card proficient}}<br />
At level 11, you are now able to use another card as a bonus action and you are now able to use this feature twice before needing to take a long rest.<br />
<br />
==== Chaotic Luck ====<br />
Luck is an amazing tool to persuade anyone into taking risk, but there are those who can't get enough of this adrenaline boost. If one of this people ocurres to be a Luck Knight things may start to get out of hand.<br />
<br />
;{{#anc:Luck lunatic}}<br />
When you choose the chaotic luck subclass at level 3,<br />
<br />
;{{#anc:Luck magic}}<br />
At level 6,<br />
<br />
;{{#anc:Luck proficient}}<br />
At level 11,<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Luck Knight class, you must meet these prerequisites: {{5a|Cha}} 13 and {{5a|Wis}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Luck Knight class, you gain the following proficiencies: Light armor and one skill from the class’s skill list.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=Hardcore Leveling Warrior|owner=Sehoon Kim}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Characterhttps://www.dandwiki.com/w/index.php?title=Luck_Knight_(5e_Class)&diff=1606055Luck Knight (5e Class)2022-06-06T10:25:06Z<p>Character: </p>
<hr />
<div>{{WIP}}<br />
== Luck Knight ==<br />
A Luck Knight is a warrior who relies heavily on luck, their own abilities and their allies in combat. They sharpen their confrontation's abilities in another battlefield called "luck based games" in order to squeeze out their unique ability of betting anything, even the strength and abilities of their rivals.<br />
<br />
;Quick Build<br />
You can make a Luck Knight quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Strength/Wisdom. Second, choose the gambler or gambler variant(homebrew) background. <br />
<br />
{{5e Class Features<br />
|name= Luck Knight<br />
|summary= A formidable foe whose main strength relies on betting<br />
|hd= 10<br />
|spellcasting=<br />
|armor= {{5e|Light Armor|Light armor}}<br />
|weapons= {{5e|Weapons|Simple weapons}} and {{5e|Shortsword|shortsword}}<br />
|tools= any gaming set of your choice<br />
|saves= {{5a|Cha}}, {{5a|Wis}}<br />
|skills= Choose four from {{5s|Deception}}, {{5s|History}}, {{5s|Insight}}, {{5s|Perception}}, {{5s|Performance}}, {{5s|Persuasion}}, {{5s|Sleight of hand}} and {{5s|Survival}}<br />
|item1a= a {{5e|Shortsword|shortsword}}<br />
|item1b= any {{5e|Weapons|simple weapon}}<br />
|item2a= a {{5e|Equipment Packs|burglar's pack}}<br />
|item2b= an {{5e|Equipment Packs|explorer's pack}}<br />
|item3a= {{5e|Padded (Armor)|padded armor}} and a {{5e|Dagger|dagger}}<br />
|item3b=<br />
<br />
|classfeatures1={{inpage|Devil's bet}}, {{inpage|Lucky Coin}}, {{inpage|Spellcasting}}<br />
|classfeatures2={{inpage|Borrow}}, {{inpage|Beginner's Luck}}<br />
|classfeatures3={{inpage|Playing field}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Extra attack}}<br />
|classfeatures6={{inpage|Playing field feature}}<br />
|classfeatures7=<br />
|classfeatures8={{inpage|Lucky Man}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|All-In}}<br />
|classfeatures11={{inpage|Playing field feature}}<br />
|classfeatures12={{inpage|Extra attack}}<br />
|classfeatures13=<br />
|classfeatures14=<br />
|classfeatures15=<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20=<br />
<br />
|extrasonright=2<br />
|extra1_name=Lucky Coins<br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
}}<br />
<br />
==== Devil's bet ====<br />
Starting at level 1, a Luck Knight has the ability to bet anything they want, including features, spells, stats and even promises. When a Luck Knight gets involved in a bet, a little black devil is summoned in order to keep the bet rewards and cheats at bay. When betting, both persons must agree with the terms and bets at stake. If any people involved in the bet cheats, the little devil will smash one hand of the cheater, breaking it, or in its defect their head with a warhammer, dealing 1d8 bludgeoning damage and 1d8 necrotic damage (This damage scales as the DM seems fit).<br />
<br />
When betting stats you shall only bring to the table 1 score point or ask for 1 score point. When a Luck Knight gets spells throught bets, they can only be casted once per long rest and your spellcasting ability is Charisma. A Luck Knight can only bet one feature, one spell or one stat with a person once, whether they lose or win. If you ever reach 0 hit points and fall unconscious, your original features, spells and stats are restored.<br />
<br />
<br />
==== Lucky Coin ====<br />
Starting at level 1, a Luck Knight is able to materialized big golden coins in their hands. You get as many lucky coins as stated in the lucky coin column. If the user, as a bonus action, throws a coin and it lands on heads, it grants a buff to one chosen stat and then disappears. The buff can be given to a creature of your choice or to yourself. The buff lasts for 1 minute and you can affect the following stats:<br />
<br />
'''Strength.''' You add your proficiency bonus to your {{5a|Str}} score and you get proficiency with strength saving throws.<br />
<br />
'''Dexterity.''' You add your proficiency bonus to your {{5a|Dex}} score, thus increasing your AC, and you get proficiency with dexterity saving throws.<br />
<br />
'''Constitution.''' You add your proficiency bonus to your {{5a|Con}} score, thus increasing your hitpoints, and you get proficiency with dexterity saving throws.<br />
<br />
'''Intelligence.''' You add your proficiency bonus to your {{5a|Int}} score and you get proficiency with intelligence saving throws.<br />
<br />
'''Wisdom.''' You add your proficiency bonus to your {{5a|Wis}} score and you get proficiency with wisdom saving throws.<br />
<br />
'''Charisma.''' You add your proficiency bonus to your {{5a|Cha}} score and you get proficiency with charisma saving throws.<br />
<br />
'''Speed.''' You add 5 + 5*proficiency bonus feet to your movement speed and add half your proficiency bonus to your AC (rounded up)<br />
<br />
'''Crit. Chance.''' Your crit range decreases by 1.<br />
<br />
You are able to throw more than one coin at a time and their effects stacks, but the duration of the buff is halved. Every coin is counted individually, every coin that lands on heads gives you its individual buff. The temporary ability score improvement allows the abilities scores to go above 20. If you had any buff and then decide to throw another lucky coin, the previous buff is interrupted. You need to finish two consecutive short rests or one long rest to regain all your lucky coins.<br />
<br />
<br />
==== Spellcasting ====<br />
As a Luck Knight you get no cantrips, neither spells as you level up. Instead, you get them through betting. Your spellcasting ability is {{5a|Cha}}. You use your {{5a|Cha}} whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a necromancer spell 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 />
<br />
==== Borrow ====<br />
At level 2, the luck god handed you the magical ability to borrow features, cantrips and spells from your friends as an action. If they are not willing to lend the feature, cantrip or spell that you requested, you get none. You are only capable to keep one borrowed feature, cantrip or spell at a time and no longer than 8 hours. If you are in possesion of a borrowed feature, cantrip or spell and borrow another, the one you had is automatilcally returned to their true owner, the same happens if 8 hours pass since you borrowed something.<br />
<br />
<br />
==== Beginner's Luck ====<br />
At level 2, the luck god started keeping an eye over you, and thus, whenever they see fit they will use a luck point on you. Although, their interactions with the mortal realm are restricted to one every day. (This is 1 luck point from the lucky feat and it keeps the same functionality)<br />
<br />
<br />
==== Playing field ====<br />
At 3rd level, you chose a playing field. Choose between Cheater, Card user and Chaotic Luck, all detailed at the end of the class description. Your choice grants you features at level 3 and again at 6th and 11th level.<br />
<br />
<br />
==== Ability Score Improvement ====<br />
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<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. You get another extra attack at level 12<br />
<br />
<br />
==== Lucky Man ====<br />
At level 8 you get a passive skill that is triggered when you're facing an unavoidable critical attack. In such situation, you are able to unintentionally avoid the attack whilst simultaneously dealing a critical attack to your enemy. You need to finish a long rest before you can use this feature again.<br />
<br />
<br />
==== All-In ====<br />
<br />
<br />
=== Playing field ===<br />
<br />
==== Cheater ====<br />
Those who strand from the hand of Lady Luck are those who cheat and create an advantageous outcome for themselves. Whether it may be through gaps in the rules stated or abruptly breaking them, those are the most despicable beings who go against the very own essence of luck based games but at the same time they are the ones who profit more from them.<br />
<br />
;{{#anc:Throw practice}}<br />
When you choose the cheater subclass at level 3, through practice you acquire a reliable way to throw coins so that they fall on heads a 80% of the time. This method requires that some conditions are met, those being:<br />
<br />
-You must not be moving while throwing it.<br />
<br />
-The terrain you are standing on is not difficult terrain.<br />
<br />
-The coin falls on the ground.<br />
<br />
;{{#anc:Devil persuader}}<br />
At level 6, you decide it would be a great idea to bribe your personal little devil to turn a blind eye whenever you decide to cheat while betting. They may be even willing to help you cheat and give you hints. You will have to continuously treat them to avoid being punished.<br />
<br />
;{{#anc:<!-Class Feature->}}<br />
At level 11,<br />
<br />
==== Card user ====<br />
Cards are one of the most basic tools for the creation of luck based games, but there are those who see cards fit in another environments such as the battlefield. When they realice this fact, the luck god sees potential in them and hands some special abilities surrounding cards.<br />
<br />
;{{#anc:Cards of many decks}}<br />
When you choose the card user subclass at level 3, the luck god hands you a card deck box the next time you fall asleep. Whenever you touch the card deck box, it automatically hands you 3 cards from the deck, this cards contain features and spells that you have already seen either from allies or enemies. This card deck box has capacity for merely 15 cards and already contains 5 cards. The 5 cards effects are the following:<br />
<br />
'''Lesser teleport.''' Spell. You are able to teleport yourself, and another creature of your choice that is 30 feet from you, to a location you know or are able to see within 150 feet from you.<br />
<br />
'''Lime Healing Bubble.''' Spell. You can blast a lime-colored bubble of water to another creature of your choice that is 60 feet from you, which is then healed for 12 hitpoints.<br />
<br />
'''Holy Light. Spell.''' You can cast a narrow light beam of holy light with deals 2d8 radiant damage with 120 feet of effective range. <br />
<br />
'''Great barrier.''' Spell. You can cast a 10 feet circular golden barrier made of hexagons which protects you from any harm from outside that stays up for 6 seconds. You end your turn when you cast it.<br />
<br />
'''Moonlight Slash.''' Feature. You are able to deliver a powerful attack with your weapon which is followed by a light slash. Your weapon deals and additional 1d6 force damage. The light slash deals an 1d4 radiant damage and travels up to 30 feet.<br />
<br />
As an action, you can use one card in your possession, in order to do so you must be holding it and verbalize the card's name. Spell cards do not require materials. Whenever you want to add a feature or spell to your deck you must recreate it in your mind for an hour in order to analyse it perfectly. You won't be able to add features or spells to your deck if you didn't understand what they did or how they function. If your card deck box is full and you want to add a new feature or spell, you just replace another one of your choice. You are not able to reduce the amount of cards in the deck.<br />
<br />
You need to finish a long rest to use this feature again. You need to use all the cards in your possesion in order to be able to receive more.<br />
<br />
;{{#anc:Expanded deck}}<br />
At level 6, your card deck box gets bigger, now allowing you to carry up to 20 cards. Also you now receive 4 cards when touching the card deck box.<br />
<br />
;{{#anc:<!-Class Feature->}}<br />
At level 11,<br />
<br />
==== Chaotic Luck ====<br />
Luck is an amazing tool to persuade anyone into taking risk, but there are those who can't get enough of this adrenaline boost. If one of this people ocurres to be a Luck Knight things may start to get out of hand.<br />
<br />
;{{#anc:Luck lunatic}}<br />
When you choose the chaotic luck subclass at level 3,<br />
<br />
;{{#anc:Luck magic}}<br />
At level 6,<br />
<br />
;{{#anc:Luck proficient}}<br />
At level 11,<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Luck Knight class, you must meet these prerequisites: {{5a|Cha}} 13 and {{5a|Wis}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Luck Knight class, you gain the following proficiencies: Light armor and one skill from the class’s skill list.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=Hardcore Leveling Warrior|owner=Sehoon Kim}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Characterhttps://www.dandwiki.com/w/index.php?title=Luck_Knight_(5e_Class)&diff=1606054Luck Knight (5e Class)2022-06-06T10:03:29Z<p>Character: Work in progress</p>
<hr />
<div>{{WIP}}<br />
== Luck Knight ==<br />
A Luck Knight is a warrior who relies heavily on luck, their own abilities and their allies in combat. They sharpen their confrontation's abilities in another battlefield called "luck based games" in order to squeeze out their unique ability of betting anything, even the strength and abilities of their rivals.<br />
<br />
;Quick Build<br />
You can make a Luck Knight quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Strength/Wisdom. Second, choose the gambler or gambler variant(homebrew) background. <br />
<br />
{{5e Class Features<br />
|name= Luck Knight<br />
|summary= A formidable foe whose main strength relies on betting<br />
|hd= 10<br />
|spellcasting=<br />
|armor= {{5e|Light Armor|Light armor}}<br />
|weapons= {{5e|Weapons|Simple weapons}} and {{5e|Shortsword|shortsword}}<br />
|tools= any gaming set of your choice<br />
|saves= {{5a|Cha}}, {{5a|Wis}}<br />
|skills= Choose four from {{5s|Deception}}, {{5s|History}}, {{5s|Insight}}, {{5s|Perception}}, {{5s|Performance}}, {{5s|Persuasion}}, {{5s|Sleight of hand}} and {{5s|Survival}}<br />
|item1a= a {{5e|Shortsword|shortsword}}<br />
|item1b= any {{5e|Weapons|simple weapon}}<br />
|item2a= a {{5e|Equipment Packs|burglar's pack}}<br />
|item2b= an {{5e|Equipment Packs|explorer's pack}}<br />
|item3a= {{5e|Padded (Armor)|padded armor}} and a {{5e|Dagger|dagger}}<br />
|item3b=<br />
<br />
|classfeatures1={{inpage|Devil's bet}}, {{inpage|Lucky Coin}}, {{inpage|Spellcasting}}<br />
|classfeatures2={{inpage|Borrow}}, {{inpage|Beginner's Luck}}<br />
|classfeatures3={{inpage|Playing field}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Extra attack}}<br />
|classfeatures6={{inpage|Playing field feature}}<br />
|classfeatures7=<br />
|classfeatures8={{inpage|Lucky Man}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|All-In}}<br />
|classfeatures11={{inpage|Playing field feature}}<br />
|classfeatures12={{inpage|Extra attack}}<br />
|classfeatures13=<br />
|classfeatures14=<br />
|classfeatures15=<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20=<br />
<br />
|extrasonright=2<br />
|extra1_name=Lucky Coins<br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
}}<br />
<br />
==== Devil's bet ====<br />
Starting at level 1, a Luck Knight has the ability to bet anything they want, including features, spells, stats and even promises. When a Luck Knight gets involved in a bet, a little black devil is summoned in order to keep the bet rewards and cheats at bay. When betting, both persons must agree with the terms and bets at stake. If any people involved in the bet cheats, the little devil will smash one hand of the cheater, breaking it, or in its defect their head with a warhammer, dealing 1d8 bludgeoning damage and 1d8 necrotic damage (This damage scales as the DM seems fit).<br />
<br />
When betting stats you shall only bring to the table 1 score point or ask for 1 score point. When a Luck Knight gets spells throught bets, they can only be casted once per long rest and your spellcasting ability is Charisma. A Luck Knight can only bet one feature, one spell or one stat with a person once, whether they lose or win. If you ever reach 0 hit points and fall unconscious, your original features, spells and stats are restored.<br />
<br />
<br />
==== Lucky Coin ====<br />
Starting at level 1, a Luck Knight is able to materialized big golden coins in their hands. You get as many lucky coins as stated in the lucky coin column. If the user, as a bonus action, throws a coin and it lands on heads, it grants a buff to one chosen stat and then disappears. The buff can be given to a creature of your choice or to yourself. The buff lasts for 1 minute and you can affect the following stats:<br />
<br />
'''Strength.''' You add your proficiency bonus to your {{5a|Str}} score and you get proficiency with strength saving throws.<br />
<br />
'''Dexterity.''' You add your proficiency bonus to your {{5a|Dex}} score, thus increasing your AC, and you get proficiency with dexterity saving throws.<br />
<br />
'''Constitution.''' You add your proficiency bonus to your {{5a|Con}} score, thus increasing your hitpoints, and you get proficiency with dexterity saving throws.<br />
<br />
'''Intelligence.''' You add your proficiency bonus to your {{5a|Int}} score and you get proficiency with intelligence saving throws.<br />
<br />
'''Wisdom.''' You add your proficiency bonus to your {{5a|Wis}} score and you get proficiency with wisdom saving throws.<br />
<br />
'''Charisma.''' You add your proficiency bonus to your {{5a|Cha}} score and you get proficiency with charisma saving throws.<br />
<br />
'''Speed.''' You add 5 + 5*proficiency bonus feet to your movement speed and add half your proficiency bonus to your AC (rounded up)<br />
<br />
'''Crit. Chance.''' Your crit range decreases by 1.<br />
<br />
You are able to throw more than one coin at a time and their effects stacks, but the duration of the buff is halved. Every coin is counted individually, every coin that lands on heads gives you its individual buff. The temporary ability score improvement allows the abilities scores to go above 20. If you had any buff and then decide to throw another lucky coin, the previous buff is interrupted. You need to finish two consecutive short rests or one long rest to regain all your lucky coins.<br />
<br />
<br />
==== Spellcasting ====<br />
As a Luck Knight you get no cantrips, neither spells as you level up. Instead, you get them through betting. Your spellcasting ability is {{5a|Cha}}. You use your {{5a|Cha}} whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a necromancer spell 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 />
<br />
==== Borrow ====<br />
At level 2, the luck god handed you the magical ability to borrow features, cantrips and spells from your friends as an action. If they are not willing to lend the feature, cantrip or spell that you requested, you get none. You are only capable to keep one borrowed feature, cantrip or spell at a time and no longer than 8 hours. If you are in possesion of a borrowed feature, cantrip or spell and borrow another, the one you had is automatilcally returned to their true owner, the same happens if 8 hours pass since you borrowed something.<br />
<br />
<br />
==== Beginner's Luck ====<br />
At level 2, the luck god started keeping an eye over you, and thus, whenever they see fit they will use a luck point on you. Although, their interactions with the mortal realm are restricted to one every day. (This is 1 luck point from the lucky feat and it keeps the same functionality)<br />
<br />
<br />
==== Playing field ====<br />
At 3rd level, you chose a playing field. Choose between Cheater, Card user and Chaotic Luck, all detailed at the end of the class description. Your choice grants you features at level 3 and again at 6th and 11th level.<br />
<br />
<br />
==== Ability Score Improvement ====<br />
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<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. You get another extra attack at level 12<br />
<br />
<br />
==== Lucky Man ====<br />
At level 8 you get a passive skill that is triggered when you're facing an unavoidable critical attack. In such situation, you are able to unintentionally avoid the attack whilst simultaneously dealing a critical attack to your enemy. You need to finish a long rest before you can use this feature again.<br />
<br />
<br />
==== All-In ====<br />
<br />
<br />
=== Playing field ===<br />
<br />
==== Cheater ====<br />
Those who strand from the hand of Lady Luck are those who cheat and create an advantageous outcome for themselves. Whether it may be through gaps in the rules stated or abruptly breaking them, those are the most despicable beings who go against the very own essence of luck based games but at the same time they are the ones who profit more from them.<br />
<br />
;{{#anc:Throw practice}}<br />
When you choose the cheater subclass at level 3, through practice you acquire a reliable way to throw coins so that they fall on heads a 80% of the time. This method requires that some conditions are met, those being:<br />
<br />
-You must not be moving while throwing it.<br />
<br />
-The terrain you are standing on is not difficult terrain.<br />
<br />
-The coin falls on the ground.<br />
<br />
;{{#anc:Devil persuader}}<br />
At level 6, you decide it would be a great idea to bribe your personal little devil to turn a blind eye whenever you decide to cheat while betting. They may be even willing to help you cheat and give you hints. You will have to continuously treat them to avoid being punished.<br />
<br />
;{{#anc:<!-Class Feature->}}<br />
At level 11,<br />
<br />
==== Card user ====<br />
Cards are one of the most basic tools for the creation of luck based games, but there are those who see cards fit in another environments such as the battlefield. When they realice this fact, the luck god sees potential in them and hands some special abilities surrounding cards.<br />
<br />
;{{#anc:Cards of many decks}}<br />
When you choose the card user subclass at level 3, the luck god hands you a card deck box the next time you fall asleep. Whenever you touch the card deck box, it automatically hands you 3 cards from the deck, this cards contain features and spells that you have already seen either from allies or enemies. This card deck box has capacity for merely 15 cards and already contains 5 cards. The 5 cards effects are the following:<br />
<br />
'''Lesser teleport.''' Spell. You are able to teleport yourself, and another creature of your choice that is 30 feet from you, to a location you know or are able to see within 150 feet from you.<br />
<br />
'''Lime Healing Bubble.''' Spell. You can blast a lime-colored bubble of water to another creature of your choice that is 60 feet from you, which is then healed for 12 hitpoints.<br />
<br />
'''Holy Light. Spell.''' You can cast a narrow light beam of holy light with deals 2d8 radiant damage with 120 feet of effective range. <br />
<br />
'''Great barrier.''' Spell. You can cast a 10 feet circular golden barrier made of hexagons which protects you from any harm from outside that stays up for 6 seconds. You end your turn when you cast it.<br />
<br />
'''Moonlight Slash.''' Feature. You are able to deliver a powerful attack with your weapon which is followed by a light slash. Your weapon deals and additional 1d6 force damage. The light slash deals an 1d4 radiant damage and travels up to 30 feet.<br />
<br />
<br />
Whenever you want to add a feature or spell to your deck you must recreate it in your mind for an hour in order to analyse it perfectly. You won't be able to add features or spells to your deck if you didn't understand what they did or how they function.<br />
<br />
You need to finish a long rest to use this feature again. You need to use all the cards in your possesion in order to be able to receive more.<br />
<br />
;{{#anc:Expanded deck}}<br />
At level 6,<br />
<br />
;{{#anc:<!-Class Feature->}}<br />
At level 11,<br />
<br />
==== Chaotic Luck ====<br />
Luck is an amazing tool to persuade anyone into taking risk, but there are those who can't get enough of this adrenaline boost. If one of this people ocurres to be a Luck Knight things may start to get out of hand.<br />
<br />
;{{#anc:Luck lunatic}}<br />
When you choose the chaotic luck subclass at level 3,<br />
<br />
;{{#anc:Luck magic}}<br />
At level 6,<br />
<br />
;{{#anc:Luck proficient}}<br />
At level 11,<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:<br />
<br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies:<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=Hardcore Leveling Warrior|owner=Sehoon Kim}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Characterhttps://www.dandwiki.com/w/index.php?title=Luck_Knight_(5e_Class)&diff=1605934Luck Knight (5e Class)2022-06-05T22:05:04Z<p>Character: Work in progress</p>
<hr />
<div>{{WIP}}<br />
== Luck Knight ==<br />
A Luck Knight is a warrior who relies heavily on luck, their own abilities and their allies in combat. They sharpen their confrontation's abilities in another battlefield called "luck based games" in order to squeeze out their unique ability of betting anything, even the strength and abilities of their rivals.<br />
<br />
;Quick Build<br />
You can make a Luck Knight quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Strength/Wisdom. Second, choose the gambler or gambler variant(homebrew) background. <br />
<br />
{{5e Class Features<br />
|name= Luck Knight<br />
|summary= A formidable foe whose main strength relies on betting<br />
|hd= 10<br />
|spellcasting=<br />
|armor= {{5e|Light Armor|Light armor}}<br />
|weapons= {{5e|Weapons|Simple weapons}} and {{5e|Shortsword|shortsword}}<br />
|tools= any gaming set of your choice<br />
|saves= {{5a|Cha}}, {{5a|Wis}}<br />
|skills= Choose four from {{5s|Deception}}, {{5s|History}}, {{5s|Insight}}, {{5s|Perception}}, {{5s|Performance}}, {{5s|Persuasion}}, {{5s|Sleight of hand}} and {{5s|Survival}}<br />
|item1a= a {{5e|Shortsword|shortsword}}<br />
|item1b= any {{5e|Weapons|simple weapon}}<br />
|item2a= a {{5e|Equipment Packs|burglar's pack}}<br />
|item2b= an {{5e|Equipment Packs|explorer's pack}}<br />
|item3a= {{5e|Padded (Armor)|padded armor}} and a {{5e|Dagger|dagger}}<br />
|item3b=<br />
<br />
|classfeatures1={{inpage|Devil's bet}}, {{inpage|Lucky Coin}}, {{inpage|Spellcasting}}<br />
|classfeatures2={{inpage|Borrow}}, {{inpage|Beginner's Luck}}<br />
|classfeatures3={{inpage|Playing field}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Extra attack}}<br />
|classfeatures6={{inpage|Playing field feature}}<br />
|classfeatures7=<br />
|classfeatures8={{inpage|Lucky Man}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|All-In}}<br />
|classfeatures11={{inpage|Playing field feature}}<br />
|classfeatures12={{inpage|Extra attack}}<br />
|classfeatures13=<br />
|classfeatures14=<br />
|classfeatures15=<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20=<br />
<br />
|extrasonright=2<br />
|extra1_name=Lucky Coins<br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
}}<br />
<br />
==== Devil's bet ====<br />
Starting at level 1, a Luck Knight has the ability to bet anything they want, including features, spells, stats and even promises. When a Luck Knight gets involved in a bet, a little black devil is summoned in order to keep the bet rewards and cheats at bay. When betting, both persons must agree with the terms and bets at stake. If any people involved in the bet cheats, the little devil will smash one hand of the cheater, breaking it, or in its defect their head with a warhammer, dealing 1d8 bludgeoning damage and 1d8 necrotic damage (This damage scales as the DM seems fit).<br />
<br />
When betting stats you shall only bring to the table 1 score point or ask for 1 score point. When a Luck Knight gets spells throught bets, they can only be casted once per long rest and your spellcasting ability is Charisma. A Luck Knight can only bet one feature, one spell or one stat with a person once, whether they lose or win. If you ever reach 0 hit points and fall unconscious, your original features, spells and stats are restored.<br />
<br />
<br />
==== Lucky Coin ====<br />
Starting at level 1, a Luck Knight is able to materialized big golden coins in their hands. You get as many lucky coins as stated in the lucky coin column. If the user, as a bonus action, throws a coin and it lands on heads, it grants a buff to one chosen stat and then disappears. The buff can be given to a creature of your choice or to yourself. The buff lasts for 1 minute and you can affect the following stats:<br />
<br />
;Strength<br />
You add your proficiency bonus to your {{5a|Str}} score and you get proficiency with strength saving throws.<br />
<br />
;Dexterity<br />
You add your proficiency bonus to your {{5a|Dex}} score, thus increasing your AC, and you get proficiency with dexterity saving throws.<br />
<br />
;Constitution<br />
You add your proficiency bonus to your {{5a|Con}} score, thus increasing your hitpoints, and you get proficiency with dexterity saving throws.<br />
<br />
;Intelligence<br />
You add your proficiency bonus to your {{5a|Int}} score and you get proficiency with intelligence saving throws.<br />
<br />
;Wisdom<br />
You add your proficiency bonus to your {{5a|Wis}} score and you get proficiency with wisdom saving throws.<br />
<br />
;Charisma<br />
You add your proficiency bonus to your {{5a|Cha}} score and you get proficiency with charisma saving throws.<br />
<br />
;Speed<br />
You add 5 + 5*proficiency bonus feet to your movement speed and add half your proficiency bonus to your AC (rounded up)<br />
<br />
;Crit. Chance<br />
Your crit range decreases by 1.<br />
<br />
You are able to throw more than one coin at a time and their effects stacks, but the duration of the buff is halved. Every coin is counted individually, every coin that lands on heads gives you its individual buff. The temporary ability score improvement allows the abilities scores to go above 20. If you had any buff and then decide to throw another lucky coin, the previous buff is interrupted. You need to finish two consecutive short rests or one long rest to regain all your lucky coins.<br />
<br />
<br />
==== Spellcasting ====<br />
As a Luck Knight you get no cantrips, neither spells as you level up. Instead, you get them through betting. Your spellcasting ability is {{5a|Cha}}. You use your {{5a|Cha}} whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a necromancer spell 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 />
<br />
==== Borrow ====<br />
At level 2, the luck god handed you the magical ability to borrow features, cantrips and spells from your friends as an action. If they are not willing to lend the feature, cantrip or spell that you requested, you get none. You are only capable to keep one borrowed feature, cantrip or spell at a time and no longer than 8 hours. If you are in possesion of a borrowed feature, cantrip or spell and borrow another, the one you had is automatilcally returned to their true owner, the same happens if 8 hours pass since you borrowed something.<br />
<br />
<br />
==== Beginner's Luck ====<br />
At level 2, the luck god started keeping an eye over you, and thus, whenever they see fit they will use a luck point on you. Although, their interactions with the mortal realm are restricted to one every day. (This is 1 luck point from the lucky feat and it keeps the same functionality)<br />
<br />
<br />
==== Playing field ====<br />
At 3rd level, you chose a playing field. Choose between Cheater, Card user and Chaotic Luck, all detailed at the end of the class description. Your choice grants you features at level 3 and again at 6th and 11th level.<br />
<br />
<br />
==== Ability Score Improvement ====<br />
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<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. You get another extra attack at level 12<br />
<br />
<br />
==== Lucky Man ====<br />
At level 8 you get a passive skill that is triggered when you're facing an unavoidable critical attack. In such situation, you are able to unintentionally avoid the attack whilst simultaneously dealing a critical attack to your enemy. You need to finish a long rest before you can use this feature again.<br />
<br />
<br />
==== All-In ====<br />
<br />
<br />
=== Playing field ===<br />
<br />
==== Cheater ====<br />
Those who strand from the hand of Lady Luck are those who cheat and create an advantageous outcome for themselves. Whether it may be through gaps in the rules stated or abruptly breaking them, those are the most despicable beings who go against the very own essence of luck based games but at the same time they are the ones who profit more from them.<br />
<br />
;{{#anc:Throw practice}}<br />
When you choose the cheater subclass at level 3, through practice you acquire a reliable way to throw coins so that they fall on heads a 80% of the time. This method requires that some conditions are met, those being:<br />
<br />
-You must not be moving while throwing it.<br />
<br />
-The terrain you are standing on is not difficult terrain.<br />
<br />
-The coin falls on the ground.<br />
<br />
;{{#anc:Devil persuader}}<br />
At level 6, you decide it would be a great idea to bribe your personal little devil to turn a blind eye whenever you decide to cheat while betting. They may be even willing to help you cheat and give you hints. You will have to continuously treat them to avoid being punished.<br />
<br />
;{{#anc:<!-Class Feature->}}<br />
At level 11,<br />
<br />
==== Card user ====<br />
Cards are one of the most basic tools for the creation of luck based games, but there are those who see cards fit in another environments such as the battlefield. When they realice this fact, the luck god sees potential in them and hands some special abilities surrounding cards.<br />
<br />
;{{#anc:Cards of many decks}}<br />
When you choose the card user subclass at level 3, the luck god hands you a card deck box the next time you fall asleep. Whenever you touch the card deck box, it automatically hands you 3 cards from the deck, this cards contain features and spells that you have already seen either from allies or enemies. This card deck box has capacity for merely 15 cards and already contains 5 cards. The 5 cards effects are the following:<br />
<br />
-Lesser teleport. Spell. You are able to teleport yourself, and another creature of your choice that is 30 feet from you, to a location you know or are able to see within 150 feet from you.<br />
<br />
-Lime Healing Bubble. Spell. You can blast a lime-colored bubble of water to another creature of your choice that is 60 feet from you, which is then healed for 12 hitpoints.<br />
<br />
-Holy Light. Spell. You can cast a narrow light beam of holy light with deals 2d8 radiant damage with 120 feet of effective range. <br />
<br />
-Great barrier. Spell. You can cast a 10 feet circular golden barrier made of hexagons which protects you from any harm from outside that stays up for 6 seconds. You end your turn when you cast it.<br />
<br />
-Moonlight Slash. Feature. You are able to deliver a powerful attack with your weapon which is followed by a light slash. Your weapon deals and additional 1d6 force damage. The light slash deals an 1d4 radiant damage and travels up to 30 feet.<br />
<br />
<br />
Whenever you want to add a feature or spell to your deck you must recreate it in your mind for an hour in order to analyse it perfectly. You won't be able to add features or spells to your deck if you didn't understand what they did or how they function.<br />
<br />
You need to finish a long rest to use this feature again. You need to use all the cards in your possesion in order to be able to receive more.<br />
<br />
;{{#anc:Expanded deck}}<br />
At level 6,<br />
<br />
;{{#anc:<!-Class Feature->}}<br />
At level 11,<br />
<br />
==== Chaotic Luck ====<br />
Luck is an amazing tool to persuade anyone into taking risk, but there are those who can't get enough of this adrenaline boost. If one of this people ocurres to be a Luck Knight things may start to get out of hand.<br />
<br />
;{{#anc:Luck lunatic}}<br />
When you choose the chaotic luck subclass at level 3,<br />
<br />
;{{#anc:Luck magic}}<br />
At level 6,<br />
<br />
;{{#anc:Luck proficient}}<br />
At level 11,<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:<br />
<br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies:<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=Hardcore Leveling Warrior|owner=Sehoon Kim}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Characterhttps://www.dandwiki.com/w/index.php?title=Luck_Knight_(5e_Class)&diff=1605933Luck Knight (5e Class)2022-06-05T22:03:31Z<p>Character: Work in progress</p>
<hr />
<div>{{WIP}}<br />
== Luck Knight ==<br />
A Luck Knight is a warrior who relies heavily on luck, their own abilities and their allies in combat. They sharpen their confrontation's abilities in another battlefield called "luck based games" in order to squeeze out their unique ability of betting anything, even the strength and abilities of their rivals.<br />
<br />
;Quick Build<br />
You can make a Luck Knight quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Strength/Wisdom. Second, choose the gambler or gambler variant(homebrew) background. <br />
<br />
{{5e Class Features<br />
|name= Luck Knight<br />
|summary= A formidable foe whose main strength relies on betting<br />
|hd= 10<br />
|spellcasting=<br />
|armor= {{5e|Light Armor|Light armor}}<br />
|weapons= {{5e|Weapons|Simple weapons}} and {{5e|Shortsword|shortsword}}<br />
|tools= any gaming set of your choice<br />
|saves= {{5a|Cha}}, {{5a|Wis}}<br />
|skills= Choose four from {{5s|Deception}}, {{5s|History}}, {{5s|Insight}}, {{5s|Perception}}, {{5s|Performance}}, {{5s|Persuasion}}, {{5s|Sleight of hand}} and {{5s|Survival}}<br />
|item1a= a {{5e|Shortsword|shortsword}}<br />
|item1b= any {{5e|Weapons|simple weapon}}<br />
|item2a= a {{5e|Equipment Packs|burglar's pack}}<br />
|item2b= an {{5e|Equipment Packs|explorer's pack}}<br />
|item3a= {{5e|Padded (Armor)|padded armor}} and a {{5e|Dagger|dagger}}<br />
|item3b=<br />
<br />
|classfeatures1={{inpage|Devil's bet}}, {{inpage|Lucky Coin}}, {{inpage|Spellcasting}}<br />
|classfeatures2={{inpage|Borrow}}, {{inpage|Beginner's Luck}}<br />
|classfeatures3={{inpage|Playing field}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Extra attack}}<br />
|classfeatures6={{inpage|Playing field feature}}<br />
|classfeatures7=<br />
|classfeatures8={{inpage|Lucky Man}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|All-In}}<br />
|classfeatures11={{inpage|Playing field feature}}<br />
|classfeatures12={{inpage|Extra attack}}<br />
|classfeatures13=<br />
|classfeatures14=<br />
|classfeatures15=<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20=<br />
<br />
|extrasonright=2<br />
|extra1_name=Lucky Coins<br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
}}<br />
<br />
==== Devil's bet ====<br />
Starting at level 1, a Luck Knight has the ability to bet anything they want, including features, spells, stats and even promises. When a Luck Knight gets involved in a bet, a little black devil is summoned in order to keep the bet rewards and cheats at bay. When betting, both persons must agree with the terms and bets at stake. If any people involved in the bet cheats, the little devil will smash one hand of the cheater, breaking it, or in its defect their head with a warhammer, dealing 1d8 bludgeoning damage and 1d8 necrotic damage (This damage scales as the DM seems fit).<br />
<br />
When betting stats you shall only bring to the table 1 score point or ask for 1 score point. When a Luck Knight gets spells throught bets, they can only be casted once per long rest and your spellcasting ability is Charisma. A Luck Knight can only bet one feature, one spell or one stat with a person once, whether they lose or win. If you ever reach 0 hit points and fall unconscious, your original features, spells and stats are restored.<br />
<br />
<br />
==== Lucky Coin ====<br />
Starting at level 1, a Luck Knight is able to materialized big golden coins in their hands. You get as many lucky coins as stated in the lucky coin column. If the user, as a bonus action, throws a coin and it lands on heads, it grants a buff to one chosen stat and then disappears. The buff can be given to a creature of your choice or to yourself. The buff lasts for 1 minute and you can affect the following stats:<br />
<br />
;Strength<br />
You add your proficiency bonus to your {{5a|Str}} score and you get proficiency with strength saving throws.<br />
<br />
;Dexterity<br />
You add your proficiency bonus to your {{5a|Dex}} score, thus increasing your AC, and you get proficiency with dexterity saving throws.<br />
<br />
;Constitution<br />
You add your proficiency bonus to your {{5a|Con}} score, thus increasing your hitpoints, and you get proficiency with dexterity saving throws.<br />
<br />
;Intelligence<br />
You add your proficiency bonus to your {{5a|Int}} score and you get proficiency with intelligence saving throws.<br />
<br />
;Wisdom<br />
You add your proficiency bonus to your {{5a|Wis}} score and you get proficiency with wisdom saving throws.<br />
<br />
;Charisma<br />
You add your proficiency bonus to your {{5a|Cha}} score and you get proficiency with charisma saving throws.<br />
<br />
;Speed<br />
You add 5 + 5*proficiency bonus feet to your movement speed and add half your proficiency bonus to your AC (rounded up)<br />
<br />
;Crit. Chance<br />
Your crit range decreases by 1.<br />
<br />
You are able to throw more than one coin at a time and their effects stacks, but the duration of the buff is halved. Every coin is counted individually, every coin that lands on heads gives you its individual buff. The temporary ability score improvement allows the abilities scores to go above 20. If you had any buff and then decide to throw another lucky coin, the previous buff is interrupted. You need to finish two consecutive short rests or one long rest to regain all your lucky coins.<br />
<br />
<br />
==== Spellcasting ====<br />
As a Luck Knight you get no cantrips, neither spells as you level up. Instead, you get them through betting. Your spellcasting ability is {{5a|Cha}}. You use your {{5a|Cha}} whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a necromancer spell 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 />
<br />
==== Borrow ====<br />
At level 2, the luck god handed you the magical ability to borrow features, cantrips and spells from your friends as an action. If they are not willing to lend the feature, cantrip or spell that you requested, you get none. You are only capable to keep one borrowed feature, cantrip or spell at a time and no longer than 8 hours. If you are in possesion of a borrowed feature, cantrip or spell and borrow another, the one you had is automatilcally returned to their true owner, the same happens if 8 hours pass since you borrowed something.<br />
<br />
<br />
==== Beginner's Luck ====<br />
At level 2, the luck god started keeping an eye over you, and thus, whenever they see fit they will use a luck point on you. Although, their interactions with the mortal realm are restricted to one every day. (This is 1 luck point from the lucky feat and it keeps the same functionality)<br />
<br />
<br />
==== Playing field ====<br />
At 3rd level, you chose a playing field. Choose between Cheater, Card user and Chaotic Luck, all detailed at the end of the class description. Your choice grants you features at level 3 and again at 6th and 11th level.<br />
<br />
<br />
==== Ability Score Improvement ====<br />
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<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. You get another extra attack at level 12<br />
<br />
<br />
==== Lucky Man ====<br />
At level 8 you get a passive skill that is triggered when you're facing an unavoidable critical attack. In such situation, you are able to unintentionally avoid the attack whilst simultaneously dealing a critical attack to your enemy. You need to finish a long rest before you can use this feature again.<br />
<br />
<br />
==== All-In ====<br />
<br />
<br />
=== Playing field ===<br />
<br />
==== Cheater ====<br />
Those who strand from the hand of Lady Luck are those who cheat and create an advantageous outcome for themselves. Whether it may be through gaps in the rules stated or abruptly breaking them, those are the most despicable beings who go against the very own essence of luck based games but at the same time they are the ones who profit more from them.<br />
<br />
;{{#anc:Throw practice}}<br />
When you choose the cheater subclass at level 3, through practice you acquire a reliable way to throw coins so that they fall on heads a 80% of the time. This method requires that some conditions are met, those being:<br />
<br />
-You must not be moving while throwing it.<br />
<br />
-The terrain you are standing on is not difficult terrain.<br />
<br />
-The coin falls on the ground.<br />
<br />
;{{#anc:Devil persuader}}<br />
At level 6, you decide it would be a great idea to bribe your personal little devil to turn a blind eye whenever you decide to cheat while betting. They may be even willing to help you cheat and give you hints. You will have to continuously treat them to avoid being punished.<br />
<br />
;{{#anc:<!-Class Feature->}}<br />
At level 11,<br />
<br />
==== Card user ====<br />
Cards are one of the most basic tools for the creation of luck based games, but there are those who see cards fit in another environments such as the battlefield. When they realice this fact, the luck god sees potential in them and hands some special abilities surrounding cards.<br />
<br />
;{{#anc:Cards of many decks}}<br />
When you choose the card user subclass at level 3, the luck god hands you a card deck box the next time you fall asleep. Whenever you touch the card deck box, it automatically hands you 3 cards from the deck, this cards contain features and spells that you have already seen either from allies or enemies. This card deck box has capacity for merely 15 cards and already contains 5 cards. The 5 cards effects are the following:<br />
<br />
;Lesser teleport<br />
Spell. You are able to teleport yourself, and another creature of your choice that is 30 feet from you, to a location you know or are able to see within 150 feet from you.<br />
<br />
;Lime Healing Bubble<br />
Spell. You can blast a lime-colored bubble of water to another creature of your choice that is 60 feet from you, which is then healed for 12 hitpoints.<br />
<br />
;Holy Light<br />
Spell. You can cast a narrow light beam of holy light with deals 2d8 radiant damage with 120 feet of effective range. <br />
<br />
;Great barrier<br />
Spell. You can cast a 10 feet circular golden barrier made of hexagons which protects you from any harm from outside that stays up for 6 seconds. You end your turn when you cast it.<br />
<br />
;Moonlight Slash<br />
Feature. You are able to deliver a powerful attack with your weapon which is followed by a light slash. Your weapon deals and additional 1d6 force damage. The light slash deals an 1d4 radiant damage and travels up to 30 feet.<br />
<br />
<br />
Whenever you want to add a feature or spell to your deck you must recreate it in your mind for an hour in order to analyse it perfectly. You won't be able to add features or spells to your deck if you didn't understand what they did or how they function.<br />
<br />
You need to finish a long rest to use this feature again. You need to use all the cards in your possesion in order to be able to receive more.<br />
<br />
;{{#anc:Expanded deck}}<br />
At level 6,<br />
<br />
;{{#anc:<!-Class Feature->}}<br />
At level 11,<br />
<br />
==== Chaotic Luck ====<br />
Luck is an amazing tool to persuade anyone into taking risk, but there are those who can't get enough of this adrenaline boost. If one of this people ocurres to be a Luck Knight things may start to get out of hand.<br />
<br />
;{{#anc:Luck lunatic}}<br />
When you choose the chaotic luck subclass at level 3,<br />
<br />
;{{#anc:Luck magic}}<br />
At level 6,<br />
<br />
;{{#anc:Luck proficient}}<br />
At level 11,<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:<br />
<br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies:<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=Hardcore Leveling Warrior|owner=Sehoon Kim}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Characterhttps://www.dandwiki.com/w/index.php?title=Luck_Knight_(5e_Class)&diff=1605924Luck Knight (5e Class)2022-06-05T21:01:31Z<p>Character: </p>
<hr />
<div>{{WIP}}<br />
== Luck Knight ==<br />
A Luck Knight is a warrior who relies heavily on luck, their own abilities and their allies in combat. They sharpen their confrontation's abilities in another battlefield called "luck based games" in order to squeeze out their unique ability of betting anything, even the strength and abilities of their rivals.<br />
<br />
;Quick Build<br />
You can make a Luck Knight quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Strength/Wisdom. Second, choose the gambler or gambler variant(homebrew) background. <br />
<br />
{{5e Class Features<br />
|name= Luck Knight<br />
|summary= A formidable foe whose main strength relies on betting<br />
|hd= 10<br />
|spellcasting=<br />
|armor= {{5e|Light Armor|Light armor}}<br />
|weapons= {{5e|Weapons|Simple weapons}} and {{5e|Shortsword|shortsword}}<br />
|tools= any gaming set of your choice<br />
|saves= {{5a|Cha}}, {{5a|Wis}}<br />
|skills= Choose four from {{5s|Deception}}, {{5s|History}}, {{5s|Insight}}, {{5s|Perception}}, {{5s|Performance}}, {{5s|Persuasion}}, {{5s|Sleight of hand}} and {{5s|Survival}}<br />
|item1a= a {{5e|Shortsword|shortsword}}<br />
|item1b= any {{5e|Weapons|simple weapon}}<br />
|item2a= a {{5e|Equipment Packs|burglar's pack}}<br />
|item2b= an {{5e|Equipment Packs|explorer's pack}}<br />
|item3a= {{5e|Padded (Armor)|padded armor}} and a {{5e|Dagger|dagger}}<br />
|item3b=<br />
<br />
|classfeatures1={{inpage|Devil's bet}}, {{inpage|Lucky Coin}}, {{inpage|Spellcasting}}<br />
|classfeatures2={{inpage|Borrow}}, {{inpage|Beginner's Luck}}<br />
|classfeatures3={{inpage|Playing field}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Extra attack}}<br />
|classfeatures6={{inpage|Playing field feature}}<br />
|classfeatures7=<br />
|classfeatures8={{inpage|Lucky Man}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|All-In}}<br />
|classfeatures11={{inpage|Playing field feature}}<br />
|classfeatures12={{inpage|Extra attack}}<br />
|classfeatures13=<br />
|classfeatures14=<br />
|classfeatures15=<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20=<br />
<br />
|extrasonright=2<br />
|extra1_name=Lucky Coins<br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
}}<br />
<br />
==== Devil's bet ====<br />
Starting at level 1, a Luck Knight has the ability to bet anything they want, including features, spells, stats and even promises. When a Luck Knight gets involved in a bet, a little black devil is summoned in order to keep the bet rewards and cheats at bay. When betting, both persons must agree with the terms and bets at stake. If any people involved in the bet cheats, the little devil will smash one hand of the cheater, breaking it, or in its defect their head with a warhammer, dealing 1d8 bludgeoning damage and 1d8 necrotic damage (This damage scales as the DM seems fit).<br />
<br />
When betting stats you shall only bring to the table 1 score point or ask for 1 score point. When a Luck Knight gets spells throught bets, they can only be casted once per long rest and your spellcasting ability is Charisma. A Luck Knight can only bet one feature, one spell or one stat with a person once, whether they lose or win. If you ever reach 0 hit points and fall unconscious, your original features, spells and stats are restored.<br />
<br />
<br />
==== Lucky Coin ====<br />
Starting at level 1, a Luck Knight is able to materialized big golden coins in their hands. You get as many lucky coins as stated in the lucky coin column. If the user, as a bonus action, throws a coin and it lands on heads, it grants a buff to one chosen stat and then disappears. The buff can be given to a creature of your choice or to yourself. The buff lasts for 1 minute and you can affect the following stats:<br />
<br />
;Strength<br />
You add your proficiency bonus to your {{5a|Str}} score and you get proficiency with strength saving throws.<br />
<br />
;Dexterity<br />
You add your proficiency bonus to your {{5a|Dex}} score, thus increasing your AC, and you get proficiency with dexterity saving throws.<br />
<br />
;Constitution<br />
You add your proficiency bonus to your {{5a|Con}} score, thus increasing your hitpoints, and you get proficiency with dexterity saving throws.<br />
<br />
;Intelligence<br />
You add your proficiency bonus to your {{5a|Int}} score and you get proficiency with intelligence saving throws.<br />
<br />
;Wisdom<br />
You add your proficiency bonus to your {{5a|Wis}} score and you get proficiency with wisdom saving throws.<br />
<br />
;Charisma<br />
You add your proficiency bonus to your {{5a|Cha}} score and you get proficiency with charisma saving throws.<br />
<br />
;Speed<br />
You add 5 + 5*proficiency bonus feet to your movement speed and add half your proficiency bonus to your AC (rounded up)<br />
<br />
;Crit. Chance<br />
Your crit range decreases by 1.<br />
<br />
You are able to throw more than one coin at a time and their effects stacks, but the duration of the buff is halved. Every coin is counted individually, every coin that lands on heads gives you its individual buff. The temporary ability score improvement allows the abilities scores to go above 20. If you had any buff and then decide to throw another lucky coin, the previous buff is interrupted. You need to finish two consecutive short rests or one long rest to regain all your lucky coins.<br />
<br />
<br />
==== Spellcasting ====<br />
As a Luck Knight you get no cantrips, neither spells as you level up. Instead, you get them through betting. Your spellcasting ability is {{5a|Cha}}. You use your {{5a|Cha}} whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a necromancer spell 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 />
<br />
==== Borrow ====<br />
At level 2, the luck god handed you the magical ability to borrow features, cantrips and spells from your friends as an action. If they are not willing to lend the feature, cantrip or spell that you requested, you get none. You are only capable to keep one borrowed feature, cantrip or spell at a time and no longer than 8 hours. If you are in possesion of a borrowed feature, cantrip or spell and borrow another, the one you had is automatilcally returned to their true owner, the same happens if 8 hours pass since you borrowed something.<br />
<br />
<br />
==== Beginner's Luck ====<br />
At level 2, the luck god started keeping an eye over you, and thus, whenever they see fit they will use a luck point on you. Although, their interactions with the mortal realm are restricted to one every day. (This is 1 luck point from the lucky feat and it keeps the same functionality)<br />
<br />
<br />
==== Playing field ====<br />
At 3rd level, you chose a playing field. Choose between Cheater, Card user and Chaotic Luck, all detailed at the end of the class description. Your choice grants you features at level 3 and again at 6th and 11th level.<br />
<br />
<br />
==== Ability Score Improvement ====<br />
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<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. You get another extra attack at level 12<br />
<br />
<br />
==== Lucky Man ====<br />
At level 8 you get a passive skill that is triggered when you're facing an unavoidable critical attack. In such situation, you are able to unintentionally avoid the attack whilst simultaneously dealing a critical attack to your enemy. You need to finish a long rest before you can use this feature again.<br />
<br />
<br />
==== All-In ====<br />
<br />
<br />
=== Playing field ===<br />
<br />
==== Cheater ====<br />
Those who strand from the hand of Lady Luck are those who cheat and create an advantageous outcome for themselves. Whether it may be through gaps in the rules stated or abruptly breaking them, those are the most despicable beings who go against the very own essence of luck based games but at the same time they are the ones who profit more from them.<br />
<br />
;{{#anc:Throw practice}}<br />
When you choose the cheater subclass at level 3, through practice you acquire a reliable way to throw coins so that they fall on heads a 80% of the time. This method requires that some conditions are met, those being:<br />
<br />
-You must not be moving while throwing it.<br />
<br />
-The terrain you are standing on is not difficult terrain.<br />
<br />
-The coin falls on the ground.<br />
<br />
;{{#anc:Devil persuader}}<br />
At level 6, you decide it would be a great idea to bribe your personal little devil to turn a blind eye whenever you decide to cheat while betting. They may be even willing to help you cheat and give you hints. You will have to continuously treat them to avoid being punished.<br />
<br />
;{{#anc:<!-Class Feature->}}<br />
At level 11,<br />
<br />
==== Card user ====<br />
Cards are one of the most basic tools for the creation of luck based games, but there are those who see cards fit in another environments such as the battlefield. When they realice this fact, the luck god sees potential in them and hands some special abilities surrounding cards.<br />
<br />
;{{#anc:Cards of many decks}}<br />
When you choose the card user subclass at level 3,<br />
<br />
;{{#anc:Expanded deck}}<br />
At level 6,<br />
<br />
;{{#anc:<!-Class Feature->}}<br />
At level 11,<br />
<br />
==== Chaotic Luck ====<br />
Luck is an amazing tool to persuade anyone into taking risk, but there are those who can't get enough of this adrenaline boost. If one of this people ocurres to be a Luck Knight things may start to get out of hand.<br />
<br />
;{{#anc:Luck lunatic}}<br />
When you choose the chaotic luck subclass at level 3,<br />
<br />
;{{#anc:Luck magic}}<br />
At level 6,<br />
<br />
;{{#anc:Luck proficient}}<br />
At level 11,<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:<br />
<br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies:<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=Hardcore Leveling Warrior|owner=Sehoon Kim}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Characterhttps://www.dandwiki.com/w/index.php?title=Luck_Knight_(5e_Class)&diff=1605569Luck Knight (5e Class)2022-06-04T19:52:07Z<p>Character: Work in progress</p>
<hr />
<div>{{WIP}}<br />
== Luck Knight ==<br />
A Luck Knight is a warrior who relaies heavily on luck, their own abilities and their allies in combat. They sharpen their confrontation's abilities in another battlefield called "luck based games" in order to squeeze out their unique ability of betting anything, even the strength and abilities of their rivals.<br />
<br />
;Quick Build<br />
You can make a Luck Knight quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Strength/Wisdom. Second, choose the gambler or gambler variant(homebrew) background. <br />
<br />
{{5e Class Features<br />
|name= Luck Knight<br />
|summary= A formidable foe whose main strength relies on betting<br />
|hd= 8<br />
|spellcasting=<br />
|armor= {{5e|Light Armor|Light armor}}<br />
|weapons= {{5e|Weapons|Simple weapons}} and {{5e|Shortsword|shortsword}}<br />
|tools= any gaming set of your choice<br />
|saves= {{5a|Cha}}, {{5a|Wis}}<br />
|skills= Choose four from {{5s|Deception}}, {{5s|History}}, {{5s|Insight}}, {{5s|Perception}}, {{5s|Performance}}, {{5s|Persuasion}}, {{5s|Sleight of hand}} and {{5s|Survival}}<br />
|item1a= a {{5e|Shortsword|shortsword}}<br />
|item1b= any {{5e|Weapons|simple weapon}}<br />
|item2a= a {{5e|Equipment Packs|burglar's pack}}<br />
|item2b= an {{5e|Equipment Packs|explorer's pack}}<br />
|item3a= {{5e|Padded (Armor)|padded armor}} and a {{5e|Dagger|dagger}}<br />
|item3b=<br />
<br />
|classfeatures1={{inpage|Devil's bet}}, {{inpage|Lucky Coin}}, {{inpage|Spellcasting}}<br />
|classfeatures2={{inpage|Borrow}}, {{inpage|Beginner's Luck}}<br />
|classfeatures3={{inpage|Playing field}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Extra attack}}<br />
|classfeatures6={{inpage|Playing field feature}}<br />
|classfeatures7=<br />
|classfeatures8={{inpage|Lucky Man}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|All-In}}<br />
|classfeatures11={{inpage|Playing field feature}}<br />
|classfeatures12={{inpage|Extra attack}}<br />
|classfeatures13=<br />
|classfeatures14=<br />
|classfeatures15=<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20=<br />
<br />
|extrasonright=2<br />
|extra1_name=Lucky Coins<br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
}}<br />
<br />
==== Devil's bet ====<br />
Starting at level 1, a Luck Knight has the ability to bet anything they want, including features, spells, stats and even promises. When a Luck Knight gets involved in a bet, a little black devil is summoned in order to keep the bet rewards and cheats at bay. When betting, both persons must agree with the terms and bets at stake. If any people involved in the bet cheats, the little devil will smash one hand of the cheater, breaking it, or in its defect their head with a warhammer, dealing 1d8 bludgeoning damage and 1d8 necrotic damage (This damage scales as the DM seems fit).<br />
<br />
When betting stats you shall only bring to the table 1 score point or ask for 1 score point. When a Luck Knight gets spells throught bets, they can only be casted once per long rest and your spellcasting ability is Charisma. A Luck Knight can only bet one feature, one spell or one stat with a person once, whether they lose or win. If you ever reach 0 hit points and fall unconscious, your original features, spells and stats are restored.<br />
<br />
<br />
==== Lucky Coin ====<br />
Starting at level 1, a Luck Knight is able to materialized big golden coins in their hands. You get as many lucky coins as stated in the lucky coin column. If the user, as a bonus action, throws a coin and it lands on heads, it grants a buff to one chosen stat and then disappears. The buff can be given to a creature of your choice or to yourself. The buff lasts for 1 minute and you can affect the following stats:<br />
<br />
;Strength<br />
You add your proficiency bonus to your {{5a|Str}} score and you get proficiency with strength saving throws.<br />
<br />
;Dexterity<br />
You add your proficiency bonus to your {{5a|Dex}} score, thus increasing your AC, and you get proficiency with dexterity saving throws.<br />
<br />
;Constitution<br />
You add your proficiency bonus to your {{5a|Con}} score, thus increasing your hitpoints, and you get proficiency with dexterity saving throws.<br />
<br />
;Intelligence<br />
You add your proficiency bonus to your {{5a|Int}} score and you get proficiency with intelligence saving throws.<br />
<br />
;Wisdom<br />
You add your proficiency bonus to your {{5a|Wis}} score and you get proficiency with wisdom saving throws.<br />
<br />
;Charisma<br />
You add your proficiency bonus to your {{5a|Cha}} score and you get proficiency with charisma saving throws.<br />
<br />
;Speed<br />
You add 5 + 5*proficiency bonus feet to your movement speed and add half your proficiency bonus to your AC (rounded up)<br />
<br />
;Crit. Chance<br />
Your crit range decreases by 1.<br />
<br />
You are able to throw more than one coin at a time and their effects stacks, but the duration of the buff is halved. Every coin is counted individually, every coin that lands on heads gives you its individual buff. The temporary ability score improvement allows the abilities scores to go above 20. If you had any buff and then decide to throw another lucky coin, the previous buff is interrupted. You need to finish two consecutive short rests or one long rest to regain all your lucky coins.<br />
<br />
<br />
==== Spellcasting ====<br />
As a Luck Knight you get no cantrips, neither spells as you level up. Instead, you get them through betting. Your spellcasting ability is {{5a|Cha}}. You use your {{5a|Cha}} whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a necromancer spell 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 />
<br />
==== Borrow ====<br />
At level 2, the luck god handed you the magical ability to borrow features, cantrips and spells from your friends as an action. If they are not willing to lend the feature, cantrip or spell that you requested, you get none. You are only capable to keep one borrowed feature, cantrip or spell at a time and no longer than 8 hours. If you are in possesion of a borrowed feature, cantrip or spell and borrow another, the one you had is automatilcally returned to their true owner, the same happens if 8 hours pass since you borrowed something.<br />
<br />
<br />
==== Beginner's Luck ====<br />
At level 2, the luck god started keeping an eye over you, and thus, whenever they see fit they will use a luck point on you. Although, their interactions with the mortal realm are restricted to one every day. (This is 1 luck point from the lucky feat and it keeps the same functionality)<br />
<br />
<br />
==== Playing field ====<br />
At 3rd level, you chose a playing field. Choose between Cheater, Card user and Chaotic Luck, all detailed at the end of the class description. Your choice grants you features at level 3 and again at 6th and 11th level.<br />
<br />
<br />
==== Ability Score Improvement ====<br />
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<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. You get another extra attack at level 12<br />
<br />
<br />
==== Lucky Man ====<br />
At level 8 you get a passive skill that is triggered when you're facing an unavoidable critical attack. In such situation, you are able to unintentionally avoid the attack whilst simultaneously dealing a critical attack to your enemy. You need to finish a long rest before you can use this feature again.<br />
<br />
<br />
==== All-In ====<br />
<br />
<br />
=== Playing field ===<br />
<br />
==== Cheater ====<br />
Those who strand from the hand of Lady Luck are those who cheat and create an advantageous outcome for themselves. Whether it may be through gaps in the rules stated or abruptly breaking them, those are the most despicable beings who go against the very own essence of luck based games but at the same time they are the ones who profit more from them.<br />
<br />
;{{#anc:Throw practice}}<br />
When you choose the cheater subclass at level 3,<br />
<br />
;{{#anc:Devil persuader}}<br />
At level 6,<br />
<br />
;{{#anc:<!-Class Feature->}}<br />
At level 11,<br />
<br />
==== Card user ====<br />
Cards are one of the most basic tools for the creation of luck based games, but there are those who see cards fit in another environments such as the battlefield. When they realice this fact, the luck god sees potential in them and hands some special abilities surrounding cards.<br />
<br />
;{{#anc:Cards of many decks}}<br />
When you choose the card user subclass at level 3,<br />
<br />
;{{#anc:Expanded deck}}<br />
At level 6,<br />
<br />
;{{#anc:<!-Class Feature->}}<br />
At level 11,<br />
<br />
==== Chaotic Luck ====<br />
Luck is an amazing tool to persuade anyone into taking risk, but there are those who can't get enough of this adrenaline boost. If one of this people ocurres to be a Luck Knight things may start to get out of hand.<br />
<br />
;{{#anc:Luck lunatic}}<br />
When you choose the chaotic luck subclass at level 3,<br />
<br />
;{{#anc:Luck magic}}<br />
At level 6,<br />
<br />
;{{#anc:Luck proficient}}<br />
At level 11,<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:<br />
<br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies:<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=Hardcore Leveling Warrior|owner=Sehoon Kim}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Characterhttps://www.dandwiki.com/w/index.php?title=Luck_Knight_(5e_Class)&diff=1605565Luck Knight (5e Class)2022-06-04T19:34:54Z<p>Character: Work in progress</p>
<hr />
<div>{{WIP}}<br />
== Luck Knight ==<br />
A Luck Knight is a warrior who relaies heavily on luck, their own abilities and their allies in combat. They sharpen their confrontation's abilities in another battlefield called "luck based games" in order to squeeze out their unique ability of betting anything, even the strength and abilities of their rivals.<br />
<br />
<br />
=== <!-Introduction Leader-> ===<br />
<br />
<!--Explore this chapter in more detail here--><br />
<br />
;Quick Build<br />
You can make a Luck Knight quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Strength/Wisdom. Second, choose the gambler or gambler variant(homebrew) background. <br />
<br />
{{5e Class Features<br />
|name= Luck Knight<br />
|summary= A formidable foe whose main strength relies on betting<br />
|hd= 8<br />
|spellcasting=<br />
|armor= {{5e|Light Armor|Light armor}}<br />
|weapons= {{5e|Weapons|Simple weapons}} and {{5e|Shortsword|shortsword}}<br />
|tools= any gaming set of your choice<br />
|saves= {{5a|Cha}}, {{5a|Wis}}<br />
|skills= Choose four from {{5s|Deception}}, {{5s|History}}, {{5s|Insight}}, {{5s|Perception}}, {{5s|Performance}}, {{5s|Persuasion}}, {{5s|Sleight of hand}} and {{5s|Survival}}<br />
|item1a= a {{5e|Shortsword|shortsword}}<br />
|item1b= any {{5e|Weapons|simple weapon}}<br />
|item2a= a {{5e|Equipment Packs|burglar's pack}}<br />
|item2b= an {{5e|Equipment Packs|explorer's pack}}<br />
|item3a= {{5e|Padded (Armor)|padded armor}} and a {{5e|Dagger|dagger}}<br />
|item3b=<br />
<br />
|classfeatures1={{inpage|Devil's bet}}, {{inpage|Lucky Coin}}, {{inpage|Spellcasting}}<br />
|classfeatures2={{inpage|Borrow}}, {{inpage|Beginner's Luck}}<br />
|classfeatures3={{inpage|Playing field}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Extra attack}}<br />
|classfeatures6={{inpage|Playing field feature}}<br />
|classfeatures7=<br />
|classfeatures8={{inpage|Lucky Man}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|All-In}}<br />
|classfeatures11={{inpage|Playing field feature}}<br />
|classfeatures12={{inpage|Extra attack}}<br />
|classfeatures13=<br />
|classfeatures14=<br />
|classfeatures15=<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20=<br />
<br />
|extrasonright=2<br />
|extra1_name=Lucky Coins<br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
}}<br />
<br />
==== Devil's bet ====<br />
Starting at level 1, a Luck Knight has the ability to bet anything they want, including features, spells, stats and even promises. When a Luck Knight gets involved in a bet, a little black devil is summoned in order to keep the bet rewards and cheats at bay. When betting, both persons must agree with the terms and bets at stake. If any people involved in the bet cheats, the little devil will smash one hand of the cheater, breaking it, or in its defect their head with a warhammer, dealing 1d8 bludgeoning damage and 1d8 necrotic damage (This damage scales as the DM seems fit).<br />
<br />
When betting stats you shall only bring to the table 1 score point or ask for 1 score point. When a Luck Knight gets spells throught bets, they can only be casted once per long rest and your spellcasting ability is Charisma. A Luck Knight can only bet one feature, one spell or one stat with a person once, whether they lose or win. If you ever reach 0 hit points and fall unconscious, your original features, spells and stats are restored.<br />
<br />
<br />
==== Lucky Coin ====<br />
Starting at level 1, a Luck Knight is able to materialized big golden coins in their hands. You get as many lucky coins as stated in the lucky coin column. If the user, as a bonus action, throws a coin and it lands on heads, it grants a buff to one chosen stat and then disappears. The buff can be given to a creature of your choice or to yourself. The buff lasts for 1 minute and you can affect the following stats:<br />
<br />
;Strength<br />
You add your proficiency bonus to your {{5a|Str}} score and you get proficiency with strength saving throws.<br />
<br />
;Dexterity<br />
You add your proficiency bonus to your {{5a|Dex}} score, thus increasing your AC, and you get proficiency with dexterity saving throws.<br />
<br />
;Constitution<br />
You add your proficiency bonus to your {{5a|Con}} score, thus increasing your hitpoints, and you get proficiency with dexterity saving throws.<br />
<br />
;Intelligence<br />
You add your proficiency bonus to your {{5a|Int}} score and you get proficiency with intelligence saving throws.<br />
<br />
;Wisdom<br />
You add your proficiency bonus to your {{5a|Wis}} score and you get proficiency with wisdom saving throws.<br />
<br />
;Charisma<br />
You add your proficiency bonus to your {{5a|Cha}} score and you get proficiency with charisma saving throws.<br />
<br />
;Speed<br />
You add 5 + 5*proficiency bonus feet to your movement speed and add half your proficiency bonus to your AC (rounded up)<br />
<br />
;Crit. Chance<br />
Your crit range decreases by 1.<br />
<br />
You are able to throw more than one coin at a time and their effects stacks, but the duration of the buff is halved. Every coin is counted individually, every coin that lands on heads gives you its individual buff. The temporary ability score improvement allows the abilities scores to go above 20. If you had any buff and then decide to throw another lucky coin, the previous buff is interrupted. You need to finish two consecutive short rests or one long rest to regain all your lucky coins.<br />
<br />
<br />
==== Spellcasting ====<br />
As a Luck Knight you get no cantrips, neither spells as you level up. Instead, you get them through betting. Your spellcasting ability is {{5a|Cha}}. You use your {{5a|Cha}} whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a necromancer spell 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 />
<br />
==== Borrow ====<br />
At level 2, the luck god handed you the magical ability to borrow features, cantrips and spells from your friends as an action. If they are not willing to lend the feature, cantrip or spell that you requested, you get none. You are only capable to keep one borrowed feature, cantrip or spell at a time and no longer than 8 hours. If you are in possesion of a borrowed feature, cantrip or spell and borrow another, the one you had is automatilcally returned to their true owner, the same happens if 8 hours pass since you borrowed something.<br />
<br />
<br />
==== Beginner's Luck ====<br />
At level 2, the luck god started keeping an eye over you, and thus, whenever they see fit they will use a luck point on you. Although, their interactions with the mortal realm are restricted to one every day. (This is 1 luck point from the lucky feat and it keeps the same functionality)<br />
<br />
<br />
==== Playing field ====<br />
At 3rd level, you chose a playing field. Choose between Cheater, Card user and Chaotic Luck, all detailed at the end of the class description. Your choice grants you features at level 3 and again at 6th and 11th level.<br />
<br />
<br />
==== Ability Score Improvement ====<br />
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<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. You get another extra attack at level 12<br />
<br />
<br />
==== Lucky Man ====<br />
At level 8 you get a passive skill that is triggered when you're facing an unavoidable critical attack. In such situation, you are able to unintentionally avoid the attack whilst simultaneously dealing a critical attack to your enemy. You need to finish a long rest before you can use this feature again.<br />
<br />
<br />
==== All-In ====<br />
<br />
<br />
==== Playing field ====<br />
<br />
=== Cheater ===<br />
Those who strand from the hand of Lady Luck are those who cheat and create an advantageous outcome for themselves. Whether it may be through gaps in the rules stated or abruptly breaking them, those are the most despicable beings who go against the very own essence of luck based games but at the same time they are the ones who profit more from them.<br />
<br />
;{{#anc:Throw practice}}<br />
When you choose the cheater subclass at level 3,<br />
<br />
;{{#anc:Devil persuader}}<br />
At level 6,<br />
<br />
;{{#anc:<!-Class Feature->}}<br />
At level 11,<br />
<br />
=== Card user ===<br />
Cards are one of the most basic tools for the creation of luck based games, but there are those who see cards fit in another environments such as the battlefield. When they realice this fact, the luck god sees potential in them and hands some special abilities surrounding cards.<br />
<br />
;{{#anc:Cards of many decks}}<br />
When you choose the card user subclass at level 3,<br />
<br />
;{{#anc:Expanded deck}}<br />
At level 6,<br />
<br />
;{{#anc:<!-Class Feature->}}<br />
At level 11,<br />
<br />
=== Chaotic Luck ===<br />
Luck is an amazing tool to persuade anyone into taking risk, but there are those who can't get enough of this adrenaline boost. If one of this people ocurres to be a Luck Knight things may start to get out of hand.<br />
<br />
;{{#anc:Luck lunatic}}<br />
When you choose the chaotic luck subclass at level 3,<br />
<br />
;{{#anc:Luck magic}}<br />
At level 6,<br />
<br />
;{{#anc:Luck proficient}}<br />
At level 11,<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:<br />
<br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies:<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=Hardcore Leveling Warrior|owner=Sehoon Kim}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Characterhttps://www.dandwiki.com/w/index.php?title=Mini_Tornado_(5e_Spell)&diff=1605248Mini Tornado (5e Spell)2022-06-03T10:46:26Z<p>Character: </p>
<hr />
<div>{{5e Spell<br />
|name=Small tornado<br />
|school=Evocation<br />
|ritual=<br />
|lvl=3rd<br />
|casttime=1 action<br />
|range=20 feet<br />
|comp=A feather<br />
|dur=Concentration, up to 12 seconds<br />
|summary= A small tornado that can suck up creatures<br />
}}<br />
<br />
When you cast this spell you create a strong wind that revolves around an unoccupied point you desire within 20 feet from you that quickly develops into a small tornado. This tornado occupies the same space as a large creature but it is 30 feet tall. You can move this tornado at your will up to 30 feet at the end of your turn. Any creature that comes across the path of your tornado must make a Strength saving throw, DC 12 + your spellcasting modifier, on a failed save they get dragged by the tornado. <br />
<br />
A small tornado can only carry up to 1 large creature or 4 medium creatures, or an undefined amount of smaller creatures. Every creature caught up by the tornado takes 1d4 of force damage and is treated as incapacitated. No creature inside the tornado can be targeted directly (they can be affected by aoe attacks) due to the high speed at which they are flying, although, the tornado itself can. If the tornado is hit with an elemental attack, it inherits the element and starts dealing an extra 1 damage of such element.<br />
<br />
If the tornado base ever comes in contact with water it banishes instantly.<br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of 4th level or higher the damage it deals increases by 1d4 for each slot level above 3nd.<br />
<br />
<vote type=1/><br />
----<br />
{{5e Druid Spells Breadcrumb}}<br/><!--if this cannot be cast by Druid, delete this entire line--><br />
{{5e Ranger Spells Breadcrumb}}<br/><!--if this cannot be cast by Ranger, delete this entire line--><br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Druid]]<br />
[[Category:Ranger]]</div>Characterhttps://www.dandwiki.com/w/index.php?title=Mini_Tornado_(5e_Spell)&diff=1605246Mini Tornado (5e Spell)2022-06-03T08:57:39Z<p>Character: Sorry, I got carried away and made it too strong</p>
<hr />
<div>{{5e Spell<br />
|name=Small tornado<br />
|school=Evocation<br />
|ritual=<br />
|lvl=3rd<br />
|casttime=1 action<br />
|range=20 feet<br />
|comp=A feather<br />
|dur=Concentration, up to 12 seconds<br />
|summary= A small tornado that can suck up creatures<br />
}}<br />
<br />
When you cast this spell you create a strong wind that revolves around an unoccupied point you desire within 20 feet from you that quickly develops into a small tornado. This tornado occupies the same space as a large creature but it is 30 feet tall. You can move this tornado at your will up to 30 feet at the end of your turn. Any creature that comes across the path of your tornado must make a Strength saving throw, DC 12 + your spellcasting modifier, on a failed save they get dragged by the tornado. <br />
<br />
A small tornado can only carry up to 1 large creature or 4 medium creatures, or an undefined amount of smaller creatures. Every creature caught up by the tornado takes 1d4 of force damage and is treated as incapacitated. No creature inside the tornado can be targeted directly (they can be affected by aoe attacks) due to the high speed at which they are flying, although, the tornado itself can. If the tornado is hit with an elemental attack, it inherits the element and starts dealing an extra 1 damage of such element.<br />
<br />
If the tornado base ever comes in contact with water it banishes instantly.<br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of 4th level or higher the force damage it deals with increases by 1d6 for each slot level above 3nd.<br />
<br />
<vote type=1/><br />
----<br />
{{5e Druid Spells Breadcrumb}}<br/><!--if this cannot be cast by Druid, delete this entire line--><br />
{{5e Ranger Spells Breadcrumb}}<br/><!--if this cannot be cast by Ranger, delete this entire line--><br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Druid]]<br />
[[Category:Ranger]]</div>Character