https://www.dandwiki.com/w/api.php?action=feedcontributions&user=SaucyMoonwalker&feedformat=atomD&D Wiki - User contributions [en]2024-03-28T23:57:26ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Earth_Titan_(5e_Race)&diff=1588612Earth Titan (5e Race)2022-04-01T20:45:11Z<p>SaucyMoonwalker: /* Earth Titan Traits */</p>
<hr />
<div>==Earth Titan==<br />
{{quote|1=<q>It is said that all beings were sculpted from blocks of clay and given life by the gods. Large excess lumps of clay came together in the earth and eventually formed the earth giants found today.</q>|orig=''Atlas, Historian of Candlekeep''}}<br />
{{5e Image|float:right|https://i.pinimg.com/564x/e4/b1/df/e4b1dfe9f3aaa2ba9347dd44b642bb9e.jpg|An Earth Titan Warrior}}<br />
===Physical Description===<br />
Titans resembled large, muscular humans who typically lacked facial hair, and were typically some of the most intelligent of giants. <br />
Earth titans are born to the earth, descending from the great Elder Titan druid, Omo. Towering over even the largest of [[Goliath_(5e_Race)|goliaths]], earth titans range from 15 to 20 feet tall with strong powerful bodies, and occasionally even baring patches of stoney skin, moss-like hair, or flora growing on them. As well as being physically impressive they are known for their deep connection to the primordial earth, which grants them the ability to naturally manipulate it in ways that others can only hope to attain through training and practice in the arcane. As such, this connection is said to be even greater than that of the {{5e|Dwarf|dwarves}} connection to metal and has been observed to be even greater within the Elemental Plane of Earth.<br />
<br />
===Society===<br />
The original titans, as founded by Lanaxis and born of Omo, had vanished from the world due to their arrogance and crimes against Othea and the gods, though both accounts clash on accuracy The Titans were a proud and accomplished race, the predecessors and superiors to the giants that the world knows today. in the time before the reign of the dragons, the titans ruled over the material plane, much like humanity today, with thriving societies, full of culture. Following the fall of Ostoria however, titans were primarily found on planes other than the Prime Material, such as Arborea and Warrior's Rest, never to make contact with the multiverse again... Until you.<br />
<br />
===History===<br />
Lanaxis, the mortal child of Annam and Othea, was the first titan. Through his progeny's exemplary feats, particularly at the incitement of Omo, they drove back the batrachi creator races. In recognition of their power, Annam granted them land for their own kingdom. Under Lanaxis, the titans made a beautiful society with innovation and power. Unfortunately, the entirety of the titan race was wiped out due to acts of hubris. Earth titans are a remnant of these former titans, having descended from a little-known line of Omo's. It is said Omo fashioned them originally as dolls out of the earth of the Elemental Plane. When Omo died, these creations wept tears for him and came to become animate flesh through his bygone will. <br />
<br />
=== Earth Titan Names===<br />
Earth titan names used a dialect that evolved into the giant tongue, thus are very similar. Typical titan names are as follows:<br />
<br />
'''Male:''' Arobor, Aegir, Alcyoneus, Argus, Athos, Auxvor, Balor, Baugi, Bergelmir, Bölthorn, Bress, Brontes, Corvir, Corriq, Cronus, Echion, Elatha, Enceladus, Eochaid, Epimetheus, Fachan, Fornjót, Geirröd, Geryon, Gillithar, Gymir, Hrungnir, Hymir, Jhalthius, Loxnil, Lussar, Kobor, Klytius, Lamithin, Menoetius, Orog, Ophion, Polyphemus, Oniev, Prometheus, Ravano, Storabor Steropes, Tethro, Ymir<br />
<br />
'''Female:''' Angrboda, Ada, Amesinir, Banii, Boraniya, Buarainech, Canitha, Cethlenn, Chimalmat, Cordiel, Dione, Eithine, Ériu, Ethniu, Fónla, Gaia, Gjála, Greip, Gridir, Gullveig, Hrodr, Járnsaxa, Laufey Lussir, Miellas, Mnemosyne, Olvir, Phoebe, Rhea, Rindr, Skadi, Tethys, Theia, Themis, Vesimir<br />
<br />
===Earth Titan Traits===<br />
{{5e Racial Traits<br />
|summary=Remnants from the bygone true titans, they harness nature's innate resilience and are as strong as the mountains they move.<br />
|abilities=Your {{5a|str}} and {{5a|con}} scores each increase by 1.<br />
|Giantkin=Your creature type is Giant instead of Humanoid.<br />
|age= Earth titans are exceptionally long-lived compared to humans and notably more than other giants but far from immortal. These giants' deep connection to the earth reaches maturity at around 80 years old and have been recorded to live just under millennia.<br />
|alignment=Earth titans are naturally good, but due to the prudence they are dealt, they may become indifferent o even spiteful (neutral or evil).<br />
|size=A Titan's height usually ranges from about 15 feet to 25 feet tall, and usually weighs an upward of 1,000 Ibs. Your size is Huge.<br />
|speed=Your base walking speed is 30.<br />
|trait2=Huge Frame<br />
|description2= Your large size and powerful muscles allow you to push further beyond what most creatures your size are capable of. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. However, you require two times as much food and water per day as a normal creature your size.<br />
|trait3=Earthen Might<br />
|description3= You have advantage on Strength and Constitution checks and saves.<br />
|trait4=Unwieldy Form<br />
|description4= All armor and clothing you buy costs twice as much on average due to the increased size of garments required. Additionally, such apparel will rarely be in stock and often need to be custom made. In addition, You have disadvantage on all Stealth and Sleight of Hand checks.<br />
|trait5=Unshakable<br />
|description5=When calculating your Armor Class, you use your {{5a|con}} instead of your {{5a|dex}} modifier.<br />
|languages= You can speak, read, and write Common and Giant, and Primordial.<br />
}}<br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Large Size]] <br />
[[Category:Giant Type]] <br />
[[Category:Race Subtype Tag]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Earth_Titan_(5e_Race)&diff=1588610Earth Titan (5e Race)2022-04-01T20:42:10Z<p>SaucyMoonwalker: Undo revision 1587744 by Yanied (talk)</p>
<hr />
<div>==Earth Titan==<br />
{{quote|1=<q>It is said that all beings were sculpted from blocks of clay and given life by the gods. Large excess lumps of clay came together in the earth and eventually formed the earth giants found today.</q>|orig=''Atlas, Historian of Candlekeep''}}<br />
{{5e Image|float:right|https://i.pinimg.com/564x/e4/b1/df/e4b1dfe9f3aaa2ba9347dd44b642bb9e.jpg|An Earth Titan Warrior}}<br />
===Physical Description===<br />
Titans resembled large, muscular humans who typically lacked facial hair, and were typically some of the most intelligent of giants. <br />
Earth titans are born to the earth, descending from the great Elder Titan druid, Omo. Towering over even the largest of [[Goliath_(5e_Race)|goliaths]], earth titans range from 15 to 20 feet tall with strong powerful bodies, and occasionally even baring patches of stoney skin, moss-like hair, or flora growing on them. As well as being physically impressive they are known for their deep connection to the primordial earth, which grants them the ability to naturally manipulate it in ways that others can only hope to attain through training and practice in the arcane. As such, this connection is said to be even greater than that of the {{5e|Dwarf|dwarves}} connection to metal and has been observed to be even greater within the Elemental Plane of Earth.<br />
<br />
===Society===<br />
The original titans, as founded by Lanaxis and born of Omo, had vanished from the world due to their arrogance and crimes against Othea and the gods, though both accounts clash on accuracy The Titans were a proud and accomplished race, the predecessors and superiors to the giants that the world knows today. in the time before the reign of the dragons, the titans ruled over the material plane, much like humanity today, with thriving societies, full of culture. Following the fall of Ostoria however, titans were primarily found on planes other than the Prime Material, such as Arborea and Warrior's Rest, never to make contact with the multiverse again... Until you.<br />
<br />
===History===<br />
Lanaxis, the mortal child of Annam and Othea, was the first titan. Through his progeny's exemplary feats, particularly at the incitement of Omo, they drove back the batrachi creator races. In recognition of their power, Annam granted them land for their own kingdom. Under Lanaxis, the titans made a beautiful society with innovation and power. Unfortunately, the entirety of the titan race was wiped out due to acts of hubris. Earth titans are a remnant of these former titans, having descended from a little-known line of Omo's. It is said Omo fashioned them originally as dolls out of the earth of the Elemental Plane. When Omo died, these creations wept tears for him and came to become animate flesh through his bygone will. <br />
<br />
=== Earth Titan Names===<br />
Earth titan names used a dialect that evolved into the giant tongue, thus are very similar. Typical titan names are as follows:<br />
<br />
'''Male:''' Arobor, Aegir, Alcyoneus, Argus, Athos, Auxvor, Balor, Baugi, Bergelmir, Bölthorn, Bress, Brontes, Corvir, Corriq, Cronus, Echion, Elatha, Enceladus, Eochaid, Epimetheus, Fachan, Fornjót, Geirröd, Geryon, Gillithar, Gymir, Hrungnir, Hymir, Jhalthius, Loxnil, Lussar, Kobor, Klytius, Lamithin, Menoetius, Orog, Ophion, Polyphemus, Oniev, Prometheus, Ravano, Storabor Steropes, Tethro, Ymir<br />
<br />
'''Female:''' Angrboda, Ada, Amesinir, Banii, Boraniya, Buarainech, Canitha, Cethlenn, Chimalmat, Cordiel, Dione, Eithine, Ériu, Ethniu, Fónla, Gaia, Gjála, Greip, Gridir, Gullveig, Hrodr, Járnsaxa, Laufey Lussir, Miellas, Mnemosyne, Olvir, Phoebe, Rhea, Rindr, Skadi, Tethys, Theia, Themis, Vesimir<br />
<br />
===Earth Titan Traits===<br />
{{5e Racial Traits<br />
|summary=Remnants from the bygone true titans, they harness nature's innate resilience and are as strong as the mountains they move.<br />
|abilities=Your {{5a|str}} and {{5a|con}} scores each increase by 1.<br />
|Giantkin=Your creature type is Giant instead of Humanoid.<br />
|age= Earth titans are exceptionally long-lived compared to humans and notably more than other giants but far from immortal. These giants' deep connection to the earth reaches maturity at around 80 years old and have been recorded to live just under millennia.<br />
|alignment=Earth titans are naturally good, but due to the prudence they are dealt, they may become indifferent o even spiteful (neutral or evil).<br />
|size=A Titan's height usually ranges from about 15 feet to 20 feet tall, and usually weighs around a ton. Your size is Huge.<br />
|speed=Your base walking speed is 30.<br />
|trait2=Huge Frame<br />
|description2= Your large size and powerful muscles allow you to push further beyond what most creatures your size are capable of. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. However, you require two times as much food and water per day as a normal creature your size.<br />
|trait3=Earthen Might<br />
|description3= You have advantage on Strength and Constitution checks and saves.<br />
|trait4=Unwieldy Form<br />
|description4= All armor and clothing you buy costs twice as much on average due to the increased size of garments required. Additionally, such apparel will rarely be in stock and often need to be custom made.<br />
|trait5=Unshakable<br />
|description5=When calculating your Armor Class, you use your {{5a|con}} instead of your {{5a|dex}} modifier.<br />
|languages= You can speak, read, and write Common and Giant, and Primordial.<br />
}}<br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Large Size]] <br />
[[Category:Giant Type]] <br />
[[Category:Race Subtype Tag]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Talk:Earth_Titan_(5e_Race)&diff=1588609Talk:Earth Titan (5e Race)2022-04-01T20:41:15Z<p>SaucyMoonwalker: </p>
<hr />
<div>Honestly I like it how it is, and while the adv on STR and CON is very strong, permanent dis on dex is a pretty steep penalty.<br />
<br />
I feel like this race should be very good at some things and very bad at others. High Str and Con seems in line, and it should be pretty strong as this feels like more of a for fun race then a strictly balanced race.<br />
<br />
I'd say remove the ADV for Con entirely, and leave the STR. Leave the Dis on dex as the other side of that coin.<br />
<br />
I have made these changes and would definitely like some feedback.<br />
<br />
I do feel like the kinda most giant race having very good Str is a good idea, the con to me seemed excessive and unnecessary.<br />
<br />
- Konno Yuuki 11-5-21<br />
<br />
<br />
<br />
Note: I also fixed some of the Capitalization and did some linking for the article<br />
<br />
- Konno Yuuki about 30 min after the last comment {{unsigned|KonnoYuuki}}<br />
<br />
<br />
<br />
:Giving disadvantage on dex saves is kinda false balance to go against everything else this race has. A huge player character would feasibly have more benefits than even a large one, and with everything else they get (like adv in another save), this is a bit bonkers. It'd be better to tone it to something like the [[Kri (5e Race)|kri]] or something.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 00:14, 6 November 2021 (MDT)<br />
<br />
<br />
<br />
I definitely understand this, and to a degree agree. However I think whether to include this race should be up the the DM, if their player wants to run a Huge race, and the DM is ok with it, that should be allowed too.<br />
<br />
I think a good option is to add a disclaimer in the actual article explaining to newer DM's why they might want to look very closely at this race before they allow it in.<br />
<br />
I definitely think this is a very strong race, but we can look at it in comparison to like, Yuan Ti, who have resistance to all magic saves, which is absurd. Or even something like Chronoturgy. I do think permanent adv is a bad idea after thinking, maybe like a +4 to str and a -2 to dex? Something to set this race apart from the countless giant races is a good idea in my opinion.<br />
<br />
I think there is room in the wiki for a huge race, but I definitely agree there should be a section explaining why this might be super busted.<br />
<br />
For example, if I am running a giant heavy campaign, and a player wants to play a giant, well that's kinda nullified, but this acts as the next step. <br />
<br />
I think we do need to be careful with balance to a degree, but also it's up to the individual DM at the end of the day.<br />
<br />
TLDR: Yes huge races are kinda crazy, but to just say on a homebrew wiki they cant exist feels weird, a disclaimer for newer DM's mught be a better option cause allowing crazy stuff for fun is what homebrew is for, and being the biggest giant is kinda a cool idea and sets this apart from the other 1000000 giant races.<br />
--[[User:KonnoYuuki|KonnoYuuki]] ([[User talk:KonnoYuuki|talk]]) 14:26, 6 November 2021 (MDT)<br />
<br />
<br />
<br />
Made race huge and added a disclaimer for balance. I definitely think there is room for a huge race, but balance is difficult, I think the best way to do this is to make it clear the possible issues and leave the specific details of implementation up to the group. <br />
<br />
Sometimes players and DM's both agree on playing things like this, whether as a high power campaign or a single player campaign etc. I think a disclaimer allows the page to keep what makes it unique, the huge char size, while still making sure a new DM or player doesn't get super caught off guard. Would definitely like more discussion on the topic. Also added a WIP flag as this article is rapidly changing and I think that is a good thing to to at the moment.<br />
[[User:KonnoYuuki|KonnoYuuki]] ([[User talk:KonnoYuuki|talk]]) 15:27, 6 November 2021 (MDT)<br />
<br />
Peace out <br />
[[User:KonnoYuuki|KonnoYuuki]] ([[User talk:KonnoYuuki|talk]]) 16:01, 6 November 2021 (MDT)<br />
<br />
:I mean a Huge pc will simply break 5e. In most modules, you simply won't be able to fit into buildings, dungeons, ect. plus combat was not designed around having a 15x15 ft pc. You will often have to be left behind, not participate in social interactions, and have other issues arise that prevents you from actually playing the game in a reasonable way. The mechanics are also a headache as they are either grossly overpowered or simply can't do what you expect a 20ft tall behemoth to do. You would really have to design entire modules around such a concept that includes rules to play a Huge pc without it being completely overpowered.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 16:27, 6 November 2021 (MDT)<br />
<br />
Hello, creator here, and I'd like to point out that this race isn't made for balance and it is in fact a very specialized race. To have social interaction be a challenge was a major reason for being huge because I like challenging myself. It's supposed to be high-risk high reward bc I'm a crazy ************. I don't expect everyone to enjoy it but that's okay because to each there own. But as for me and others that like to live on the wild side it'll work just fine.<br />
<br />
- SaucyMoonwalker 4/1/22</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Talk:Earth_Titan_(5e_Race)&diff=1588608Talk:Earth Titan (5e Race)2022-04-01T20:39:18Z<p>SaucyMoonwalker: </p>
<hr />
<div>Honestly I like it how it is, and while the adv on STR and CON is very strong, permanent dis on dex is a pretty steep penalty.<br />
<br />
I feel like this race should be very good at some things and very bad at others. High Str and Con seems in line, and it should be pretty strong as this feels like more of a for fun race then a strictly balanced race.<br />
<br />
I'd say remove the ADV for Con entirely, and leave the STR. Leave the Dis on dex as the other side of that coin.<br />
<br />
I have made these changes and would definitely like some feedback.<br />
<br />
I do feel like the kinda most giant race having very good Str is a good idea, the con to me seemed excessive and unnecessary.<br />
<br />
- Konno Yuuki 11-5-21<br />
<br />
<br />
<br />
Note: I also fixed some of the Capitalization and did some linking for the article<br />
<br />
- Konno Yuuki about 30 min after the last comment {{unsigned|KonnoYuuki}}<br />
<br />
<br />
<br />
:Giving disadvantage on dex saves is kinda false balance to go against everything else this race has. A huge player character would feasibly have more benefits than even a large one, and with everything else they get (like adv in another save), this is a bit bonkers. It'd be better to tone it to something like the [[Kri (5e Race)|kri]] or something.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 00:14, 6 November 2021 (MDT)<br />
<br />
<br />
<br />
I definitely understand this, and to a degree agree. However I think whether to include this race should be up the the DM, if their player wants to run a Huge race, and the DM is ok with it, that should be allowed too.<br />
<br />
I think a good option is to add a disclaimer in the actual article explaining to newer DM's why they might want to look very closely at this race before they allow it in.<br />
<br />
I definitely think this is a very strong race, but we can look at it in comparison to like, Yuan Ti, who have resistance to all magic saves, which is absurd. Or even something like Chronoturgy. I do think permanent adv is a bad idea after thinking, maybe like a +4 to str and a -2 to dex? Something to set this race apart from the countless giant races is a good idea in my opinion.<br />
<br />
I think there is room in the wiki for a huge race, but I definitely agree there should be a section explaining why this might be super busted.<br />
<br />
For example, if I am running a giant heavy campaign, and a player wants to play a giant, well that's kinda nullified, but this acts as the next step. <br />
<br />
I think we do need to be careful with balance to a degree, but also it's up to the individual DM at the end of the day.<br />
<br />
TLDR: Yes huge races are kinda crazy, but to just say on a homebrew wiki they cant exist feels weird, a disclaimer for newer DM's mught be a better option cause allowing crazy stuff for fun is what homebrew is for, and being the biggest giant is kinda a cool idea and sets this apart from the other 1000000 giant races.<br />
--[[User:KonnoYuuki|KonnoYuuki]] ([[User talk:KonnoYuuki|talk]]) 14:26, 6 November 2021 (MDT)<br />
<br />
<br />
<br />
Made race huge and added a disclaimer for balance. I definitely think there is room for a huge race, but balance is difficult, I think the best way to do this is to make it clear the possible issues and leave the specific details of implementation up to the group. <br />
<br />
Sometimes players and DM's both agree on playing things like this, whether as a high power campaign or a single player campaign etc. I think a disclaimer allows the page to keep what makes it unique, the huge char size, while still making sure a new DM or player doesn't get super caught off guard. Would definitely like more discussion on the topic. Also added a WIP flag as this article is rapidly changing and I think that is a good thing to to at the moment.<br />
[[User:KonnoYuuki|KonnoYuuki]] ([[User talk:KonnoYuuki|talk]]) 15:27, 6 November 2021 (MDT)<br />
:Homebrew does not mean being able to make anything under the sun, because that would be implausible for the 5e system. Go play something else at that point. Huge size not only imposes large advantages, but also issues when it comes to player size and movement on a map. Large sizes have been detailed out and listed with numerous advantages, thus why the races that are Large are lacking in other traits. You also have just created a blank page and no content to argue for balancing a Huge race, so it is no justification to allow for something this strong.<br />
:If you want a Huge race, make the unbalanced page in your own user pages rather than pretend this is complete and usable at a generic table. --[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 15:44, 6 November 2021 (MDT)<br />
<br />
Final note from me: Seems like y'all have made up your mind on not allowing a huge race so I'll concede and let you do what you will. I simply think adding yet another large giant race is boring, as there are already so many, and really takes away something interesting.<br />
<br />
Also note: the page wasn't empty I was actively creating it.<br />
<br />
Peace out <br />
[[User:KonnoYuuki|KonnoYuuki]] ([[User talk:KonnoYuuki|talk]]) 16:01, 6 November 2021 (MDT)<br />
<br />
:I mean a Huge pc will simply break 5e. In most modules, you simply won't be able to fit into buildings, dungeons, ect. plus combat was not designed around having a 15x15 ft pc. You will often have to be left behind, not participate in social interactions, and have other issues arise that prevents you from actually playing the game in a reasonable way. The mechanics are also a headache as they are either grossly overpowered or simply can't do what you expect a 20ft tall behemoth to do. You would really have to design entire modules around such a concept that includes rules to play a Huge pc without it being completely overpowered.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 16:27, 6 November 2021 (MDT)<br />
<br />
Hello, creator here, and I'd like to point out that this race isn't made for balance and it is in fact a very specialized race. To have social interaction be a challenge was a major reason for being huge because I like challenging myself. It's supposed to be high-risk high reward bc I'm a crazy ************. I don't expect everyone to enjoy it but that's okay because to each there own. But as for me and others that like to live on the wild side it'll work just fine.<br />
<br />
- SaucyMoonwalker 4/1/22</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Talk:Earth_Titan_(5e_Race)&diff=1588607Talk:Earth Titan (5e Race)2022-04-01T20:38:39Z<p>SaucyMoonwalker: </p>
<hr />
<div>Honestly I like it how it is, and while the adv on STR and CON is very strong, permanent dis on dex is a pretty steep penalty.<br />
<br />
I feel like this race should be very good at some things and very bad at others. High Str and Con seems in line, and it should be pretty strong as this feels like more of a for fun race then a strictly balanced race.<br />
<br />
I'd say remove the ADV for Con entirely, and leave the STR. Leave the Dis on dex as the other side of that coin.<br />
<br />
I have made these changes and would definitely like some feedback.<br />
<br />
I do feel like the kinda most giant race having very good Str is a good idea, the con to me seemed excessive and unnecessary.<br />
<br />
- Konno Yuuki 11-5-21<br />
<br />
<br />
<br />
Note: I also fixed some of the Capitalization and did some linking for the article<br />
<br />
- Konno Yuuki about 30 min after the last comment {{unsigned|KonnoYuuki}}<br />
<br />
<br />
<br />
:Giving disadvantage on dex saves is kinda false balance to go against everything else this race has. A huge player character would feasibly have more benefits than even a large one, and with everything else they get (like adv in another save), this is a bit bonkers. It'd be better to tone it to something like the [[Kri (5e Race)|kri]] or something.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 00:14, 6 November 2021 (MDT)<br />
<br />
<br />
<br />
I definitely understand this, and to a degree agree. However I think whether to include this race should be up the the DM, if their player wants to run a Huge race, and the DM is ok with it, that should be allowed too.<br />
<br />
I think a good option is to add a disclaimer in the actual article explaining to newer DM's why they might want to look very closely at this race before they allow it in.<br />
<br />
I definitely think this is a very strong race, but we can look at it in comparison to like, Yuan Ti, who have resistance to all magic saves, which is absurd. Or even something like Chronoturgy. I do think permanent adv is a bad idea after thinking, maybe like a +4 to str and a -2 to dex? Something to set this race apart from the countless giant races is a good idea in my opinion.<br />
<br />
I think there is room in the wiki for a huge race, but I definitely agree there should be a section explaining why this might be super busted.<br />
<br />
For example, if I am running a giant heavy campaign, and a player wants to play a giant, well that's kinda nullified, but this acts as the next step. <br />
<br />
I think we do need to be careful with balance to a degree, but also it's up to the individual DM at the end of the day.<br />
<br />
TLDR: Yes huge races are kinda crazy, but to just say on a homebrew wiki they cant exist feels weird, a disclaimer for newer DM's mught be a better option cause allowing crazy stuff for fun is what homebrew is for, and being the biggest giant is kinda a cool idea and sets this apart from the other 1000000 giant races.<br />
--[[User:KonnoYuuki|KonnoYuuki]] ([[User talk:KonnoYuuki|talk]]) 14:26, 6 November 2021 (MDT)<br />
<br />
<br />
<br />
Made race huge and added a disclaimer for balance. I definitely think there is room for a huge race, but balance is difficult, I think the best way to do this is to make it clear the possible issues and leave the specific details of implementation up to the group. <br />
<br />
Sometimes players and DM's both agree on playing things like this, whether as a high power campaign or a single player campaign etc. I think a disclaimer allows the page to keep what makes it unique, the huge char size, while still making sure a new DM or player doesn't get super caught off guard. Would definitely like more discussion on the topic. Also added a WIP flag as this article is rapidly changing and I think that is a good thing to to at the moment.<br />
[[User:KonnoYuuki|KonnoYuuki]] ([[User talk:KonnoYuuki|talk]]) 15:27, 6 November 2021 (MDT)<br />
:Homebrew does not mean being able to make anything under the sun, because that would be implausible for the 5e system. Go play something else at that point. Huge size not only imposes large advantages, but also issues when it comes to player size and movement on a map. Large sizes have been detailed out and listed with numerous advantages, thus why the races that are Large are lacking in other traits. You also have just created a blank page and no content to argue for balancing a Huge race, so it is no justification to allow for something this strong.<br />
:If you want a Huge race, make the unbalanced page in your own user pages rather than pretend this is complete and usable at a generic table. --[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 15:44, 6 November 2021 (MDT)<br />
<br />
Final note from me: Seems like y'all have made up your mind on not allowing a huge race so I'll concede and let you do what you will. I simply think adding yet another large giant race is boring, as there are already so many, and really takes away something interesting.<br />
<br />
Also note: the page wasn't empty I was actively creating it.<br />
<br />
Peace out <br />
[[User:KonnoYuuki|KonnoYuuki]] ([[User talk:KonnoYuuki|talk]]) 16:01, 6 November 2021 (MDT)<br />
<br />
:I mean a Huge pc will simply break 5e. In most modules, you simply won't be able to fit into buildings, dungeons, ect. plus combat was not designed around having a 15x15 ft pc. You will often have to be left behind, not participate in social interactions, and have other issues arise that prevents you from actually playing the game in a reasonable way. The mechanics are also a headache as they are either grossly overpowered or simply can't do what you expect a 20ft tall behemoth to do. You would really have to design entire modules around such a concept that includes rules to play a Huge pc without it being completely overpowered.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 16:27, 6 November 2021 (MDT)<br />
<br />
Hello, creator here, and I'd like to point out that this race isn't made for balance and it is in fact a very specialized race. To have social interaction be a challenge was a major reason for being huge because I like challenging myself. It's supposed to be high-risk high reward bc I'm a crazy ************. I don't expect everyone to enjoy it but that's okay because to each there own. But as for me and others that like to live on the wild side it'll work just fine.</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Earth_Titan_(5e_Race)&diff=1587714Earth Titan (5e Race)2022-03-30T01:16:09Z<p>SaucyMoonwalker: /* Earth Titan Traits */</p>
<hr />
<div>==Earth Titan==<br />
{{quote|1=<q>It is said that all beings were sculpted from blocks of clay and given life by the gods. Large excess lumps of clay came together in the earth and eventually formed the earth giants found today.</q>|orig=''Atlas, Historian of Candlekeep''}}<br />
{{5e Image|float:right|https://i.pinimg.com/564x/e4/b1/df/e4b1dfe9f3aaa2ba9347dd44b642bb9e.jpg|An Earth Titan Warrior}}<br />
===Physical Description===<br />
Titans resembled large, muscular humans who typically lacked facial hair, and were typically some of the most intelligent of giants. <br />
Earth titans are born to the earth, descending from the great Elder Titan druid, Omo. Towering over even the largest of [[Goliath_(5e_Race)|goliaths]], earth titans range from 15 to 20 feet tall with strong powerful bodies, and occasionally even baring patches of stoney skin, moss-like hair, or flora growing on them. As well as being physically impressive they are known for their deep connection to the primordial earth, which grants them the ability to naturally manipulate it in ways that others can only hope to attain through training and practice in the arcane. As such, this connection is said to be even greater than that of the {{5e|Dwarf|dwarves}} connection to metal and has been observed to be even greater within the Elemental Plane of Earth.<br />
<br />
===Society===<br />
The original titans, as founded by Lanaxis and born of Omo, had vanished from the world due to their arrogance and crimes against Othea and the gods, though both accounts clash on accuracy The Titans were a proud and accomplished race, the predecessors and superiors to the giants that the world knows today. in the time before the reign of the dragons, the titans ruled over the material plane, much like humanity today, with thriving societies, full of culture. Following the fall of Ostoria however, titans were primarily found on planes other than the Prime Material, such as Arborea and Warrior's Rest, never to make contact with the multiverse again... Until you.<br />
<br />
===History===<br />
Lanaxis, the mortal child of Annam and Othea, was the first titan. Through his progeny's exemplary feats, particularly at the incitement of Omo, they drove back the batrachi creator races. In recognition of their power, Annam granted them land for their own kingdom. Under Lanaxis, the titans made a beautiful society with innovation and power. Unfortunately, the entirety of the titan race was wiped out due to acts of hubris. Earth titans are a remnant of these former titans, having descended from a little-known line of Omo's. It is said Omo fashioned them originally as dolls out of the earth of the Elemental Plane. When Omo died, these creations wept tears for him and came to become animate flesh through his bygone will. <br />
<br />
=== Earth Titan Names===<br />
Earth titan names used a dialect that evolved into the giant tongue, thus are very similar. Typical titan names are as follows:<br />
<br />
'''Male:''' Arobor, Aegir, Alcyoneus, Argus, Athos, Auxvor, Balor, Baugi, Bergelmir, Bölthorn, Bress, Brontes, Corvir, Corriq, Cronus, Echion, Elatha, Enceladus, Eochaid, Epimetheus, Fachan, Fornjót, Geirröd, Geryon, Gillithar, Gymir, Hrungnir, Hymir, Jhalthius, Loxnil, Lussar, Kobor, Klytius, Lamithin, Menoetius, Orog, Ophion, Polyphemus, Oniev, Prometheus, Ravano, Storabor Steropes, Tethro, Ymir<br />
<br />
'''Female:''' Angrboda, Ada, Amesinir, Banii, Boraniya, Buarainech, Canitha, Cethlenn, Chimalmat, Cordiel, Dione, Eithine, Ériu, Ethniu, Fónla, Gaia, Gjála, Greip, Gridir, Gullveig, Hrodr, Járnsaxa, Laufey Lussir, Miellas, Mnemosyne, Olvir, Phoebe, Rhea, Rindr, Skadi, Tethys, Theia, Themis, Vesimir<br />
<br />
===Earth Titan Traits===<br />
{{5e Racial Traits<br />
|summary=Remnants from the bygone true titans, they harness nature's innate resilience and are as strong as the mountains they move.<br />
|abilities=Your {{5a|str}} and {{5a|con}} scores each increase by 1.<br />
|Giantkin=Your creature type is Giant instead of Humanoid.<br />
|age= Earth titans are exceptionally long-lived compared to humans and notably more than other giants but far from immortal. These giants' deep connection to the earth reaches maturity at around 80 years old and have been recorded to live just under millennia.<br />
|alignment=Earth titans are naturally good, but due to the prudence they are dealt, they may become indifferent o even spiteful (neutral or evil).<br />
|size=A Titan's height usually ranges from about 15 feet to 20 feet tall, and usually weighs around a ton. Your size is Huge.<br />
|speed=Your base walking speed is 30.<br />
|trait2=Huge Frame<br />
|description2= Your large size and powerful muscles allow you to push further beyond what most creatures your size are capable of. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. However, you require two times as much food and water per day as a normal creature your size.<br />
|trait3=Earthen Might<br />
|description3= You have advantage on Strength and Constitution checks and saves.<br />
|trait4=Unwieldy Form<br />
|description4= All armor and clothing you buy costs twice as much on average due to the increased size of garments required. Additionally, such apparel will rarely be in stock and often need to be custom made.<br />
|trait5=Unshakable<br />
|description5=When calculating your Armor Class, you use your {{5a|con}} instead of your {{5a|dex}} modifier.<br />
|languages= You can speak, read, and write Common and Giant, and Primordial.<br />
}}<br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Large Size]] <br />
[[Category:Giant Type]] <br />
[[Category:Race Subtype Tag]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Earth_Titan_(5e_Race)&diff=1587710Earth Titan (5e Race)2022-03-30T01:15:35Z<p>SaucyMoonwalker: /* Earth Titan */</p>
<hr />
<div>==Earth Titan==<br />
{{quote|1=<q>It is said that all beings were sculpted from blocks of clay and given life by the gods. Large excess lumps of clay came together in the earth and eventually formed the earth giants found today.</q>|orig=''Atlas, Historian of Candlekeep''}}<br />
{{5e Image|float:right|https://i.pinimg.com/564x/e4/b1/df/e4b1dfe9f3aaa2ba9347dd44b642bb9e.jpg|An Earth Titan Warrior}}<br />
===Physical Description===<br />
Titans resembled large, muscular humans who typically lacked facial hair, and were typically some of the most intelligent of giants. <br />
Earth titans are born to the earth, descending from the great Elder Titan druid, Omo. Towering over even the largest of [[Goliath_(5e_Race)|goliaths]], earth titans range from 15 to 20 feet tall with strong powerful bodies, and occasionally even baring patches of stoney skin, moss-like hair, or flora growing on them. As well as being physically impressive they are known for their deep connection to the primordial earth, which grants them the ability to naturally manipulate it in ways that others can only hope to attain through training and practice in the arcane. As such, this connection is said to be even greater than that of the {{5e|Dwarf|dwarves}} connection to metal and has been observed to be even greater within the Elemental Plane of Earth.<br />
<br />
===Society===<br />
The original titans, as founded by Lanaxis and born of Omo, had vanished from the world due to their arrogance and crimes against Othea and the gods, though both accounts clash on accuracy The Titans were a proud and accomplished race, the predecessors and superiors to the giants that the world knows today. in the time before the reign of the dragons, the titans ruled over the material plane, much like humanity today, with thriving societies, full of culture. Following the fall of Ostoria however, titans were primarily found on planes other than the Prime Material, such as Arborea and Warrior's Rest, never to make contact with the multiverse again... Until you.<br />
<br />
===History===<br />
Lanaxis, the mortal child of Annam and Othea, was the first titan. Through his progeny's exemplary feats, particularly at the incitement of Omo, they drove back the batrachi creator races. In recognition of their power, Annam granted them land for their own kingdom. Under Lanaxis, the titans made a beautiful society with innovation and power. Unfortunately, the entirety of the titan race was wiped out due to acts of hubris. Earth titans are a remnant of these former titans, having descended from a little-known line of Omo's. It is said Omo fashioned them originally as dolls out of the earth of the Elemental Plane. When Omo died, these creations wept tears for him and came to become animate flesh through his bygone will. <br />
<br />
=== Earth Titan Names===<br />
Earth titan names used a dialect that evolved into the giant tongue, thus are very similar. Typical titan names are as follows:<br />
<br />
'''Male:''' Arobor, Aegir, Alcyoneus, Argus, Athos, Auxvor, Balor, Baugi, Bergelmir, Bölthorn, Bress, Brontes, Corvir, Corriq, Cronus, Echion, Elatha, Enceladus, Eochaid, Epimetheus, Fachan, Fornjót, Geirröd, Geryon, Gillithar, Gymir, Hrungnir, Hymir, Jhalthius, Loxnil, Lussar, Kobor, Klytius, Lamithin, Menoetius, Orog, Ophion, Polyphemus, Oniev, Prometheus, Ravano, Storabor Steropes, Tethro, Ymir<br />
<br />
'''Female:''' Angrboda, Ada, Amesinir, Banii, Boraniya, Buarainech, Canitha, Cethlenn, Chimalmat, Cordiel, Dione, Eithine, Ériu, Ethniu, Fónla, Gaia, Gjála, Greip, Gridir, Gullveig, Hrodr, Járnsaxa, Laufey Lussir, Miellas, Mnemosyne, Olvir, Phoebe, Rhea, Rindr, Skadi, Tethys, Theia, Themis, Vesimir<br />
<br />
===Earth Titan Traits===<br />
{{5e Racial Traits<br />
|summary=Remnants from the bygone true titans, they harness nature's innate resilience and are as strong as the mountains they move.<br />
|abilities=Your {{5a|str}} and {{5a|con}} scores each increase by 1.<br />
|Giantkin=Your creature type is Giant instead of Humanoid.<br />
|age= Earth titans are exceptionally long-lived compared to humans and notably more than other giants but far from immortal. These giants' deep connection to the earth reaches maturity at around 80 years old and have been recorded to live just under millennia.<br />
|alignment=Earth titans are naturally good, but due to the prudence they are dealt, they may become indifferent o even spiteful (neutral or evil).<br />
|size=A Titan's height usually ranges from about 15 feet to 20 feet tall, and usually weighs around a ton. Your size is Huge.<br />
|speed=Your base walking speed is 30.<br />
|trait2=Huge Frame<br />
|description1= Your large size and powerful muscles allow you to push further beyond what most creatures your size are capable of. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. However, you require two times as much food and water per day as a normal creature your size.<br />
|trait3=Earthen Might<br />
|description3= You have advantage on Strength and Constitution checks and saves.<br />
|trait4=Unwieldy Form<br />
|description4= All armor and clothing you buy costs twice as much on average due to the increased size of garments required. Additionally, such apparel will rarely be in stock and often need to be custom made.<br />
|trait5=Unshakable<br />
|description5=When calculating your Armor Class, you use your {{5a|con}} instead of your {{5a|dex}} modifier.<br />
|languages= You can speak, read, and write Common and Giant, and Primordial.<br />
}}<br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Large Size]] <br />
[[Category:Giant Type]] <br />
[[Category:Race Subtype Tag]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Earth_Titan_(5e_Race)&diff=1587708Earth Titan (5e Race)2022-03-30T01:07:00Z<p>SaucyMoonwalker: /* Earth Titan Traits */</p>
<hr />
<div>==Earth Titan==<br />
{{quote|1=<q>It is said that all beings were sculpted from blocks of clay and given life by the gods. Large excess lumps of clay came together in the earth and eventually formed the earth giants found today.</q>|orig=''Atlas, Historian of Candlekeep''}}<br />
{{5e Image|float:right|https://i.pinimg.com/564x/e4/b1/df/e4b1dfe9f3aaa2ba9347dd44b642bb9e.jpg|An Earth Titan Warrior}}<br />
===Physical Description===<br />
Titans resembled large, muscular humans who typically lacked facial hair, and were typically some of the most intelligent of giants. <br />
Earth titans are born to the earth, descending from the great Elder Titan druid, Omo. Towering over even the largest of [[Goliath_(5e_Race)|goliaths]], earth titans range from 15 to 20 feet tall with strong powerful bodies, and occasionally even baring patches of stoney skin, moss-like hair, or flora growing on them. As well as being physically impressive they are known for their deep connection to the primordial earth, which grants them the ability to naturally manipulate it in ways that others can only hope to attain through training and practice in the arcane. As such, this connection is said to be even greater than that of the {{5e|Dwarf|dwarves}} connection to metal and has been observed to be even greater within the Elemental Plane of Earth.<br />
<br />
===Society===<br />
The original titans, as founded by Lanaxis and born of Omo, had vanished from the world due to their arrogance and crimes against Othea and the gods, though both accounts clash on accuracy The Titans were a proud and accomplished race, the predecessors and superiors to the giants that the world knows today. in the time before the reign of the dragons, the titans ruled over the material plane, much like humanity today, with thriving societies, full of culture. Following the fall of Ostoria however, titans were primarily found on planes other than the Prime Material, such as Arborea and Warrior's Rest, never to make contact with the multiverse again... Until you.<br />
<br />
===History===<br />
Lanaxis, the mortal child of Annam and Othea, was the first titan. Through his progeny's exemplary feats, particularly at the incitement of Omo, they drove back the batrachi creator races. In recognition of their power, Annam granted them land for their own kingdom. Under Lanaxis, the titans made a beautiful society with innovation and power. Unfortunately, the entirety of the titan race was wiped out due to acts of hubris. Earth titans are a remnant of these former titans, having descended from a little-known line of Omo's. It is said Omo fashioned them originally as dolls out of the earth of the Elemental Plane. When Omo died, these creations wept tears for him and came to become animate flesh through his bygone will. <br />
<br />
=== Earth Titan Names===<br />
Earth titan names used a dialect that evolved into the giant tongue, thus are very similar. Typical titan names are as follows:<br />
<br />
'''Male:''' Arobor, Aegir, Alcyoneus, Argus, Athos, Auxvor, Balor, Baugi, Bergelmir, Bölthorn, Bress, Brontes, Corvir, Corriq, Cronus, Echion, Elatha, Enceladus, Eochaid, Epimetheus, Fachan, Fornjót, Geirröd, Geryon, Gillithar, Gymir, Hrungnir, Hymir, Jhalthius, Loxnil, Lussar, Kobor, Klytius, Lamithin, Menoetius, Orog, Ophion, Polyphemus, Oniev, Prometheus, Ravano, Storabor Steropes, Tethro, Ymir<br />
<br />
'''Female:''' Angrboda, Ada, Amesinir, Banii, Boraniya, Buarainech, Canitha, Cethlenn, Chimalmat, Cordiel, Dione, Eithine, Ériu, Ethniu, Fónla, Gaia, Gjála, Greip, Gridir, Gullveig, Hrodr, Járnsaxa, Laufey Lussir, Miellas, Mnemosyne, Olvir, Phoebe, Rhea, Rindr, Skadi, Tethys, Theia, Themis, Vesimir<br />
<br />
===Earth Titan Traits===<br />
{5e Racial Traits}<br />
|summary=Remnants from the bygone true titans, they harness nature's innate resilience and are as strong as the mountains they move.<br />
|abilities=Your {{5a|str}} and {{5a|con}} scores each increase by 1.<br />
|Giantkin=Your creature type is Giant instead of Humanoid.<br />
|age= Earth titans are exceptionally long-lived compared to humans and notably more than other giants but far from immortal. These giants' deep connection to the earth reaches maturity at around 80 years old and have been recorded to live just under millennia.<br />
|alignment=Earth titans are naturally good, but due to the prudence they are dealt, they may become indifferent o even spiteful (neutral or evil).<br />
|size=A Titan's height usually ranges from about 15 feet to 20 feet tall, and usually weighs around a ton. Your size is Huge.<br />
|speed=Your base walking speed is 30.<br />
|trait2=Huge Frame<br />
|description1= Your large size and powerful muscles allow you to push further beyond what most creatures your size are capable of. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. However, you require two times as much food and water per day as a normal creature your size.<br />
|trait3=Earthen Might<br />
|description3= You have advantage on Strength and Constitution checks and saves.<br />
|trait4=Unwieldy Form<br />
|description4= All armor and clothing you buy costs twice as much on average due to the increased size of garments required. Additionally, such apparel will rarely be in stock and often need to be custom made.<br />
|trait5=Unshakable<br />
|description5=When calculating your Armor Class, you use your {{5a|con}} instead of your {{5a|dex}} modifier.<br />
|languages= You can speak, read, and write Common and Giant, and Primordial.}<br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Large Size]] <br />
[[Category:Giant Type]] <br />
[[Category:Race Subtype Tag]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Earth_Titan_(5e_Race)&diff=1587707Earth Titan (5e Race)2022-03-30T01:05:12Z<p>SaucyMoonwalker: /* Earth Titan Traits */</p>
<hr />
<div>==Earth Titan==<br />
{{quote|1=<q>It is said that all beings were sculpted from blocks of clay and given life by the gods. Large excess lumps of clay came together in the earth and eventually formed the earth giants found today.</q>|orig=''Atlas, Historian of Candlekeep''}}<br />
{{5e Image|float:right|https://i.pinimg.com/564x/e4/b1/df/e4b1dfe9f3aaa2ba9347dd44b642bb9e.jpg|An Earth Titan Warrior}}<br />
===Physical Description===<br />
Titans resembled large, muscular humans who typically lacked facial hair, and were typically some of the most intelligent of giants. <br />
Earth titans are born to the earth, descending from the great Elder Titan druid, Omo. Towering over even the largest of [[Goliath_(5e_Race)|goliaths]], earth titans range from 15 to 20 feet tall with strong powerful bodies, and occasionally even baring patches of stoney skin, moss-like hair, or flora growing on them. As well as being physically impressive they are known for their deep connection to the primordial earth, which grants them the ability to naturally manipulate it in ways that others can only hope to attain through training and practice in the arcane. As such, this connection is said to be even greater than that of the {{5e|Dwarf|dwarves}} connection to metal and has been observed to be even greater within the Elemental Plane of Earth.<br />
<br />
===Society===<br />
The original titans, as founded by Lanaxis and born of Omo, had vanished from the world due to their arrogance and crimes against Othea and the gods, though both accounts clash on accuracy The Titans were a proud and accomplished race, the predecessors and superiors to the giants that the world knows today. in the time before the reign of the dragons, the titans ruled over the material plane, much like humanity today, with thriving societies, full of culture. Following the fall of Ostoria however, titans were primarily found on planes other than the Prime Material, such as Arborea and Warrior's Rest, never to make contact with the multiverse again... Until you.<br />
<br />
===History===<br />
Lanaxis, the mortal child of Annam and Othea, was the first titan. Through his progeny's exemplary feats, particularly at the incitement of Omo, they drove back the batrachi creator races. In recognition of their power, Annam granted them land for their own kingdom. Under Lanaxis, the titans made a beautiful society with innovation and power. Unfortunately, the entirety of the titan race was wiped out due to acts of hubris. Earth titans are a remnant of these former titans, having descended from a little-known line of Omo's. It is said Omo fashioned them originally as dolls out of the earth of the Elemental Plane. When Omo died, these creations wept tears for him and came to become animate flesh through his bygone will. <br />
<br />
=== Earth Titan Names===<br />
Earth titan names used a dialect that evolved into the giant tongue, thus are very similar. Typical titan names are as follows:<br />
<br />
'''Male:''' Arobor, Aegir, Alcyoneus, Argus, Athos, Auxvor, Balor, Baugi, Bergelmir, Bölthorn, Bress, Brontes, Corvir, Corriq, Cronus, Echion, Elatha, Enceladus, Eochaid, Epimetheus, Fachan, Fornjót, Geirröd, Geryon, Gillithar, Gymir, Hrungnir, Hymir, Jhalthius, Loxnil, Lussar, Kobor, Klytius, Lamithin, Menoetius, Orog, Ophion, Polyphemus, Oniev, Prometheus, Ravano, Storabor Steropes, Tethro, Ymir<br />
<br />
'''Female:''' Angrboda, Ada, Amesinir, Banii, Boraniya, Buarainech, Canitha, Cethlenn, Chimalmat, Cordiel, Dione, Eithine, Ériu, Ethniu, Fónla, Gaia, Gjála, Greip, Gridir, Gullveig, Hrodr, Járnsaxa, Laufey Lussir, Miellas, Mnemosyne, Olvir, Phoebe, Rhea, Rindr, Skadi, Tethys, Theia, Themis, Vesimir<br />
<br />
===Earth Titan Traits===<br />
{{5e Racial Traits}}<br />
|summary=Remnants from the bygone true titans, they harness nature's innate resilience and are as strong as the mountains they move.<br />
|abilities=Your {{5a|str}} and {{5a|con}} scores each increase by 1.<br />
|Giantkin=Your creature type is Giant instead of Humanoid.<br />
|age= Earth titans are exceptionally long-lived compared to humans and notably more than other giants but far from immortal. These giants' deep connection to the earth reaches maturity at around 80 years old and have been recorded to live just under millennia.<br />
|alignment=Earth titans are naturally good, but due to the prudence they are dealt, they may become indifferent o even spiteful (neutral or evil).<br />
|size=A Titan's height usually ranges from about 15 feet to 20 feet tall, and usually weighs around a ton. Your size is Huge.<br />
|speed=Your base walking speed is 30.<br />
|trait2=Huge Frame<br />
|description1= Your large size and powerful muscles allow you to push further beyond what most creatures your size are capable of. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. However, you require two times as much food and water per day as a normal creature your size.<br />
|trait3=Earthen Might<br />
|description3= You have advantage on Strength and Constitution checks and saves.<br />
|trait4=Unwieldy Form<br />
|description4= All armor and clothing you buy costs twice as much on average due to the increased size of garments required. Additionally, such apparel will rarely be in stock and often need to be custom made.<br />
|trait5=Unshakable<br />
|description5=When calculating your Armor Class, you use your {{5a|con}} instead of your {{5a|dex}} modifier.<br />
|languages= You can speak, read, and write Common and Giant, and Primordial.}<br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Large Size]] <br />
[[Category:Giant Type]] <br />
[[Category:Race Subtype Tag]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Earth_Titan_(5e_Race)&diff=1587706Earth Titan (5e Race)2022-03-30T01:04:34Z<p>SaucyMoonwalker: /* Earth Titan Traits */</p>
<hr />
<div>==Earth Titan==<br />
{{quote|1=<q>It is said that all beings were sculpted from blocks of clay and given life by the gods. Large excess lumps of clay came together in the earth and eventually formed the earth giants found today.</q>|orig=''Atlas, Historian of Candlekeep''}}<br />
{{5e Image|float:right|https://i.pinimg.com/564x/e4/b1/df/e4b1dfe9f3aaa2ba9347dd44b642bb9e.jpg|An Earth Titan Warrior}}<br />
===Physical Description===<br />
Titans resembled large, muscular humans who typically lacked facial hair, and were typically some of the most intelligent of giants. <br />
Earth titans are born to the earth, descending from the great Elder Titan druid, Omo. Towering over even the largest of [[Goliath_(5e_Race)|goliaths]], earth titans range from 15 to 20 feet tall with strong powerful bodies, and occasionally even baring patches of stoney skin, moss-like hair, or flora growing on them. As well as being physically impressive they are known for their deep connection to the primordial earth, which grants them the ability to naturally manipulate it in ways that others can only hope to attain through training and practice in the arcane. As such, this connection is said to be even greater than that of the {{5e|Dwarf|dwarves}} connection to metal and has been observed to be even greater within the Elemental Plane of Earth.<br />
<br />
===Society===<br />
The original titans, as founded by Lanaxis and born of Omo, had vanished from the world due to their arrogance and crimes against Othea and the gods, though both accounts clash on accuracy The Titans were a proud and accomplished race, the predecessors and superiors to the giants that the world knows today. in the time before the reign of the dragons, the titans ruled over the material plane, much like humanity today, with thriving societies, full of culture. Following the fall of Ostoria however, titans were primarily found on planes other than the Prime Material, such as Arborea and Warrior's Rest, never to make contact with the multiverse again... Until you.<br />
<br />
===History===<br />
Lanaxis, the mortal child of Annam and Othea, was the first titan. Through his progeny's exemplary feats, particularly at the incitement of Omo, they drove back the batrachi creator races. In recognition of their power, Annam granted them land for their own kingdom. Under Lanaxis, the titans made a beautiful society with innovation and power. Unfortunately, the entirety of the titan race was wiped out due to acts of hubris. Earth titans are a remnant of these former titans, having descended from a little-known line of Omo's. It is said Omo fashioned them originally as dolls out of the earth of the Elemental Plane. When Omo died, these creations wept tears for him and came to become animate flesh through his bygone will. <br />
<br />
=== Earth Titan Names===<br />
Earth titan names used a dialect that evolved into the giant tongue, thus are very similar. Typical titan names are as follows:<br />
<br />
'''Male:''' Arobor, Aegir, Alcyoneus, Argus, Athos, Auxvor, Balor, Baugi, Bergelmir, Bölthorn, Bress, Brontes, Corvir, Corriq, Cronus, Echion, Elatha, Enceladus, Eochaid, Epimetheus, Fachan, Fornjót, Geirröd, Geryon, Gillithar, Gymir, Hrungnir, Hymir, Jhalthius, Loxnil, Lussar, Kobor, Klytius, Lamithin, Menoetius, Orog, Ophion, Polyphemus, Oniev, Prometheus, Ravano, Storabor Steropes, Tethro, Ymir<br />
<br />
'''Female:''' Angrboda, Ada, Amesinir, Banii, Boraniya, Buarainech, Canitha, Cethlenn, Chimalmat, Cordiel, Dione, Eithine, Ériu, Ethniu, Fónla, Gaia, Gjála, Greip, Gridir, Gullveig, Hrodr, Járnsaxa, Laufey Lussir, Miellas, Mnemosyne, Olvir, Phoebe, Rhea, Rindr, Skadi, Tethys, Theia, Themis, Vesimir<br />
<br />
===Earth Titan Traits===<br />
{{5e Racial Traits<br />
|summary=Remnants from the bygone true titans, they harness nature's innate resilience and are as strong as the mountains they move.<br />
|abilities=Your {{5a|str}} and {{5a|con}} scores each increase by 1.<br />
|Giantkin=Your creature type is Giant instead of Humanoid.<br />
|age= Earth titans are exceptionally long-lived compared to humans and notably more than other giants but far from immortal. These giants' deep connection to the earth reaches maturity at around 80 years old and have been recorded to live just under millennia.<br />
|alignment=Earth titans are naturally good, but due to the prudence they are dealt, they may become indifferent o even spiteful (neutral or evil).<br />
|size=A Titan's height usually ranges from about 15 feet to 20 feet tall, and usually weighs around a ton. Your size is Huge.<br />
|speed=Your base walking speed is 30.<br />
|trait2=Huge Frame<br />
|description1= Your large size and powerful muscles allow you to push further beyond what most creatures your size are capable of. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. However, you require two times as much food and water per day as a normal creature your size.<br />
|trait3=Earthen Might<br />
|description3= You have advantage on Strength and Constitution checks and saves.<br />
|trait4=Unwieldy Form<br />
|description4= All armor and clothing you buy costs twice as much on average due to the increased size of garments required. Additionally, such apparel will rarely be in stock and often need to be custom made.<br />
|trait5=Unshakable<br />
|description5=When calculating your Armor Class, you use your {{5a|con}} instead of your {{5a|dex}} modifier.<br />
|languages= You can speak, read, and write Common and Giant, and Primordial.}<br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Large Size]] <br />
[[Category:Giant Type]] <br />
[[Category:Race Subtype Tag]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Earth_Titan_(5e_Race)&diff=1587705Earth Titan (5e Race)2022-03-30T01:03:50Z<p>SaucyMoonwalker: /* Earth Titan */</p>
<hr />
<div>==Earth Titan==<br />
{{quote|1=<q>It is said that all beings were sculpted from blocks of clay and given life by the gods. Large excess lumps of clay came together in the earth and eventually formed the earth giants found today.</q>|orig=''Atlas, Historian of Candlekeep''}}<br />
{{5e Image|float:right|https://i.pinimg.com/564x/e4/b1/df/e4b1dfe9f3aaa2ba9347dd44b642bb9e.jpg|An Earth Titan Warrior}}<br />
===Physical Description===<br />
Titans resembled large, muscular humans who typically lacked facial hair, and were typically some of the most intelligent of giants. <br />
Earth titans are born to the earth, descending from the great Elder Titan druid, Omo. Towering over even the largest of [[Goliath_(5e_Race)|goliaths]], earth titans range from 15 to 20 feet tall with strong powerful bodies, and occasionally even baring patches of stoney skin, moss-like hair, or flora growing on them. As well as being physically impressive they are known for their deep connection to the primordial earth, which grants them the ability to naturally manipulate it in ways that others can only hope to attain through training and practice in the arcane. As such, this connection is said to be even greater than that of the {{5e|Dwarf|dwarves}} connection to metal and has been observed to be even greater within the Elemental Plane of Earth.<br />
<br />
===Society===<br />
The original titans, as founded by Lanaxis and born of Omo, had vanished from the world due to their arrogance and crimes against Othea and the gods, though both accounts clash on accuracy The Titans were a proud and accomplished race, the predecessors and superiors to the giants that the world knows today. in the time before the reign of the dragons, the titans ruled over the material plane, much like humanity today, with thriving societies, full of culture. Following the fall of Ostoria however, titans were primarily found on planes other than the Prime Material, such as Arborea and Warrior's Rest, never to make contact with the multiverse again... Until you.<br />
<br />
===History===<br />
Lanaxis, the mortal child of Annam and Othea, was the first titan. Through his progeny's exemplary feats, particularly at the incitement of Omo, they drove back the batrachi creator races. In recognition of their power, Annam granted them land for their own kingdom. Under Lanaxis, the titans made a beautiful society with innovation and power. Unfortunately, the entirety of the titan race was wiped out due to acts of hubris. Earth titans are a remnant of these former titans, having descended from a little-known line of Omo's. It is said Omo fashioned them originally as dolls out of the earth of the Elemental Plane. When Omo died, these creations wept tears for him and came to become animate flesh through his bygone will. <br />
<br />
=== Earth Titan Names===<br />
Earth titan names used a dialect that evolved into the giant tongue, thus are very similar. Typical titan names are as follows:<br />
<br />
'''Male:''' Arobor, Aegir, Alcyoneus, Argus, Athos, Auxvor, Balor, Baugi, Bergelmir, Bölthorn, Bress, Brontes, Corvir, Corriq, Cronus, Echion, Elatha, Enceladus, Eochaid, Epimetheus, Fachan, Fornjót, Geirröd, Geryon, Gillithar, Gymir, Hrungnir, Hymir, Jhalthius, Loxnil, Lussar, Kobor, Klytius, Lamithin, Menoetius, Orog, Ophion, Polyphemus, Oniev, Prometheus, Ravano, Storabor Steropes, Tethro, Ymir<br />
<br />
'''Female:''' Angrboda, Ada, Amesinir, Banii, Boraniya, Buarainech, Canitha, Cethlenn, Chimalmat, Cordiel, Dione, Eithine, Ériu, Ethniu, Fónla, Gaia, Gjála, Greip, Gridir, Gullveig, Hrodr, Járnsaxa, Laufey Lussir, Miellas, Mnemosyne, Olvir, Phoebe, Rhea, Rindr, Skadi, Tethys, Theia, Themis, Vesimir<br />
<br />
===Earth Titan Traits===<br />
{{5e Racial Traits<br />
|summary=Remnants from the bygone true titans, they harness nature's innate resilience and are as strong as the mountains they move.<br />
|abilities=Your {{5a|str}} and {{5a|con}} scores each increase by 1.<br />
|Giantkin=Your creature type is Giant instead of Humanoid.<br />
|age= Earth titans are exceptionally long-lived compared to humans and notably more than other giants but far from immortal. These giants' deep connection to the earth reaches maturity at around 80 years old and have been recorded to live just under millennia.<br />
|alignment=Earth titans are naturally good, but due to the prudence they are dealt, they may become indifferent o even spiteful (neutral or evil).<br />
|size=A Titan's height usually ranges from about 15 feet to 20 feet tall, and usually weighs around a ton. Your size is Huge.<br />
|speed=Your base walking speed is 30.<br />
|trait2=Huge Frame<br />
|description1= Your large size and powerful muscles allow you to push further beyond what most creatures your size are capable of. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. However, you require two times as much food and water per day as a normal creature your size.<br />
|trait3=Earthen Might<br />
|description3= You have advantage on Strength and Constitution checks and saves.<br />
|trait4=Unwieldy Form<br />
|description4= All armor and clothing you buy costs twice as much on average due to the increased size of garments required. Additionally, such apparel will rarely be in stock and often need to be custom made.<br />
|trait6=Unshakable<br />
|description4=When calculating your Armor Class, you use your {{5a|con}} instead of your {{5a|dex}} modifier.<br />
|languages= You can speak, read, and write Common and Giant, and Primordial.}<br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Large Size]] <br />
[[Category:Giant Type]] <br />
[[Category:Race Subtype Tag]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Earth_Titan_(5e_Race)&diff=1587701Earth Titan (5e Race)2022-03-30T00:59:41Z<p>SaucyMoonwalker: </p>
<hr />
<div>==Earth Titan==<br />
{{quote|1=<q>It is said that all beings were sculpted from blocks of clay and given life by the gods. Large excess lumps of clay came together in the earth and eventually formed the earth giants found today.</q>|orig=''Atlas, Historian of Candlekeep''}}<br />
{{5e Image|float:right|https://i.pinimg.com/564x/e4/b1/df/e4b1dfe9f3aaa2ba9347dd44b642bb9e.jpg|An Earth Titan Warrior}}<br />
===Physical Description===<br />
Titans resembled large, muscular humans who typically lacked facial hair, and were typically some of the most intelligent of giants. <br />
Earth titans are born to the earth, descending from the great Elder Titan druid, Omo. Towering over even the largest of [[Goliath_(5e_Race)|goliaths]], earth titans range from 15 to 20 feet tall with strong powerful bodies, and occasionally even baring patches of stoney skin, moss-like hair, or flora growing on them. As well as being physically impressive they are known for their deep connection to the primordial earth, which grants them the ability to naturally manipulate it in ways that others can only hope to attain through training and practice in the arcane. As such, this connection is said to be even greater than that of the {{5e|Dwarf|dwarves}} connection to metal and has been observed to be even greater within the Elemental Plane of Earth.<br />
<br />
===Society===<br />
The original titans, as founded by Lanaxis and born of Omo, had vanished from the world due to their arrogance and crimes against Othea and the gods, though both accounts clash on accuracy The Titans were a proud and accomplished race, the predecessors and superiors to the giants that the world knows today. in the time before the reign of the dragons, the titans ruled over the material plane, much like humanity today, with thriving societies, full of culture. Following the fall of Ostoria however, titans were primarily found on planes other than the Prime Material, such as Arborea and Warrior's Rest, never to make contact with the multiverse again... Until you.<br />
<br />
===History===<br />
Lanaxis, the mortal child of Annam and Othea, was the first titan. Through his progeny's exemplary feats, particularly at the incitement of Omo, they drove back the batrachi creator races. In recognition of their power, Annam granted them land for their own kingdom. Under Lanaxis, the titans made a beautiful society with innovation and power. Unfortunately, the entirety of the titan race was wiped out due to acts of hubris. Earth titans are a remnant of these former titans, having descended from a little-known line of Omo's. It is said Omo fashioned them originally as dolls out of the earth of the Elemental Plane. When Omo died, these creations wept tears for him and came to become animate flesh through his bygone will. <br />
<br />
=== Earth Titan Names===<br />
Earth titan names used a dialect that evolved into the giant tongue, thus are very similar. Typical titan names are as follows:<br />
<br />
'''Male:''' Arobor, Aegir, Alcyoneus, Argus, Athos, Auxvor, Balor, Baugi, Bergelmir, Bölthorn, Bress, Brontes, Corvir, Corriq, Cronus, Echion, Elatha, Enceladus, Eochaid, Epimetheus, Fachan, Fornjót, Geirröd, Geryon, Gillithar, Gymir, Hrungnir, Hymir, Jhalthius, Loxnil, Lussar, Kobor, Klytius, Lamithin, Menoetius, Orog, Ophion, Polyphemus, Oniev, Prometheus, Ravano, Storabor Steropes, Tethro, Ymir<br />
<br />
'''Female:''' Angrboda, Ada, Amesinir, Banii, Boraniya, Buarainech, Canitha, Cethlenn, Chimalmat, Cordiel, Dione, Eithine, Ériu, Ethniu, Fónla, Gaia, Gjála, Greip, Gridir, Gullveig, Hrodr, Járnsaxa, Laufey Lussir, Miellas, Mnemosyne, Olvir, Phoebe, Rhea, Rindr, Skadi, Tethys, Theia, Themis, Vesimir<br />
<br />
===Earth Titan Traits===<br />
{{5e Racial Traits<br />
|summary=Remnants from the bygone true titans, they harness nature's innate resilience and are as strong as the mountains they move.<br />
|abilities=Your {{5a|str}} and {{5a|con}} scores each increase by 1.<br />
|Giantkin=Your creature type is Giant instead of Humanoid.<br />
|age= Earth titans are exceptionally long-lived compared to humans and notably more than other giants but far from immortal. These giants' deep connection to the earth reaches maturity at around 80 years old and have been recorded to live just under millennia.<br />
|alignment=Earth titans are naturally good, but due to the prudence they are dealt, they may become indifferent o even spiteful (neutral or evil).<br />
|size=A Titan's height usually ranges from about 15 feet to 20 feet tall, and usually weighs around a ton. Your size is Huge.<br />
|speed=Your base walking speed is 30.<br />
|trait2=Huge Frame<br />
|description1= Your large size and powerful muscles allow you to push further beyond what most creatures your size are capable of. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. However, you require two times as much food and water per day as a normal creature your size.<br />
|trait3=Earthen Might<br />
|description3= You have advantage on Strength and Constitution checks and saves.<br />
|trait4=Unwieldy Form<br />
|description4= All armor and clothing you buy costs twice as much on average due to the increased size of garments required. Additionally, such apparel will rarely be in stock and often need to be custom made.<br />
|trait6=Unshakable<br />
|description4=When calculating your Armor Class, you use your {{5a|con}} instead of your {{5a|dex}} modifier.<br />
|languages= You can speak, read, and write Common and Giant, and Primordial.<br />
}<br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Large Size]] <br />
[[Category:Giant Type]] <br />
[[Category:Race Subtype Tag]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Earth_Titan_(5e_Race)&diff=1587692Earth Titan (5e Race)2022-03-30T00:42:43Z<p>SaucyMoonwalker: </p>
<hr />
<div>==Earth Titan==<br />
{{quote|1=<q>It is said that all beings were sculpted from blocks of clay and given life by the gods. Large excess lumps of clay came together in the earth and eventually formed the earth giants found today.</q>|orig=''Atlas, Historian of Candlekeep''}}<br />
{{5e Image|float:right|https://i.pinimg.com/564x/e4/b1/df/e4b1dfe9f3aaa2ba9347dd44b642bb9e.jpg|An Earth Titan Warrior}}<br />
===Physical Description===<br />
Titans resembled large, muscular humans who typically lacked facial hair, and were typically some of the most intelligent of giants. <br />
Earth titans are born to the earth, descending from the great Elder Titan druid, Omo. Towering over even the largest of [[Goliath_(5e_Race)|goliaths]], earth titans range from 15 to 20 feet tall with strong powerful bodies, and occasionally even baring patches of stoney skin, moss-like hair, or flora growing on them. As well as being physically impressive they are known for their deep connection to the primordial earth, which grants them the ability to naturally manipulate it in ways that others can only hope to attain through training and practice in the arcane. As such, this connection is said to be even greater than that of the {{5e|Dwarf|dwarves}} connection to metal and has been observed to be even greater within the Elemental Plane of Earth.<br />
<br />
===Society===<br />
The Titans were a proud and accomplished race, the predecessors and superiors to the giants that the world knows today. in the time before the reign of the dragons, the titans ruled over the material plane, much like humanity today, with thriving societies, full of culture. Following the fall of Ostoria however, titans were primarily found on planes other than the Prime Material, such as Arborea and Warrior's Rest, never to make contact with the multiverse again... Until you.<br />
<br />
===History===<br />
The titan race began with an individual by the name of Lanaxis, one of the mortal children of Annam All-Father and Othea.<br />
Around −31,500 DR, a titan thane named Omo was engaged in combat with Zhoukoudien, leader of the Batrachi. Omo ended up slaying him and inciting war between their people. The titans would come to dominate the batrachi in this war and, according to Abeiran scholars, it would lead the latter to perform a powerful summoning ritual that culminated in the Tearfall.<br />
When Annam founded the kingdom of Ostoria he ceded control of the plains to Lanaxis, who would found the dynasty of the titans, east of the Great Rift in the land of Eastern Shaar. The titans and storm giants would create some of Ostoria's greatest cities, featuring mechanical conveyances and galleries that would house artistic tributes to all giantkind.<br />
The eventual disappearance of titans on Abeir-Toril was a matter of speculation. According to one myth popularized by the book, History of the Last March of the Giants, the titans grew so arrogant that they challenged the gods. They in turn cursed their monarch with fascination and his subjects with absolute devotion to him. They then sent a star crashing down to the planet and through their nation, causing widespread catastrophes and leaving a huge valley that became the Sea of Fallen Stars.<br />
Being cursed with curiosity, the then-king of the titans chased after the star and his dutiful subjects followed suit. They chased it all the way to the Great Sea and then dove in after it, never to be seen again. Another myth claimed that after Lanaxis had poisoned his mother Othea and was cursed by her, his progeny fled to the plane of Arborea.<br />
<br />
=== Earth Titan Names===<br />
Earth titan names used a dialect that evolved into the giant tongue, thus are very similar. Typical titan names are as follows:<br />
<br />
'''Male:''' Arobor, Aegir, Alcyoneus, Argus, Athos, Auxvor, Balor, Baugi, Bergelmir, Bölthorn, Bress, Brontes, Corvir, Corriq, Cronus, Echion, Elatha, Enceladus, Eochaid, Epimetheus, Fachan, Fornjót, Geirröd, Geryon, Gillithar, Gymir, Hrungnir, Hymir, Jhalthius, Loxnil, Lussar, Kobor, Klytius, Lamithin, Menoetius, Orog, Ophion, Polyphemus, Oniev, Prometheus, Ravano, Storabor Steropes, Tethro, Ymir<br />
<br />
'''Female:''' Angrboda, Ada, Amesinir, Banii, Boraniya, Buarainech, Canitha, Cethlenn, Chimalmat, Cordiel, Dione, Eithine, Ériu, Ethniu, Fónla, Gaia, Gjála, Greip, Gridir, Gullveig, Hrodr, Járnsaxa, Laufey Lussir, Miellas, Mnemosyne, Olvir, Phoebe, Rhea, Rindr, Skadi, Tethys, Theia, Themis, Vesimir<br />
<br />
===Earth Titan Traits===<br />
{{5e Racial Traits<br />
|summary=A close relative of the giants, They harness nature's innate resilience and are as strong as the mountains they move.<br />
|abilities=Your {{5a|str}} and {{5a|con}} score each increases by 1.<br />
|Giantkin= Your creature type is both giant and humanoid.<br />
|age= Earth titans are exceptionally long-lived compared to humans and notably more than other giants but far from immortal. These giants' deep connection to the earth reaches maturity at around 80 years old and have been recorded to live just under millennia.<br />
|alignment=Earth titans are naturally good, but due to the prudence they are dealt, they may become indifferent o even spiteful (neutral or evil).<br />
|size=A Titan's height usually ranges from about 15 feet to 20 feet tall, and usually weigh around a ton. Your size is Huge.<br />
|speed=Your base walking speed is 30.<br />
|trait2=Huge Frame<br />
|description2= Your large size and powerful muscles allow you to push further beyond what most creatures your size are capable of. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift, your jump height and distance is doubled, and you may carry creatures smaller than you as long as you are not encumbered by them. However, you require four times as much food and water per day as a normal creature your size, gaining a point of exhaustion if not well fed at the end of each day. Additionally, you have disadvantage on Dexterity saves and checks, as well as a -10 penalty to Stealth and Sleight of Hand checks.<br />
|trait3=Earthen Might<br />
|description3= You have advantage on Strength and Constitution checks and saves.<br />
|trait4=Unwieldy Form<br />
|description4= All armor and clothing you buy costs twice as much on average due to the increased size of garments required. Additionally, such apparel will rarely be in stock and often need to be custom made.<br />
|trait6=Unshakable<br />
|description6=Your Armor bonus uses your {{5a|con}} instead of your {{5a|dex}} modifier.<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common and Giant, and Primordial.<br />
}}<br />
<br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Large Size]] <br />
[[Category:Giant Type]] <br />
<!--[[Category:RaceSubtype Tag]]--></div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Monster_Hunter_(5e_Background)&diff=1565875Monster Hunter (5e Background)2022-02-04T05:31:49Z<p>SaucyMoonwalker: /* Alternate Feature: Hunter Senses */</p>
<hr />
<div>{{Quality Article}}<br />
== Monster Hunter ==<br />
<div class="externalimage-holder" style="width:30%;float:right;"> {{5e Image|float:right|https://otakuusamagazine.com/Uploads/Public/w-flashhunter3.jpg|From ''Monster Hunter: Flash Hunter''}} </div><br />
The quiet life of your community suited you just fine; a modicum of peace and prosperity was had in your home, and you realize now that it was all taken for granted. A day came when the regular routine - the smiling faces of passers-by, tradesmen and crafters at their work, farmers tilling the fields - came to a crashing end. A great beast attacked your land and your people, and the best and bravest among you were cut down with such unbridled ferocity that many fled, and those that remained believed your final doom had arrived in the form of an array of gnashing fangs and baleful eyes.<br />
<br />
But all was not lost, though it was entirely by sheer luck and coincidence that the salvation of your people affected itself through the most unlikely of agents - you. No grand scheme, no great cunning, no bravery bore you the victory over the monster, but you have nonetheless been lauded as a hero; a mighty warrior. That reputation followed you no matter where you went, and tales of the fearless slayer of beasts precede your presence even when it seems most should be ignorant of the event. Though you could no longer bear the undue praise heaped upon you, and the avalanche of demands for your "services," the memory still gnaws at your mind and your name is unfortunately recognized far and wide, no matter how distant from your lands you travel.<br />
<br />
As the bearer of this unfortunate reputation, what specific moment or event did you decide to finally leave the place of your birth and livelihood? How have you come to deal with the insistence of total strangers that you are a hero worthy of praise, even should you insist that you aren't? Do you desire to ultimately set the record straight? Do you wish to escape to a land where you can finally be free of this nuisance? Or, perhaps, have you come to enjoy and even revel in the misconception, embellishing the existing tales as it suits your own needs, actively exploiting the fable to further your own ends?<br />
<br />
Alternatively, perhaps monster hunter is a title you take as a humble hunter of the plethora of things outside the normal range of beasts. The world has more than just bears and owls and basic creatures. There are horrid and fantastical things that require more training and expertise to trap and kill, and that is when those with your skills are called upon. You are not a hero of any special kind. You could just be some average joe doing their job like an exterminator. Sometimes the job may call for you to go elsewhere to pursue the quarry. Some monster hunters are grown from traditional practices, making them skilled in knowing how to use parts of monsters themselves to fashion things like weapons or even harvest their poisons for use.<br />
<br />
'''Skill Proficiencies:''' {{5s|Survival}} and {{5s|Nature}}<br />
<br />
'''Languages:''' You know one additional language of your choice, preferably one to speak with races that deal with monsters a lot or even monstrous races themselves like orc and goblin.<br />
<br />
'''Tool Proficiencies:''' Vehicle: land, Herbalism Kit<br />
<br />
'''Equipment:''' A set of traveler's clothes, saddle with saddlebags, a herbalism kit, A trophy from a monster you've killed, 5 days' of rations, and a pouch containing 10gp.<br />
<br />
===Feature: Poison Purveyor===<br />
Long have you immersed yourself in the meticulous study of the vile humors extracted from monsters of every stripe, and in so doing, have learned both how to carefully preserve and transport the quantities you obtain, and how to peddle your wares to the most interested and higher-paying clientele. You can readily recall the names and types of poisons and admixtures that can be created from the varieties of monster you hunt, and what quantities of given fluids and powders are needed to create such items.<br />
===Alternate Feature: Trophy Taker===<br />
You know how to get the most out of your prey and know what parts you can sell for money and how to collect them (meat, pelts, antlers, heads, claws, teeth, venom, special components, and so on), as well as who would most interested in buying them, allowing you to sell them for twice their normal value. You also know how to harvest and preserve any of these parts from a creatures corpse.<br />
===Alternate Feature: Hunting Prowess===<br />
Your extensive experience and knowledge of certain creatures allow you to easily identify and track them. You have advantage on Wisdom (Survival) checks to track beasts, Monstrosities, and undead, as well as on Intelligence ability checks to recall information about them.<br />
<br />
===Suggested Characteristics===<br />
Spending as much time as they do among traders and eclectics, along with the isolation and duration of their forays into the deeper, darker parts of the wilds, many monster hunters bear a skewed outlook on life that is as much akin to the traits of wild animals as it is to the single-minded drive of profiteers. At the same time, many are attracted to the job, blending that rare mix of muscle and shrewd intellect that form the best (and wealthiest) of their profession. <br />
<br />
{| class="5e" style="text-align: left;"<br />
! d8 || Personality Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I often find myself mimicking the sounds and speech of animals and monstrosities alike, consciously or not.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I have pursued and immersed myself in the habits of my quarry so often that I have adopted some of their behaviors. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I value the wildlife and natural world only insofar as it is valuable to me dealing with the merchant guilds. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I am as predatory in a market exchange hawking my wares as the beasts I stalk, seeking the best price and the meekest buyer. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || It is less for the profit that I do this than it is for the thrill of the hunt and victory.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I have learned that the most successful hunt is the one that involves skilled allies.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || It is not everyone that deserves to purchase what I procure, and I limit my offerings only to a select few.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || If you cannot keep up with me on a hunt, then you are only as good as bait for my prey.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || '''Ecology''' I take only what is needed to quell threats and subsist. Desiring more invites ruin. (Lawful) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || '''Healer''' The salves, poultices, and medications that come from my trade are reason enough for the hunt. (Good) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || '''Exploitation''' It is only to harness the power of my prey that I do as I do, and with it, destroy my foes. (Evil) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || '''Trophy''' It's an achievement to bring down these beasts, and I deserve to display my triumphs. (Chaotic)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || '''Profiteer''' The pay is often good and the work is steady - I could ask for no more. (Neutral) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || '''Studious''' I must divine every aspect and secret locked away in the bodies of these creatures. (Any)<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || It is to my mentor that I owe all that I am, and for them I continue in this work. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || Had my home's alchemists known the panaceas one could create from these creatures, my family might not have died from disease.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || My hunter allies are as friend and family to me as my own flesh and blood, and I will never abandon them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || The beasts I hunt maraud and terrorize my homelands, and I cannot rest until they've all been cut down.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || Past debts have bound me to the hunt, obligated to fulfill the wishes of those who hold my contract. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || It is not for myself that I pursue these creatures, it is for the future of my charge that I ply my trade.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Flaw<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || My reputation is ill-deserved - having never slain a monster, I ply the refuse from desiccated corpses. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || Often do I lie about my successes, withholding quantities meant for a client.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I cannot tolerate the presence of other hunters, spending more time trying to hinder them than hunting on my own.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || Avarice gets the better of me from time to time, swelling my anger at the negotiating table.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || The quirks inherited from my time in the wild have left me virtually unable to socialize with civilized peoples.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || What I earn I tend to spend quickly, leaving me groping for the next job at the cusp of becoming a beggar. <br />
|}<br />
<br />
----<br />
{{5e Backgrounds Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Background]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Monster_Hunter_(5e_Background)&diff=1565872Monster Hunter (5e Background)2022-02-04T05:27:21Z<p>SaucyMoonwalker: Undo revision 1565871 by SaucyMoonwalker (talk)</p>
<hr />
<div>{{Quality Article}}<br />
== Monster Hunter ==<br />
<div class="externalimage-holder" style="width:30%;float:right;"> {{5e Image|float:right|https://otakuusamagazine.com/Uploads/Public/w-flashhunter3.jpg|From ''Monster Hunter: Flash Hunter''}} </div><br />
The quiet life of your community suited you just fine; a modicum of peace and prosperity was had in your home, and you realize now that it was all taken for granted. A day came when the regular routine - the smiling faces of passers-by, tradesmen and crafters at their work, farmers tilling the fields - came to a crashing end. A great beast attacked your land and your people, and the best and bravest among you were cut down with such unbridled ferocity that many fled, and those that remained believed your final doom had arrived in the form of an array of gnashing fangs and baleful eyes.<br />
<br />
But all was not lost, though it was entirely by sheer luck and coincidence that the salvation of your people affected itself through the most unlikely of agents - you. No grand scheme, no great cunning, no bravery bore you the victory over the monster, but you have nonetheless been lauded as a hero; a mighty warrior. That reputation followed you no matter where you went, and tales of the fearless slayer of beasts precede your presence even when it seems most should be ignorant of the event. Though you could no longer bear the undue praise heaped upon you, and the avalanche of demands for your "services," the memory still gnaws at your mind and your name is unfortunately recognized far and wide, no matter how distant from your lands you travel.<br />
<br />
As the bearer of this unfortunate reputation, what specific moment or event did you decide to finally leave the place of your birth and livelihood? How have you come to deal with the insistence of total strangers that you are a hero worthy of praise, even should you insist that you aren't? Do you desire to ultimately set the record straight? Do you wish to escape to a land where you can finally be free of this nuisance? Or, perhaps, have you come to enjoy and even revel in the misconception, embellishing the existing tales as it suits your own needs, actively exploiting the fable to further your own ends?<br />
<br />
Alternatively, perhaps monster hunter is a title you take as a humble hunter of the plethora of things outside the normal range of beasts. The world has more than just bears and owls and basic creatures. There are horrid and fantastical things that require more training and expertise to trap and kill, and that is when those with your skills are called upon. You are not a hero of any special kind. You could just be some average joe doing their job like an exterminator. Sometimes the job may call for you to go elsewhere to pursue the quarry. Some monster hunters are grown from traditional practices, making them skilled in knowing how to use parts of monsters themselves to fashion things like weapons or even harvest their poisons for use.<br />
<br />
'''Skill Proficiencies:''' {{5s|Survival}} and {{5s|Nature}}<br />
<br />
'''Languages:''' You know one additional language of your choice, preferably one to speak with races that deal with monsters a lot or even monstrous races themselves like orc and goblin.<br />
<br />
'''Tool Proficiencies:''' Vehicle: land, Herbalism Kit<br />
<br />
'''Equipment:''' A set of traveler's clothes, saddle with saddlebags, a herbalism kit, A trophy from a monster you've killed, 5 days' of rations, and a pouch containing 10gp.<br />
<br />
===Feature: Poison Purveyor===<br />
Long have you immersed yourself in the meticulous study of the vile humors extracted from monsters of every stripe, and in so doing, have learned both how to carefully preserve and transport the quantities you obtain, and how to peddle your wares to the most interested and higher-paying clientele. You can readily recall the names and types of poisons and admixtures that can be created from the varieties of monster you hunt, and what quantities of given fluids and powders are needed to create such items.<br />
===Alternate Feature: Trophy Taker===<br />
You know how to get the most out of your prey and know what parts you can sell for money and how to collect them (meat, pelts, antlers, heads, claws, teeth, venom, special components, and so on), as well as who would most interested in buying them, allowing you to sell them for twice their normal value. You also know how to harvest and preserve any of these parts from a creatures corpse.<br />
===Alternate Feature: Hunter Senses===<br />
You are well adapted with your senses to pick up the traces of quarry, be it through their scat or tracks. You know the general signatures of monsters nearby, like the territorial claw marks of an owlbear, or the slime trails of oozes. You also have a knowledge of what traps go well with catching which kinds of monsters.<br />
<br />
===Suggested Characteristics===<br />
Spending as much time as they do among traders and eclectics, along with the isolation and duration of their forays into the deeper, darker parts of the wilds, many monster hunters bear a skewed outlook on life that is as much akin to the traits of wild animals as it is to the single-minded drive of profiteers. At the same time, many are attracted to the job, blending that rare mix of muscle and shrewd intellect that form the best (and wealthiest) of their profession. <br />
<br />
{| class="5e" style="text-align: left;"<br />
! d8 || Personality Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I often find myself mimicking the sounds and speech of animals and monstrosities alike, consciously or not.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I have pursued and immersed myself in the habits of my quarry so often that I have adopted some of their behaviors. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I value the wildlife and natural world only insofar as it is valuable to me dealing with the merchant guilds. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I am as predatory in a market exchange hawking my wares as the beasts I stalk, seeking the best price and the meekest buyer. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || It is less for the profit that I do this than it is for the thrill of the hunt and victory.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I have learned that the most successful hunt is the one that involves skilled allies.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || It is not everyone that deserves to purchase what I procure, and I limit my offerings only to a select few.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || If you cannot keep up with me on a hunt, then you are only as good as bait for my prey.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || '''Ecology''' I take only what is needed to quell threats and subsist. Desiring more invites ruin. (Lawful) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || '''Healer''' The salves, poultices, and medications that come from my trade are reason enough for the hunt. (Good) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || '''Exploitation''' It is only to harness the power of my prey that I do as I do, and with it, destroy my foes. (Evil) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || '''Trophy''' It's an achievement to bring down these beasts, and I deserve to display my triumphs. (Chaotic)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || '''Profiteer''' The pay is often good and the work is steady - I could ask for no more. (Neutral) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || '''Studious''' I must divine every aspect and secret locked away in the bodies of these creatures. (Any)<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || It is to my mentor that I owe all that I am, and for them I continue in this work. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || Had my home's alchemists known the panaceas one could create from these creatures, my family might not have died from disease.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || My hunter allies are as friend and family to me as my own flesh and blood, and I will never abandon them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || The beasts I hunt maraud and terrorize my homelands, and I cannot rest until they've all been cut down.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || Past debts have bound me to the hunt, obligated to fulfill the wishes of those who hold my contract. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || It is not for myself that I pursue these creatures, it is for the future of my charge that I ply my trade.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Flaw<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || My reputation is ill-deserved - having never slain a monster, I ply the refuse from desiccated corpses. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || Often do I lie about my successes, withholding quantities meant for a client.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I cannot tolerate the presence of other hunters, spending more time trying to hinder them than hunting on my own.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || Avarice gets the better of me from time to time, swelling my anger at the negotiating table.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || The quirks inherited from my time in the wild have left me virtually unable to socialize with civilized peoples.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || What I earn I tend to spend quickly, leaving me groping for the next job at the cusp of becoming a beggar. <br />
|}<br />
<br />
----<br />
{{5e Backgrounds Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Background]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Monster_Hunter_(5e_Background)&diff=1565871Monster Hunter (5e Background)2022-02-04T05:26:53Z<p>SaucyMoonwalker: Undo revision 1565870 by SaucyMoonwalker (talk)</p>
<hr />
<div>{{Quality Article}}<br />
== Monster Hunter ==<br />
<div class="externalimage-holder" style="width:30%;float:right;"> {{5e Image|float:right|https://otakuusamagazine.com/Uploads/Public/w-flashhunter3.jpg|From ''Monster Hunter: Flash Hunter''}} </div><br />
The quiet life of your community suited you just fine; a modicum of peace and prosperity was had in your home, and you realize now that it was all taken for granted. A day came when the regular routine - the smiling faces of passers-by, tradesmen and crafters at their work, farmers tilling the fields - came to a crashing end. A great beast attacked your land and your people, and the best and bravest among you were cut down with such unbridled ferocity that many fled, and those that remained believed your final doom had arrived in the form of an array of gnashing fangs and baleful eyes.<br />
<br />
But all was not lost, though it was entirely by sheer luck and coincidence that the salvation of your people affected itself through the most unlikely of agents - you. No grand scheme, no great cunning, no bravery bore you the victory over the monster, but you have nonetheless been lauded as a hero; a mighty warrior. That reputation followed you no matter where you went, and tales of the fearless slayer of beasts precede your presence even when it seems most should be ignorant of the event. Though you could no longer bear the undue praise heaped upon you, and the avalanche of demands for your "services," the memory still gnaws at your mind and your name is unfortunately recognized far and wide, no matter how distant from your lands you travel.<br />
<br />
As the bearer of this unfortunate reputation, what specific moment or event did you decide to finally leave the place of your birth and livelihood? How have you come to deal with the insistence of total strangers that you are a hero worthy of praise, even should you insist that you aren't? Do you desire to ultimately set the record straight? Do you wish to escape to a land where you can finally be free of this nuisance? Or, perhaps, have you come to enjoy and even revel in the misconception, embellishing the existing tales as it suits your own needs, actively exploiting the fable to further your own ends?<br />
<br />
Alternatively, perhaps monster hunter is a title you take as a humble hunter of the plethora of things outside the normal range of beasts. The world has more than just bears and owls and basic creatures. There are horrid and fantastical things that require more training and expertise to trap and kill, and that is when those with your skills are called upon. You are not a hero of any special kind. You could just be some average joe doing their job like an exterminator. Sometimes the job may call for you to go elsewhere to pursue the quarry. Some monster hunters are grown from traditional practices, making them skilled in knowing how to use parts of monsters themselves to fashion things like weapons or even harvest their poisons for use.<br />
<br />
'''Skill Proficiencies:''' {{5s|Survival}} and {{5s|Nature}}<br />
<br />
'''Languages:''' You know one additional language of your choice, preferably one to speak with races that deal with monsters a lot or even monstrous races themselves like orc and goblin.<br />
<br />
'''Tool Proficiencies:''' Poisoner's Kit, Herbalism Kit<br />
<br />
'''Equipment:''' A set of traveler's clothes, saddle with saddlebags, a herbalism kit, A trophy from a monster you've killed, 5 days' of rations, and a pouch containing 10gp.<br />
<br />
===Feature: Poison Purveyor===<br />
Long have you immersed yourself in the meticulous study of the vile humors extracted from monsters of every stripe, and in so doing, have learned both how to carefully preserve and transport the quantities you obtain, and how to peddle your wares to the most interested and higher-paying clientele. You can readily recall the names and types of poisons and admixtures that can be created from the varieties of monster you hunt, and what quantities of given fluids and powders are needed to create such items.<br />
===Alternate Feature: Trophy Taker===<br />
You know how to get the most out of your prey and know what parts you can sell for money and how to collect them (meat, pelts, antlers, heads, claws, teeth, venom, special components, and so on), as well as who would most interested in buying them, allowing you to sell them for twice their normal value. You also know how to harvest and preserve any of these parts from a creatures corpse.<br />
===Alternate Feature: Hunter Senses===<br />
You are well adapted with your senses to pick up the traces of quarry, be it through their scat or tracks. You know the general signatures of monsters nearby, like the territorial claw marks of an owlbear, or the slime trails of oozes. You also have a knowledge of what traps go well with catching which kinds of monsters.<br />
<br />
===Suggested Characteristics===<br />
Spending as much time as they do among traders and eclectics, along with the isolation and duration of their forays into the deeper, darker parts of the wilds, many monster hunters bear a skewed outlook on life that is as much akin to the traits of wild animals as it is to the single-minded drive of profiteers. At the same time, many are attracted to the job, blending that rare mix of muscle and shrewd intellect that form the best (and wealthiest) of their profession. <br />
<br />
{| class="5e" style="text-align: left;"<br />
! d8 || Personality Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I often find myself mimicking the sounds and speech of animals and monstrosities alike, consciously or not.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I have pursued and immersed myself in the habits of my quarry so often that I have adopted some of their behaviors. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I value the wildlife and natural world only insofar as it is valuable to me dealing with the merchant guilds. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I am as predatory in a market exchange hawking my wares as the beasts I stalk, seeking the best price and the meekest buyer. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || It is less for the profit that I do this than it is for the thrill of the hunt and victory.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I have learned that the most successful hunt is the one that involves skilled allies.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || It is not everyone that deserves to purchase what I procure, and I limit my offerings only to a select few.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || If you cannot keep up with me on a hunt, then you are only as good as bait for my prey.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || '''Ecology''' I take only what is needed to quell threats and subsist. Desiring more invites ruin. (Lawful) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || '''Healer''' The salves, poultices, and medications that come from my trade are reason enough for the hunt. (Good) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || '''Exploitation''' It is only to harness the power of my prey that I do as I do, and with it, destroy my foes. (Evil) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || '''Trophy''' It's an achievement to bring down these beasts, and I deserve to display my triumphs. (Chaotic)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || '''Profiteer''' The pay is often good and the work is steady - I could ask for no more. (Neutral) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || '''Studious''' I must divine every aspect and secret locked away in the bodies of these creatures. (Any)<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || It is to my mentor that I owe all that I am, and for them I continue in this work. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || Had my home's alchemists known the panaceas one could create from these creatures, my family might not have died from disease.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || My hunter allies are as friend and family to me as my own flesh and blood, and I will never abandon them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || The beasts I hunt maraud and terrorize my homelands, and I cannot rest until they've all been cut down.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || Past debts have bound me to the hunt, obligated to fulfill the wishes of those who hold my contract. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || It is not for myself that I pursue these creatures, it is for the future of my charge that I ply my trade.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Flaw<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || My reputation is ill-deserved - having never slain a monster, I ply the refuse from desiccated corpses. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || Often do I lie about my successes, withholding quantities meant for a client.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I cannot tolerate the presence of other hunters, spending more time trying to hinder them than hunting on my own.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || Avarice gets the better of me from time to time, swelling my anger at the negotiating table.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || The quirks inherited from my time in the wild have left me virtually unable to socialize with civilized peoples.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || What I earn I tend to spend quickly, leaving me groping for the next job at the cusp of becoming a beggar. <br />
|}<br />
<br />
----<br />
{{5e Backgrounds Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Background]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Monster_Hunter_(5e_Background)&diff=1565870Monster Hunter (5e Background)2022-02-04T05:26:34Z<p>SaucyMoonwalker: Undo revision 1466391 by SaucyMoonwalker (talk)</p>
<hr />
<div>{{Quality Article}}<br />
== Monster Hunter ==<br />
<div class="externalimage-holder" style="width:30%;float:right;"> {{5e Image|float:right|https://otakuusamagazine.com/Uploads/Public/w-flashhunter3.jpg|From ''Monster Hunter: Flash Hunter''}} </div><br />
The quiet life of your community suited you just fine; a modicum of peace and prosperity was had in your home, and you realize now that it was all taken for granted. A day came when the regular routine - the smiling faces of passers-by, tradesmen and crafters at their work, farmers tilling the fields - came to a crashing end. A great beast attacked your land and your people, and the best and bravest among you were cut down with such unbridled ferocity that many fled, and those that remained believed your final doom had arrived in the form of an array of gnashing fangs and baleful eyes.<br />
<br />
But all was not lost, though it was entirely by sheer luck and coincidence that the salvation of your people affected itself through the most unlikely of agents - you. No grand scheme, no great cunning, no bravery bore you the victory over the monster, but you have nonetheless been lauded as a hero; a mighty warrior. That reputation followed you no matter where you went, and tales of the fearless slayer of beasts precede your presence even when it seems most should be ignorant of the event. Though you could no longer bear the undue praise heaped upon you, and the avalanche of demands for your "services," the memory still gnaws at your mind and your name is unfortunately recognized far and wide, no matter how distant from your lands you travel.<br />
<br />
As the bearer of this unfortunate reputation, what specific moment or event did you decide to finally leave the place of your birth and livelihood? How have you come to deal with the insistence of total strangers that you are a hero worthy of praise, even should you insist that you aren't? Do you desire to ultimately set the record straight? Do you wish to escape to a land where you can finally be free of this nuisance? Or, perhaps, have you come to enjoy and even revel in the misconception, embellishing the existing tales as it suits your own needs, actively exploiting the fable to further your own ends?<br />
<br />
Alternatively, perhaps monster hunter is a title you take as a humble hunter of the plethora of things outside the normal range of beasts. The world has more than just bears and owls and basic creatures. There are horrid and fantastical things that require more training and expertise to trap and kill, and that is when those with your skills are called upon. You are not a hero of any special kind. You could just be some average joe doing their job like an exterminator. Sometimes the job may call for you to go elsewhere to pursue the quarry. Some monster hunters are grown from traditional practices, making them skilled in knowing how to use parts of monsters themselves to fashion things like weapons or even harvest their poisons for use.<br />
<br />
'''Skill Proficiencies:''' {{5s|Survival}} and {{5s|Nature}}<br />
<br />
'''Languages:''' You know one additional language of your choice, preferably one to speak with races that deal with monsters a lot or even monstrous races themselves like orc and goblin.<br />
<br />
'''Tool Proficiencies:''' Vehicle: land, Herbalism Kit<br />
<br />
'''Equipment:''' A set of traveler's clothes, saddle with saddlebags, a herbalism kit, A trophy from a monster you've killed, 5 days' of rations, and a pouch containing 10gp.<br />
<br />
===Feature: Poison Purveyor===<br />
Long have you immersed yourself in the meticulous study of the vile humors extracted from monsters of every stripe, and in so doing, have learned both how to carefully preserve and transport the quantities you obtain, and how to peddle your wares to the most interested and higher-paying clientele. You can readily recall the names and types of poisons and admixtures that can be created from the varieties of monster you hunt, and what quantities of given fluids and powders are needed to create such items.<br />
===Alternate Feature: Trophy Taker===<br />
You know how to get the most out of your prey and know what parts you can sell for money and how to collect them (meat, pelts, antlers, heads, claws, teeth, venom, special components, and so on), as well as who would most interested in buying them, allowing you to sell them for twice their normal value. You also know how to harvest and preserve any of these parts from a creatures corpse.<br />
===Alternate Feature: Hunter Senses===<br />
You are well adapted with your senses to pick up the traces of quarry, be it through their scat or tracks. You know the general signatures of monsters nearby, like the territorial claw marks of an owlbear, or the slime trails of oozes. You also have a knowledge of what traps go well with catching which kinds of monsters.<br />
<br />
===Suggested Characteristics===<br />
Spending as much time as they do among traders and eclectics, along with the isolation and duration of their forays into the deeper, darker parts of the wilds, many monster hunters bear a skewed outlook on life that is as much akin to the traits of wild animals as it is to the single-minded drive of profiteers. At the same time, many are attracted to the job, blending that rare mix of muscle and shrewd intellect that form the best (and wealthiest) of their profession. <br />
<br />
{| class="5e" style="text-align: left;"<br />
! d8 || Personality Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I often find myself mimicking the sounds and speech of animals and monstrosities alike, consciously or not.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I have pursued and immersed myself in the habits of my quarry so often that I have adopted some of their behaviors. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I value the wildlife and natural world only insofar as it is valuable to me dealing with the merchant guilds. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I am as predatory in a market exchange hawking my wares as the beasts I stalk, seeking the best price and the meekest buyer. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || It is less for the profit that I do this than it is for the thrill of the hunt and victory.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I have learned that the most successful hunt is the one that involves skilled allies.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || It is not everyone that deserves to purchase what I procure, and I limit my offerings only to a select few.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || If you cannot keep up with me on a hunt, then you are only as good as bait for my prey.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || '''Ecology''' I take only what is needed to quell threats and subsist. Desiring more invites ruin. (Lawful) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || '''Healer''' The salves, poultices, and medications that come from my trade are reason enough for the hunt. (Good) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || '''Exploitation''' It is only to harness the power of my prey that I do as I do, and with it, destroy my foes. (Evil) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || '''Trophy''' It's an achievement to bring down these beasts, and I deserve to display my triumphs. (Chaotic)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || '''Profiteer''' The pay is often good and the work is steady - I could ask for no more. (Neutral) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || '''Studious''' I must divine every aspect and secret locked away in the bodies of these creatures. (Any)<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || It is to my mentor that I owe all that I am, and for them I continue in this work. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || Had my home's alchemists known the panaceas one could create from these creatures, my family might not have died from disease.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || My hunter allies are as friend and family to me as my own flesh and blood, and I will never abandon them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || The beasts I hunt maraud and terrorize my homelands, and I cannot rest until they've all been cut down.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || Past debts have bound me to the hunt, obligated to fulfill the wishes of those who hold my contract. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || It is not for myself that I pursue these creatures, it is for the future of my charge that I ply my trade.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Flaw<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || My reputation is ill-deserved - having never slain a monster, I ply the refuse from desiccated corpses. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || Often do I lie about my successes, withholding quantities meant for a client.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I cannot tolerate the presence of other hunters, spending more time trying to hinder them than hunting on my own.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || Avarice gets the better of me from time to time, swelling my anger at the negotiating table.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || The quirks inherited from my time in the wild have left me virtually unable to socialize with civilized peoples.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || What I earn I tend to spend quickly, leaving me groping for the next job at the cusp of becoming a beggar. <br />
|}<br />
<br />
----<br />
{{5e Backgrounds Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Background]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Monster_Hunter_(5e_Background)&diff=1565869Monster Hunter (5e Background)2022-02-04T05:25:35Z<p>SaucyMoonwalker: Undo revision 1466698 by Yanied (talk)</p>
<hr />
<div>{{Quality Article}}<br />
== Monster Hunter ==<br />
<div class="externalimage-holder" style="width:30%;float:right;"> {{5e Image|float:right|https://otakuusamagazine.com/Uploads/Public/w-flashhunter3.jpg|From ''Monster Hunter: Flash Hunter''}} </div><br />
The quiet life of your community suited you just fine; a modicum of peace and prosperity was had in your home, and you realize now that it was all taken for granted. A day came when the regular routine - the smiling faces of passers-by, tradesmen and crafters at their work, farmers tilling the fields - came to a crashing end. A great beast attacked your land and your people, and the best and bravest among you were cut down with such unbridled ferocity that many fled, and those that remained believed your final doom had arrived in the form of an array of gnashing fangs and baleful eyes.<br />
<br />
But all was not lost, though it was entirely by sheer luck and coincidence that the salvation of your people affected itself through the most unlikely of agents - you. No grand scheme, no great cunning, no bravery bore you the victory over the monster, but you have nonetheless been lauded as a hero; a mighty warrior. That reputation followed you no matter where you went, and tales of the fearless slayer of beasts precede your presence even when it seems most should be ignorant of the event. Though you could no longer bear the undue praise heaped upon you, and the avalanche of demands for your "services," the memory still gnaws at your mind and your name is unfortunately recognized far and wide, no matter how distant from your lands you travel.<br />
<br />
As the bearer of this unfortunate reputation, what specific moment or event did you decide to finally leave the place of your birth and livelihood? How have you come to deal with the insistence of total strangers that you are a hero worthy of praise, even should you insist that you aren't? Do you desire to ultimately set the record straight? Do you wish to escape to a land where you can finally be free of this nuisance? Or, perhaps, have you come to enjoy and even revel in the misconception, embellishing the existing tales as it suits your own needs, actively exploiting the fable to further your own ends?<br />
<br />
Alternatively, perhaps monster hunter is a title you take as a humble hunter of the plethora of things outside the normal range of beasts. The world has more than just bears and owls and basic creatures. There are horrid and fantastical things that require more training and expertise to trap and kill, and that is when those with your skills are called upon. You are not a hero of any special kind. You could just be some average joe doing their job like an exterminator. Sometimes the job may call for you to go elsewhere to pursue the quarry. Some monster hunters are grown from traditional practices, making them skilled in knowing how to use parts of monsters themselves to fashion things like weapons or even harvest their poisons for use.<br />
<br />
'''Skill Proficiencies:''' {{5s|Survival}} and {{5s|Nature}}<br />
<br />
'''Languages:''' You know one additional language of your choice, preferably one to speak with races that deal with monsters a lot or even monstrous races themselves like orc and goblin.<br />
<br />
'''Tool Proficiencies:''' Poisoner's Kit, Herbalism Kit<br />
<br />
'''Equipment:''' A set of traveler's clothes, saddle with saddlebags, a herbalism kit, A trophy from a monster you've killed, 5 days' of rations, and a pouch containing 10gp.<br />
<br />
===Feature: Poison Purveyor===<br />
Long have you immersed yourself in the meticulous study of the vile humors extracted from monsters of every stripe, and in so doing, have learned both how to carefully preserve and transport the quantities you obtain, and how to peddle your wares to the most interested and higher-paying clientele. You can readily recall the names and types of poisons and admixtures that can be created from the varieties of monster you hunt, and what quantities of given fluids and powders are needed to create such items.<br />
===Alternate Feature: Trophy Taker===<br />
You know how to get the most out of your prey and know what parts you can sell for money and how to collect them (meat, pelts, antlers, heads, claws, teeth, venom, special components, and so on), as well as who would most interested in buying them, allowing you to sell them for twice their normal value. You also know how to harvest and preserve any of these parts from a creatures corpse.<br />
===Alternate Feature: Hunter Senses===<br />
You are well adapted with your senses to pick up the traces of quarry, be it through their scat or tracks. You know the general signatures of monsters nearby, like the territorial claw marks of an owlbear, or the slime trails of oozes. You also have a knowledge of what traps go well with catching which kinds of monsters.<br />
<br />
===Suggested Characteristics===<br />
Spending as much time as they do among traders and eclectics, along with the isolation and duration of their forays into the deeper, darker parts of the wilds, many monster hunters bear a skewed outlook on life that is as much akin to the traits of wild animals as it is to the single-minded drive of profiteers. At the same time, many are attracted to the job, blending that rare mix of muscle and shrewd intellect that form the best (and wealthiest) of their profession. <br />
<br />
{| class="5e" style="text-align: left;"<br />
! d8 || Personality Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I often find myself mimicking the sounds and speech of animals and monstrosities alike, consciously or not.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I have pursued and immersed myself in the habits of my quarry so often that I have adopted some of their behaviors. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I value the wildlife and natural world only insofar as it is valuable to me dealing with the merchant guilds. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I am as predatory in a market exchange hawking my wares as the beasts I stalk, seeking the best price and the meekest buyer. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || It is less for the profit that I do this than it is for the thrill of the hunt and victory.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I have learned that the most successful hunt is the one that involves skilled allies.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || It is not everyone that deserves to purchase what I procure, and I limit my offerings only to a select few.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || If you cannot keep up with me on a hunt, then you are only as good as bait for my prey.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || '''Ecology''' I take only what is needed to quell threats and subsist. Desiring more invites ruin. (Lawful) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || '''Healer''' The salves, poultices, and medications that come from my trade are reason enough for the hunt. (Good) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || '''Exploitation''' It is only to harness the power of my prey that I do as I do, and with it, destroy my foes. (Evil) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || '''Trophy''' It's an achievement to bring down these beasts, and I deserve to display my triumphs. (Chaotic)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || '''Profiteer''' The pay is often good and the work is steady - I could ask for no more. (Neutral) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || '''Studious''' I must divine every aspect and secret locked away in the bodies of these creatures. (Any)<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || It is to my mentor that I owe all that I am, and for them I continue in this work. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || Had my home's alchemists known the panaceas one could create from these creatures, my family might not have died from disease.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || My hunter allies are as friend and family to me as my own flesh and blood, and I will never abandon them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || The beasts I hunt maraud and terrorize my homelands, and I cannot rest until they've all been cut down.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || Past debts have bound me to the hunt, obligated to fulfill the wishes of those who hold my contract. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || It is not for myself that I pursue these creatures, it is for the future of my charge that I ply my trade.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Flaw<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || My reputation is ill-deserved - having never slain a monster, I ply the refuse from desiccated corpses. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || Often do I lie about my successes, withholding quantities meant for a client.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I cannot tolerate the presence of other hunters, spending more time trying to hinder them than hunting on my own.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || Avarice gets the better of me from time to time, swelling my anger at the negotiating table.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || The quirks inherited from my time in the wild have left me virtually unable to socialize with civilized peoples.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || What I earn I tend to spend quickly, leaving me groping for the next job at the cusp of becoming a beggar. <br />
|}<br />
<br />
----<br />
{{5e Backgrounds Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Background]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Ranger,_2nd_Variant_(5e_Class)&diff=1565850Ranger, 2nd Variant (5e Class)2022-02-04T03:52:20Z<p>SaucyMoonwalker: Undo revision 1242385 by Green Dragon (talk)</p>
<hr />
<div>{{OGL Top}}<br />
==Ranger, Revised==<br />
<br />
{{5e Class Features<br />
|name=ranger<br />
|summary=Acting as a bulwark between civilization and the terrors of the wilderness, rangers study, track, and hunt their favored enemies.<br />
|hd=10<br />
|spellcasting=full<br />
|armor=Light armor, medium armor, shields<br />
|weapons=Simple weapons, martial weapons<br />
|tools=None<br />
|saves={{5a|str}}, {{5a|dex}}<br />
|skills=Choose three from {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Stealth}}, and {{5s|Survival}}<br />
|item1a={{5e|Scale Mail (Armor)|scale mail}}<br />
|item1b={{5e|Leather (Armor)|leather armor}}<br />
|item2a=two {{5e|Shortsword|shortswords}}<br />
|item2b=two simple melee weapons<br />
|item3a=a [[5e SRD:Equipment Packs#Dungeoneer's Pack|dungeoneer's pack]]<br />
|item3b=an [[5e SRD:Equipment Packs#Explorer's Pack|explorer's pack]]<br />
|item4a= A {{5e|Longbow}} and a {{5e|Quiver}} of {{5e|Arrows (20)|20 arrows}}<br />
|item4b=<br />
|wealth=5d4 &times; 10 gp<br />
|classfeatures1={{inpage|Natural Explorer}}, {{inpage|Favored Enemy Orc}}<br />
|classfeatures2={{inpage|Fighting Style}}, {{inpage|Spellcasting}}<br />
|classfeatures3={{inpage|Ranger Archetype}}, {{inpage|Primeval Awareness}}<br />
|classfeatures4={{inpage|Ranger Archetype}} feature Animal Companion<br />
|classfeatures5={{inpage|Extra Attack Two-Weapon Fighting<br />
|classfeatures6={{inpage|Second Favored Terrain}}<br />
|classfeatures7={{inpage|Ranger Archetype}} feature<br />
|classfeatures8={{inpage|Track<br />
|classfeatures9={{inpage|Cunning Action}}<br />
|classfeatures10={{inpage|Second Favored Enemy Extra Attack}}<br />
|classfeatures11={{inpage|Ranger Archetype}} feature<br />
|classfeatures12={{inpage|Skilled<br />
|classfeatures13={{inpage|Duel Wield<br />
|classfeatures14={{inpage|Mask of the Wild}}<br />
|classfeatures15={{inpage|Ranger Archetype}} feature Extra Attack<br />
|classfeatures16={{inpage|Freedom of Movement<br />
|classfeatures17={{inpage|Vanish<br />
|classfeatures18={{inpage|Feral Senses}}<br />
|classfeatures19={{inpage|Evasion<br />
|classfeatures20={{inpage|Foe Slayer}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Spells Known<br />
|extra1_1=&mdash;<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=5<br />
|extra1_8=5<br />
|extra1_9=6<br />
|extra1_10=6<br />
|extra1_11=7<br />
|extra1_12=7<br />
|extra1_13=8<br />
|extra1_14=8<br />
|extra1_15=9<br />
|extra1_16=9<br />
|extra1_17=10<br />
|extra1_18=10<br />
|extra1_19=11<br />
|extra1_20=11<br />
}}<br />
<br />
==== Natural Explorer ====<br />
<br />
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. You gain the following benefits when traveling for an hour or more in your favored terrain:<br />
<br />
* Difficult terrain doesn't slow your group's travel.<br />
* Your group can't become lost except by magical means.<br />
* Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
* If you are traveling alone, you can move stealthily at a normal pace.<br />
* When you forage, you find twice as much food as you normally would.<br />
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
==== Favored Enemy ====<br />
<br />
You have gained significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilderness<br />
<br />
Choose a type of favored enemy: beasts, fey, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.<br />
<br />
You gain a +2 bonus to damage rolls with your weapon attacks against your favored enemies, and you have {{5e|Advantage}} on {{5a|wis}} ({{5s|Survival}}) checks to track your favored enemies, as well as on {{5a|int}} checks to recall information about them.<br />
<br />
You also learn one language of your choice, ideally one spoken by your favored enemy or creatures commonly associated with it.<br />
<br />
==== Fighting Style ====<br />
<br />
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in {{5e|Melee Attacks#Two-Weapon Fighting|two-weapon fighting}}, you can add your ability modifier to the damage of the second attack.<br />
<br />
==== Spellcasting ====<br />
<br />
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.<br />
<br />
;Spell Slots<br />
The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.<br />
<br />
For example, if you know the 1st-level spell [[5e SRD:Animal Friendship|''animal friendship'']] and have a 1st-level and a 2nd-level spell slot available, you can cast [[5e SRD:Animal Friendship|''animal friendship'']] using either slot.<br />
<br />
;Spells Known of 1st Level and Higher<br />
You know two 1st-level spells of your choice from the [[5e SRD:Ranger Spell List|ranger spell list]].<br />
<br />
The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the [[5e SRD:Ranger Spell List|ranger spell list]], which also must be of a level for which you have spell slots.<br />
<br />
;Spellcasting Ability<br />
{{5a|wis}} is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Ranger Archetype ====<br />
<br />
At 3rd level, you choose an archetype that you strive to emulate, such as the Hunter, Beastmaster, or Beastshifter. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level.<br />
<br />
==== Primeval Awareness ====<br />
<br />
Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.<br />
<br />
You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.<br />
<br />
You cannot use this ability against a creature that you have attacked within the past 10 minutes.<br />
<br />
Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you. If there are multiple groups of your favored enemies within range, you learn this information for each group. You can use this feature in this way a number of times equal to 1 + your {{5a|wis}} modifier. When you finish a long rest, you regain all expended uses.<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 />
==== Second Favored Terrain ====<br />
<br />
By 6th level, you have become an expert in navigating the wilderness. Choose a second favored terrain. While in your favored terrain, either the one you already had or the one you gain from this feature, you gain the following benefits:<br />
<br />
* You ignore difficult terrain.<br />
* You have advantage on initiative rolls.<br />
* On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.<br />
<br />
==== Cunning Action ====<br />
<br />
Starting at 9th level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the {{5e|Dash Action|Dash}}, {{5e|Disengage Action|Disengage}}, or {{5e|Hide Action|Hide}} action.<br />
<br />
==== Second Favored Enemy ====<br />
<br />
By 10th level, you have become accustomed to hunting deadlier game. You gain a second favored enemy, choosing from aberrations, celestials, constructs, dragons, elementals, fiends, or giants. Your bonus to damage against all your favored enemies increases to +4, and you gain one additional language, ideally one spoken by your second favored enemy or creatures commonly associated with it. Additionally, you have advantage on saving throws against effects and abilities used by your favored enemies, including spells.<br />
<br />
==== Mask of the Wild ====<br />
<br />
Starting at 14th level, you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Additionally, when you use your action to take the {{5e|Hide Action|Hide}} action under such conditions, you become {{5c|Invisible}}. You remain invisible until you use 5 feet or more of movement, make an attack, cast a spell, or the heavy rain, falling snow, mist, or other natural phenomenon no longer exists (for example, it stops raining).<br />
<br />
==== Feral Senses ====<br />
<br />
At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't {{5c|Blinded}} or {{5c|Deafened}}.<br />
<br />
==== Foe Slayer ====<br />
<br />
At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your {{5a|wis}} modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.<br />
<br />
=== Ranger Archetypes ===<br />
<br />
==== Hunter ====<br />
<br />
Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.<br />
<br />
;Hunter's Prey<br />
At 3rd level, you gain one of the following features of your choice.<br />
<br />
'''''Colossus Slayer.''''' Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its {{5e|Hit Points|hit point}} maximum. You can deal this extra damage only once per turn.<br />
<br />
'''''Giant Killer.''''' When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.<br />
<br />
'''''Horde Breaker.''''' Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.<br />
<br />
;Extra Attack<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the {{5e|Attack Action|Attack}} action on your turn.<br />
<br />
;Defensive Tactics<br />
At 7th level, you gain one of the following features of your choice.<br />
<br />
'''''Escape the Horde.''''' {{5e|Opportunity Attacks|Opportunity attacks}} against you are made with {{5e|Disadvantage}}.<br />
<br />
'''''Multiattack Defense.''''' When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.<br />
<br />
'''''Steel Will.''''' You have {{5e|Advantage}} on saving throws against being {{5c|Frightened}}.<br />
<br />
;Multiattack<br />
At 11th level, you gain one of the following features of your choice.<br />
<br />
'''''Volley.''''' You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.<br />
<br />
'''''Whirlwind Attack.''''' You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.<br />
<br />
;Superior Hunter's Defense<br />
At 15th level, you gain one of the following features of your choice.<br />
<br />
'''''Evasion.''''' When you are subjected to an effect, such as a red dragon's fiery breath or a [[5e SRD:Lightning Bolt|''lightning bolt'']] spell, that allows you to make a {{5a|dex}} saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
'''''Stand Against the Tide.''''' When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.<br />
<br />
'''''Uncanny Dodge.''''' When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.<br />
<br />
==== Beastmaster ====<br />
<br />
Beastmasters embody a friendship between the civilized races and the beasts of the world. United in focus, ranger and beast fight as one against the monsters that threaten civilization and wilderness alike. <br />
<br />
;Animal Companion<br />
When you choose this archetype at 3rd level, you gain a beast companion that accompanies you on your adventures and fights alongside you. Choose a beast that is no larger than Medium size and that has a challenge rating of at most 1/4. You may choose a beast with a challenge rating of 1/2 or higher if it has the Multiattack action, and that beast would have a challenge rating of 1/4 if it lost its Multiattack and its challenge rating were recalculated accordingly. The beast has the statistics of a normal member of its species, with the following changes:<br />
<br />
* Your animal companion uses your proficiency bonus instead of its own.<br />
* Your animal companion adds your proficiency bonus to its Armor Class.<br />
* Your animal companion gains proficiency in two skills of your choice, and all saving throws.<br />
* Your animal companion loses the Multiattack action if it has one.<br />
<br />
Your animal companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your animal companion acts on its own.<br />
<br />
When travelling for an hour or more, you and your animal companion can move stealthily at a normal pace.<br />
<br />
When you reach 4th level, and every time you gain a level afterward, your animal companion gains one additional hit die and its hit points are recalculated accordingly.<br />
<br />
Whenever you gain the {{inpage|Ability Score Improvement}} class feature, your animal companion can also increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your animal companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise. Alternatively, if you are using the {{5e|feats}} optional rule, your animal companion can instead gain one feat.<br />
<br />
If your animal companion is ever slain, you can use 8 hours of work and 25 gp worth of rare herbs and fine food to call forth your companion’s spirit and create a new body for it, returning it to life. You can return an animal companion to life in this manner even if you do not possess any part of its body. If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.<br />
<br />
;Coordinated Attack<br />
Starting at 5th level, when you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.<br />
<br />
;Beast's Iron Will<br />
Starting at 7th level, your animal companion has advantage on all saving throws while it can see you.<br />
<br />
;Beast's Whirlwind Attack<br />
Starting from 11th level, your animal companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.<br />
<br />
;Beast's Uncanny Dodge<br />
Starting at 15th level, when an attacker that your animal companion can see hits it with an attack, your animal companion can use its reaction to halve the attack's damage against it.<br />
<br />
====Beastshifter====<br />
<br />
{{:Beastshifter (5e Subclass)}}<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the ranger class, you must meet these prerequisites: {{5a|str}} 13 or {{5a|dex}} 13, and {{5a|wis}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the ranger class, you gain the following proficiencies: Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class’s skill list.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{OGL}}<br />
[[Category:Ranger]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Domain_of_Respite_(5e_Subclass)&diff=1565793Domain of Respite (5e Subclass)2022-02-03T23:59:08Z<p>SaucyMoonwalker: /* Empowered Speech */</p>
<hr />
<div>===Respite Domain===<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|https://i.pinimg.com/564x/5d/a5/8a/5da58a555b0bc9f0cefbfd64852716eb.jpg|A cleric of respite praying}}</div><br />
<br />
'''''The Respite domain is the purview of deities who charge their followers to shield the weak from those who would use their power to cause them harm. The gods’ faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. A Respite domain cleric will put themselves in danger for their party and risk their very being for the protection of others. They often follow gods of, life, protection, healing, and redemption. Their reason for following this pather is often to aid and assist others in ventures of good and preservation of life.'''''<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ Respite Domain Spells<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level!! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st ||[[5e_SRD:Shield_of_Faith| shield of faith]], [[5e_SRD:Shield |shield]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd ||[[5e_SRD:Warding_Bond|warding bond]], [[5e_SRD:Aid|aid]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th ||[[5e_SRD:Beacon_of_Hope|beacon of hope]], [[5e_SRD:Remove_Curse|remove curse]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th ||[[5e_SRD:Guardian_of_Faith|guardian of faith]], [[5e_SRD:Death_Ward|death ward]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || [[5e_SRD:Antilife_Shell|antilife shell]], [[5e_SRD:Wall_of_Light|wall of light]]<br />
|}<br />
<br />
==Empowered Speech==<br />
Starting at 1st level, you may choose to use your Charisma modifier instead of wisdom as your spellcasting ability. Additionally, you may add twice your proficiency bonus to Persuasion checks made to diffuse conflict (at the DM's discretion).<br />
<br />
==Holy Aegis==<br />
At 1st level, you can create sacred barriers to ward off attacks. Whenever you or a creature you can see within 30 feet of you is hit by an attack, you may use your reaction to increase their AC by your Wisdom modifier for one round. A creature cannot benefit from this ability more than once at a time. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses after a long rest.<br />
<br />
==Channel Divinity: Radiant Fortification==<br />
Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor.<br />
<br />
As an action, you channel blessed energy into a number of creatures that you can see within 30 feet of you equal to your wisdom modifier. The first time those creatures are hit by an attack within the next minute, the attacker takes radiant damage equal to 2d8 + your cleric level. The damage increases by 1d8 at 8th level and again at 14th.<br />
<br />
==Voluntary Tribute==<br />
At 6th level, your compassion for your allies allows you to offer yourself as a sacrificial lamb. For one minute, attacks against friendly creatures within 30 feet of you have disadvantage and attacks made against you have advantage. Additionally for the duration of the round, once per turn when a creature hits you with an attack, you may grant an ally within range of it one opportunity attack against that creature. You must complete a long rest before using this ability again.<br />
<br />
==Divine Retribution==<br />
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, if that creature hit a friendly creature with a weapon attack this round, the extra damage increases to 3d8.<br />
<br />
==Killing a Mockingbird==<br />
At 17th level, when you use your channel divinity, you may transfer any condition from an affected including Curses and Diseases by transferring your life essence for theirs. <br />
<br />
In addition, your sacrifice shakes the will of even the most wicked, and your final wish is spread through your allies. Once per long rest, when you reach 0 hit points, all hostile creatures that you can see must make a Wisdom check and pass your spell save DC or cease all hostility toward other creatures you can see, creatures more than half their hit points left have disadvantage on the check. All friendly creatures within 30 feet of you regain half your total hit points divided evenly among them (rounded to the nearest whole number). <br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Cleric]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Domain_of_Respite_(5e_Subclass)&diff=1565719Domain of Respite (5e Subclass)2022-02-03T17:52:27Z<p>SaucyMoonwalker: /* Empowered Speech */</p>
<hr />
<div>===Respite Domain===<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|https://i.pinimg.com/564x/5d/a5/8a/5da58a555b0bc9f0cefbfd64852716eb.jpg|A cleric of respite praying}}</div><br />
<br />
'''''The Respite domain is the purview of deities who charge their followers to shield the weak from those who would use their power to cause them harm. The gods’ faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. A Respite domain cleric will put themselves in danger for their party and risk their very being for the protection of others. They often follow gods of, life, protection, healing, and redemption. Their reason for following this pather is often to aid and assist others in ventures of good and preservation of life.'''''<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ Respite Domain Spells<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level!! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st ||[[5e_SRD:Shield_of_Faith| shield of faith]], [[5e_SRD:Shield |shield]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd ||[[5e_SRD:Warding_Bond|warding bond]], [[5e_SRD:Aid|aid]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th ||[[5e_SRD:Beacon_of_Hope|beacon of hope]], [[5e_SRD:Remove_Curse|remove curse]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th ||[[5e_SRD:Guardian_of_Faith|guardian of faith]], [[5e_SRD:Death_Ward|death ward]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || [[5e_SRD:Antilife_Shell|antilife shell]], [[5e_SRD:Wall_of_Light|wall of light]]<br />
|}<br />
<br />
==Empowered Speech==<br />
Starting at 1st level, you may choose to use your Charisma modifier instead of wisdom when calculating your Spell Attack Bonus and Spell Save DC (if you do, replace wisdom with charisma for all subclass features. You cannot change this later). Additionally, you may add twice your proficiency bonus to Persuasion checks made to diffuse conflict (at the DM's discretion).<br />
<br />
==Holy Aegis==<br />
At 1st level, you can create sacred barriers to ward off attacks. Whenever you or a creature you can see within 30 feet of you is hit by an attack, you may use your reaction to increase their AC by your Wisdom modifier for one round. A creature cannot benefit from this ability more than once at a time. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses after a long rest.<br />
<br />
==Channel Divinity: Radiant Fortification==<br />
Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor.<br />
<br />
As an action, you channel blessed energy into a number of creatures that you can see within 30 feet of you equal to your wisdom modifier. The first time those creatures are hit by an attack within the next minute, the attacker takes radiant damage equal to 2d8 + your cleric level. The damage increases by 1d8 at 8th level and again at 14th.<br />
<br />
==Voluntary Tribute==<br />
At 6th level, your compassion for your allies allows you to offer yourself as a sacrificial lamb. For one minute, attacks against friendly creatures within 30 feet of you have disadvantage and attacks made against you have advantage. Additionally for the duration of the round, once per turn when a creature hits you with an attack, you may grant an ally within range of it one opportunity attack against that creature. You must complete a long rest before using this ability again.<br />
<br />
==Divine Retribution==<br />
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, if that creature hit a friendly creature with a weapon attack this round, the extra damage increases to 3d8.<br />
<br />
==Killing a Mockingbird==<br />
At 17th level, when you use your channel divinity, you may transfer any condition from an affected including Curses and Diseases by transferring your life essence for theirs. <br />
<br />
In addition, your sacrifice shakes the will of even the most wicked, and your final wish is spread through your allies. Once per long rest, when you reach 0 hit points, all hostile creatures that you can see must make a Wisdom check and pass your spell save DC or cease all hostility toward other creatures you can see, creatures more than half their hit points left have disadvantage on the check. All friendly creatures within 30 feet of you regain half your total hit points divided evenly among them (rounded to the nearest whole number). <br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Cleric]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Domain_of_Respite_(5e_Subclass)&diff=1565454Domain of Respite (5e Subclass)2022-02-03T00:58:31Z<p>SaucyMoonwalker: /* Empowered Speech */</p>
<hr />
<div>===Respite Domain===<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|https://i.pinimg.com/564x/5d/a5/8a/5da58a555b0bc9f0cefbfd64852716eb.jpg|A cleric of respite praying}}</div><br />
<br />
'''''The Respite domain is the purview of deities who charge their followers to shield the weak from those who would use their power to cause them harm. The gods’ faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. A Respite domain cleric will put themselves in danger for their party and risk their very being for the protection of others. They often follow gods of, life, protection, healing, and redemption. Their reason for following this pather is often to aid and assist others in ventures of good and preservation of life.'''''<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ Respite Domain Spells<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level!! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st ||[[5e_SRD:Shield_of_Faith| shield of faith]], [[5e_SRD:Shield |shield]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd ||[[5e_SRD:Warding_Bond|warding bond]], [[5e_SRD:Aid|aid]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th ||[[5e_SRD:Beacon_of_Hope|beacon of hope]], [[5e_SRD:Remove_Curse|remove curse]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th ||[[5e_SRD:Guardian_of_Faith|guardian of faith]], [[5e_SRD:Death_Ward|death ward]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || [[5e_SRD:Antilife_Shell|antilife shell]], [[5e_SRD:Wall_of_Light|wall of light]]<br />
|}<br />
<br />
==Empowered Speech==<br />
Starting at 1st level, you may choose to use your Charisma modifier instead of wisdom when calculating your Spell Attack Bonus and Spell Save DC (if you do, replace wisdom with charisma for all subclass features. Choose only one). Additionally, you may add twice your proficiency bonus to Persuasion checks made to diffuse conflict (at the DM's discretion).<br />
<br />
==Holy Aegis==<br />
At 1st level, you can create sacred barriers to ward off attacks. Whenever you or a creature you can see within 30 feet of you is hit by an attack, you may use your reaction to increase their AC by your Wisdom modifier for one round. A creature cannot benefit from this ability more than once at a time. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses after a long rest.<br />
<br />
==Channel Divinity: Radiant Fortification==<br />
Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor.<br />
<br />
As an action, you channel blessed energy into a number of creatures that you can see within 30 feet of you equal to your wisdom modifier. The first time those creatures are hit by an attack within the next minute, the attacker takes radiant damage equal to 2d8 + your cleric level. The damage increases by 1d8 at 8th level and again at 14th.<br />
<br />
==Voluntary Tribute==<br />
At 6th level, your compassion for your allies allows you to offer yourself as a sacrificial lamb. For one minute, attacks against friendly creatures within 30 feet of you have disadvantage and attacks made against you have advantage. Additionally for the duration of the round, once per turn when a creature hits you with an attack, you may grant an ally within range of it one opportunity attack against that creature. You must complete a long rest before using this ability again.<br />
<br />
==Divine Retribution==<br />
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, if that creature hit a friendly creature with a weapon attack this round, the extra damage increases to 3d8.<br />
<br />
==Killing a Mockingbird==<br />
At 17th level, when you use your channel divinity, you may transfer any condition from an affected including Curses and Diseases by transferring your life essence for theirs. <br />
<br />
In addition, your sacrifice shakes the will of even the most wicked, and your final wish is spread through your allies. Once per long rest, when you reach 0 hit points, all hostile creatures that you can see must make a Wisdom check and pass your spell save DC or cease all hostility toward other creatures you can see, creatures more than half their hit points left have disadvantage on the check. All friendly creatures within 30 feet of you regain half your total hit points divided evenly among them (rounded to the nearest whole number). <br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Cleric]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Domain_of_Respite_(5e_Subclass)&diff=1565451Domain of Respite (5e Subclass)2022-02-03T00:55:53Z<p>SaucyMoonwalker: /* Respite Domain flavor text */</p>
<hr />
<div>===Respite Domain===<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|https://i.pinimg.com/564x/5d/a5/8a/5da58a555b0bc9f0cefbfd64852716eb.jpg|A cleric of respite praying}}</div><br />
<br />
'''''The Respite domain is the purview of deities who charge their followers to shield the weak from those who would use their power to cause them harm. The gods’ faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. A Respite domain cleric will put themselves in danger for their party and risk their very being for the protection of others. They often follow gods of, life, protection, healing, and redemption. Their reason for following this pather is often to aid and assist others in ventures of good and preservation of life.'''''<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ Respite Domain Spells<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level!! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st ||[[5e_SRD:Shield_of_Faith| shield of faith]], [[5e_SRD:Shield |shield]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd ||[[5e_SRD:Warding_Bond|warding bond]], [[5e_SRD:Aid|aid]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th ||[[5e_SRD:Beacon_of_Hope|beacon of hope]], [[5e_SRD:Remove_Curse|remove curse]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th ||[[5e_SRD:Guardian_of_Faith|guardian of faith]], [[5e_SRD:Death_Ward|death ward]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || [[5e_SRD:Antilife_Shell|antilife shell]], [[5e_SRD:Wall_of_Light|wall of light]]<br />
|}<br />
<br />
==Empowered Speech==<br />
Starting at 1st level, you may choose to use your Charisma modifier when calculating your Spell Attack Bonus and Spell Save DC (replace wisdom with charisma for all subclass features if so. Choose only one). Additionally, you may add twice your proficiency bonus to Persuasion checks made to diffuse conflict (DM's discretion). <br />
<br />
==Holy Aegis==<br />
At 1st level, you can create sacred barriers to ward off attacks. Whenever you or a creature you can see within 30 feet of you is hit by an attack, you may use your reaction to increase their AC by your Wisdom modifier for one round. A creature cannot benefit from this ability more than once at a time. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses after a long rest.<br />
<br />
==Channel Divinity: Radiant Fortification==<br />
Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor.<br />
<br />
As an action, you channel blessed energy into a number of creatures that you can see within 30 feet of you equal to your wisdom modifier. The first time those creatures are hit by an attack within the next minute, the attacker takes radiant damage equal to 2d8 + your cleric level. The damage increases by 1d8 at 8th level and again at 14th.<br />
<br />
==Voluntary Tribute==<br />
At 6th level, your compassion for your allies allows you to offer yourself as a sacrificial lamb. For one minute, attacks against friendly creatures within 30 feet of you have disadvantage and attacks made against you have advantage. Additionally for the duration of the round, once per turn when a creature hits you with an attack, you may grant an ally within range of it one opportunity attack against that creature. You must complete a long rest before using this ability again.<br />
<br />
==Divine Retribution==<br />
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, if that creature hit a friendly creature with a weapon attack this round, the extra damage increases to 3d8.<br />
<br />
==Killing a Mockingbird==<br />
At 17th level, when you use your channel divinity, you may transfer any condition from an affected including Curses and Diseases by transferring your life essence for theirs. <br />
<br />
In addition, your sacrifice shakes the will of even the most wicked, and your final wish is spread through your allies. Once per long rest, when you reach 0 hit points, all hostile creatures that you can see must make a Wisdom check and pass your spell save DC or cease all hostility toward other creatures you can see, creatures more than half their hit points left have disadvantage on the check. All friendly creatures within 30 feet of you regain half your total hit points divided evenly among them (rounded to the nearest whole number). <br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Cleric]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Domain_of_Respite_(5e_Subclass)&diff=1565449Domain of Respite (5e Subclass)2022-02-03T00:52:00Z<p>SaucyMoonwalker: /* Respite Domain spells */</p>
<hr />
<div>===Respite Domain===<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|https://i.pinimg.com/564x/5d/a5/8a/5da58a555b0bc9f0cefbfd64852716eb.jpg|A cleric of respite praying}}</div><br />
<br />
'''''The Respite domain is the purview of deities who charge their followers to shield the weak from the strong. The gods’ faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. A Respite domain cleric will put themselves in danger for their party. They are heavily armored, will stand in front of attacks, and risk their very being for the protection of others. They often follow gods of protection, life, and redemption. Their reason for being is to aid and assist others in their venture of good and preservation of life.'''''<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ Respite Domain Spells<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level!! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st ||[[5e_SRD:Shield_of_Faith| shield of faith]], [[5e_SRD:Shield |shield]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd ||[[5e_SRD:Warding_Bond|warding bond]], [[5e_SRD:Aid|aid]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th ||[[5e_SRD:Beacon_of_Hope|beacon of hope]], [[5e_SRD:Remove_Curse|remove curse]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th ||[[5e_SRD:Guardian_of_Faith|guardian of faith]], [[5e_SRD:Death_Ward|death ward]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || [[5e_SRD:Antilife_Shell|antilife shell]], [[5e_SRD:Wall_of_Light|wall of light]]<br />
|}<br />
<br />
==Empowered Speech==<br />
Starting at 1st level, you may choose to use your Charisma modifier when calculating your Spell Attack Bonus and Spell Save DC (replace wisdom with charisma for all subclass features if so. Choose only one). Additionally, you may add twice your proficiency bonus to Persuasion checks made to diffuse conflict (DM's discretion). <br />
<br />
==Holy Aegis==<br />
At 1st level, you can create sacred barriers to ward off attacks. Whenever you or a creature you can see within 30 feet of you is hit by an attack, you may use your reaction to increase their AC by your Wisdom modifier for one round. A creature cannot benefit from this ability more than once at a time. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses after a long rest.<br />
<br />
==Channel Divinity: Radiant Fortification==<br />
Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor.<br />
<br />
As an action, you channel blessed energy into a number of creatures that you can see within 30 feet of you equal to your wisdom modifier. The first time those creatures are hit by an attack within the next minute, the attacker takes radiant damage equal to 2d8 + your cleric level. The damage increases by 1d8 at 8th level and again at 14th.<br />
<br />
==Voluntary Tribute==<br />
At 6th level, your compassion for your allies allows you to offer yourself as a sacrificial lamb. For one minute, attacks against friendly creatures within 30 feet of you have disadvantage and attacks made against you have advantage. Additionally for the duration of the round, once per turn when a creature hits you with an attack, you may grant an ally within range of it one opportunity attack against that creature. You must complete a long rest before using this ability again.<br />
<br />
==Divine Retribution==<br />
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, if that creature hit a friendly creature with a weapon attack this round, the extra damage increases to 3d8.<br />
<br />
==Killing a Mockingbird==<br />
At 17th level, when you use your channel divinity, you may transfer any condition from an affected including Curses and Diseases by transferring your life essence for theirs. <br />
<br />
In addition, your sacrifice shakes the will of even the most wicked, and your final wish is spread through your allies. Once per long rest, when you reach 0 hit points, all hostile creatures that you can see must make a Wisdom check and pass your spell save DC or cease all hostility toward other creatures you can see, creatures more than half their hit points left have disadvantage on the check. All friendly creatures within 30 feet of you regain half your total hit points divided evenly among them (rounded to the nearest whole number). <br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Cleric]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Domain_of_Respite_(5e_Subclass)&diff=1565448Domain of Respite (5e Subclass)2022-02-03T00:50:35Z<p>SaucyMoonwalker: /* Divine Retribution */</p>
<hr />
<div>===Respite Domain===<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|https://i.pinimg.com/564x/5d/a5/8a/5da58a555b0bc9f0cefbfd64852716eb.jpg|A cleric of respite praying}}</div><br />
<br />
'''''The Respite domain is the purview of deities who charge their followers to shield the weak from the strong. The gods’ faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. A Respite domain cleric will put themselves in danger for their party. They are heavily armored, will stand in front of attacks, and risk their very being for the protection of others. They often follow gods of protection, life, and redemption. Their reason for being is to aid and assist others in their venture of good and preservation of life.'''''<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ Respite Domain Spells<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level!! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st ||[[5e_SRD:Shield_of_Faith| shield of faith]], [[5e_SRD:Shield |shield]], [[5e_SRD:Absorb_Elements|absorb elements]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd ||[[5e_SRD:Warding_Bond|warding bond]], [[5e_SRD:Aid|aid]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th ||[[5e_SRD:Beacon_of_Hope|beacon of hope]], [[5e_SRD:Remove_Curse|remove curse]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th ||[[5e_SRD:Guardian_of_Faith|guardian of faith]], [[5e_SRD:Death_Ward|death ward]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || [[5e_SRD:Antilife_Shell|antilife shell]], [[5e_SRD:Wall_of_Light|wall of light]]<br />
|}<br />
<br />
==Empowered Speech==<br />
Starting at 1st level, you may choose to use your Charisma modifier when calculating your Spell Attack Bonus and Spell Save DC (replace wisdom with charisma for all subclass features if so. Choose only one). Additionally, you may add twice your proficiency bonus to Persuasion checks made to diffuse conflict (DM's discretion). <br />
<br />
==Holy Aegis==<br />
At 1st level, you can create sacred barriers to ward off attacks. Whenever you or a creature you can see within 30 feet of you is hit by an attack, you may use your reaction to increase their AC by your Wisdom modifier for one round. A creature cannot benefit from this ability more than once at a time. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses after a long rest.<br />
<br />
==Channel Divinity: Radiant Fortification==<br />
Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor.<br />
<br />
As an action, you channel blessed energy into a number of creatures that you can see within 30 feet of you equal to your wisdom modifier. The first time those creatures are hit by an attack within the next minute, the attacker takes radiant damage equal to 2d8 + your cleric level. The damage increases by 1d8 at 8th level and again at 14th.<br />
<br />
==Voluntary Tribute==<br />
At 6th level, your compassion for your allies allows you to offer yourself as a sacrificial lamb. For one minute, attacks against friendly creatures within 30 feet of you have disadvantage and attacks made against you have advantage. Additionally for the duration of the round, once per turn when a creature hits you with an attack, you may grant an ally within range of it one opportunity attack against that creature. You must complete a long rest before using this ability again.<br />
<br />
==Divine Retribution==<br />
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, if that creature hit a friendly creature with a weapon attack this round, the extra damage increases to 3d8.<br />
<br />
==Killing a Mockingbird==<br />
At 17th level, when you use your channel divinity, you may transfer any condition from an affected including Curses and Diseases by transferring your life essence for theirs. <br />
<br />
In addition, your sacrifice shakes the will of even the most wicked, and your final wish is spread through your allies. Once per long rest, when you reach 0 hit points, all hostile creatures that you can see must make a Wisdom check and pass your spell save DC or cease all hostility toward other creatures you can see, creatures more than half their hit points left have disadvantage on the check. All friendly creatures within 30 feet of you regain half your total hit points divided evenly among them (rounded to the nearest whole number). <br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Cleric]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Domain_of_Respite_(5e_Subclass)&diff=1565447Domain of Respite (5e Subclass)2022-02-03T00:50:07Z<p>SaucyMoonwalker: /* Abundant Retribution changed to Divine Retribution */</p>
<hr />
<div>===Respite Domain===<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|https://i.pinimg.com/564x/5d/a5/8a/5da58a555b0bc9f0cefbfd64852716eb.jpg|A cleric of respite praying}}</div><br />
<br />
'''''The Respite domain is the purview of deities who charge their followers to shield the weak from the strong. The gods’ faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. A Respite domain cleric will put themselves in danger for their party. They are heavily armored, will stand in front of attacks, and risk their very being for the protection of others. They often follow gods of protection, life, and redemption. Their reason for being is to aid and assist others in their venture of good and preservation of life.'''''<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ Respite Domain Spells<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level!! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st ||[[5e_SRD:Shield_of_Faith| shield of faith]], [[5e_SRD:Shield |shield]], [[5e_SRD:Absorb_Elements|absorb elements]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd ||[[5e_SRD:Warding_Bond|warding bond]], [[5e_SRD:Aid|aid]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th ||[[5e_SRD:Beacon_of_Hope|beacon of hope]], [[5e_SRD:Remove_Curse|remove curse]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th ||[[5e_SRD:Guardian_of_Faith|guardian of faith]], [[5e_SRD:Death_Ward|death ward]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || [[5e_SRD:Antilife_Shell|antilife shell]], [[5e_SRD:Wall_of_Light|wall of light]]<br />
|}<br />
<br />
==Empowered Speech==<br />
Starting at 1st level, you may choose to use your Charisma modifier when calculating your Spell Attack Bonus and Spell Save DC (replace wisdom with charisma for all subclass features if so. Choose only one). Additionally, you may add twice your proficiency bonus to Persuasion checks made to diffuse conflict (DM's discretion). <br />
<br />
==Holy Aegis==<br />
At 1st level, you can create sacred barriers to ward off attacks. Whenever you or a creature you can see within 30 feet of you is hit by an attack, you may use your reaction to increase their AC by your Wisdom modifier for one round. A creature cannot benefit from this ability more than once at a time. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses after a long rest.<br />
<br />
==Channel Divinity: Radiant Fortification==<br />
Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor.<br />
<br />
As an action, you channel blessed energy into a number of creatures that you can see within 30 feet of you equal to your wisdom modifier. The first time those creatures are hit by an attack within the next minute, the attacker takes radiant damage equal to 2d8 + your cleric level. The damage increases by 1d8 at 8th level and again at 14th.<br />
<br />
==Voluntary Tribute==<br />
At 6th level, your compassion for your allies allows you to offer yourself as a sacrificial lamb. For one minute, attacks against friendly creatures within 30 feet of you have disadvantage and attacks made against you have advantage. Additionally for the duration of the round, once per turn when a creature hits you with an attack, you may grant an ally within range of it one opportunity attack against that creature. You must complete a long rest before using this ability again.<br />
<br />
==Divine Strike==<br />
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, if that creature hit a friendly creature with a weapon attack this round, the extra damage increases to 3d8.<br />
<br />
==Killing a Mockingbird==<br />
At 17th level, when you use your channel divinity, you may transfer any condition from an affected including Curses and Diseases by transferring your life essence for theirs. <br />
<br />
In addition, your sacrifice shakes the will of even the most wicked, and your final wish is spread through your allies. Once per long rest, when you reach 0 hit points, all hostile creatures that you can see must make a Wisdom check and pass your spell save DC or cease all hostility toward other creatures you can see, creatures more than half their hit points left have disadvantage on the check. All friendly creatures within 30 feet of you regain half your total hit points divided evenly among them (rounded to the nearest whole number). <br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Cleric]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Domain_of_Respite_(5e_Subclass)&diff=1565443Domain of Respite (5e Subclass)2022-02-03T00:41:46Z<p>SaucyMoonwalker: /* Aura of Amity changed to Voluntary tribute */</p>
<hr />
<div>===Respite Domain===<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|https://i.pinimg.com/564x/5d/a5/8a/5da58a555b0bc9f0cefbfd64852716eb.jpg|A cleric of respite praying}}</div><br />
<br />
'''''The Respite domain is the purview of deities who charge their followers to shield the weak from the strong. The gods’ faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. A Respite domain cleric will put themselves in danger for their party. They are heavily armored, will stand in front of attacks, and risk their very being for the protection of others. They often follow gods of protection, life, and redemption. Their reason for being is to aid and assist others in their venture of good and preservation of life.'''''<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ Respite Domain Spells<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level!! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st ||[[5e_SRD:Shield_of_Faith| shield of faith]], [[5e_SRD:Shield |shield]], [[5e_SRD:Absorb_Elements|absorb elements]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd ||[[5e_SRD:Warding_Bond|warding bond]], [[5e_SRD:Aid|aid]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th ||[[5e_SRD:Beacon_of_Hope|beacon of hope]], [[5e_SRD:Remove_Curse|remove curse]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th ||[[5e_SRD:Guardian_of_Faith|guardian of faith]], [[5e_SRD:Death_Ward|death ward]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || [[5e_SRD:Antilife_Shell|antilife shell]], [[5e_SRD:Wall_of_Light|wall of light]]<br />
|}<br />
<br />
==Empowered Speech==<br />
Starting at 1st level, you may choose to use your Charisma modifier when calculating your Spell Attack Bonus and Spell Save DC (replace wisdom with charisma for all subclass features if so. Choose only one). Additionally, you may add twice your proficiency bonus to Persuasion checks made to diffuse conflict (DM's discretion). <br />
<br />
==Holy Aegis==<br />
At 1st level, you can create sacred barriers to ward off attacks. Whenever you or a creature you can see within 30 feet of you is hit by an attack, you may use your reaction to increase their AC by your Wisdom modifier for one round. A creature cannot benefit from this ability more than once at a time. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses after a long rest.<br />
<br />
==Channel Divinity: Radiant Fortification==<br />
Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor.<br />
<br />
As an action, you channel blessed energy into a number of creatures that you can see within 30 feet of you equal to your wisdom modifier. The first time those creatures are hit by an attack within the next minute, the attacker takes radiant damage equal to 2d8 + your cleric level. The damage increases by 1d8 at 8th level and again at 14th.<br />
<br />
==Voluntary Tribute==<br />
At 6th level, your compassion for your allies allows you to offer yourself as a sacrificial lamb. For one minute, attacks against friendly creatures within 30 feet of you have disadvantage and attacks made against you have advantage. Additionally for the duration of the round, once per turn when a creature hits you with an attack, you may grant an ally within range of it one opportunity attack against that creature. You must complete a long rest before using this ability again.<br />
<br />
==Abundant Retribution==<br />
At 8th level, the divine essence that resides in you is even stronger, allowing you to bolster your allies further. You may use the Radiant Fortification feature one additional time per long rest, and two more times when you reach 14th level.<br />
<br />
==Killing a Mockingbird==<br />
At 17th level, when you use your channel divinity, you may transfer any condition from an affected including Curses and Diseases by transferring your life essence for theirs. <br />
<br />
In addition, your sacrifice shakes the will of even the most wicked, and your final wish is spread through your allies. Once per long rest, when you reach 0 hit points, all hostile creatures that you can see must make a Wisdom check and pass your spell save DC or cease all hostility toward other creatures you can see, creatures more than half their hit points left have disadvantage on the check. All friendly creatures within 30 feet of you regain half your total hit points divided evenly among them (rounded to the nearest whole number). <br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Cleric]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Domain_of_Respite_(5e_Subclass)&diff=1565438Domain of Respite (5e Subclass)2022-02-03T00:36:07Z<p>SaucyMoonwalker: /* Channel Divinity: Radiant Fortification */</p>
<hr />
<div>===Respite Domain===<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|https://i.pinimg.com/564x/5d/a5/8a/5da58a555b0bc9f0cefbfd64852716eb.jpg|A cleric of respite praying}}</div><br />
<br />
'''''The Respite domain is the purview of deities who charge their followers to shield the weak from the strong. The gods’ faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. A Respite domain cleric will put themselves in danger for their party. They are heavily armored, will stand in front of attacks, and risk their very being for the protection of others. They often follow gods of protection, life, and redemption. Their reason for being is to aid and assist others in their venture of good and preservation of life.'''''<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ Respite Domain Spells<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level!! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st ||[[5e_SRD:Shield_of_Faith| shield of faith]], [[5e_SRD:Shield |shield]], [[5e_SRD:Absorb_Elements|absorb elements]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd ||[[5e_SRD:Warding_Bond|warding bond]], [[5e_SRD:Aid|aid]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th ||[[5e_SRD:Beacon_of_Hope|beacon of hope]], [[5e_SRD:Remove_Curse|remove curse]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th ||[[5e_SRD:Guardian_of_Faith|guardian of faith]], [[5e_SRD:Death_Ward|death ward]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || [[5e_SRD:Antilife_Shell|antilife shell]], [[5e_SRD:Wall_of_Light|wall of light]]<br />
|}<br />
<br />
==Empowered Speech==<br />
Starting at 1st level, you may choose to use your Charisma modifier when calculating your Spell Attack Bonus and Spell Save DC (replace wisdom with charisma for all subclass features if so. Choose only one). Additionally, you may add twice your proficiency bonus to Persuasion checks made to diffuse conflict (DM's discretion). <br />
<br />
==Holy Aegis==<br />
At 1st level, you can create sacred barriers to ward off attacks. Whenever you or a creature you can see within 30 feet of you is hit by an attack, you may use your reaction to increase their AC by your Wisdom modifier for one round. A creature cannot benefit from this ability more than once at a time. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses after a long rest.<br />
<br />
==Channel Divinity: Radiant Fortification==<br />
Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor.<br />
<br />
As an action, you channel blessed energy into a number of creatures that you can see within 30 feet of you equal to your wisdom modifier. The first time those creatures are hit by an attack within the next minute, the attacker takes radiant damage equal to 2d8 + your cleric level. The damage increases by 1d8 at 8th level and again at 14th.<br />
<br />
==Aura of Amity==<br />
At 6th level, You emanate a tranquil and disarming tenor to those around you and can discourage violence as long as you cease your own. At the end of every long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). While active, any creature within 5 feet of you also gains this effect. When a creature ends the effect on themselves, they cannot benefit from this feature again until your next long rest. This aura increases to 15 feet at 18th level.<br />
<br />
==Abundant Retribution==<br />
At 8th level, the divine essence that resides in you is even stronger, allowing you to bolster your allies further. You may use the Radiant Fortification feature one additional time per long rest, and two more times when you reach 14th level.<br />
<br />
==Killing a Mockingbird==<br />
At 17th level, when you use your channel divinity, you may transfer any condition from an affected including Curses and Diseases by transferring your life essence for theirs. <br />
<br />
In addition, your sacrifice shakes the will of even the most wicked, and your final wish is spread through your allies. Once per long rest, when you reach 0 hit points, all hostile creatures that you can see must make a Wisdom check and pass your spell save DC or cease all hostility toward other creatures you can see, creatures more than half their hit points left have disadvantage on the check. All friendly creatures within 30 feet of you regain half your total hit points divided evenly among them (rounded to the nearest whole number). <br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Cleric]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Domain_of_Respite_(5e_Subclass)&diff=1553230Domain of Respite (5e Subclass)2022-01-02T14:54:05Z<p>SaucyMoonwalker: /* Respite Domain */</p>
<hr />
<div>===Respite Domain===<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|https://i.pinimg.com/564x/5d/a5/8a/5da58a555b0bc9f0cefbfd64852716eb.jpg|A cleric of respite praying}}</div><br />
<br />
'''''The Respite domain is the purview of deities who charge their followers to shield the weak from the strong. The gods’ faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. A Respite domain cleric will put themselves in danger for their party. They are heavily armored, will stand in front of attacks, and risk their very being for the protection of others. They often follow gods of protection, life, and redemption. Their reason for being is to aid and assist others in their venture of good and preservation of life.'''''<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ Respite Domain Spells<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level!! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st ||[[5e_SRD:Shield_of_Faith| shield of faith]], [[5e_SRD:Shield |shield]], [[5e_SRD:Absorb_Elements|absorb elements]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd ||[[5e_SRD:Warding_Bond|warding bond]], [[5e_SRD:Aid|aid]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th ||[[5e_SRD:Beacon_of_Hope|beacon of hope]], [[5e_SRD:Remove_Curse|remove curse]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th ||[[5e_SRD:Guardian_of_Faith|guardian of faith]], [[5e_SRD:Death_Ward|death ward]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || [[5e_SRD:Antilife_Shell|antilife shell]], [[5e_SRD:Wall_of_Light|wall of light]]<br />
|}<br />
<br />
==Empowered Speech==<br />
Starting at 1st level, you may choose to use your Charisma modifier when calculating your Spell Attack Bonus and Spell Save DC (replace wisdom with charisma for all subclass features if so. Choose only one). Additionally, you may add twice your proficiency bonus to Persuasion checks made to diffuse conflict (DM's discretion). <br />
<br />
==Holy Aegis==<br />
At 1st level, you can create sacred barriers to ward off attacks. Whenever you or a creature you can see within 30 feet of you is hit by an attack, you may use your reaction to increase their AC by your Wisdom modifier for one round. A creature cannot benefit from this ability more than once at a time. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses after a long rest.<br />
<br />
==Channel Divinity: Radiant Fortification==<br />
Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor.<br />
<br />
As an action, you channel blessed energy into a number of creatures that you can see within 30 feet of you equal to your wisdom modifier. The first time those creatures are hit by an attack within the next minute, the attacker takes radiant damage equal to 3d10 + your cleric level. <br />
<br />
==Aura of Amity==<br />
At 6th level, You emanate a tranquil and disarming tenor to those around you and can discourage violence as long as you cease your own. At the end of every long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). While active, any creature within 5 feet of you also gains this effect. When a creature ends the effect on themselves, they cannot benefit from this feature again until your next long rest. This aura increases to 15 feet at 18th level.<br />
<br />
==Abundant Retribution==<br />
At 8th level, the divine essence that resides in you is even stronger, allowing you to bolster your allies further. You may use the Radiant Fortification feature one additional time per long rest, and two more times when you reach 14th level.<br />
<br />
==Killing a Mockingbird==<br />
At 17th level, when you use your channel divinity, you may transfer any condition from an affected including Curses and Diseases by transferring your life essence for theirs. <br />
<br />
In addition, your sacrifice shakes the will of even the most wicked, and your final wish is spread through your allies. Once per long rest, when you reach 0 hit points, all hostile creatures that you can see must make a Wisdom check and pass your spell save DC or cease all hostility toward other creatures you can see, creatures more than half their hit points left have disadvantage on the check. All friendly creatures within 30 feet of you regain half your total hit points divided evenly among them (rounded to the nearest whole number). <br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Cleric]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Domain_of_Respite_(5e_Subclass)&diff=1553228Domain of Respite (5e Subclass)2022-01-02T14:52:07Z<p>SaucyMoonwalker: </p>
<hr />
<div>===Respite Domain===<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|https://i.pinimg.com/564x/5d/a5/8a/5da58a555b0bc9f0cefbfd64852716eb.jpg}}</div><br />
<br />
'''''The Respite domain is the purview of deities who charge their followers to shield the weak from the strong. The gods’ faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. A Respite domain cleric will put themselves in danger for their party. They are heavily armored, will stand in front of attacks, and risk their very being for the protection of others. They often follow gods of protection, life, and redemption. Their reason for being is to aid and assist others in their venture of good and preservation of life.'''''<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ Respite Domain Spells<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level!! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st ||[[5e_SRD:Shield_of_Faith| shield of faith]], [[5e_SRD:Shield |shield]], [[5e_SRD:Absorb_Elements|absorb elements]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd ||[[5e_SRD:Warding_Bond|warding bond]], [[5e_SRD:Aid|aid]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th ||[[5e_SRD:Beacon_of_Hope|beacon of hope]], [[5e_SRD:Remove_Curse|remove curse]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th ||[[5e_SRD:Guardian_of_Faith|guardian of faith]], [[5e_SRD:Death_Ward|death ward]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || [[5e_SRD:Antilife_Shell|antilife shell]], [[5e_SRD:Wall_of_Light|wall of light]]<br />
|}<br />
<br />
==Empowered Speech==<br />
Starting at 1st level, you may choose to use your Charisma modifier when calculating your Spell Attack Bonus and Spell Save DC (replace wisdom with charisma for all subclass features if so. Choose only one). Additionally, you may add twice your proficiency bonus to Persuasion checks made to diffuse conflict (DM's discretion). <br />
<br />
==Holy Aegis==<br />
At 1st level, you can create sacred barriers to ward off attacks. Whenever you or a creature you can see within 30 feet of you is hit by an attack, you may use your reaction to increase their AC by your Wisdom modifier for one round. A creature cannot benefit from this ability more than once at a time. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses after a long rest.<br />
<br />
==Channel Divinity: Radiant Fortification==<br />
Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor.<br />
<br />
As an action, you channel blessed energy into a number of creatures that you can see within 30 feet of you equal to your wisdom modifier. The first time those creatures are hit by an attack within the next minute, the attacker takes radiant damage equal to 3d10 + your cleric level. <br />
<br />
==Aura of Amity==<br />
At 6th level, You emanate a tranquil and disarming tenor to those around you and can discourage violence as long as you cease your own. At the end of every long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). While active, any creature within 5 feet of you also gains this effect. When a creature ends the effect on themselves, they cannot benefit from this feature again until your next long rest. This aura increases to 15 feet at 18th level.<br />
<br />
==Abundant Retribution==<br />
At 8th level, the divine essence that resides in you is even stronger, allowing you to bolster your allies further. You may use the Radiant Fortification feature one additional time per long rest, and two more times when you reach 14th level.<br />
<br />
==Killing a Mockingbird==<br />
At 17th level, when you use your channel divinity, you may transfer any condition from an affected including Curses and Diseases by transferring your life essence for theirs. <br />
<br />
In addition, your sacrifice shakes the will of even the most wicked, and your final wish is spread through your allies. Once per long rest, when you reach 0 hit points, all hostile creatures that you can see must make a Wisdom check and pass your spell save DC or cease all hostility toward other creatures you can see, creatures more than half their hit points left have disadvantage on the check. All friendly creatures within 30 feet of you regain half your total hit points divided evenly among them (rounded to the nearest whole number). <br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Cleric]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Domain_of_Respite_(5e_Subclass)&diff=1553226Domain of Respite (5e Subclass)2022-01-02T14:51:36Z<p>SaucyMoonwalker: /* Creation */</p>
<hr />
<div>{{stub|Incomplete. See the [[5e Class Design Guide#Subclasses]] if you need help.}}<br />
===Respite Domain===<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|https://i.pinimg.com/564x/5d/a5/8a/5da58a555b0bc9f0cefbfd64852716eb.jpg}}</div><br />
<br />
'''''The Respite domain is the purview of deities who charge their followers to shield the weak from the strong. The gods’ faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. A Respite domain cleric will put themselves in danger for their party. They are heavily armored, will stand in front of attacks, and risk their very being for the protection of others. They often follow gods of protection, life, and redemption. Their reason for being is to aid and assist others in their venture of good and preservation of life.'''''<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ Respite Domain Spells<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level!! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st ||[[5e_SRD:Shield_of_Faith| shield of faith]], [[5e_SRD:Shield |shield]], [[5e_SRD:Absorb_Elements|absorb elements]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd ||[[5e_SRD:Warding_Bond|warding bond]], [[5e_SRD:Aid|aid]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th ||[[5e_SRD:Beacon_of_Hope|beacon of hope]], [[5e_SRD:Remove_Curse|remove curse]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th ||[[5e_SRD:Guardian_of_Faith|guardian of faith]], [[5e_SRD:Death_Ward|death ward]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || [[5e_SRD:Antilife_Shell|antilife shell]], [[5e_SRD:Wall_of_Light|wall of light]]<br />
|}<br />
<br />
==Empowered Speech==<br />
Starting at 1st level, you may choose to use your Charisma modifier when calculating your Spell Attack Bonus and Spell Save DC (replace wisdom with charisma for all subclass features if so. Choose only one). Additionally, you may add twice your proficiency bonus to Persuasion checks made to diffuse conflict (DM's discretion). <br />
<br />
==Holy Aegis==<br />
At 1st level, you can create sacred barriers to ward off attacks. Whenever you or a creature you can see within 30 feet of you is hit by an attack, you may use your reaction to increase their AC by your Wisdom modifier for one round. A creature cannot benefit from this ability more than once at a time. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses after a long rest.<br />
<br />
==Channel Divinity: Radiant Fortification==<br />
Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor.<br />
<br />
As an action, you channel blessed energy into a number of creatures that you can see within 30 feet of you equal to your wisdom modifier. The first time those creatures are hit by an attack within the next minute, the attacker takes radiant damage equal to 3d10 + your cleric level. <br />
<br />
==Aura of Amity==<br />
At 6th level, You emanate a tranquil and disarming tenor to those around you and can discourage violence as long as you cease your own. At the end of every long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). While active, any creature within 5 feet of you also gains this effect. When a creature ends the effect on themselves, they cannot benefit from this feature again until your next long rest. This aura increases to 15 feet at 18th level.<br />
<br />
==Abundant Retribution==<br />
At 8th level, the divine essence that resides in you is even stronger, allowing you to bolster your allies further. You may use the Radiant Fortification feature one additional time per long rest, and two more times when you reach 14th level.<br />
<br />
==Killing a Mockingbird==<br />
At 17th level, when you use your channel divinity, you may transfer any condition from an affected including Curses and Diseases by transferring your life essence for theirs. <br />
<br />
In addition, your sacrifice shakes the will of even the most wicked, and your final wish is spread through your allies. Once per long rest, when you reach 0 hit points, all hostile creatures that you can see must make a Wisdom check and pass your spell save DC or cease all hostility toward other creatures you can see, creatures more than half their hit points left have disadvantage on the check. All friendly creatures within 30 feet of you regain half your total hit points divided evenly among them (rounded to the nearest whole number). <br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Cleric]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Domain_of_Respite_(5e_Subclass)&diff=1553186Domain of Respite (5e Subclass)2022-01-02T09:41:48Z<p>SaucyMoonwalker: Created page with "{{stub|Incomplete. See the 5e Class Design Guide#Subclasses if you need help.}} ===<Subclass Name>=== <div class="externalimage-holder" style="width:30%;float:right">{{5e..."</p>
<hr />
<div>{{stub|Incomplete. See the [[5e Class Design Guide#Subclasses]] if you need help.}}<br />
===<Subclass Name>===<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 />
''<Artificer/Barbarian/Bard/Cleric/Druid/Fighter/Monk/Mystic/Paladin/Ranger/Rogue/Sorcerer/Warlock/Wizard> Subclass''<br />
<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ Aegis Domain Spells<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level!! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st ||[[5e_SRD:Shield_of_Faith| shield of faith]], [[5e_SRD:Shield |shield]], [[5e_SRD:Absorb_Elements| absorb elements]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd ||[[5e_SRD:Warding_Bond|warding bond]], [[5e_SRD:Aid|aid]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th ||[[5e_SRD:Beacon_of_Hope|beacon of hope]], [[5e_SRD:Remove_Curse|remove curse]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th ||[[5e_SRD:Guardian_of_Faith|guardian of faith]], [[5e_SRD:Death_Ward|death ward]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || [[5e_SRD:Antilife_Shell]], [[5e_SRD:Wall_of_Light]]<br />
|}<br />
<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:<!--Class Name, e.g. Sorcerer-->]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Water_Style_(Shinobi_World_Supplement)&diff=1534908Water Style (Shinobi World Supplement)2021-11-10T22:16:26Z<p>SaucyMoonwalker: Undo revision 1534907 by Yanied (talk)</p>
<hr />
<div>===Water Style===<br />
<br />
== Hand Seal Jutsu ==<br />
'''Basic Water Style Technique'''<br />
<br />
'''Range:''' 30 feet<br />
<br />
'''Duration:''' Instantaneous or 1 hour (see below)<br />
<br />
As an action, you choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:<br />
<br />
* You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.<br />
* You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.<br />
* You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.<br />
<br />
If you cast this Jutsu multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.<br />
<br />
<br />
'''Water Gun'''<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Range:''' 20ft<br />
<br />
As an action, you mimic a gun shape with your hand while compressing water onto the tip of your index finger, firing a water bullet at one target. Make a ranged spell attack. On a hit, the target takes 1d8 + your Intelligence modifier piercing damage. <br />
<br />
<br />
'''Water Prison'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
'''Duration:''' Concentration, up to 1 minute.<br />
<br />
'''Range:''' Touch<br />
<br />
As an action, you create a watery sphere around a creature you can touch, who must make a Dexterity saving throw. On a failure, they are {{5c|restrained}} and begin {{5e|suffocating}}. At the end of each of its turns, the target can make a Strength saving throw. On a success, the target is no longer restrained or suffocating. If you are no longer able to touch the creature, you lose concentration on this jutsu.<br />
<br />
<br />
'''Water Shark Bomb'''<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
'''Range:''' 50 foot line<br />
<br />
As an action, you shape water into the form of a large shark and sends it hurtling towards the target. Make a ranged spell attack. On a hit, the target takes 3d8 + your Intelligence modifier bludgeoning plus 2d6 cold damage and must make a Strength saving throw or be pushed back 10 feet and fall prone.<br />
<br />
<br />
'''Water Gun: Two Gun Style'''<br />
<br />
'''Cost:''' 7 chakra<br />
<br />
'''Range:''' 30 feet <br />
<br />
As an action, you fire two powerful shots of water simultaneously. Make a ranged spell attack for both. On a hit, the target takes 2d6 + your Intelligence modifier piercing plus 1d12 cold damage for each.<br />
<br />
<br />
'''Super Shark Bomb''' <br />
<br />
'''Cost:''' 28 chakra<br />
<br />
'''Range:''' 10 ft wide 150 ft line<br />
<br />
As an action, you create a gigantic shark out of water and thrust both hands forward, sending it in a 10 ft wide 150 ft line. Each creature in the area must make a Strength saving throw. On a failure, the targets take 6d8 + your Intelligence modifier cold plus 3d6 bludgeoning damage and falls prone moving to the end of the line. Half as much on a success.<br />
<br />
<br />
'''Hidden Mist Jutsu'''<br />
<br />
'''Cost: 7 chakra'''<br />
<br />
'''Duration:''' 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You create a 40 ft. radius cloud of mist around you. For any creature that doesn't levels in the [[Naruto: Shinobi (5e Class)#Path_of_the_Assassin|Path of the Assassin]], this area is considered heavily obscured beyond 5 ft.<br />
<br />
<br />
'''Water Style Shadow Clone'''<br />
<br />
'''Requirements:''' Shadow Clone<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
When you create a shadow clone, you may imbue it with Water Style chakra. Each clone has 30 hit points, but can not leave a 60 ft. radius of you. This also causes you to not regain the base chakra spent to create the clone.<br />
<br />
<br />
'''Great Exploding Water Colliding Wave'''<br />
<br />
'''Cost:''' 25 chakra<br />
<br />
'''Duration:''' Concentration, 1 minute.<br />
<br />
As an action, you create an absurd amount of water out of your chakra, creating a 60 foot sphere of water. This sphere follows your movements.<br />
<br />
<br />
'''Water Style Bullet: Orca'''<br />
<br />
'''Cost:''' 25 chakra<br />
<br />
'''Duration:''' Concentration, 1 minute.<br />
<br />
As an action, you create an absurd amount of water out of your chakra, covering a 60 foot radius area around you in 1 foot of water.<br />
<br />
<br />
'''Feeding Shark'''<br />
<br />
'''Cost:''' 7 chakra<br />
<br />
'''Duration:''' Concentration, 1 minute.<br />
<br />
While in at least 3 feet of water, you may create 1 [[5e SRD:Reef Shark|shark]] out of chakra. You may double this jutsu’s cost to make it a [[Bull Shark (5e Creature)|bull shark]], or triple it to create a [[5e SRD:Giant Shark|giant shark]]. This shark acts on your turn and is controlled by you. You may use this multiple times on the same turn. <br />
<br />
<br />
'''Great Shark Bullet'''<br />
<br />
'''Cost: 5 chakra'''<br />
<br />
'''Duration''' Intantaneous<br />
<br />
'''Range''' 100 feet<br />
<br />
As a reaction when you see a creature cast a spell or jutsu, you create a massive shark out of chakra. If a creature was casting a spell or jutsu, they must succeed a Dexterity saving throw using their spellcasting modifier. On a failure, they do not use the spell or jutsu and you regain a number of chakra equal to the amount of chakra spent or twice the level the spell was cast. This technique doesn't work on taijutsu techniques.<br />
<br />
<br />
'''Water Dragon'''<br />
<br />
'''Cost: 12 chakra'''<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Range:''' 60 feet<br />
<br />
As an action, you can form a dragon from water. You can form and control up to 3 dragons at a time. Beyond being large, vulnerable to fire damage, immune to non-magical and cold damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as you. It acts on your initiative and has the following actions:<br />
*'''Multiattack.''' It can make one bite attack and two claw attacks. <br />
**'''Bite''' deals 1d6 piercing damage<br />
**'''Claw''' deals 1d4 slashing damage<br />
*'''Grapple.''' The dragon uses the grapple attack. While grappled in this manner, a creature can not breath.<br />
*'''Self Destruct.''' The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. The target is pushed 40 ft away and takes 8d8 cold damage on a successful hit.<br />
<br />
<br />
'''Water Spikes'''<br />
<br />
'''Range:''' 15 feet, 90 feet in water<br />
<br />
'''Cost:''' 7 Chakra<br />
<br />
You form a set of spikes made of water. If you and the target can touch the same water source, including rainfall, you may extend this jutsu's range. One creature within range must succeed a Dexterity saving throw or take 3d6 piercing damage. On a success, they take half as much damage.<br />
<br />
<br />
'''Giant Vortex Jutsu'''<br />
<br />
'''Range:''' 20 ft. x 120 ft. line<br />
<br />
'''Cost:''' 20 Chakra<br />
<br />
You unleash a torrent of water. All creatures within range must attempt a Dexterity saving throw. On a failure, they take 3d12 cold damage, are knocked prone, and lose their next action coughing up a copious amount of water. On a success, they take half as much damage and are knocked prone. This jutsu is also known as the Great Waterfall Jutsu.<br />
<br />
===Non-Hand Seal Jutsu==<br />
'''Hydrification Jutsu'''<br />
<br />
'''Cost: 7 chakra'''<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you gain the ability to transform into or out of a liquid form at will once per turn. In this form, you gain immunity to bludgeoning, slashing, and piercing damage, but vulnerability to to lightning and fire damage and can squeeze through any space, no matter how small. After 1 minute of this being active, you return to your solid form. <br />
<br />
<br />
'''Instant Water'''<br />
<br />
'''Cost: 3 chakra'''<br />
<br />
As a bonus action or reaction to being hit by an attack, you convert your chakra into high-speed water propelled from your feet. You move 15 feet in any direction, including straight up. You may double its cost to make an unarmed strike immediately after. If you use this as a reaction, the damage from the attack is halved.<br />
<br />
<br />
'''Heavenly Weeping'''<br />
<br />
'''Range:''' 30 feet<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
The user kneads Water Style chakra in their mouth into senbon and spits them at a creature within range as two ranged spell attacks. On a hit, they each deal 1d6 piercing damage. This jutsu can be used even if the user is {{5c|restrained}} or {{5c|incapacitated}}, but not {{5c|unconscious}}<br />
<br />
<br />
'''Falling Rain Needles'''<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Range''' 30 foot radius<br />
<br />
You convert pre-existing rain into a rain of unavoidable needles. Any creature that ends their turn touching the rain takes 20 - their AC slashing damage. If you have affinity in Water Style, this threshold increases by the average roll of your unarmed die.<br />
<br />
<br />
'''Soap Bubble Ninjutsu'''<br />
<br />
'''Range:''' 60 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Cost:''' 15 Chakra<br />
<br />
You exhale a 15 foot radius cloud of bubbles. Once per turn per creature when a creature spends more than 10 ft. of movement while with this area, they must succeed a Dexterity saving throw. On a failure, they take 2d6 bludgeoning damage as they rupture a slew bubbles with explosive force. If you have [[Naruto Shinobi Kekkei Genkai: Acid Style (Other)|Acid Style]], you may make this an [[Naruto Shinobi Kekkei Genkai: Acid Style (Other)|Acid Style]] jutsu, making it deal acid damage.<br />
<br />
<br />
'''Bubble Jutsu Drift'''<br />
<br />
'''Requirements:''' Soap Bubble Ninjutsu<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
You encase every creature within 5 ft. of you inside a large bubble. This bubble has a 45 ft. flying speed, and this jutsu ends if it takes any damage.<br />
<br />
<br />
'''Steaming Danger Tyranny.'''<br />
<br />
'''Cost:''' 15 Chakra<br />
<br />
The user creates a unique shadow clone that has twice the user's movement speed that constantly generates heat that is Small. Every time it moves at least 30 ft. on one of its turns, its size increases by 1 category. It may only use its action to detonate. Upon doing so, all creatures in a certain radius must succeed a Dexterity saving throw, taking the following damage on a failure or half as much on a success. This also causes you to not regain the base chakra spent to create the clone.<br />
*If the clone is Small, all creatures within 10 feet take 2d6 acid damage.<br />
*If the clone is Medium, all creatures within 10 feet take 2d8 acid damage.<br />
*If the clone is Large, all creatures within 15 feet take 2d10 acid damage.<br />
*If the clone is Huge, all creatures within 20 feet take 2d12 acid damage.<br />
*If the clone is Gargantuan, all creatures within 20 feet take 4d6 acid damage.<br />
<br />
<br />
'''Rapid Thunder Whip'''<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Cost:''' 7 chakra<br />
<br />
As an action, you create a whip out of water. If counts as a simple weapon that you are proficient in, has the light property, deals an equal amount of slashing damage as your unarmed strikes, and dissipates immediately after it leaves your hand. While wielding this weapon, your unarmed strikes gain an additional +5 ft. of reach '''''or''''' you may make 1 additional attack with this weapon when you take the attack action.<br />
<br />
<br />
'''Water Mirror'''<br />
<br />
'''Requirements:''' Water Style Shadow Clone<br />
<br />
'''Cost:''' 3+ chakra<br />
<br />
As a reaction when you are targeted by an attack, you may make a Water Style Shadow Clone (requiring the chakra necessary for that jutsu) that acts as a perfect replica of the creature, still using your statistics. The creature and clone automatically target each other with the same action. The clone acts on the creature's turn, and perfectly replicates their actions and movement. If the creature is casting a jutsu, the clone will as well, but must have as much chakra as the jutsu's cost. This also causes you to not regain the base chakra spent to create the clone.<br />
<br />
<br />
'''*Water Style: Raging Rasengan*'''<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' 60 x 25 foot line<br />
<br />
As an action, you convert a rasengan formed from water style chakra into a torrential cyclone. Every creature within range must succeed a Dexterity saving throw, taking 3d10 cold + 3d10 slashing damage on a failure and are knocked {{5c|prone}}. On a success, they take half as much and are not knocked {{5c|Prone}}.<br />
<br />
----<br />
{{5e Classes Breadcrumb}} &rarr; [[Naruto: Shinobi (5e Class)]]<br />
<br />
{{5e Others Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Other]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Water_Style_(Shinobi_World_Supplement)&diff=1534905Water Style (Shinobi World Supplement)2021-11-10T22:13:21Z<p>SaucyMoonwalker: Undo revision 1515290 by SwankyPants (talk)</p>
<hr />
<div>===Water Style===<br />
<br />
== Hand Seal Jutsu ==<br />
'''Basic Water Style Technique'''<br />
<br />
'''Range:''' 30 feet<br />
<br />
'''Duration:''' Instantaneous or 1 hour (see below)<br />
<br />
As an action, you choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:<br />
<br />
* You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.<br />
* You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.<br />
* You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.<br />
<br />
If you cast this Jutsu multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.<br />
<br />
<br />
'''Water Gun'''<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Range:''' 20ft<br />
<br />
As an action, you mimic a gun shape with your hand while compressing water onto the tip of your index finger, firing a water bullet at one target. Make a ranged spell attack. On a hit, the target takes 1d8 + your Intelligence modifier piercing damage. <br />
<br />
<br />
'''Water Prison'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
'''Duration:''' Concentration, up to 1 minute.<br />
<br />
'''Range:''' Touch<br />
<br />
As an action, you create a watery sphere around a creature you can touch, who must make a Dexterity saving throw. On a failure, they are {{5c|restrained}} and begin {{5e|suffocating}}. At the end of each of its turns, the target can make a Strength saving throw. On a success, the target is no longer restrained or suffocating. If you are no longer able to touch the creature, you lose concentration on this jutsu.<br />
<br />
<br />
'''Water Shark Bomb'''<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
'''Range:''' 50 foot line<br />
<br />
As an action, you shape water into the form of a large shark and sends it hurtling towards the target. Make a ranged spell attack. On a hit, the target takes 3d8 + your Intelligence modifier bludgeoning plus 2d6 cold damage and must make a Strength saving throw or be pushed back 10 feet and fall prone.<br />
<br />
<br />
'''Water Gun: Two Gun Style'''<br />
<br />
'''Cost:''' 7 chakra<br />
<br />
'''Range:''' 30 feet <br />
<br />
As an action, you fire two powerful shots of water simultaneously. Make a ranged spell attack for both. On a hit, the target takes 2d6 + your Intelligence modifier piercing plus 1d12 cold damage for each.<br />
<br />
<br />
'''Super Shark Bomb''' <br />
<br />
'''Cost:''' 28 chakra<br />
<br />
'''Range:''' 10 ft wide 150 ft line<br />
<br />
As an action, you create a gigantic shark out of water and thrust both hands forward, sending it in a 10 ft wide 150 ft line. Each creature in the area must make a Strength saving throw. On a failure, the targets take 6d8 + your Intelligence modifier cold plus 3d6 bludgeoning damage and falls prone moving to the end of the line. Half as much on a success.<br />
<br />
<br />
'''Hidden Mist Jutsu'''<br />
<br />
'''Cost: 7 chakra'''<br />
<br />
'''Duration:''' 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You create a 40 ft. radius cloud of mist around you. For any creature that doesn't levels in the [[Naruto: Shinobi (5e Class)#Path_of_the_Assassin|Path of the Assassin]], this area is considered heavily obscured beyond 5 ft.<br />
<br />
<br />
'''Water Style Shadow Clone'''<br />
<br />
'''Requirements:''' Shadow Clone<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
When you create a shadow clone, you may imbue it with Water Style chakra. Each clone has 30 hit points, but can not leave a 60 ft. radius of you. This also causes you to not regain the base chakra spent to create the clone.<br />
<br />
<br />
'''Great Exploding Water Colliding Wave'''<br />
<br />
'''Cost:''' 25 chakra<br />
<br />
'''Duration:''' Concentration, 1 minute.<br />
<br />
As an action, you create an absurd amount of water out of your chakra, creating a 60 foot sphere of water. This sphere follows your movements.<br />
<br />
<br />
'''Water Style Bullet: Orca'''<br />
<br />
'''Cost:''' 25 chakra<br />
<br />
'''Duration:''' Concentration, 1 minute.<br />
<br />
As an action, you create an absurd amount of water out of your chakra, covering a 60 foot radius area around you in 1 foot of water.<br />
<br />
<br />
'''Feeding Shark'''<br />
<br />
'''Cost:''' 7 chakra<br />
<br />
'''Duration:''' Concentration, 1 minute.<br />
<br />
While in at least 3 feet of water, you may create 1 [[5e SRD:Reef Shark|shark]] out of chakra. You may double this jutsu’s cost to make it a [[Bull Shark (5e Creature)|bull shark]], or triple it to create a [[5e SRD:Giant Shark|giant shark]]. This shark acts on your turn and is controlled by you. You may use this multiple times on the same turn. <br />
<br />
<br />
'''Great Shark Bullet'''<br />
<br />
'''Cost: 5 chakra'''<br />
<br />
'''Duration''' Intantaneous<br />
<br />
'''Range''' 100 feet<br />
<br />
As a reaction when you see a creature cast a spell or jutsu, you create a massive shark out of chakra. If a creature was casting a spell or jutsu, they must succeed a Dexterity saving throw using their spellcasting modifier. On a failure, they do not use the spell or jutsu and you regain a number of chakra equal to the amount of chakra spent or twice the level the spell was cast. This technique doesn't work on taijutsu techniques.<br />
<br />
<br />
'''Water Dragon'''<br />
<br />
'''Cost: 12 chakra'''<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Range:''' 60 feet<br />
<br />
As an action, you can form a dragon from water. You can form and control up to 3 dragons at a time. Beyond being large, vulnerable to fire damage, immune to non-magical and cold damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as you. It acts on your initiative and has the following actions:<br />
*'''Multiattack.''' It can make one bite attack and two claw attacks. <br />
**'''Bite''' deals 1d6 piercing damage<br />
**'''Claw''' deals 1d4 slashing damage<br />
*'''Grapple.''' The dragon uses the grapple attack. While grappled in this manner, a creature can not breath.<br />
*'''Self Destruct.''' The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. The target is pushed 40 ft away and takes 8d8 cold damage on a successful hit.<br />
<br />
<br />
'''Water Spikes'''<br />
<br />
'''Range:''' 15 feet, 90 feet in water<br />
<br />
'''Cost:''' 7 Chakra<br />
<br />
You form a set of spikes made of water. If you and the target can touch the same water source, including rainfall, you may extend this jutsu's range. One creature within range must succeed a Dexterity saving throw or take 3d6 piercing damage. On a success, they take half as much damage.<br />
<br />
<br />
'''Giant Vortex Jutsu'''<br />
<br />
'''Range:''' 20 ft. x 120 ft. line<br />
<br />
'''Cost:''' 20 Chakra<br />
<br />
You unleash a torrent of water. All creatures within range must attempt a Dexterity saving throw. On a failure, they take 3d12 cold damage, are knocked prone, and lose their next action coughing up a copious amount of water. On a success, they take half as much damage and are knocked prone. This jutsu is also known as the Great Waterfall Jutsu.<br />
<br />
===Non-Hand Seal Jutsu==<br />
'''Hydrification Jutsu'''<br />
<br />
'''Cost: 7 chakra'''<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you gain the ability to transform into or out of a liquid form at will once per turn. In this form, you gain immunity to bludgeoning, slashing, and piercing damage, but vulnerability to to lightning and fire damage and can squeeze through any space, no matter how small. After 1 minute of this being active, you return to your solid form. <br />
<br />
<br />
'''Instant Water'''<br />
<br />
'''Cost: 3 chakra'''<br />
<br />
As a bonus action or reaction to being hit by an attack, you convert your chakra into high-speed water propelled from your feet. You move 15 feet in any direction, including straight up. You may double its cost to make an unarmed strike immediately after. If you use this as a reaction, the damage from the attack is halved.<br />
<br />
<br />
'''Heavenly Weeping'''<br />
<br />
'''Range:''' 30 feet<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
The user kneads Water Style chakra in their mouth into senbon and spits them at a creature within range as two ranged spell attacks. On a hit, they each deal 1d6 piercing damage. This jutsu can be used even if the user is {{5c|restrained}} or {{5c|incapacitated}}, but not {{5c|unconscious}}<br />
<br />
<br />
'''Falling Rain Needles'''<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Range''' 30 foot radius<br />
<br />
You convert pre-existing rain into a rain of unavoidable needles. Any creature that ends their turn touching the rain takes 20 - their AC slashing damage. If you have affinity in Water Style, this threshold increases by the average roll of your unarmed die.<br />
<br />
<br />
'''Soap Bubble Ninjutsu'''<br />
<br />
'''Range:''' 60 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Cost:''' 15 Chakra<br />
<br />
You exhale a 15 foot radius cloud of bubbles. Once per turn per creature when a creature spends more than 10 ft. of movement while with this area, they must succeed a Dexterity saving throw. On a failure, they take 2d6 bludgeoning damage as they rupture a slew bubbles with explosive force. If you have [[Naruto Shinobi Kekkei Genkai: Acid Style (Other)|Acid Style]], you may make this an [[Naruto Shinobi Kekkei Genkai: Acid Style (Other)|Acid Style]] jutsu, making it deal acid damage.<br />
<br />
<br />
'''Bubble Jutsu Drift'''<br />
<br />
'''Requirements:''' Soap Bubble Ninjutsu<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
You encase every creature within 5 ft. of you inside a large bubble. This bubble has a 45 ft. flying speed, and this jutsu ends if it takes any damage.<br />
<br />
<br />
'''Steaming Danger Tyranny.'''<br />
<br />
'''Cost:''' 15 Chakra<br />
<br />
The user creates a unique shadow clone that has twice the user's movement speed that constantly generates heat that is Small. Every time it moves at least 30 ft. on one of its turns, its size increases by 1 category. It may only use its action to detonate. Upon doing so, all creatures in a certain radius must succeed a Dexterity saving throw, taking the following damage on a failure or half as much on a success. This also causes you to not regain the base chakra spent to create the clone.<br />
*If the clone is Small, all creatures within 10 feet take 2d6 acid damage.<br />
*If the clone is Medium, all creatures within 10 feet take 2d8 acid damage.<br />
*If the clone is Large, all creatures within 15 feet take 2d10 acid damage.<br />
*If the clone is Huge, all creatures within 20 feet take 2d12 acid damage.<br />
*If the clone is Gargantuan, all creatures within 20 feet take 4d6 acid damage.<br />
<br />
<br />
'''Rapid Thunder Whip'''<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Cost:''' 7 chakra<br />
<br />
As an action, you create a whip out of water. If counts as a simple weapon that you are proficient in, has the light property, deals an equal amount of slashing damage as your unarmed strikes, and dissipates immediately after it leaves your hand. While wielding this weapon, your unarmed strikes gain an additional +5 ft. of reach '''''or''''' you may make 1 additional attack with this weapon when you take the attack action.<br />
<br />
<br />
'''Water Mirror'''<br />
<br />
'''Requirements:''' Water Style Shadow Clone<br />
<br />
'''Cost:''' 3+ chakra<br />
<br />
As a reaction when you are targeted by an attack, you may make a Water Style Shadow Clone (requiring the chakra necessary for that jutsu) that acts as a perfect replica of the creature, still using your statistics. The creature and clone automatically target each other with the same action. The clone acts on the creature's turn, and perfectly replicates their actions and movement. If the creature is casting a jutsu, the clone will as well, but must have as much chakra as the jutsu's cost. This also causes you to not regain the base chakra spent to create the clone.<br />
<br />
<br />
'''*Water Style: Raging Rasengan*'''<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' 60 x 25 foot line<br />
<br />
As an action, you convert a rasengan formed from water style chakra into a torrential cyclone. Every creature within range must succeed a Dexterity saving throw, taking 3d10 cold + 3d10 slashing damage on a failure and are knocked {{5c|prone}}. On a success, they take half as much and are not knocked {{5c|Prone}}.<br />
<br />
----<br />
{{5e Classes Breadcrumb}} &rarr; [[Naruto: Shinobi (5e Class)]]<br />
<br />
{{5e Others Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Other]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Knife_Thrower_(5e_Subclass)&diff=1534559Knife Thrower (5e Subclass)2021-11-10T00:37:57Z<p>SaucyMoonwalker: Undo revision 1534556 by SwankyPants (talk) I did.</p>
<hr />
<div>===Thrower=== <br />
{{5e Image|float:right;width:0em|http://img13.deviantart.net/5b5e/i/2009/151/e/7/flurry_of_knives_by_fstitz.jpg|Thrower}}<br />
<br />
<!--Lead paragraph-->A Rogue Thrower is an expert in a thrown weapon of their choosing. They have impeccable aim with their chosen weapon, be it dagger, hand axe, or even a mundane playing card.<br />
<br />
;Throwing Specialization<br />
At 3rd level when you take this class pick one weapon with the thrown property, you gain 10 of the chosen weapon. The class features here apply only to that weapon as you have made it your goal to specialize in one weapon of the throwing type.<br />
<br />
;Flick of the Wrist<br />
Starting at 3rd level your normal and long ranges for your specialized weapon are each increased by 20 feet, and you gain +1 to damage rolls when attacking a target within 20 feet of you with it, this increases to +2 at 6th level and to +3 at 12th. Making ranged attacks against a target within 5 feet of you does not impose disadvantage.<br />
<br />
;Silent Throw<br />
When you are hidden from a creature and miss it with an attack with your specialized weapon, making the attack doesn't reveal your position.<br />
<br />
;Up Your Sleeves<br />
At 3rd level you attack with advantage against any creature you have not already attacked. Additionally, you may draw your chosen thrown weapon for free as part of your attack with it.<br />
<br />
;Agile Point<br />
At 9th level, when you use your cunning action or Uncanny Dodge, you can make an attack with a throwing weapon as part of that action or reaction.<br />
<br />
;Speed Demon<br />
Starting at the 9th level, You gain an extra attack, which can only be made with weapons that have the thrown property.<br />
<br />
;Deadly Throws<br />
Starting at 13th level, the base damage of your favored weapon increases two die steps, referring to the Monk martial arts die progression (e.g. If you specialize in daggers, than you would do 1d8 damage instead of 1d4).<br />
<br />
;Blade flurry<br />
Starting at 17th level, every time you make an Attack action with your favored weapon, you may make an extra attack against any number targets within 10 ft of the original target using your favored weapon as part of that action.<br />
<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Rogue]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Knife_Thrower_(5e_Subclass)&diff=1534555Knife Thrower (5e Subclass)2021-11-10T00:21:28Z<p>SaucyMoonwalker: Undo revision 1532936 by Nuke The Earth (talk)</p>
<hr />
<div>===Thrower=== <br />
{{5e Image|float:right;width:0em|http://img13.deviantart.net/5b5e/i/2009/151/e/7/flurry_of_knives_by_fstitz.jpg|Thrower}}<br />
<br />
<!--Lead paragraph-->A Rogue Thrower is an expert in a thrown weapon of their choosing. They have impeccable aim with their chosen weapon, be it dagger, hand axe, or even a mundane playing card.<br />
<br />
;Throwing Specialization<br />
At 3rd level when you take this class pick one weapon with the thrown property, you gain 10 of the chosen weapon. The class features here apply only to that weapon as you have made it your goal to specialize in one weapon of the throwing type.<br />
<br />
;Flick of the Wrist<br />
Starting at 3rd level your normal and long ranges for your specialized weapon are each increased by 20 feet, and you gain +1 to damage rolls when attacking a target within 20 feet of you with it, this increases to +2 at 6th level and to +3 at 12th. Making ranged attacks against a target within 5 feet of you does not impose disadvantage.<br />
<br />
;Silent Throw<br />
When you are hidden from a creature and miss it with an attack with your specialized weapon, making the attack doesn't reveal your position.<br />
<br />
;Up Your Sleeves<br />
At 3rd level you attack with advantage against any creature you have not already attacked. Additionally, you may draw your chosen thrown weapon for free as part of your attack with it.<br />
<br />
;Agile Point<br />
At 9th level, when you use your cunning action or Uncanny Dodge, you can make an attack with a throwing weapon as part of that action or reaction.<br />
<br />
;Speed Demon<br />
Starting at the 9th level, You gain an extra attack, which can only be made with weapons that have the thrown property.<br />
<br />
;Deadly Throws<br />
Starting at 13th level, the base damage of your favored weapon increases two die steps, referring to the Monk martial arts die progression (e.g. If you specialize in daggers, than you would do 1d8 damage instead of 1d4).<br />
<br />
;Blade flurry<br />
Starting at 17th level, every time you make an Attack action with your favored weapon, you may make an extra attack against any number targets within 10 ft of the original target using your favored weapon as part of that action.<br />
<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Rogue]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Fire_Style_(Shinobi_World_Supplement)&diff=1534542Fire Style (Shinobi World Supplement)2021-11-09T23:46:08Z<p>SaucyMoonwalker: /* No-Hand Seal Jutsu */</p>
<hr />
<div>===Fire Style===<br />
<br />
===Hand Seal Jutsu===<br />
<br />
'''Basic Fire Style Technique'''<br />
<br />
'''Range:''' 60 feet<br />
<br />
'''Duration:''' Instantaneous or 1 hour (see below) <br />
<br />
As an action, you choose a nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:<br />
<br />
* You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.<br />
* You instantaneously extinguish the flames within the cube.<br />
* You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.<br />
* You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.<br />
<br />
If you cast this Jutsu multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.<br />
<br />
Alternatively, when you cast this Jutsu you can create fire, such as lighting a torch, lamp, or campfire. Flames can be produced and used in any way you see fit that does not cause direct harm to an object or creature. This includes the ability to keep warm in a cold environment. <br />
<br />
<br />
'''Flame Whirlwind'''<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Range:''' 30 feet <br />
<br />
As an action, fire erupts around your body in a spiraling manner as you launch it towards the target. Make a ranged spell attack. On a hit, the target takes 1d8 + your Intelligence modifier fire damage.<br />
<br />
<br />
'''Exploding Flame Shot'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
'''Range:''' 60 feet <br />
<br />
As an action, you can create three balls of fire from your hands. Make a ranged spell attack for each. You can target a person with all three or one person with each. On a hit, the target takes 2d6 + your Intelligence modifier fire damage and is set on fire. At the start of its turn, it takes 1d6 fire damage. At the end of each of its turns, the target must make a Constitution saving throw. On a successful save, it's no longer on fire. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), it is no longer on fire.<br />
<br />
<br />
'''Great Fireball''' <br />
<br />
'''Cost:''' 8+ chakra<br />
<br />
'''Range:''' 150 feet<br />
<br />
As an action, you expel fire from your mouth either as a massive orb of roaring flame or as a continuous flame-thrower. The size of the attack is changed by the amount of chakra used. The flames engulf the target and leave a crater in the ground. Make a ranged spell attack. On a hit, the target takes 8d6 + your Intelligence modifier fire damage. Each creature in a 10-foot radius of the target must make a Dexterity saving throw, or take 8d6 + your Intelligence modifier fire damage, taking half as much damage on a success. Alternatively, when you cast this jutsu, you may make it target everything in a 30-foot cone.<br />
<br />
At 4 additional chakra, it becomes a 20-foot radius or a 60-foot cone. <br />
<br />
At 8 additional chakra, it becomes a 30-foot radius or a 90-foot cone.<br />
<br />
For every 2 additional chakra points spent, the jutsu's damage increases by 1d6.<br />
<br />
<br />
'''Great Fire Annihilation'''<br />
<br />
'''Cost:''' 14 chakra<br />
<br />
'''Range:''' 30 foot wide, 60 foot line<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
As an action, you expel fire from your mouth in the shape of a massive fireball. Due to its size, this technique is extremely difficult to either avoid or contain. Each creature within a 30-foot radius must make a Dexterity saving throw, taking 6d6 + your Intelligence modifier fire damage on a failure. Half as much damage on a success. The targets cannot benefit from Evasion. For 1 minute, as a bonus action, you can deal an additional 2d6 fire damage in the area.<br />
<br />
<br />
'''Phoenix Sage Fire''' <br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
'''Duration:''' 1 minute (concentration)<br />
<br />
As an action, you expel a burst of fire that occupies a 5 ft. cube area. You may move this fire burst up to 30 ft. at the end of each of your turns, and it moves in relation to you automatically when you move. The first time the fireball enters a creature's space on each of your turns, and each time a creature passes through or ends their turn within the fireball, they must attempt a Dexterity saving throw. On a failure, the target takes 3d6 + your Intelligence modifier fire damage. On a success, they take half as much damage. <br />
<br />
Each fire burst has 5 hit points, and can not act in any way other than moving, but is otherwise mechanically identical to you. If a fire burst exits this jutsu's range, it automatically is destroyed. You may concentrate on a number of casts of this jutsu up to your {{5a|int}} modifier at a time.<br />
<br />
<br />
'''Fire Dragon Flame Bullet''' <br />
<br />
'''Cost:''' 22 chakra<br />
<br />
'''Range:''' 150 ft long, 10 ft wide line<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, each creature in the area must make a Dexterity saving throw, taking 10d6 + Intelligence modifier fire damage and catching on fire on a failure. Half as much on a success. At the start of its turn, it takes 2d10 fire damage. At the end of each of its turns, a creature must make a Constitution saving throw. On a successful save, it's no longer on fire. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), it is no longer on fire.<br />
<br />
<br />
'''Burning Ash'''<br />
<br />
'''Cost: 14 chakra'''<br />
<br />
'''Range:''' 30 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you exhale a 20-foot sphere of ash. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. As a bonus action, for 1 chakra point, you can move the cloud 15 feet in any direction. <br />
<br />
If the cloud comes in contact with fire, it ignites. The cloud is destroyed, and every creature within the cloud must attempt a Dexterity saving throw, taking 8d10 fire damage on a failure.<br />
<br />
<br />
'''Flint Yagura'''<br />
<br />
'''Cost:''' 30 chakra<br />
<br />
'''Range:''' 120 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you lace a 1000 ft. tall, 15 ft. radius cylinder of air with volatile, dormant Fire Style chakra. If even a spark or ember of fire comes in contact with this area must make a {{5a|dex}} saving throw. On a failure, they take 10d6 + your {{5a|int}} modifier fire damage, or half as much on a success. After this occurs, the Fire Style chakra is destroyed.<br />
<br />
<br />
'''*Fire-Storm Shuriken*'''<br />
<br />
'''Cost:''' 8+ chakra<br />
<br />
'''Range:''' 120 feet<br />
<br />
As an action, you create a storm of shuriken made of fire within 120 feet centered on a point you can see. The flame-shuriken shower down in a 20-foot radius cylinder that reaches 120 feet high. All creatures within range must attempt a Dexterity Saving Throw. On a failure, they take 5d6 + your Intelligence modifier fire damage. On a success, they take half as much. You may deal an additional 1d6 fire damage for every 2 additional chakra points expended.<br />
<br />
===No-Hand Seal Jutsu===<br />
<br />
'''Celestial Prison'''<br />
<br />
'''Cost:''' 10 Chakra<br />
<br />
'''Range:''' Touch<br />
<br />
As a spell attack, you attempt to sever a creature’s chakra network with precision, rather than blunt force. On a hit, they can not cast spells or jutsu for 1 minute. One creature that can use chakra within 5 ft. of them may attempt an Intelligence saving throw as an action, ending this effect early on a success.<br />
<br />
'''Five Fire Gods' Fan Flames'''<br />
<br />
'''Cost: 14 chakra'''<br />
<br />
'''Range:''' 30 foot radius<br />
<br />
As an action, you summon a massive wall of fire. Each creature in the area must make a Dexterity saving throw, taking 6d8 + your Intelligence modifier fire damage on a failure, or taking half as much damage on a success. The area targeted by this jutsu counts as heavily obscured until the end of your next turn.<br />
<br />
<br />
'''Uchiha Style: Dance of the Sun Halo'''<br />
<br />
'''Range:''' 15 ft.<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
As an action, you coat your weapon in flame and move this jutsu's range, making a melee spell attack at one creature within your reach. On a hit, you deal your weapon's damage along with an additional 4d6 + your Intelligence modifier fire damage.<br />
<br />
<br />
'''*Fire Style: Bursting Rasengan*'''<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' 15 ft cone<br />
<br />
As an action, you form a Rasengan out of fire style chakra and burst it into dozens of much smaller Rasengan. You make a ranged spell attack against every creature within range, dealing 3d10 + your Intelligence modifier fire. The target must succeed on a Dexterity saving throw or become {{5asc|Burning}}.<br />
<br />
<br />
'''*Heated Aura*'''<br />
<br />
'''Cost:''' 2 chakra + 1 chakra per round after the first.<br />
<br />
'''Range:''' 5 ft. radius<br />
<br />
'''Duration:''' Conc. Up to 1 minute.<br />
<br />
As an action, you exude an extraordinary amount of heat and fire in a 15-foot radius. The heat and fire feel comforting and soothing to allies, but they cause great pain and anguish for your enemies. for each creature that begins their turn within the aura, choose whether they must attempt a Constitution saving throw, taking 2d10 + your Intelligence modifier fire damage and being pushed out of range on a failure, taking half as much damage on a success, or regain 1 hit point.<br />
<br />
'''*Flame Incarnation*'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Range:''' Self<br />
<br />
'''Duration:''' 1 minute.<br />
<br />
You wreathe yourself in flames as a bonus action. You become immune to fire damage and resistant to cold damage. Creatures that make successful melee attacks against you take 1d6 + your Intelligence modifier fire damage.<br />
<br />
<br />
'''*Flame-Burst Shot*'''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Range:''' 60-foot line.<br />
<br />
As an action, you summon a beam of fire out of your palm. All creatures within this line must make a Dexterity Saving Throw. On a failure, they take 4d6 + your Intelligence modifier fire damage and are blinded for one round. On a success, they take half as much damage.<br />
<br />
<br />
'''*Phoenix Form*'''<br />
<br />
'''Cost:''' 16 chakra<br />
<br />
'''Range:''' Self<br />
<br />
'''Duration:''' Conc. Up to 10 minutes<br />
<br />
As an action, you enter a form and trance that’s connected to the Great Phoenix. Flames race harmlessly across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the Jutsu's duration. Until the Jutsu ends, you gain the following benefits:<br />
<br />
*You are immune to fire damage and have resistance to cold damage.<br />
*You gain a +2 to your AC, damage and attack rolls.<br />
*Any creatures of your choice that move within 5 feet of you (once per turn) or ends its turn there takes 1d10 fire damage.<br />
*As an bonus action, you can create a 15-foot line of fire that persists until the end of your next turn. Every creature in the line must make a Dexterity saving throw. They take 2d8 + your Intelligence Modifier fire damage on a failed save, or half as much damage on a successful one.<br />
<br />
'''*Phoenix's Regeneration*'''<br />
<br />
''Requirements:'' Phoenix Form<br />
<br />
''Cost:'' 16+ Chakra Points<br />
<br />
''Range:'' Touch<br />
<br />
''Duration:'' 1 minute.<br />
<br />
You touch a willing creature within 10 feet and engulf them in flames. You momentarily grow wings made of fire as you cast this Jutsu. The target heals 6d6 + your Intelligence modifier. For the next minute, the target heals 2d6 + your Intelligence modifier at the start of their turn. By spending additional chakra points, you can increase the initial healing by 1d6 per 2 chakra points used.<br />
<br />
<br />
'''*Fire Chakra Mode*'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
As an bonus action, you burst yourself into flames as fire courses through your blood and veins, greatly enhancing your Fire Style abilities, as well as providing defense from the protective flames. During the duration of this jutsu, you gain a +2 bonus to your AC, and all damage you take is reduced by 1d10 + your Intelligence modifier. If the damage is fire or cold, you may reduce the damage by twice as much. If the damage is reduced to 0 from this effect, you may use your reaction to cast a Fire Style jutsu against the target for half the cost. At the end of each of your turns, you must roll a Constitution saving throw. On failure, you take 1d10 fire damage that can not be reduced by this feature. You must spend 2 chakra at the beginning of each turn to maintain this effect.<br />
<br />
<br />
'''*Spiraling-Death Flare*'''<br />
<br />
'''Cost:''' 6-14 chakra<br />
<br />
'''Range:''' 30-foot cone<br />
<br />
As an action, you send a group of swirling bright white flames from your hands. Each creature of your choice in a 30-foot cone must make a Constitution Saving Throw. On a failure, they take 3d6 + your Intelligence modifier fire damage and are blinded until the end of their next turn. On a success, they take half as much damage and aren’t blinded. This Jutsu's damage increases by 1d6 for every 2 additional chakra points spent.<br />
<br />
<br />
'''*Fire Style Shadow Clone*'''<br />
<br />
'''Requirements:''' Shadow Clone<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
When you create a shadow clone, you may imbue it with Fire Style chakra, causing it to be visibly ablaze. When it is hit with a melee attack, it deals 1d6 fire damage to the source of the damage. This also causes you to not regain the base chakra spent to create the clone.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}} &rarr; [[Naruto: Shinobi (5e Class)]]<br />
<br />
{{5e Others Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Other]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Fire_Style_(Shinobi_World_Supplement)&diff=1534541Fire Style (Shinobi World Supplement)2021-11-09T23:41:15Z<p>SaucyMoonwalker: /* No-Hand Seal Jutsu */</p>
<hr />
<div>===Fire Style===<br />
<br />
===Hand Seal Jutsu===<br />
<br />
'''Basic Fire Style Technique'''<br />
<br />
'''Range:''' 60 feet<br />
<br />
'''Duration:''' Instantaneous or 1 hour (see below) <br />
<br />
As an action, you choose a nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:<br />
<br />
* You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.<br />
* You instantaneously extinguish the flames within the cube.<br />
* You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.<br />
* You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.<br />
<br />
If you cast this Jutsu multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.<br />
<br />
Alternatively, when you cast this Jutsu you can create fire, such as lighting a torch, lamp, or campfire. Flames can be produced and used in any way you see fit that does not cause direct harm to an object or creature. This includes the ability to keep warm in a cold environment. <br />
<br />
<br />
'''Flame Whirlwind'''<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Range:''' 30 feet <br />
<br />
As an action, fire erupts around your body in a spiraling manner as you launch it towards the target. Make a ranged spell attack. On a hit, the target takes 1d8 + your Intelligence modifier fire damage.<br />
<br />
<br />
'''Exploding Flame Shot'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
'''Range:''' 60 feet <br />
<br />
As an action, you can create three balls of fire from your hands. Make a ranged spell attack for each. You can target a person with all three or one person with each. On a hit, the target takes 2d6 + your Intelligence modifier fire damage and is set on fire. At the start of its turn, it takes 1d6 fire damage. At the end of each of its turns, the target must make a Constitution saving throw. On a successful save, it's no longer on fire. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), it is no longer on fire.<br />
<br />
<br />
'''Great Fireball''' <br />
<br />
'''Cost:''' 8+ chakra<br />
<br />
'''Range:''' 150 feet<br />
<br />
As an action, you expel fire from your mouth either as a massive orb of roaring flame or as a continuous flame-thrower. The size of the attack is changed by the amount of chakra used. The flames engulf the target and leave a crater in the ground. Make a ranged spell attack. On a hit, the target takes 8d6 + your Intelligence modifier fire damage. Each creature in a 10-foot radius of the target must make a Dexterity saving throw, or take 8d6 + your Intelligence modifier fire damage, taking half as much damage on a success. Alternatively, when you cast this jutsu, you may make it target everything in a 30-foot cone.<br />
<br />
At 4 additional chakra, it becomes a 20-foot radius or a 60-foot cone. <br />
<br />
At 8 additional chakra, it becomes a 30-foot radius or a 90-foot cone.<br />
<br />
For every 2 additional chakra points spent, the jutsu's damage increases by 1d6.<br />
<br />
<br />
'''Great Fire Annihilation'''<br />
<br />
'''Cost:''' 14 chakra<br />
<br />
'''Range:''' 30 foot wide, 60 foot line<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
As an action, you expel fire from your mouth in the shape of a massive fireball. Due to its size, this technique is extremely difficult to either avoid or contain. Each creature within a 30-foot radius must make a Dexterity saving throw, taking 6d6 + your Intelligence modifier fire damage on a failure. Half as much damage on a success. The targets cannot benefit from Evasion. For 1 minute, as a bonus action, you can deal an additional 2d6 fire damage in the area.<br />
<br />
<br />
'''Phoenix Sage Fire''' <br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
'''Duration:''' 1 minute (concentration)<br />
<br />
As an action, you expel a burst of fire that occupies a 5 ft. cube area. You may move this fire burst up to 30 ft. at the end of each of your turns, and it moves in relation to you automatically when you move. The first time the fireball enters a creature's space on each of your turns, and each time a creature passes through or ends their turn within the fireball, they must attempt a Dexterity saving throw. On a failure, the target takes 3d6 + your Intelligence modifier fire damage. On a success, they take half as much damage. <br />
<br />
Each fire burst has 5 hit points, and can not act in any way other than moving, but is otherwise mechanically identical to you. If a fire burst exits this jutsu's range, it automatically is destroyed. You may concentrate on a number of casts of this jutsu up to your {{5a|int}} modifier at a time.<br />
<br />
<br />
'''Fire Dragon Flame Bullet''' <br />
<br />
'''Cost:''' 22 chakra<br />
<br />
'''Range:''' 150 ft long, 10 ft wide line<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, each creature in the area must make a Dexterity saving throw, taking 10d6 + Intelligence modifier fire damage and catching on fire on a failure. Half as much on a success. At the start of its turn, it takes 2d10 fire damage. At the end of each of its turns, a creature must make a Constitution saving throw. On a successful save, it's no longer on fire. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), it is no longer on fire.<br />
<br />
<br />
'''Burning Ash'''<br />
<br />
'''Cost: 14 chakra'''<br />
<br />
'''Range:''' 30 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you exhale a 20-foot sphere of ash. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. As a bonus action, for 1 chakra point, you can move the cloud 15 feet in any direction. <br />
<br />
If the cloud comes in contact with fire, it ignites. The cloud is destroyed, and every creature within the cloud must attempt a Dexterity saving throw, taking 8d10 fire damage on a failure.<br />
<br />
<br />
'''Flint Yagura'''<br />
<br />
'''Cost:''' 30 chakra<br />
<br />
'''Range:''' 120 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you lace a 1000 ft. tall, 15 ft. radius cylinder of air with volatile, dormant Fire Style chakra. If even a spark or ember of fire comes in contact with this area must make a {{5a|dex}} saving throw. On a failure, they take 10d6 + your {{5a|int}} modifier fire damage, or half as much on a success. After this occurs, the Fire Style chakra is destroyed.<br />
<br />
<br />
'''*Fire-Storm Shuriken*'''<br />
<br />
'''Cost:''' 8+ chakra<br />
<br />
'''Range:''' 120 feet<br />
<br />
As an action, you create a storm of shuriken made of fire within 120 feet centered on a point you can see. The flame-shuriken shower down in a 20-foot radius cylinder that reaches 120 feet high. All creatures within range must attempt a Dexterity Saving Throw. On a failure, they take 5d6 + your Intelligence modifier fire damage. On a success, they take half as much. You may deal an additional 1d6 fire damage for every 2 additional chakra points expended.<br />
<br />
===No-Hand Seal Jutsu===<br />
<br />
'''Celestial Prison'''<br />
<br />
'''Cost:''' 10 Chakra<br />
<br />
'''Range:''' Touch<br />
<br />
As a spell attack, you attempt to sever a creature’s chakra network with precision, rather than blunt force. On a hit, they can not cast spells or jutsu for 1 minute. One creature that can use chakra within 5 ft. of them may attempt an Intelligence saving throw as an action, ending this effect early on a success.<br />
<br />
'''Five Fire Gods' Fan Flames'''<br />
<br />
'''Cost: 14 chakra'''<br />
<br />
'''Range:''' 30 foot radius<br />
<br />
As an action, you summon a massive wall of fire. Each creature in the area must make a Dexterity saving throw, taking 6d8 + your Intelligence modifier fire damage on a failure, or taking half as much damage on a success. The area targeted by this jutsu counts as heavily obscured until the end of your next turn.<br />
<br />
<br />
'''Uchiha Style: Dance of the Sun Halo'''<br />
<br />
'''Range:''' 15 ft.<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
As an action, you coat your weapon in flame and move this jutsu's range, making a melee spell attack at one creature within your reach. On a hit, you deal your weapon's damage along with an additional 4d6 + your Intelligence modifier fire damage.<br />
<br />
<br />
'''*Fire Style: Bursting Rasengan*'''<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' 15 ft cone<br />
<br />
As an action, you form a Rasengan out of fire style chakra and burst it into dozens of much smaller Rasengan. You make a ranged spell attack against every creature within range, dealing 3d10 + your Intelligence modifier fire. The target must succeed on a Dexterity saving throw or become {{5asc|Burning}}.<br />
<br />
<br />
'''*Heated Aura*'''<br />
<br />
'''Cost:''' 2 chakra + 1 chakra per round after the first.<br />
<br />
'''Range:''' 5 ft. radius<br />
<br />
'''Duration:''' Conc. Up to 1 minute.<br />
<br />
As an action, you exude an extraordinary amount of heat and fire in a 15-foot radius. The heat and fire feel comforting and soothing to allies, but they cause great pain and anguish for your enemies. for each creature that begins their turn within the aura, choose whether they must attempt a Constitution saving throw, taking 2d10 + your Intelligence modifier fire damage and being pushed out of range on a failure, taking half as much damage on a success, or regain 1 hit point.<br />
<br />
'''*Flame Incarnation*'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Range:''' Self<br />
<br />
'''Duration:''' 1 minute.<br />
<br />
You wreathe yourself in flames as an action. You become immune to fire damage and resistant to cold damage. Creatures that make successful melee attacks against you take 1d6 + your Intelligence modifier fire damage.<br />
<br />
<br />
'''*Flame-Burst Shot*'''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Range:''' 60-foot line.<br />
<br />
As an action, you summon a beam of fire out of your palm. All creatures within this line must make a Dexterity Saving Throw. On a failure, they take 1d6 + your Intelligence modifier fire damage. On a success, they take half as much damage.<br />
<br />
<br />
'''*Phoenix Form*'''<br />
<br />
'''Cost:''' 16 chakra<br />
<br />
'''Range:''' Self<br />
<br />
'''Duration:''' Conc. Up to 10 minutes<br />
<br />
As an action, you enter a form and trance that’s connected to the Great Phoenix. Flames race harmlessly across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the Jutsu's duration. Until the Jutsu ends, you gain the following benefits:<br />
<br />
*You are immune to fire damage and have resistance to cold damage.<br />
*You gain a +2 to your AC, damage and attack rolls.<br />
*Any creatures of your choice that move within 5 feet of you (once per turn) or ends its turn there takes 1d10 fire damage.<br />
*As an bonus action, you can create a 15-foot line of fire that persists until the end of your next turn. Every creature in the line must make a Dexterity saving throw. They take 2d8 + your Intelligence Modifier fire damage on a failed save, or half as much damage on a successful one.<br />
<br />
'''*Phoenix's Regeneration*'''<br />
<br />
''Requirements:'' Phoenix Form<br />
<br />
''Cost:'' 16+ Chakra Points<br />
<br />
''Range:'' Touch<br />
<br />
''Duration:'' 1 minute.<br />
<br />
You touch a willing creature within 10 feet and engulf them in flames. You momentarily grow wings made of fire as you cast this Jutsu. The target heals 6d6 + your Intelligence modifier. For the next minute, the target heals 2d6 + your Intelligence modifier at the start of their turn. By spending additional chakra points, you can increase the initial healing by 1d6 per 2 chakra points used.<br />
<br />
<br />
'''*Fire Chakra Mode*'''<br />
<br />
'''Cost:''' 18 chakra<br />
<br />
As an bonus action, you burst yourself into flames as fire courses through your blood and veins, greatly enhancing your Fire Style abilities, as well as providing defense from the protective flames. During the duration of this jutsu, you gain a +2 bonus to your AC, and all damage you take is reduced by 1d10 + your Intelligence modifier. If the damage is fire or cold, you may reduce the damage by twice as much. If the damage is reduced to 0 from this effect, you may use your reaction to cast a Fire Style jutsu against the target for half the cost. At the end of each of your turns, you must roll a Constitution saving throw. On failure, you take 1d10 fire damage that can not be reduced by this feature. You must spend 2 chakra at the beginning of each turn to maintain this effect.<br />
<br />
<br />
'''*Spiraling-Death Flare*'''<br />
<br />
'''Cost:''' 6-14 chakra<br />
<br />
'''Range:''' 30-foot cone<br />
<br />
As an action, you send a group of swirling bright white flames from your hands. Each creature of your choice in a 30-foot cone must make a Constitution Saving Throw. On a failure, they take 3d6 + your Intelligence modifier fire damage and are blinded until the end of their next turn. On a success, they take half as much damage and aren’t blinded. This Jutsu's damage increases by 1d6 for every 2 additional chakra points spent.<br />
<br />
<br />
'''*Fire Style Shadow Clone*'''<br />
<br />
'''Requirements:''' Shadow Clone<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
When you create a shadow clone, you may imbue it with Fire Style chakra, causing it to be visibly ablaze. When it is hit with a melee attack, it deals 1d6 fire damage to the source of the damage. This also causes you to not regain the base chakra spent to create the clone.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}} &rarr; [[Naruto: Shinobi (5e Class)]]<br />
<br />
{{5e Others Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Other]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Fire_Style_(Shinobi_World_Supplement)&diff=1534532Fire Style (Shinobi World Supplement)2021-11-09T23:35:11Z<p>SaucyMoonwalker: /* Great Fie Antihalation didn't have a range, just "area" */</p>
<hr />
<div>===Fire Style===<br />
<br />
===Hand Seal Jutsu===<br />
<br />
'''Basic Fire Style Technique'''<br />
<br />
'''Range:''' 60 feet<br />
<br />
'''Duration:''' Instantaneous or 1 hour (see below) <br />
<br />
As an action, you choose a nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:<br />
<br />
* You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.<br />
* You instantaneously extinguish the flames within the cube.<br />
* You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.<br />
* You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.<br />
<br />
If you cast this Jutsu multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.<br />
<br />
Alternatively, when you cast this Jutsu you can create fire, such as lighting a torch, lamp, or campfire. Flames can be produced and used in any way you see fit that does not cause direct harm to an object or creature. This includes the ability to keep warm in a cold environment. <br />
<br />
<br />
'''Flame Whirlwind'''<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Range:''' 30 feet <br />
<br />
As an action, fire erupts around your body in a spiraling manner as you launch it towards the target. Make a ranged spell attack. On a hit, the target takes 1d8 + your Intelligence modifier fire damage.<br />
<br />
<br />
'''Exploding Flame Shot'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
'''Range:''' 60 feet <br />
<br />
As an action, you can create three balls of fire from your hands. Make a ranged spell attack for each. You can target a person with all three or one person with each. On a hit, the target takes 2d6 + your Intelligence modifier fire damage and is set on fire. At the start of its turn, it takes 1d6 fire damage. At the end of each of its turns, the target must make a Constitution saving throw. On a successful save, it's no longer on fire. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), it is no longer on fire.<br />
<br />
<br />
'''Great Fireball''' <br />
<br />
'''Cost:''' 8+ chakra<br />
<br />
'''Range:''' 150 feet<br />
<br />
As an action, you expel fire from your mouth either as a massive orb of roaring flame or as a continuous flame-thrower. The size of the attack is changed by the amount of chakra used. The flames engulf the target and leave a crater in the ground. Make a ranged spell attack. On a hit, the target takes 8d6 + your Intelligence modifier fire damage. Each creature in a 10-foot radius of the target must make a Dexterity saving throw, or take 8d6 + your Intelligence modifier fire damage, taking half as much damage on a success. Alternatively, when you cast this jutsu, you may make it target everything in a 30-foot cone.<br />
<br />
At 4 additional chakra, it becomes a 20-foot radius or a 60-foot cone. <br />
<br />
At 8 additional chakra, it becomes a 30-foot radius or a 90-foot cone.<br />
<br />
For every 2 additional chakra points spent, the jutsu's damage increases by 1d6.<br />
<br />
<br />
'''Great Fire Annihilation'''<br />
<br />
'''Cost:''' 14 chakra<br />
<br />
'''Range:''' 30 foot wide, 60 foot line<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
As an action, you expel fire from your mouth in the shape of a massive fireball. Due to its size, this technique is extremely difficult to either avoid or contain. Each creature within a 30-foot radius must make a Dexterity saving throw, taking 6d6 + your Intelligence modifier fire damage on a failure. Half as much damage on a success. The targets cannot benefit from Evasion. For 1 minute, as a bonus action, you can deal an additional 2d6 fire damage in the area.<br />
<br />
<br />
'''Phoenix Sage Fire''' <br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
'''Duration:''' 1 minute (concentration)<br />
<br />
As an action, you expel a burst of fire that occupies a 5 ft. cube area. You may move this fire burst up to 30 ft. at the end of each of your turns, and it moves in relation to you automatically when you move. The first time the fireball enters a creature's space on each of your turns, and each time a creature passes through or ends their turn within the fireball, they must attempt a Dexterity saving throw. On a failure, the target takes 3d6 + your Intelligence modifier fire damage. On a success, they take half as much damage. <br />
<br />
Each fire burst has 5 hit points, and can not act in any way other than moving, but is otherwise mechanically identical to you. If a fire burst exits this jutsu's range, it automatically is destroyed. You may concentrate on a number of casts of this jutsu up to your {{5a|int}} modifier at a time.<br />
<br />
<br />
'''Fire Dragon Flame Bullet''' <br />
<br />
'''Cost:''' 22 chakra<br />
<br />
'''Range:''' 150 ft long, 10 ft wide line<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, each creature in the area must make a Dexterity saving throw, taking 10d6 + Intelligence modifier fire damage and catching on fire on a failure. Half as much on a success. At the start of its turn, it takes 2d10 fire damage. At the end of each of its turns, a creature must make a Constitution saving throw. On a successful save, it's no longer on fire. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), it is no longer on fire.<br />
<br />
<br />
'''Burning Ash'''<br />
<br />
'''Cost: 14 chakra'''<br />
<br />
'''Range:''' 30 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you exhale a 20-foot sphere of ash. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. As a bonus action, for 1 chakra point, you can move the cloud 15 feet in any direction. <br />
<br />
If the cloud comes in contact with fire, it ignites. The cloud is destroyed, and every creature within the cloud must attempt a Dexterity saving throw, taking 8d10 fire damage on a failure.<br />
<br />
<br />
'''Flint Yagura'''<br />
<br />
'''Cost:''' 30 chakra<br />
<br />
'''Range:''' 120 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you lace a 1000 ft. tall, 15 ft. radius cylinder of air with volatile, dormant Fire Style chakra. If even a spark or ember of fire comes in contact with this area must make a {{5a|dex}} saving throw. On a failure, they take 10d6 + your {{5a|int}} modifier fire damage, or half as much on a success. After this occurs, the Fire Style chakra is destroyed.<br />
<br />
<br />
'''*Fire-Storm Shuriken*'''<br />
<br />
'''Cost:''' 8+ chakra<br />
<br />
'''Range:''' 120 feet<br />
<br />
As an action, you create a storm of shuriken made of fire within 120 feet centered on a point you can see. The flame-shuriken shower down in a 20-foot radius cylinder that reaches 120 feet high. All creatures within range must attempt a Dexterity Saving Throw. On a failure, they take 5d6 + your Intelligence modifier fire damage. On a success, they take half as much. You may deal an additional 1d6 fire damage for every 2 additional chakra points expended.<br />
<br />
===No-Hand Seal Jutsu===<br />
<br />
'''Celestial Prison'''<br />
<br />
'''Cost:''' 10 Chakra<br />
<br />
'''Range:''' Touch<br />
<br />
As a spell attack, you attempt to sever a creature’s chakra network with precision, rather than blunt force. On a hit, they can not cast spells or jutsu for 1 minute. One creature that can use chakra within 5 ft. of them may attempt an Intelligence saving throw as an action, ending this effect early on a success.<br />
<br />
'''Five Fire Gods' Fan Flames'''<br />
<br />
'''Cost: 14 chakra'''<br />
<br />
'''Range:''' 30 foot radius<br />
<br />
As an action, you summon a massive wall of fire. Each creature in the area must make a Dexterity saving throw, taking 6d8 + your Intelligence modifier fire damage on a failure, or taking half as much damage on a success. The area targeted by this jutsu counts as heavily obscured until the end of your next turn.<br />
<br />
<br />
'''Uchiha Style: Dance of the Sun Halo'''<br />
<br />
'''Range:''' 15 ft.<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
As an action, you coat your weapon in flame and move this jutsu's range, making a melee spell attack at one creature within your reach. On a hit, you deal your weapon's damage along with an additional 4d6 + your Intelligence modifier fire damage.<br />
<br />
<br />
'''*Fire Style: Bursting Rasengan*'''<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' 15 ft cone<br />
<br />
As an action, you form a Rasengan out of fire style chakra and burst it into dozens of much smaller Rasengan. You make a ranged spell attack against every creature within range, dealing 3d10 + your Intelligence modifier fire. The target must succeed on a Dexterity saving throw or become {{5asc|Burning}}.<br />
<br />
<br />
'''*Heated Aura*'''<br />
<br />
'''Cost:''' 2 chakra + 1 chakra per round after the first.<br />
<br />
'''Range:''' 5 ft. radius<br />
<br />
'''Duration:''' Conc. Up to 1 minute.<br />
<br />
As an action, you exude an extraordinary amount of heat and fire in a 15-foot radius. The heat and fire feel comforting and soothing to allies, but they cause great pain and anguish for your enemies. Any creatures of your choice that end their turn within range, must either attempt a Constitution saving throw, taking 1d10 + your Intelligence modifier fire damage and being pushed out of range on a failure, taking half as much damage on a success, or regain 1 hit point.<br />
<br />
'''*Flame Incarnation*'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Range:''' Self<br />
<br />
'''Duration:''' 1 minute.<br />
<br />
You wreathe yourself in flames as an action. You become immune to fire damage and resistant to cold damage. Creatures that make successful melee attacks against you take 1d6 + your Intelligence modifier fire damage.<br />
<br />
<br />
'''*Flame-Burst Shot*'''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Range:''' 60-foot line.<br />
<br />
As an action, you summon a beam of fire out of your palm. All creatures within this line must make a Dexterity Saving Throw. On a failure, they take 1d6 + your Intelligence modifier fire damage. On a success, they take half as much damage.<br />
<br />
<br />
'''*Phoenix Form*'''<br />
<br />
'''Cost:''' 16 chakra<br />
<br />
'''Range:''' Self<br />
<br />
'''Duration:''' Conc. Up to 10 minutes<br />
<br />
As an action, you enter a form and trance that’s connected to the Great Phoenix. Flames race harmlessly across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the Jutsu's duration. Until the Jutsu ends, you gain the following benefits:<br />
<br />
*You are immune to fire damage and have resistance to cold damage.<br />
*You gain a +2 to your AC, damage and attack rolls.<br />
*Any creatures of your choice that move within 5 feet of you (once per turn) or ends its turn there takes 1d10 fire damage.<br />
*As an bonus action, you can create a 15-foot line of fire that persists until the end of your next turn. Every creature in the line must make a Dexterity saving throw. They take 2d8 + your Intelligence Modifier fire damage on a failed save, or half as much damage on a successful one.<br />
<br />
'''*Phoenix's Regeneration*'''<br />
<br />
''Requirements:'' Phoenix Form<br />
<br />
''Cost:'' 16+ Chakra Points<br />
<br />
''Range:'' Touch<br />
<br />
''Duration:'' 1 minute.<br />
<br />
You touch a willing creature within 10 feet and engulf them in flames. You momentarily grow wings made of fire as you cast this Jutsu. The target heals 6d6 + your Intelligence modifier. For the next minute, the target heals 2d6 + your Intelligence modifier at the start of their turn. By spending additional chakra points, you can increase the initial healing by 1d6 per 2 chakra points used.<br />
<br />
<br />
'''*Fire Chakra Mode*'''<br />
<br />
'''Cost:''' 18 chakra<br />
<br />
As an bonus action, you burst yourself into flames as fire courses through your blood and veins, greatly enhancing your Fire Style abilities, as well as providing defense from the protective flames. During the duration of this jutsu, you gain a +2 bonus to your AC, and all damage you take is reduced by 1d10 + your Intelligence modifier. If the damage is fire or cold, you may reduce the damage by twice as much. If the damage is reduced to 0 from this effect, you may use your reaction to cast a Fire Style jutsu against the target for half the cost. At the end of each of your turns, you must roll a Constitution saving throw. On failure, you take 1d10 fire damage that can not be reduced by this feature. You must spend 2 chakra at the beginning of each turn to maintain this effect.<br />
<br />
<br />
'''*Spiraling-Death Flare*'''<br />
<br />
'''Cost:''' 6-14 chakra<br />
<br />
'''Range:''' 30-foot cone<br />
<br />
As an action, you send a group of swirling bright white flames from your hands. Each creature of your choice in a 30-foot cone must make a Constitution Saving Throw. On a failure, they take 3d6 + your Intelligence modifier fire damage and are blinded until the end of their next turn. On a success, they take half as much damage and aren’t blinded. This Jutsu's damage increases by 1d6 for every 2 additional chakra points spent.<br />
<br />
<br />
'''*Fire Style Shadow Clone*'''<br />
<br />
'''Requirements:''' Shadow Clone<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
When you create a shadow clone, you may imbue it with Fire Style chakra, causing it to be visibly ablaze. When it is hit with a melee attack, it deals 1d6 fire damage to the source of the damage. This also causes you to not regain the base chakra spent to create the clone.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}} &rarr; [[Naruto: Shinobi (5e Class)]]<br />
<br />
{{5e Others Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Other]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Path_of_the_Assassin_(Shinobi_World_Supplement)&diff=1533326Path of the Assassin (Shinobi World Supplement)2021-11-07T06:55:17Z<p>SaucyMoonwalker: /* Blade Master */</p>
<hr />
<div>== Path of the Assassin ==<br />
<!--revised path of silence--><br />
A Shinobi capable of silent and efficient kills whilst being able to go undetected.<br />
<br />
====Silent Killing Jutsu====<br />
At 3rd level, you gain proficiency with Poisoner’s tools and the Deception skill. In addition, once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use your {{5a|dex}} modifier, and can not be a jutsu.<br />
<br />
This damage increases to 2d6 at level 6, 4d6 at level 12, and 6d6 at level 18.<br />
<br />
====Killing Intent====<br />
At 7th level, even the weight of your danger actively threatens the lives of your opponents. As an action, any creatures of your choice that can see or hear you must succeed a {{5e|Charisma}} saving throw or become {{5c|frightened}} of you for 1 minute. While frightened of you by any means, creatures must attempt a Charisma saving throw at the beginning of each of their turns. On a failure, your killing intent overtakes their reasoning and they must make 1 attack of their choice against themself. This does not consume their action. You may do this a number of times equal to half your {{5a|cha}} modifier (rounded up), regaining all uses at the end of a long rest.<br />
<br />
====Afterglow====<br />
At 10th, you've become masterful with your techniques to the point that you can assassinate with jutsu just as well as your weapons. If a creature has disadvantage on a jutsu's saving throw or you have advantage on a jutsu's attack roll, you may choose to deal {{inpage|Silent Killing Jutsu}}'s damage along with the jutsu's damage. This is still affected by the "once per turn" limit of Silent Killing Jutsu.<br />
<br />
====Vanish====<br />
At 15th level, you can't be tracked by non-magical means, unless you choose to leave a trail. In addition, while lightly obscured, you can expend 2 chakra as a bonus action to become invisible. You remain invisible until you are no longer lightly obscured, take the attack action, or cast a jutsu.<br />
<br />
====Alternate Feature: Demonic Shroud====<br />
At 15th level, your intent to kill manifests itself in the form of a demonic aura that envelopes your body, as a bonus action on your turn, you may activate your Demonic Shroud, granting you the following.<br />
<br />
*You gain a +2 bonus to your attack and damage rolls made with melee weapons and unarmed strikes.<br />
*When you have advantage on an attack roll against a creature and hit it, you may make one additional attack against the same creature as a part of your attack action, you may only do this once per turn.<br />
*When you drop to 0 Hit Points and are not killed outright, you may attack each creature in your reach once before you fall unconscious.<br />
*You may only use your action to attack or cast jutsu that deal damage, if you don't cause direct harm to a creature in this way, you take 5 points of psychic damage at the end of your turn.<br />
*Creatures under the effect of your {{inpage|Killing Intent}} gain disadvantage against saving throws to resist your jutsu.<br />
*This lasts for a number of rounds equal to your {{5a|cha}} modifier (Minimum of 1).<br />
*You may use this feature an equal amount of times to your {{5a|cha}} modifier (Minimum of 1), regaining all uses at the end of a long rest.<br />
<br />
====Blade Master====<br />
At 20th level, your skill in assassination is unmatched. You may wield any weapon with one hand, but if it has the two-handed property you can not wield another weapon or shield in your other hand. Your footsteps, breathing, heartbeat, and any other potentially perceivable ambient noises you would produce can no longer be heard. You may use your Silent Killing Jutsu an additional time per turn.<br />
.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}} &rarr; [[Naruto: Shinobi (5e Class)]]<br />
<br />
{{5e Others Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Other]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Path_of_the_Assassin_(Shinobi_World_Supplement)&diff=1533325Path of the Assassin (Shinobi World Supplement)2021-11-07T06:53:31Z<p>SaucyMoonwalker: /* Blade Master */</p>
<hr />
<div>== Path of the Assassin ==<br />
<!--revised path of silence--><br />
A Shinobi capable of silent and efficient kills whilst being able to go undetected.<br />
<br />
====Silent Killing Jutsu====<br />
At 3rd level, you gain proficiency with Poisoner’s tools and the Deception skill. In addition, once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use your {{5a|dex}} modifier, and can not be a jutsu.<br />
<br />
This damage increases to 2d6 at level 6, 4d6 at level 12, and 6d6 at level 18.<br />
<br />
====Killing Intent====<br />
At 7th level, even the weight of your danger actively threatens the lives of your opponents. As an action, any creatures of your choice that can see or hear you must succeed a {{5e|Charisma}} saving throw or become {{5c|frightened}} of you for 1 minute. While frightened of you by any means, creatures must attempt a Charisma saving throw at the beginning of each of their turns. On a failure, your killing intent overtakes their reasoning and they must make 1 attack of their choice against themself. This does not consume their action. You may do this a number of times equal to half your {{5a|cha}} modifier (rounded up), regaining all uses at the end of a long rest.<br />
<br />
====Afterglow====<br />
At 10th, you've become masterful with your techniques to the point that you can assassinate with jutsu just as well as your weapons. If a creature has disadvantage on a jutsu's saving throw or you have advantage on a jutsu's attack roll, you may choose to deal {{inpage|Silent Killing Jutsu}}'s damage along with the jutsu's damage. This is still affected by the "once per turn" limit of Silent Killing Jutsu.<br />
<br />
====Vanish====<br />
At 15th level, you can't be tracked by non-magical means, unless you choose to leave a trail. In addition, while lightly obscured, you can expend 2 chakra as a bonus action to become invisible. You remain invisible until you are no longer lightly obscured, take the attack action, or cast a jutsu.<br />
<br />
====Alternate Feature: Demonic Shroud====<br />
At 15th level, your intent to kill manifests itself in the form of a demonic aura that envelopes your body, as a bonus action on your turn, you may activate your Demonic Shroud, granting you the following.<br />
<br />
*You gain a +2 bonus to your attack and damage rolls made with melee weapons and unarmed strikes.<br />
*When you have advantage on an attack roll against a creature and hit it, you may make one additional attack against the same creature as a part of your attack action, you may only do this once per turn.<br />
*When you drop to 0 Hit Points and are not killed outright, you may attack each creature in your reach once before you fall unconscious.<br />
*You may only use your action to attack or cast jutsu that deal damage, if you don't cause direct harm to a creature in this way, you take 5 points of psychic damage at the end of your turn.<br />
*Creatures under the effect of your {{inpage|Killing Intent}} gain disadvantage against saving throws to resist your jutsu.<br />
*This lasts for a number of rounds equal to your {{5a|cha}} modifier (Minimum of 1).<br />
*You may use this feature an equal amount of times to your {{5a|cha}} modifier (Minimum of 1), regaining all uses at the end of a long rest.<br />
<br />
====Blade Master====<br />
At 20th level, your skill in assassination is unmatched. You may wield any weapon with one hand, but if it has the two-handed property you can not wield another weapon or shield in your other hand. Your footsteps, breathing, heartbeat, and any other potentially perceivable ambient noises you would produce can no longer be heard. You gain a +10 bonus to your Wisdom (Stealth) checks.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}} &rarr; [[Naruto: Shinobi (5e Class)]]<br />
<br />
{{5e Others Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Other]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Path_of_the_Assassin_(Shinobi_World_Supplement)&diff=1533324Path of the Assassin (Shinobi World Supplement)2021-11-07T06:50:04Z<p>SaucyMoonwalker: /* Blade Master */</p>
<hr />
<div>== Path of the Assassin ==<br />
<!--revised path of silence--><br />
A Shinobi capable of silent and efficient kills whilst being able to go undetected.<br />
<br />
====Silent Killing Jutsu====<br />
At 3rd level, you gain proficiency with Poisoner’s tools and the Deception skill. In addition, once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use your {{5a|dex}} modifier, and can not be a jutsu.<br />
<br />
This damage increases to 2d6 at level 6, 4d6 at level 12, and 6d6 at level 18.<br />
<br />
====Killing Intent====<br />
At 7th level, even the weight of your danger actively threatens the lives of your opponents. As an action, any creatures of your choice that can see or hear you must succeed a {{5e|Charisma}} saving throw or become {{5c|frightened}} of you for 1 minute. While frightened of you by any means, creatures must attempt a Charisma saving throw at the beginning of each of their turns. On a failure, your killing intent overtakes their reasoning and they must make 1 attack of their choice against themself. This does not consume their action. You may do this a number of times equal to half your {{5a|cha}} modifier (rounded up), regaining all uses at the end of a long rest.<br />
<br />
====Afterglow====<br />
At 10th, you've become masterful with your techniques to the point that you can assassinate with jutsu just as well as your weapons. If a creature has disadvantage on a jutsu's saving throw or you have advantage on a jutsu's attack roll, you may choose to deal {{inpage|Silent Killing Jutsu}}'s damage along with the jutsu's damage. This is still affected by the "once per turn" limit of Silent Killing Jutsu.<br />
<br />
====Vanish====<br />
At 15th level, you can't be tracked by non-magical means, unless you choose to leave a trail. In addition, while lightly obscured, you can expend 2 chakra as a bonus action to become invisible. You remain invisible until you are no longer lightly obscured, take the attack action, or cast a jutsu.<br />
<br />
====Alternate Feature: Demonic Shroud====<br />
At 15th level, your intent to kill manifests itself in the form of a demonic aura that envelopes your body, as a bonus action on your turn, you may activate your Demonic Shroud, granting you the following.<br />
<br />
*You gain a +2 bonus to your attack and damage rolls made with melee weapons and unarmed strikes.<br />
*When you have advantage on an attack roll against a creature and hit it, you may make one additional attack against the same creature as a part of your attack action, you may only do this once per turn.<br />
*When you drop to 0 Hit Points and are not killed outright, you may attack each creature in your reach once before you fall unconscious.<br />
*You may only use your action to attack or cast jutsu that deal damage, if you don't cause direct harm to a creature in this way, you take 5 points of psychic damage at the end of your turn.<br />
*Creatures under the effect of your {{inpage|Killing Intent}} gain disadvantage against saving throws to resist your jutsu.<br />
*This lasts for a number of rounds equal to your {{5a|cha}} modifier (Minimum of 1).<br />
*You may use this feature an equal amount of times to your {{5a|cha}} modifier (Minimum of 1), regaining all uses at the end of a long rest.<br />
<br />
====Blade Master====<br />
At 20th level, your skill in assassination is unmatched. You may wield any weapon with one hand, but if it has the two-handed property you can not wield another weapon or shield in your other hand. Your footsteps, breathing, heartbeat, and any other potentially perceivable ambient noises you would produce can no longer be heard. You gain a +10 bonus to your {{5a|steal}} check.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}} &rarr; [[Naruto: Shinobi (5e Class)]]<br />
<br />
{{5e Others Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Other]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Path_of_the_Assassin_(Shinobi_World_Supplement)&diff=1533323Path of the Assassin (Shinobi World Supplement)2021-11-07T06:49:54Z<p>SaucyMoonwalker: /* Blade Master */</p>
<hr />
<div>== Path of the Assassin ==<br />
<!--revised path of silence--><br />
A Shinobi capable of silent and efficient kills whilst being able to go undetected.<br />
<br />
====Silent Killing Jutsu====<br />
At 3rd level, you gain proficiency with Poisoner’s tools and the Deception skill. In addition, once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use your {{5a|dex}} modifier, and can not be a jutsu.<br />
<br />
This damage increases to 2d6 at level 6, 4d6 at level 12, and 6d6 at level 18.<br />
<br />
====Killing Intent====<br />
At 7th level, even the weight of your danger actively threatens the lives of your opponents. As an action, any creatures of your choice that can see or hear you must succeed a {{5e|Charisma}} saving throw or become {{5c|frightened}} of you for 1 minute. While frightened of you by any means, creatures must attempt a Charisma saving throw at the beginning of each of their turns. On a failure, your killing intent overtakes their reasoning and they must make 1 attack of their choice against themself. This does not consume their action. You may do this a number of times equal to half your {{5a|cha}} modifier (rounded up), regaining all uses at the end of a long rest.<br />
<br />
====Afterglow====<br />
At 10th, you've become masterful with your techniques to the point that you can assassinate with jutsu just as well as your weapons. If a creature has disadvantage on a jutsu's saving throw or you have advantage on a jutsu's attack roll, you may choose to deal {{inpage|Silent Killing Jutsu}}'s damage along with the jutsu's damage. This is still affected by the "once per turn" limit of Silent Killing Jutsu.<br />
<br />
====Vanish====<br />
At 15th level, you can't be tracked by non-magical means, unless you choose to leave a trail. In addition, while lightly obscured, you can expend 2 chakra as a bonus action to become invisible. You remain invisible until you are no longer lightly obscured, take the attack action, or cast a jutsu.<br />
<br />
====Alternate Feature: Demonic Shroud====<br />
At 15th level, your intent to kill manifests itself in the form of a demonic aura that envelopes your body, as a bonus action on your turn, you may activate your Demonic Shroud, granting you the following.<br />
<br />
*You gain a +2 bonus to your attack and damage rolls made with melee weapons and unarmed strikes.<br />
*When you have advantage on an attack roll against a creature and hit it, you may make one additional attack against the same creature as a part of your attack action, you may only do this once per turn.<br />
*When you drop to 0 Hit Points and are not killed outright, you may attack each creature in your reach once before you fall unconscious.<br />
*You may only use your action to attack or cast jutsu that deal damage, if you don't cause direct harm to a creature in this way, you take 5 points of psychic damage at the end of your turn.<br />
*Creatures under the effect of your {{inpage|Killing Intent}} gain disadvantage against saving throws to resist your jutsu.<br />
*This lasts for a number of rounds equal to your {{5a|cha}} modifier (Minimum of 1).<br />
*You may use this feature an equal amount of times to your {{5a|cha}} modifier (Minimum of 1), regaining all uses at the end of a long rest.<br />
<br />
====Blade Master====<br />
At 20th level, your skill in assassination is unmatched. You may wield any weapon with one hand, but if it has the two-handed property you can not wield another weapon or shield in your other hand. Your footsteps, breathing, heartbeat, and any other potentially perceivable ambient noises you would produce can no longer be heard. You gain a +10 bonus to your {{5a|stea}} check.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}} &rarr; [[Naruto: Shinobi (5e Class)]]<br />
<br />
{{5e Others Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Other]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Path_of_the_Assassin_(Shinobi_World_Supplement)&diff=1533322Path of the Assassin (Shinobi World Supplement)2021-11-07T06:49:38Z<p>SaucyMoonwalker: /* Blade Master */</p>
<hr />
<div>== Path of the Assassin ==<br />
<!--revised path of silence--><br />
A Shinobi capable of silent and efficient kills whilst being able to go undetected.<br />
<br />
====Silent Killing Jutsu====<br />
At 3rd level, you gain proficiency with Poisoner’s tools and the Deception skill. In addition, once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use your {{5a|dex}} modifier, and can not be a jutsu.<br />
<br />
This damage increases to 2d6 at level 6, 4d6 at level 12, and 6d6 at level 18.<br />
<br />
====Killing Intent====<br />
At 7th level, even the weight of your danger actively threatens the lives of your opponents. As an action, any creatures of your choice that can see or hear you must succeed a {{5e|Charisma}} saving throw or become {{5c|frightened}} of you for 1 minute. While frightened of you by any means, creatures must attempt a Charisma saving throw at the beginning of each of their turns. On a failure, your killing intent overtakes their reasoning and they must make 1 attack of their choice against themself. This does not consume their action. You may do this a number of times equal to half your {{5a|cha}} modifier (rounded up), regaining all uses at the end of a long rest.<br />
<br />
====Afterglow====<br />
At 10th, you've become masterful with your techniques to the point that you can assassinate with jutsu just as well as your weapons. If a creature has disadvantage on a jutsu's saving throw or you have advantage on a jutsu's attack roll, you may choose to deal {{inpage|Silent Killing Jutsu}}'s damage along with the jutsu's damage. This is still affected by the "once per turn" limit of Silent Killing Jutsu.<br />
<br />
====Vanish====<br />
At 15th level, you can't be tracked by non-magical means, unless you choose to leave a trail. In addition, while lightly obscured, you can expend 2 chakra as a bonus action to become invisible. You remain invisible until you are no longer lightly obscured, take the attack action, or cast a jutsu.<br />
<br />
====Alternate Feature: Demonic Shroud====<br />
At 15th level, your intent to kill manifests itself in the form of a demonic aura that envelopes your body, as a bonus action on your turn, you may activate your Demonic Shroud, granting you the following.<br />
<br />
*You gain a +2 bonus to your attack and damage rolls made with melee weapons and unarmed strikes.<br />
*When you have advantage on an attack roll against a creature and hit it, you may make one additional attack against the same creature as a part of your attack action, you may only do this once per turn.<br />
*When you drop to 0 Hit Points and are not killed outright, you may attack each creature in your reach once before you fall unconscious.<br />
*You may only use your action to attack or cast jutsu that deal damage, if you don't cause direct harm to a creature in this way, you take 5 points of psychic damage at the end of your turn.<br />
*Creatures under the effect of your {{inpage|Killing Intent}} gain disadvantage against saving throws to resist your jutsu.<br />
*This lasts for a number of rounds equal to your {{5a|cha}} modifier (Minimum of 1).<br />
*You may use this feature an equal amount of times to your {{5a|cha}} modifier (Minimum of 1), regaining all uses at the end of a long rest.<br />
<br />
====Blade Master====<br />
At 20th level, your skill in assassination is unmatched. You may wield any weapon with one hand, but if it has the two-handed property you can not wield another weapon or shield in your other hand. Your footsteps, breathing, heartbeat, and any other potentially perceivable ambient noises you would produce can no longer be heard. You gain a +10 bonus to your {{5a|ste}} check.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}} &rarr; [[Naruto: Shinobi (5e Class)]]<br />
<br />
{{5e Others Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Other]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Path_of_the_Assassin_(Shinobi_World_Supplement)&diff=1533321Path of the Assassin (Shinobi World Supplement)2021-11-07T06:49:09Z<p>SaucyMoonwalker: /* Blade Master */</p>
<hr />
<div>== Path of the Assassin ==<br />
<!--revised path of silence--><br />
A Shinobi capable of silent and efficient kills whilst being able to go undetected.<br />
<br />
====Silent Killing Jutsu====<br />
At 3rd level, you gain proficiency with Poisoner’s tools and the Deception skill. In addition, once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use your {{5a|dex}} modifier, and can not be a jutsu.<br />
<br />
This damage increases to 2d6 at level 6, 4d6 at level 12, and 6d6 at level 18.<br />
<br />
====Killing Intent====<br />
At 7th level, even the weight of your danger actively threatens the lives of your opponents. As an action, any creatures of your choice that can see or hear you must succeed a {{5e|Charisma}} saving throw or become {{5c|frightened}} of you for 1 minute. While frightened of you by any means, creatures must attempt a Charisma saving throw at the beginning of each of their turns. On a failure, your killing intent overtakes their reasoning and they must make 1 attack of their choice against themself. This does not consume their action. You may do this a number of times equal to half your {{5a|cha}} modifier (rounded up), regaining all uses at the end of a long rest.<br />
<br />
====Afterglow====<br />
At 10th, you've become masterful with your techniques to the point that you can assassinate with jutsu just as well as your weapons. If a creature has disadvantage on a jutsu's saving throw or you have advantage on a jutsu's attack roll, you may choose to deal {{inpage|Silent Killing Jutsu}}'s damage along with the jutsu's damage. This is still affected by the "once per turn" limit of Silent Killing Jutsu.<br />
<br />
====Vanish====<br />
At 15th level, you can't be tracked by non-magical means, unless you choose to leave a trail. In addition, while lightly obscured, you can expend 2 chakra as a bonus action to become invisible. You remain invisible until you are no longer lightly obscured, take the attack action, or cast a jutsu.<br />
<br />
====Alternate Feature: Demonic Shroud====<br />
At 15th level, your intent to kill manifests itself in the form of a demonic aura that envelopes your body, as a bonus action on your turn, you may activate your Demonic Shroud, granting you the following.<br />
<br />
*You gain a +2 bonus to your attack and damage rolls made with melee weapons and unarmed strikes.<br />
*When you have advantage on an attack roll against a creature and hit it, you may make one additional attack against the same creature as a part of your attack action, you may only do this once per turn.<br />
*When you drop to 0 Hit Points and are not killed outright, you may attack each creature in your reach once before you fall unconscious.<br />
*You may only use your action to attack or cast jutsu that deal damage, if you don't cause direct harm to a creature in this way, you take 5 points of psychic damage at the end of your turn.<br />
*Creatures under the effect of your {{inpage|Killing Intent}} gain disadvantage against saving throws to resist your jutsu.<br />
*This lasts for a number of rounds equal to your {{5a|cha}} modifier (Minimum of 1).<br />
*You may use this feature an equal amount of times to your {{5a|cha}} modifier (Minimum of 1), regaining all uses at the end of a long rest.<br />
<br />
====Blade Master====<br />
At 20th level, your skill in assassination is unmatched. You may wield any weapon with one hand, but if it has the two-handed property you can not wield another weapon or shield in your other hand. Your footsteps, breathing, heartbeat, and any other potentially perceivable ambient noises you would produce can no longer be heard. You gain a +10 bonus to your {{5a|Stealth}} check.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}} &rarr; [[Naruto: Shinobi (5e Class)]]<br />
<br />
{{5e Others Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Other]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Path_of_the_Assassin_(Shinobi_World_Supplement)&diff=1533320Path of the Assassin (Shinobi World Supplement)2021-11-07T06:48:33Z<p>SaucyMoonwalker: /* Blade Master */</p>
<hr />
<div>== Path of the Assassin ==<br />
<!--revised path of silence--><br />
A Shinobi capable of silent and efficient kills whilst being able to go undetected.<br />
<br />
====Silent Killing Jutsu====<br />
At 3rd level, you gain proficiency with Poisoner’s tools and the Deception skill. In addition, once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use your {{5a|dex}} modifier, and can not be a jutsu.<br />
<br />
This damage increases to 2d6 at level 6, 4d6 at level 12, and 6d6 at level 18.<br />
<br />
====Killing Intent====<br />
At 7th level, even the weight of your danger actively threatens the lives of your opponents. As an action, any creatures of your choice that can see or hear you must succeed a {{5e|Charisma}} saving throw or become {{5c|frightened}} of you for 1 minute. While frightened of you by any means, creatures must attempt a Charisma saving throw at the beginning of each of their turns. On a failure, your killing intent overtakes their reasoning and they must make 1 attack of their choice against themself. This does not consume their action. You may do this a number of times equal to half your {{5a|cha}} modifier (rounded up), regaining all uses at the end of a long rest.<br />
<br />
====Afterglow====<br />
At 10th, you've become masterful with your techniques to the point that you can assassinate with jutsu just as well as your weapons. If a creature has disadvantage on a jutsu's saving throw or you have advantage on a jutsu's attack roll, you may choose to deal {{inpage|Silent Killing Jutsu}}'s damage along with the jutsu's damage. This is still affected by the "once per turn" limit of Silent Killing Jutsu.<br />
<br />
====Vanish====<br />
At 15th level, you can't be tracked by non-magical means, unless you choose to leave a trail. In addition, while lightly obscured, you can expend 2 chakra as a bonus action to become invisible. You remain invisible until you are no longer lightly obscured, take the attack action, or cast a jutsu.<br />
<br />
====Alternate Feature: Demonic Shroud====<br />
At 15th level, your intent to kill manifests itself in the form of a demonic aura that envelopes your body, as a bonus action on your turn, you may activate your Demonic Shroud, granting you the following.<br />
<br />
*You gain a +2 bonus to your attack and damage rolls made with melee weapons and unarmed strikes.<br />
*When you have advantage on an attack roll against a creature and hit it, you may make one additional attack against the same creature as a part of your attack action, you may only do this once per turn.<br />
*When you drop to 0 Hit Points and are not killed outright, you may attack each creature in your reach once before you fall unconscious.<br />
*You may only use your action to attack or cast jutsu that deal damage, if you don't cause direct harm to a creature in this way, you take 5 points of psychic damage at the end of your turn.<br />
*Creatures under the effect of your {{inpage|Killing Intent}} gain disadvantage against saving throws to resist your jutsu.<br />
*This lasts for a number of rounds equal to your {{5a|cha}} modifier (Minimum of 1).<br />
*You may use this feature an equal amount of times to your {{5a|cha}} modifier (Minimum of 1), regaining all uses at the end of a long rest.<br />
<br />
====Blade Master====<br />
At 20th level, your skill in assassination is unmatched. You may wield any weapon with one hand, but if it has the two-handed property you can not wield another weapon or shield in your other hand. Your footsteps, breathing, heartbeat, and any other potentially perceivable ambient noises you would produce can no longer be heard. You gain a +10 bonus to your {{5e|Stealth}} check.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}} &rarr; [[Naruto: Shinobi (5e Class)]]<br />
<br />
{{5e Others Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Other]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Ice_Style_(Shinobi_World_Supplement)&diff=1533296Ice Style (Shinobi World Supplement)2021-11-07T04:58:19Z<p>SaucyMoonwalker: /* Ice Style */</p>
<hr />
<div>===Ice Style===<br />
This Kekkei Genkai combines water and wind chakra. It allows the user to manipulate water particles to form ice in different shapes and forms.<br />
<br />
<br />
'''Basic Ice Style Technique'''<br />
<br />
'''Range:''' Self<br />
<br />
'''Cost:''' 2 chakra<br />
<br />
'''Duration:''' 1 hour<br />
<br />
As a bonus action, you gain resistance to cold damage, and cold weather has no effect on you. <br />
<br />
Also as a bonus action for the duration, you can cool an area 30 ft around you by up to 30 degrees Fahrenheit. You can shape up to 10 ft of ice and can freeze water. It melts over time, and cannot be used to harm any creature or object.<br />
<br />
<br />
'''Winterized Weaponry'''<br />
<br />
'''Cost:''' 2 chakra<br />
<br />
As an action, you create any weapon from solid ice. Each weapon can lasts 10 minutes in temperatures higher than freezing and half as much in temperatures over 80 degrees Fahrenheit. Each weapon deals an extra 1d8 cold damage.<br />
<br />
<br />
'''A Thousand Needles of Death'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
'''Range:''' 30 feet <br />
<br />
As an action, a large number of needle-like shards of ice surround the target fly at them. The target must make a Dexterity saving throw, taking 4d4 piercing plus 1d6 + your Intelligence modifier cold damage and have its movement speed reduced by 10 ft until the start of your next turn on a failure. Half as much damage on a success.<br />
<br />
<br />
'''Ten Thousand Ice Petals'''<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
'''Range:''' 30 feet cone <br />
<br />
As an action, a frigid cold pours from your mouth. Every creature in the area is engulfed in frigid mist, and must make a Constitution saving throw. On a failure, the target takes 4d6 + your Intelligence modifier cold damage and its movement speed is halved. Half as much damage on a success.<br />
<br />
<br />
'''Crystal Ice Mirrors'''<br />
<br />
'''Cost:''' 18 chakra<br />
<br />
'''Duration:''' 1 minute <br />
<br />
As an action, you create a 30 ft dome of mirrors made of ice. At the start of its turn, a creature inside takes 1d8 + your Intelligence modifier cold damage. As an action, you can step into a mirror and throw yourself between them at high velocity. You can make one attack each round. This attack is made with a +5 bonus to the attack and damage rolls. While within the mirror, you have total cover. A creature can enter the dome freely; however when trying to leave, it must make either break one of them with a Strength or Dexterity saving throw. On a failure, you can make an attack of opportunity. This doesn’t use your reaction. While this lasts, you cannot use other Jutsu.<br />
<br />
<br />
'''Wolf Fang Avalanche'''<br />
<br />
'''Cost:''' 32 chakra <br />
<br />
'''Range:''' 40 ft cube<br />
<br />
As an action, an avalanche of snow pours out from your feet that reaches high into the air before falling onto all creatures in the area. The snow forms into wolf-like apparitions. The target’s must make a Constitution saving throw. On a failure, it takes 10d8 + your Intelligence modifier cold damage and are restrained until it uses an action and all of its movement to dig itself out. Half as much damage on a success.<br />
<br />
<br />
'''Black Dragon Blizzard'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Range:''' 40 feet<br />
<br />
As an action, you create a black ice dragon out of the ambient water molecules. The dragon has 40 hit points and 18 AC. You can form and control up to 3 dragons at a time. Beyond being large, immune to cold damage and heal for 1/2 the damage, resistant to fire and vulnerable to bludgeoning, it has the same statistics as you. The dragon acts on your initiative count and you can use your action to command it. If you do not command it, it will not act in any way other than defensively. It has the following statistics and the same ability scores and save DC as you:<br />
<br />
*'''Multiattack.''' It can make one bite attack and two claw attacks.<br />
**'''Bite''' deals 1d8 cold damage.<br />
**'''Claw''' deals 1d6 cold damage.<br />
*'''Grapple.''' The dragon uses the grapple attack.<br />
*'''Freezing Breath (5-6 recharge).''' The dragon exhales frost biting cold in a 20-foot cone. Each creature in that area must succeed on a Constitution saving throw. On a failed save, the creature takes 4d10 Cold damage and their movement speed is 0 or half as much damage on a success and half movement speed.<br />
*'''Self Destruct.''' The black ice dragon can be sacrificed, ramming itself into a target at high speeds. Make a ranged spell attack. The target is pushed 40 ft into any direction and takes 2d8 cold damage. Once this feature is used, the dragon is destroyed.<br />
<br />
<br />
'''Ice-Breaking Sledgehammer'''<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
'''Duration''' Concentration, 1 minute<br />
<br />
As an action or reaction when targeted by a melee attack or Taijutsu technique, you can summon ice gauntlets to block the technique. You gain a +3 bonus to AC against melee attack and Taijutsu techniques and a +3 bonus to saving throws for taijutsu techniques and melee attacks for this jutsu's duration. When hitting with an unarmed attack for this jutsu's duration, you deal an additional 1d8 cold damage.<br />
<br />
<br />
'''Frozen Capturing Field'''<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Range:''' 30 feet<br />
<br />
As an action, you create ice to wrap around the feet of a creature within range to trap them, who must succeed a Strength saving throw or be {{5c|restrained}} for this jutsu's duration. At the end of each of the creature's turns, they can retry the saving throw, ending this effect on a success. You may choose additional targets within 15 ft. of the target for 5 chakra each. A 15 ft radius of ice surrounds any affected creatures, which counts as difficult terrain.<br />
<br />
<br />
'''Ice Rock Dome of Magnificent Nothingness'''<br />
<br />
'''Cost:''' 8+ chakra<br />
<br />
'''Duration:''' Concentration, lasts until dropped <br />
<br />
'''Range:''' Self or up to 10 foot radius<br />
<br />
As an action or reaction to being the target of an attack, you create a rock-hard ice barrier up to a 10 foot radius in size around you to protect yourself and allies. The Ice Dome has an 18 AC and 50 hit points and is solid, with it being immune to cold damage, resistant to fire damage and vulnerable to bludgeoning damage. Attacks and effects targeting creatures inside the barrier from outside the barrier effect the barrier instead, and genjutsu that must have eye contact or touch cast from outside the barrier fail against creatures inside the barrier. If you use this as a reaction it causes the attack to miss, and the range must be self.<br />
<br />
If the the dome breaks, the creature closest to the effect or damage that broke the barrier is hit first with the leftover damage. You can spend an extra 4 chakra to increase the barrier's hit points by 15. You must spend 4 chakra at the beginning of your turn to maintain this jutsu.<br />
<br />
<br />
'''Swallow Snow Storm'''<br />
<br />
'''Cost:''' 3-9 chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
You form ice needles out of the water in the air, creating up to 3 swallow-like ice needles, each needle costing 3 chakra. You make a ranged spell attack for each needle you make with advantage, dealing 1d6 cold damage with each needle. You have complete control of the needles after you fire them, allowing them to alter course in any way so they reach a target. This jutsu ignores cover if there is a way to get past the cover within the range (i.e. a small wall, a barrier that blocks from the front and not the back, etc).<br />
<br />
If this comes within 10 feet of any fire or heat based technique, the needles will melt and disappear into nothingness.<br />
<br />
<br />
'''Yuki-onna Whirlwind'''<br />
<br />
'''Cost:''' 15+ chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Range:''' 40 feet<br />
<br />
You summon a whirlwind of ice and wind to surround a creature within range in a 10 foot radius around them. Creatures in the whirlwind must make a Constitution saving throw when this technique is used and at the start of the creatures turn when inside the whirlwind, taking 2d8 cold damage and 2d8 slashing and having their movement speeds reduced to 0 on a fail. On a success, their movement is halved and they take half damage.<br />
<br />
When creatures fails 2 saving throws in a row, ice begins to encapsulate them, making them {{5c|restrained}} for this jutsu's duration. They can use their action to make a Strength saving throw, no longer being {{5c|restrained}} on a success. If they are restrained and fail 2 saving throws from this jutsu in a row, they are {{5c|paralyzed}} for 1 hour, even if the technique ends, now frozen, encased in a layer of ice. Time spent next to a heat source counts for 60 times as much for the sake of ending the paralysis.<br />
<br />
This technique cancels out the basic scorch and basic fire style techniques due to the coldness and wind sapping any heat created. You must spend 3 chakra at the beginning of your turns to maintain this jutsu.<br />
<br />
<br />
'''Certain-Kill Ice Spears'''<br />
<br />
'''Cost:''' 24 chakra<br />
<br />
'''Range:''' 30 foot radius<br />
<br />
As an action, you create massive spikes of ice capable of crushing buildings. All creatures within range must attempt a Strength saving throw. On a failure, they take 2d8 + your Intelligence modifier cold damage and 2d8 piercing damage, are pushed out of this jutsu's range, and the area targeted by this jutsu becomes full cover with 13 AC and 15 hit points for every 5 ft. cubic area. This technique deals double damage to buildings and structures.<br />
<br />
<br />
'''*Ice Style Shadow Clone*'''<br />
<br />
'''Requirements:''' {{inpage|Ice Style}}, Shadow Clone<br />
<br />
'''Cost: 1 chakra'''<br />
<br />
When you create a shadow clone, you may imbue it with Ice Style chakra. When a creature successfully hits it with a melee weapon attack, they must succeed a Dexterity saving throw or take 1d4 cold damage. When it is destroyed by any means other than being dispelled, the creature that does so becomes {{5c|stunned}} until the beginning of their next turn. This also causes you to not regain the base chakra spent to create the clone.<br />
<br />
<br />
'''*Secret Technique: Winter Wonderland*'''<br />
<br />
'''Cost:''' 30 chakra<br />
<br />
'''Prerequisite:''' [[Naruto:_Shinobi_(5e_Class)#Yin_Style|Yin Style]]; Ice Style<br />
<br />
'''Duration:''' Concentration, 1 Minute<br />
<br />
'''Range:''' 30 foot radius<br />
<br />
Channeling your Ice Style with Genjutsu, you blend reality and fiction to a point it's near indistinguishable from each other as snow lightly falls. While this is active, you have immunity to cold damage and Ice Style jutsu, and resistance to fire damage. If hit with any cold damage, or damage from Ice Style or Water Style jutsu, you instead regain 1/2 of the damage in Hit Points. <br />
<br />
All creatures within range while this is active must make a Wisdom Saving Throw at the end of each of their turns, being affected by genjutsu until the end of their next turn. This genjutsu causes the creature to perceive the entirety of the area they see as "winter", taking 3d6 psychic damage at the end of each of their turns due to the supposed cold.<br />
<br />
Once per turn when you make an attack roll, you may make a clone out of the ice that makes the same attack against a creature under this genjutsu, dealing cold damage for all damage, with the clone disappearing after this effect ends.<br />
<br />
All creatures, besides the user and other Ice Style users, have their movement speed halved and the area is [[5e_SRD:Vision_and_Light|Heavily Obscured]].<br />
<br />
<br />
'''*Ice Style: Freezing Rasengan*'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you imbue your rasengan with Ice Style chakra. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier cold plus 3d10 force damage, and they must attempt a Strength saving throw as thick sheets of ice begin to cover their body. On a failure, they become {{5asc|frozen}}. They may retry this saving throw at the end of each of their turns, ending the effect on a success.<br />
<br />
----<br />
{{5e Classes Breadcrumb}} &rarr; [[Naruto: Shinobi (5e Class)]]<br />
<br />
{{5e Others Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Other]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Ice_Style_(Shinobi_World_Supplement)&diff=1533295Ice Style (Shinobi World Supplement)2021-11-07T04:56:21Z<p>SaucyMoonwalker: /* Ice Style */</p>
<hr />
<div>===Ice Style===<br />
This Kekkei Genkai combines water and wind chakra. It allows the user to manipulate water particles to form ice in different shapes and forms.<br />
<br />
<br />
'''Basic Ice Style Technique'''<br />
<br />
'''Range:''' Self<br />
<br />
'''Cost:''' 2 chakra<br />
<br />
'''Duration:''' 1 hour<br />
<br />
As a bonus action, you gain resistance to cold damage, and cold weather has no effect on you. <br />
<br />
Also as a bonus action for the duration, you can cool an area 30 ft around you by up to 30 degrees Fahrenheit. You can shape up to 10 ft of ice and can freeze water. It melts over time, and cannot be used to harm any creature or object.<br />
<br />
<br />
'''Winterized Weaponry'''<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
As an action, you create any weapon from solid ice. Each weapon can lasts 10 minutes in temperatures higher than freezing and half as much in temperatures over 80 degrees Fahrenheit. Each weapon deals an extra 1d8 cold damage.<br />
<br />
<br />
'''A Thousand Needles of Death'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
'''Range:''' 30 feet <br />
<br />
As an action, a large number of needle-like shards of ice surround the target fly at them. The target must make a Dexterity saving throw, taking 4d4 piercing plus 1d6 + your Intelligence modifier cold damage and have its movement speed reduced by 10 ft until the start of your next turn on a failure. Half as much damage on a success.<br />
<br />
<br />
'''Ten Thousand Ice Petals'''<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
'''Range:''' 30 feet cone <br />
<br />
As an action, a frigid cold pours from your mouth. Every creature in the area is engulfed in frigid mist, and must make a Constitution saving throw. On a failure, the target takes 4d6 + your Intelligence modifier cold damage and its movement speed is halved. Half as much damage on a success.<br />
<br />
<br />
'''Crystal Ice Mirrors'''<br />
<br />
'''Cost:''' 18 chakra<br />
<br />
'''Duration:''' 1 minute <br />
<br />
As an action, you create a 30 ft dome of mirrors made of ice. At the start of its turn, a creature inside takes 1d8 + your Intelligence modifier cold damage. As an action, you can step into a mirror and throw yourself between them at high velocity. You can make one attack each round. This attack is made with a +5 bonus to the attack and damage rolls. While within the mirror, you have total cover. A creature can enter the dome freely; however when trying to leave, it must make either break one of them with a Strength or Dexterity saving throw. On a failure, you can make an attack of opportunity. This doesn’t use your reaction. While this lasts, you cannot use other Jutsu.<br />
<br />
<br />
'''Wolf Fang Avalanche'''<br />
<br />
'''Cost:''' 32 chakra <br />
<br />
'''Range:''' 40 ft cube<br />
<br />
As an action, an avalanche of snow pours out from your feet that reaches high into the air before falling onto all creatures in the area. The snow forms into wolf-like apparitions. The target’s must make a Constitution saving throw. On a failure, it takes 10d8 + your Intelligence modifier cold damage and are restrained until it uses an action and all of its movement to dig itself out. Half as much damage on a success.<br />
<br />
<br />
'''Black Dragon Blizzard'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Range:''' 40 feet<br />
<br />
As an action, you create a black ice dragon out of the ambient water molecules. The dragon has 40 hit points and 18 AC. You can form and control up to 3 dragons at a time. Beyond being large, immune to cold damage and heal for 1/2 the damage, resistant to fire and vulnerable to bludgeoning, it has the same statistics as you. The dragon acts on your initiative count and you can use your action to command it. If you do not command it, it will not act in any way other than defensively. It has the following statistics and the same ability scores and save DC as you:<br />
<br />
*'''Multiattack.''' It can make one bite attack and two claw attacks.<br />
**'''Bite''' deals 1d8 cold damage.<br />
**'''Claw''' deals 1d6 cold damage.<br />
*'''Grapple.''' The dragon uses the grapple attack.<br />
*'''Freezing Breath (5-6 recharge).''' The dragon exhales frost biting cold in a 20-foot cone. Each creature in that area must succeed on a Constitution saving throw. On a failed save, the creature takes 4d10 Cold damage and their movement speed is 0 or half as much damage on a success and half movement speed.<br />
*'''Self Destruct.''' The black ice dragon can be sacrificed, ramming itself into a target at high speeds. Make a ranged spell attack. The target is pushed 40 ft into any direction and takes 2d8 cold damage. Once this feature is used, the dragon is destroyed.<br />
<br />
<br />
'''Ice-Breaking Sledgehammer'''<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
'''Duration''' Concentration, 1 minute<br />
<br />
As an action or reaction when targeted by a melee attack or Taijutsu technique, you can summon ice gauntlets to block the technique. You gain a +3 bonus to AC against melee attack and Taijutsu techniques and a +3 bonus to saving throws for taijutsu techniques and melee attacks for this jutsu's duration. When hitting with an unarmed attack for this jutsu's duration, you deal an additional 1d8 cold damage.<br />
<br />
<br />
'''Frozen Capturing Field'''<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Range:''' 30 feet<br />
<br />
As an action, you create ice to wrap around the feet of a creature within range to trap them, who must succeed a Strength saving throw or be {{5c|restrained}} for this jutsu's duration. At the end of each of the creature's turns, they can retry the saving throw, ending this effect on a success. You may choose additional targets within 15 ft. of the target for 5 chakra each. A 15 ft radius of ice surrounds any affected creatures, which counts as difficult terrain.<br />
<br />
<br />
'''Ice Rock Dome of Magnificent Nothingness'''<br />
<br />
'''Cost:''' 8+ chakra<br />
<br />
'''Duration:''' Concentration, lasts until dropped <br />
<br />
'''Range:''' Self or up to 10 foot radius<br />
<br />
As an action or reaction to being the target of an attack, you create a rock-hard ice barrier up to a 10 foot radius in size around you to protect yourself and allies. The Ice Dome has an 18 AC and 50 hit points and is solid, with it being immune to cold damage, resistant to fire damage and vulnerable to bludgeoning damage. Attacks and effects targeting creatures inside the barrier from outside the barrier effect the barrier instead, and genjutsu that must have eye contact or touch cast from outside the barrier fail against creatures inside the barrier. If you use this as a reaction it causes the attack to miss, and the range must be self.<br />
<br />
If the the dome breaks, the creature closest to the effect or damage that broke the barrier is hit first with the leftover damage. You can spend an extra 4 chakra to increase the barrier's hit points by 15. You must spend 4 chakra at the beginning of your turn to maintain this jutsu.<br />
<br />
<br />
'''Swallow Snow Storm'''<br />
<br />
'''Cost:''' 3-9 chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
You form ice needles out of the water in the air, creating up to 3 swallow-like ice needles, each needle costing 3 chakra. You make a ranged spell attack for each needle you make with advantage, dealing 1d6 cold damage with each needle. You have complete control of the needles after you fire them, allowing them to alter course in any way so they reach a target. This jutsu ignores cover if there is a way to get past the cover within the range (i.e. a small wall, a barrier that blocks from the front and not the back, etc).<br />
<br />
If this comes within 10 feet of any fire or heat based technique, the needles will melt and disappear into nothingness.<br />
<br />
<br />
'''Yuki-onna Whirlwind'''<br />
<br />
'''Cost:''' 15+ chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Range:''' 40 feet<br />
<br />
You summon a whirlwind of ice and wind to surround a creature within range in a 10 foot radius around them. Creatures in the whirlwind must make a Constitution saving throw when this technique is used and at the start of the creatures turn when inside the whirlwind, taking 2d8 cold damage and 2d8 slashing and having their movement speeds reduced to 0 on a fail. On a success, their movement is halved and they take half damage.<br />
<br />
When creatures fails 2 saving throws in a row, ice begins to encapsulate them, making them {{5c|restrained}} for this jutsu's duration. They can use their action to make a Strength saving throw, no longer being {{5c|restrained}} on a success. If they are restrained and fail 2 saving throws from this jutsu in a row, they are {{5c|paralyzed}} for 1 hour, even if the technique ends, now frozen, encased in a layer of ice. Time spent next to a heat source counts for 60 times as much for the sake of ending the paralysis.<br />
<br />
This technique cancels out the basic scorch and basic fire style techniques due to the coldness and wind sapping any heat created. You must spend 3 chakra at the beginning of your turns to maintain this jutsu.<br />
<br />
<br />
'''Certain-Kill Ice Spears'''<br />
<br />
'''Cost:''' 24 chakra<br />
<br />
'''Range:''' 30 foot radius<br />
<br />
As an action, you create massive spikes of ice capable of crushing buildings. All creatures within range must attempt a Strength saving throw. On a failure, they take 2d8 + your Intelligence modifier cold damage and 2d8 piercing damage, are pushed out of this jutsu's range, and the area targeted by this jutsu becomes full cover with 13 AC and 15 hit points for every 5 ft. cubic area. This technique deals double damage to buildings and structures.<br />
<br />
<br />
'''*Ice Style Shadow Clone*'''<br />
<br />
'''Requirements:''' {{inpage|Ice Style}}, Shadow Clone<br />
<br />
'''Cost: 1 chakra'''<br />
<br />
When you create a shadow clone, you may imbue it with Ice Style chakra. When a creature successfully hits it with a melee weapon attack, they must succeed a Dexterity saving throw or take 1d4 cold damage. When it is destroyed by any means other than being dispelled, the creature that does so becomes {{5c|stunned}} until the beginning of their next turn. This also causes you to not regain the base chakra spent to create the clone.<br />
<br />
<br />
'''*Secret Technique: Winter Wonderland*'''<br />
<br />
'''Cost:''' 30 chakra<br />
<br />
'''Prerequisite:''' [[Naruto:_Shinobi_(5e_Class)#Yin_Style|Yin Style]]; Ice Style<br />
<br />
'''Duration:''' Concentration, 1 Minute<br />
<br />
'''Range:''' 30 foot radius<br />
<br />
Channeling your Ice Style with Genjutsu, you blend reality and fiction to a point it's near indistinguishable from each other as snow lightly falls. While this is active, you have immunity to cold damage and Ice Style jutsu, and resistance to fire damage. If hit with any cold damage, or damage from Ice Style or Water Style jutsu, you instead regain 1/2 of the damage in Hit Points. <br />
<br />
All creatures within range while this is active must make a Wisdom Saving Throw at the end of each of their turns, being affected by genjutsu until the end of their next turn. This genjutsu causes the creature to perceive the entirety of the area they see as "winter", taking 3d6 psychic damage at the end of each of their turns due to the supposed cold.<br />
<br />
Once per turn when you make an attack roll, you may make a clone out of the ice that makes the same attack against a creature under this genjutsu, dealing cold damage for all damage, with the clone disappearing after this effect ends.<br />
<br />
All creatures, besides the user and other Ice Style users, have their movement speed halved and the area is [[5e_SRD:Vision_and_Light|Heavily Obscured]].<br />
<br />
<br />
'''*Ice Style: Freezing Rasengan*'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you imbue your rasengan with Ice Style chakra. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier cold plus 3d10 force damage, and they must attempt a Strength saving throw as thick sheets of ice begin to cover their body. On a failure, they become {{5asc|frozen}}. They may retry this saving throw at the end of each of their turns, ending the effect on a success.<br />
<br />
----<br />
{{5e Classes Breadcrumb}} &rarr; [[Naruto: Shinobi (5e Class)]]<br />
<br />
{{5e Others Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Other]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Path_of_the_Assassin_(Shinobi_World_Supplement)&diff=1533285Path of the Assassin (Shinobi World Supplement)2021-11-07T03:27:43Z<p>SaucyMoonwalker: /* Silent Killing Jutsu */</p>
<hr />
<div>== Path of the Assassin ==<br />
<!--revised path of silence--><br />
A Shinobi capable of silent and efficient kills whilst being able to go undetected.<br />
<br />
====Silent Killing Jutsu====<br />
At 3rd level, you gain proficiency with Poisoner’s tools and the Deception skill. In addition, once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use your {{5a|dex}} modifier, and can not be a jutsu.<br />
<br />
This damage increases to 2d6 at level 6, 4d6 at level 12, and 6d6 at level 18.<br />
<br />
====Killing Intent====<br />
At 7th level, even the weight of your danger actively threatens the lives of your opponents. As an action, any creatures of your choice that can see or hear you must succeed a {{5e|Charisma}} saving throw or become {{5c|frightened}} of you for 1 minute. While frightened of you by any means, creatures must attempt a Charisma saving throw at the beginning of each of their turns. On a failure, your killing intent overtakes their reasoning and they must make 1 attack of their choice against themself. This does not consume their action. You may do this a number of times equal to half your {{5a|cha}} modifier (rounded up), regaining all uses at the end of a long rest.<br />
<br />
====Afterglow====<br />
At 10th, you've become masterful with your techniques to the point that you can assassinate with jutsu just as well as your weapons. If a creature has disadvantage on a jutsu's saving throw or you have advantage on a jutsu's attack roll, you may choose to deal {{inpage|Silent Killing Jutsu}}'s damage along with the jutsu's damage. This is still affected by the "once per turn" limit of Silent Killing Jutsu.<br />
<br />
====Vanish====<br />
At 15th level, you can't be tracked by non-magical means, unless you choose to leave a trail. In addition, while lightly obscured, you can expend 2 chakra as a bonus action to become invisible. You remain invisible until you are no longer lightly obscured, take the attack action, or cast a jutsu.<br />
<br />
====Alternate Feature: Demonic Shroud====<br />
At 15th level, your intent to kill manifests itself in the form of a demonic aura that envelopes your body, as a bonus action on your turn, you may activate your Demonic Shroud, granting you the following.<br />
<br />
*You gain a +2 bonus to your attack and damage rolls made with melee weapons and unarmed strikes.<br />
*When you have advantage on an attack roll against a creature and hit it, you may make one additional attack against the same creature as a part of your attack action, you may only do this once per turn.<br />
*When you drop to 0 Hit Points and are not killed outright, you may attack each creature in your reach once before you fall unconscious.<br />
*You may only use your action to attack or cast jutsu that deal damage, if you don't cause direct harm to a creature in this way, you take 5 points of psychic damage at the end of your turn.<br />
*Creatures under the effect of your {{inpage|Killing Intent}} gain disadvantage against saving throws to resist your jutsu.<br />
*This lasts for a number of rounds equal to your {{5a|cha}} modifier (Minimum of 1).<br />
*You may use this feature an equal amount of times to your {{5a|cha}} modifier (Minimum of 1), regaining all uses at the end of a long rest.<br />
<br />
====Blade Master====<br />
At 20th level, your skill in assassination is unmatched. You may wield any weapon with one hand, but if it has the two-handed property you can not wield another weapon or shield in your other hand. Your footsteps, breathing, heartbeat, and any other potentially perceivable ambient noises you would produce can no longer be heard.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}} &rarr; [[Naruto: Shinobi (5e Class)]]<br />
<br />
{{5e Others Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Other]]</div>SaucyMoonwalkerhttps://www.dandwiki.com/w/index.php?title=Earth_Titan_(5e_Race)&diff=1530367Earth Titan (5e Race)2021-10-30T22:39:40Z<p>SaucyMoonwalker: /* Earth Titan Traits */</p>
<hr />
<div>==Earth Titan==<br />
{{quote|1=<q>It is said that all beings were sculpted from blocks of clay and given life by the gods. Large excess lumps of clay came together in the earth and eventually formed the earth giants found today.</q>|orig=''Atlas, Historian of Candlekeep''}}<br />
{{5e Image|float:right|https://i.pinimg.com/564x/e4/b1/df/e4b1dfe9f3aaa2ba9347dd44b642bb9e.jpg|An Earth Titan Warrior}}<br />
===Physical Description===<br />
Titans resembled large, muscular humans who typically lacked facial hair, and were typically some of the most intelligent of giants. <br />
Earth titans are born to the earth, descending from the great Elder Titan druid, Omo. Towering over even the largest of [[Goliath_(5e_Race)|goliaths]], earth titans range from 15 to 20 feet tall with strong powerful bodies, and occasionally even baring patches of stoney skin, moss-like hair, or flora growing on them. As well as being physically impressive they are known for their deep connection to the primordial earth, which grants them the ability to naturally manipulate it in ways that others can only hope to attain through training and practice in the arcane. As such, this connection is said to be even greater than that of the {{5e|Dwarf|dwarves}} connection to metal and has been observed to be even greater within the Elemental Plane of Earth.<br />
<br />
===Society===<br />
The Titans were a proud and accomplished race, the predecessors and superiors to the giants that the world knows today. in the time before the reign of the dragons, the titans ruled over the material plane, much like humanity today, with thriving societies, full of culture. Following the fall of Ostoria however, titans were primarily found on planes other than the Prime Material, such as Arborea and Warrior's Rest, never to make contact with the multiverse again... Until you.<br />
<br />
===History===<br />
The titan race began with an individual by the name of Lanaxis, one of the mortal children of Annam All-Father and Othea.<br />
Around −31,500 DR, a titan thane named Omo was engaged in combat with Zhoukoudien, leader of the Batrachi. Omo ended up slaying him and inciting war between their people. The titans would come to dominate the batrachi in this war and, according to Abeiran scholars, it would lead the latter to perform a powerful summoning ritual that culminated in the Tearfall.<br />
When Annam founded the kingdom of Ostoria he ceded control of the plains to Lanaxis, who would found the dynasty of the titans, east of the Great Rift in the land of Eastern Shaar. The titans and storm giants would create some of Ostoria's greatest cities, featuring mechanical conveyances and galleries that would house artistic tributes to all giantkind.<br />
The eventual disappearance of titans on Abeir-Toril was a matter of speculation. According to one myth popularized by the book, History of the Last March of the Giants, the titans grew so arrogant that they challenged the gods. They in turn cursed their monarch with fascination and his subjects with absolute devotion to him. They then sent a star crashing down to the planet and through their nation, causing widespread catastrophes and leaving a huge valley that became the Sea of Fallen Stars.<br />
Being cursed with curiosity, the then-king of the titans chased after the star and his dutiful subjects followed suit. They chased it all the way to the Great Sea and then dove in after it, never to be seen again. Another myth claimed that after Lanaxis had poisoned his mother Othea and was cursed by her, his progeny fled to the plane of Arborea.<br />
<br />
=== Earth Titan Names===<br />
Earth titan names used a dialect that evolved into the giant tongue, thus are very similar. Typical titan names are as follows:<br />
<br />
'''Male:''' Arobor, Aegir, Alcyoneus, Argus, Athos, Auxvor, Balor, Baugi, Bergelmir, Bölthorn, Bress, Brontes, Corvir, Corriq, Cronus, Echion, Elatha, Enceladus, Eochaid, Epimetheus, Fachan, Fornjót, Geirröd, Geryon, Gillithar, Gymir, Hrungnir, Hymir, Jhalthius, Loxnil, Lussar, Kobor, Klytius, Lamithin, Menoetius, Orog, Ophion, Polyphemus, Oniev, Prometheus, Ravano, Storabor Steropes, Tethro, Ymir<br />
<br />
'''Female:''' Angrboda, Ada, Amesinir, Banii, Boraniya, Buarainech, Canitha, Cethlenn, Chimalmat, Cordiel, Dione, Eithine, Ériu, Ethniu, Fónla, Gaia, Gjála, Greip, Gridir, Gullveig, Hrodr, Járnsaxa, Laufey Lussir, Miellas, Mnemosyne, Olvir, Phoebe, Rhea, Rindr, Skadi, Tethys, Theia, Themis, Vesimir<br />
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===Earth Titan Traits===<br />
{{5e Racial Traits<br />
|summary=A close relative of the giants, They harness nature's innate resilience and are as strong as the mountains they move.<br />
|abilities=Your {{5a|str}} and {{5a|con}} score each increases by 1.<br />
|Giantkin= Your creature type is both giant and humanoid.<br />
|age= Earth titans are exceptionally long-lived compared to humans and notably more than other giants but far from immortal. These giants' deep connection to the earth reaches maturity at around 80 years old and have been recorded to live just under millennia.<br />
|alignment=Earth titans are naturally good, but due to the prudence they are dealt, they may become indifferent o even spiteful (neutral or evil).<br />
|size=A Titan's height usually ranges from about 15 feet to 20 feet tall, and usually weigh around a ton. Your size is Huge.<br />
|speed=Your base walking speed is 30.<br />
|trait2=Huge Frame<br />
|description2= Your large size and powerful muscles allow you to push further beyond what most creatures your size are capable of. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift, your jump height and distance is doubled, and you may carry creatures smaller than you as long as you are not encumbered by them. However, you require four times as much food and water per day as a normal creature your size, gaining a point of exhaustion if not well fed at the end of each day. Additionally, you have disadvantage on Dexterity saves and checks, as well as a -10 penalty to Stealth and Sleight of Hand checks.<br />
|trait3=Earthen Might<br />
|description3= You have advantage on Strength and Constitution checks and saves.<br />
|trait4=Unwieldy Form<br />
|description4= All armor and clothing you buy costs twice as much on average due to the increased size of garments required. Additionally, such apparel will rarely be in stock and often need to be custom made.<br />
|trait6=Unshakable<br />
|description6=Your Armor bonus uses your {{5a|con}} instead of your {{5a|dex}} modifier.<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common and Giant, and Primordial.<br />
}}<br />
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{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Large Size]] <br />
[[Category:Giant Type]] <br />
<!--[[Category:RaceSubtype Tag]]--></div>SaucyMoonwalker