https://www.dandwiki.com/w/api.php?action=feedcontributions&user=SirSprinkles&feedformat=atomD&D Wiki - User contributions [en]2024-03-28T17:26:46ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=5e_SRD:Chromatic_orb&diff=18260255e SRD:Chromatic orb2024-03-27T08:42:54Z<p>SirSprinkles: Changed redirect target from 5e SRD:Chromatic Orb to Chromatic Orb (5e Spell)</p>
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<div>#REDIRECT [[Chromatic Orb (5e Spell)]]</div>SirSprinkleshttps://www.dandwiki.com/w/index.php?title=5e_SRD_talk:Chromatic_Orb&diff=18260245e SRD talk:Chromatic Orb2024-03-27T08:42:19Z<p>SirSprinkles: </p>
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<div>The page is protected so this will have to do. Fozzy pointed it out over on [[5e SRD talk:Spells]] and I double-checked just now. - [[User talk:Guy|Guy]] 12:07, 26 March 2024 (MDT)<br />
:Done. [[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 02:42, 27 March 2024 (MDT)</div>SirSprinkleshttps://www.dandwiki.com/w/index.php?title=5e_SRD:Chromatic_Orb&diff=18260235e SRD:Chromatic Orb2024-03-27T08:41:57Z<p>SirSprinkles: Redirected page to Chromatic Orb (5e Spell)</p>
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<div>#redirect [[Chromatic Orb (5e Spell)]]</div>SirSprinkleshttps://www.dandwiki.com/w/index.php?title=Chromatic_Orb_(5e_Spell)&diff=1826022Chromatic Orb (5e Spell)2024-03-27T08:41:19Z<p>SirSprinkles: Removed redirect to 5e SRD:Chromatic Orb</p>
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<div>The ''chromatic orb'' spell is copyright Wizards of the Coast. It can be found on page 221 of the ''Player's Handbook''.<br />
<br />
<br />
[[Category:5e]]<br />
[[Category:Spell]]<br />
[[Category:Player's Handbook (5e)]]<br />
[[Category:Sorcerer 1]]<br />
[[Category:Wizard 1]]<br />
[[Category:Conjuration School]]</div>SirSprinkleshttps://www.dandwiki.com/w/index.php?title=Nun%27s_Habit_(5e_Equipment)&diff=1825673Nun's Habit (5e Equipment)2024-03-26T08:55:23Z<p>SirSprinkles: </p>
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<div>{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Nun's Habit<br />
|type=Wondrous item<br />
|rarity=common<br />
|tier=major<br />
|attunement=requires attunement by a {{5g|Cleric}} or {{5g|Paladin}}<br />
|description=A nun's habit is religious attire consisting of black and white robes with a veil. To most, it is no different than normal clothing. To the faithful, it provides divine protection.<br />
<br />
Even if not attuned, while wearing the habit you have {{5g|Advantage}} on {{5a|Cha}} ({{5s|Persuasion}}) checks made to influence those who belong to your religion or deity, or have reverence for such.<br />
<br />
While wearing the habit while you are attuned to it and you aren't wearing armor, you can use your {{5a|wis}} or {{5a|cha}} modifier in place of your {{5a|dex}} modifier when determining your {{5E|AC}}.<br />
}}<br />
|<br />
{{5e Image|float:right|<!--link to an image-->|<!--image caption-->}}<br />
|}<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Wondrous Items Breadcrumb}}<br />
[[Category:User]]</div>SirSprinkleshttps://www.dandwiki.com/w/index.php?title=Talk:Duality%26Dice_(5e_Campaign_Setting)&diff=1822424Talk:Duality&Dice (5e Campaign Setting)2024-03-17T09:33:59Z<p>SirSprinkles: SirSprinkles moved page D&D Wiki talk:Duality&Dice (5e Homebrew) to Talk:Duality&Dice (5e Campaign Setting) without leaving a redirect</p>
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<div>I cannot seem to find the "move tab" when viewing the page I have made. Is there any way you can help so I can fix my page? --[[User:Kreidegott|Kreidegott]] ([[User talk:Kreidegott|talk]]) 19:21, 16 March 2024 (MDT)</div>SirSprinkleshttps://www.dandwiki.com/w/index.php?title=Duality%26Dice_(5e_Campaign_Setting)&diff=1822423Duality&Dice (5e Campaign Setting)2024-03-17T09:33:59Z<p>SirSprinkles: SirSprinkles moved page D&D Wiki:Duality&Dice (5e Homebrew) to Duality&Dice (5e Campaign Setting) without leaving a redirect</p>
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<div>== Duality&Dice (5e Homebrew)(WIP)==<br />
A much harder and high stakes campaign setting than regular D&D, but the players get power to show for it. Based around an original world which is quite similar to the real world. Where people are blessed by gods for power to help fight against evil. The world of Duality awaits.<br />
<br />
Here are the various available new features within the new world of Duality.<br />
<br />
==== Classes ====<br />
There is only one available class within this world, you may ask your dm to use a regular D&D class however it is not recommended.<br />
<br />
* [[Awakened Duality Class (Duality&Dice 5e Homebrew)|Awakened Duality (Class)]]<br />
<br />
==== Backgrounds ====<br />
Backgrounds to really shape your character, you may ask you dm to use a regular D&D background however it is not reccomended.<br />
<br />
* [[Duality Backgrounds (Duality&Dice 5e Homebrew)|Duality Backgrounds List]]<br />
<br />
==== Divinities ====<br />
Power granted to your players at the start of their journey, granting them unique abilities at each level.<br />
<br />
* [[Divinities (Duality&Dice 5e Homebrew)|Divinity List]]<br />
<br />
==== Gadgets ====<br />
Feats are cool, but sometimes you want cool buffs without wasting an ASI, gadgets are purchasable mini feats that grant smaller buffs to the holder.<br />
<br />
* [[Gadgets (Duality&Dice 5e Homebrew)|Gadget List]]<br />
<br />
==== Divine Feats ====<br />
The available feats within this brand new world, you may ask your dm to use regular D&D feats however it is not recommended.<br />
<br />
* [[Divine Feats (Duality&Dice 5e Homebrew)|Divine Feat List]]<br />
<br />
==== Auxiliaries ====<br />
A brand new way to spice up combat, taking it to new heights.<br />
<br />
* [[Auxiliaries (Duality&Dice 5e Homebrew)|Auxiliary List]]<br />
<br />
==== Alchemy ====<br />
Special smaller abilities used at the consumption of Chalk<br />
<br />
* [[Alchemy Abilties (Duality&Dice 5e Homebrew)|Alchemy Abilties List]]<br />
<br />
==== Buffs&Debuffs ====<br />
All available buffs and debuffs and what they do.<br />
<br />
* [[Buffs&Debuffs (Duality&Dice 5e Homebrew)|Buffs&Debuffs List]]<br />
<br />
==== Agency Weapons ====<br />
Normal weapons just don't cut it, these are the best of the best for your players.<br />
<br />
* [[Agency Weapons (Duality&Dice 5e Homebrew)|Agency Weapons List]]<br />
<br />
==== Beastiary ====<br />
Different creatures available within the world<br />
<br />
* [[Duality Beastiary (Duality&Dice 5e Homebrew)|Duality Beastiary List]]</div>SirSprinkleshttps://www.dandwiki.com/w/index.php?title=Minor_Size_Change_(5e_Spell)&diff=1822422Minor Size Change (5e Spell)2024-03-17T09:32:17Z<p>SirSprinkles: SirSprinkles moved page Minor size change (5e Spell) to Minor Size Change (5e Spell) without leaving a redirect</p>
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<div>{{delete|20:49, 16 March 2024 (MDT)|Poor attempt to clone [[Enlarge/Reduce (5e Spell)]] as a cantrip}}<br />
{{5e Spell<br />
|name=Minor Size Change<br />
|school=Transmutation<br />
|lvl=cantrip<br />
|casttime=1 bônus action<br />
|range=Touch<br />
|comp=verbal and semantic<br />
|dur=Until you said it<br />
|summary=You change the size of a creature<br />
}}<br />
<br />
You touch a willing creature and can change its size, increasing or decreasing by a maximum of 5 feet, the creature can be chosen to a minimum of 5 inches<br />
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<vote type=1/><br />
----<br />
{{5e Artificer Spells Breadcrumb}}<br/><!--if this cannot be cast by Artificer, delete this entire line--><br />
{{5e Sorcerer Spells Breadcrumb}}<br/><!--if this cannot be cast by Sorcerer, delete this entire line--><br />
{{5e Wizard Spells Breadcrumb}}<!--if this cannot be cast by Wizard, delete this entire line--><br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Artificer 0]]<br />
[[Category:Sorcerer 0]]<br />
[[Category:Mage 0]]</div>SirSprinkleshttps://www.dandwiki.com/w/index.php?title=Battle_Mage_(5e_Subclass)&diff=1822421Battle Mage (5e Subclass)2024-03-17T09:31:24Z<p>SirSprinkles: stub</p>
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<div>{{stub|Is this a class or a subclass? 03:31, 17 March 2024 (MDT)}}<br />
==Battlemage==<br />
''Fighter subclass''<br />
<br />
There once was an unrivaled martial artist whose might and cunning in battle were without equal. One day, this fighter was approached by another warrior who challenged the martial artist to a duel. The martial artist accepted, only to be baffled by the warrior who ran from him and cast spells. After several minutes of fighting, the martial artist lost to the unnamed warrior and learned that even with unrivaled might and intellect, they could still lose to another. Soon afterwards, the martial artist pledged to focus on both magic and martial prowess, so they would never be outdone again. Henceforth, the people who followed this path became known as battlemages. These battlemages soon became known for crushing their foes with their might and slaughtering them with magic. Battlemages have since become a boon to have on the battlefield because of their versatility and reliability. <br />
[[File:Battlemage.png|1000px|frameless|center]]<br />
====Abjured Armor====<br />
At 1st level, you can use a bonus action to summon ethereal armor for 4 hours. While you are wearing no armor, your AC is 10 + {{5a|dex}} modifier + {{5a|int}} modifier. Once you use this feature, you can not use it again until you finish a long rest, or you may spend 1 battle point to reuse abjured armor.<br />
<br />
====Battle Points====<br />
Beginning at 1st level, you are trained in the use of battle magic and may spend battle points for different features. The Battle Points column on the Battlemage Table shows how many points you have at each level. In addition, you regain a number of battle points equal to your {{5a|int}} modifier(minimum 1) after you finish a short rest. You regain all your battle points when you finish a long rest.<br />
<br />
====Cantrips====<br />
At 1st level, you know two cantrips of your choice from the [[5e SRD:Sorcerer Spell List|sorcerer spell list]]. You learn additional battlemage cantrips of your choice at higher levels, as shown in the Cantrips Known column of The Battlemage table.<br />
<br />
====Spellcasting====<br />
At 2nd level, you have gained the ability to use arcane magic, and have learned how to bend it to your will. <br />
<br />
;Spell Slots<br />
The Battlemage Table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these battlemage 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:Magic_Missile|''magic missile'']] and have a 1st-level and a 2nd-level spell slot available, you can cast [[5e_SRD:Magic_Missile|''magic missile'']] using either slot.<br />
<br />
;Spells Known of 1st Level and Higher<br />
You know three 1st-level spells of your choice from the [[5e SRD:Sorcerer Spell List|sorcerer spell list]].<br />
<br />
The Spells Known column of the Battlemage Table shows when you learn more battlemage spells of your choice from the [[5e SRD:Sorcerer Spell List|sorcerer spell list]]. Each of these spells must of a level where 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 />
;Spellcasting Ability<br />
{{5a|int}} is your spellcasting ability for your battlemage spells, since the power of your magic relies on your intellect. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a battlemage spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a melee martial weapon as a spellcasting focus for your battlemage spells.<br />
<br />
====Spelled Blade====<br />
At 2nd level, battlemages can use an action to cast a spell at its lowest level into a melee weapon by spending a number of battle points equal to the spell level. A weapon can have a number of spells in it equal to half your {{5a|Int}} modifier(minimum 1) rounded up. When you hit a creature with a melee weapon attack, you may release a spell on your target (if the spell naturally requires a ranged attack when cast, you still are required to make a ranged attack roll). Only one spell may be released during an attack action.<br />
<br />
==== Ability Score Improvement ====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Elemental Slash====<br />
At 7th level, you have mastered the art of imbuing your weapon attacks with elemental magic. You may spend 5 battle points to add 3d6 fire, cold, or lightning damage to your attack. You can declare a use of elemental slash after the attack hits.<br />
<br />
====Quick Movement====<br />
At 11th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical terrain without being slowed by it and without taking damage from it if they have thorns, spines, or a similar hazard. You may also use 1 battle point to take the {{5e|Dash Action|dash}} or {{5e|Disengage Action|disengage}} action as a bonus action.<br />
<br />
====Reflexes====<br />
At 15th level, you become extremely hard to fight due to your unnatural speed. When a creature you can see or hear attacks you, you can use your reaction and 3 battle points to make attacks from that creature roll with disadvantage when attacking you. If the creature misses an attack against you, in the same reaction you can counter attack, making one melee attack against that creature. <br />
<br />
====Magic Mind====<br />
At 18th level, your mind has become quick and complicated and has become impenetrable to outside influence. You are now considered immune to the {{5c|charmed}} and {{5c|frightened}} conditions. You may also spend 1 battle point to gain advantage on a saving throw from enchantment or illusion spell before the outcome of a roll has been determined.<br />
<br />
====Forceful Strike====<br />
At 20th level, as an action, you may spend 10 battle points to make a melee attack infused with radiant energy against a creature. On hit, your attack deals an additional 5d10 force damage.<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Fighter]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>SirSprinkleshttps://www.dandwiki.com/w/index.php?title=5e_SRD:Locate_Creature&diff=18198525e SRD:Locate Creature2024-03-12T00:08:16Z<p>SirSprinkles: </p>
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<div>{{OGL Top}}<br />
<br />
{{5e SRD Spell<br />
|name=Locate Creature<br />
|school=divination<br />
|lvl=4th<br />
|casttime=1 action<br />
|range=Self<br />
|comp=V, S, M (a bit of fur from a bloodhound)<br />
|dur={{5E|Concentration}}, up to 1 hour<br />
|summary=You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you.<br />
}}<br />
<br />
Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.<br />
<br />
The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close&ndash;within 30 feet&ndash;at least once. If the creature you described or named is in a different form, such as being under the effects of a ''{{5g|polymorph}}'' spell, this spell doesn't locate the creature.<br />
<br />
This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.<br />
<br />
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{{5e SRD Spells Footer| &rarr; [[5e SRD:Bard Spell List|Bard Spell List]]<br/><br />
{{5e SRD Spells Breadcrumb}} &rarr; [[5e SRD:Cleric Spell List|Cleric Spell List]]<br/><br />
{{5e SRD Spells Breadcrumb}} &rarr; [[5e SRD:Druid Spell List|Druid Spell List]]<br/><br />
{{5e SRD Spells Breadcrumb}} &rarr; [[5e SRD:Paladin Spell List|Paladin Spell List]]<br/><br />
{{5e SRD Spells Breadcrumb}} &rarr; [[5e SRD:Ranger Spell List|Ranger Spell List]]<br/><br />
{{5e SRD Spells Breadcrumb}} &rarr; [[5e SRD:Wizard Spell List|Wizard Spell List]]}}<br />
[[Category:Wizard 4|{{BASEPAGENAME}}]]<br />
[[Category:Ranger 4|{{BASEPAGENAME}}]]<br />
[[Category:Paladin 4|{{BASEPAGENAME}}]]<br />
[[Category:Druid 4|{{BASEPAGENAME}}]]<br />
[[Category:Cleric 4|{{BASEPAGENAME}}]]<br />
[[Category:Bard 4|{{BASEPAGENAME}}]]<br />
[[Category:Divination School|{{BASEPAGENAME}}]]</div>SirSprinkleshttps://www.dandwiki.com/w/index.php?title=User_talk:Rondelle&diff=1819500User talk:Rondelle2024-03-10T10:09:17Z<p>SirSprinkles: Created page with "{{SUBST:Welcome Message|--~~~~}}"</p>
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<div><br />
== Welcome to D&D Wiki! == <br />
<br />
;Welcome!<br />
Hello Rondelle, and welcome to D&D Wiki! I hope you are enjoying D&D Wiki and have been finding the information here useful. Before you start contributing, we recommend you make sure your [[Special:Preferences|user preferences]] match your preferences.<br />
;Questions:<br />
If you have any questions about a specific page please ask it on that page's [[Help:Talk Pages|talk page]]. If you have a D&D-related question, you can ask it on [[DnD Discussion]]s. Everything relating to D&D Wiki's administration can be asked [[User talk:Admin|here]]. If you need to contact another user, please use their talk page.<br />
;Formatting<br />
Syntax can be very difficult, and if you need help a good place to start is [http://en.wikipedia.org/wiki/Help:Editing Help:Editing] on Wikipedia (or even their [http://en.wikipedia.org/wiki/Wikipedia:Introduction Introduction] page). This will explain basic wiki formatting and should provide quite a few useful links that explain more specific areas of wiki formatting. [[Help:Portal]] also provides detailed explanation of information important specifically to this community.<br />
;Community<br />
A strong and welcoming community exists on D&D Wiki, and I'm sure you will find us friendly. To enable the community to function, a number of [[Help:Behavioral Policy|policies]] are in effect. Most importantly, we follow and expect you to follow Wikipedia's guidelines on [http://en.wikipedia.org/wiki/Wikipedia:Civility civility] and [http://en.wikipedia.org/wiki/Wikipedia:Etiquette etiquette] when discussing anything. As most work has multiple authors, please do not delete content without following our [[Help:Improving, Reviewing, and Removing Templates|removal process]]. When posting a comment on a talk page, please ensure you sign your name with four tildes (<nowiki>~~~~</nowiki>) or by clicking on the signature icon ([[Image:Signature_icon.png]]). This will automatically produce your name and the date. I hope you come to enjoy D&D Wiki and the community. Welcome again, you are now a D&D Wikian. --[[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 04:09, 10 March 2024 (MDT)</div>SirSprinkleshttps://www.dandwiki.com/w/index.php?title=Distraught_Souls_(5e_Creature)&diff=1819436Distraught Souls (5e Creature)2024-03-10T03:28:21Z<p>SirSprinkles: </p>
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<div>==Distraught Souls==<br />
{{5e Creature<br />
|size=Large<br />
|type=undead<br />
|swarm=Small<br />
|alignment=chaotic evil<br />
|hd=4<br />
|speed=0 ft., fly 30 ft. (hover)<br />
|str=1<br />
|dex=16<br />
|con=12<br />
|int=8<br />
|wis=10<br />
|cha=12<br />
|deception=yes<br />
|intimidation=yes<br />
|perception=yes<br />
|di={{5g|Damage Rolls|poison}}; {{5g|Damage Rolls|bludgeoning}}, {{5g|Damage Rolls|piercing}}, and {{5g|Damage Rolls|slashing}} from nonmagical attacks<br />
|ci={{5c|Charmed}}, {{5c|Exhaustion}}, {{5c|Frightened}}, {{5c|Grappled}}, {{5c|Petrified}}, {{5c|Poisoned}}, {{5c|Prone}}, {{5c|Restrained}}<br />
|dr={{5g|Damage Rolls|psychic}}<br />
|darkvision=60<br />
|languages=the languages it knew in life<br />
|cr=3<br />
|proficiency=+2<br />
|features=<br />
{{5ect|swarm|Ethereal Sight}}<br />
<br />
{{5ect|swarm|Incorporeal Movement}}<br />
<br />
{{5ect|swarm|Swarm|Small soul}}<br />
<br />
|actions=<br />
'''''Screech.''''' The swarm emits a horrible screech in a 20-foot cone. Each creature in that area must make a {{5g|Saving Throws|DC}} 12 {{5a|wis}} {{5g|Saving Throw}}, taking 7 (2d6) {{5g|Damage Rolls|force}} damage on a failed save or half as much damage on a successful one.<br />
<br />
'''''Terrifying Swarm.''''' The swarm begins flying around a creature very quickly while they scream in despair. The creature must make a {{5g|Saving Throws|DC}} 12 {{5a|wis}} {{5g|Saving Throw}}. On a failed save, a creature takes 10 (4d4) {{5g|Damage Rolls|psychic}} damage and becomes {{5c|Frightened}} until the end of its next turn. On a successful save, a creature takes half as much damage and isn't {{5c|Frightened}}.<br />
<br />
|reactions=<br />
'''''Soul Shield.''''' In response to taking damage, the swarm reduces the damage taken by half.<br />
<br />
|description=<br />
The distraught souls were souls who could not reach the afterlife, for reasons such as regret, necromancy, or even pacts with evil deities. These souls kept wandering through the Astral Plane, until they found other unhappy souls who then merged with each other. As the fusing process continued, it formed a vortex of hate and sorrow, twisting each of them for decades while being bombarded by loneliness, despair, hatred, and pain. These feelings ate at what little remained of themselves, and their true selves were lost long ago. These vortexes eventually become a swarm of distraught souls.<br/><br />
The distraught souls appear as numerous glowing shapes that stick tightly together. Observers from afar may claim to occasionally see vaguely malformed, humanoid parts, but few can confirm. Anyone bold enough to approach the souls will be met with wild shrieking as the souls, swept into a frenzy, begin to attack whatever has disturbed them.<br />
<br />
{{5ect|distraught souls|Undead Nature}}<br />
|forest=yes<br />
|mountain=yes<br />
|underdark=yes<br />
|urban=yes<br />
}}<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Creatures Breadcrumb}}<br />
[[Category:User]]</div>SirSprinkleshttps://www.dandwiki.com/w/index.php?title=Way_of_the_Thrashing_Dragon_(5e_Subclass)&diff=1819434Way of the Thrashing Dragon (5e Subclass)2024-03-10T03:18:19Z<p>SirSprinkles: </p>
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<div>===Way of the Thrashing Dragon===<br />
__NOTOC__{{DnD Base Class Infobox<br />
|img=ThrashingDragonMonk.jpeg<br />
|imgsize=375px<br />
|imgcaption=''A half-elven monk of the thrashing dragon standing triumphant over his quarry''<br />
}}<br />
''Monk Subclass''<br />
<br />
While some {{5g|monk}}s expand their training to include conventional weapons, and others explore more philosophical or metaphysical outlooks on life, those who follow the Way of the Thrashing Dragon focus on mastering their physical bodies.<br />
<br />
Moved by a life-force too potent to be caged, these monks dance across the battlefield like restless serpents, unleashing the full potential of their ki upon their opponents. Like the dragons of old, they also study magic, allowing them to unravel the eldritch threads of the Great Tapestry from enchanted arms and armor only to then re-weave them into their own body, turning themselves into living weapons.<br />
<br />
As a general rule of thumb, Thrashing Dragons tend to be a messy and vulgar lot, indulging themselves with wild feasts and drunken orgies. Shunning society’s restrictions, they explore life’s lush infinities, as what is the point of mastering one's body if you do not put it to good use? Life is short, so enjoy it while it lasts!<br />
<br />
;The Art of War<br />
Beginning at 3rd level, you become proficient with the {{5s|Arcana}} skill and with {{5g|Tools|smith's tools}} if you are not already.<br />
<br />
You can use this training to sit in quiet meditation on a specific weapon, armor, or shield in your hands. This meditation takes 10 minutes, after which you make a DC 15 {{5a|int}} ({{5s|Arcana}}) check. If you are also proficient with the {{5s|History}} skill, you may apply your proficiency bonus to this check twice. If the check is successful, you not only learn the history and legend behind the item&mdash;if, indeed, there's one to be learned&mdash;but also any magical properties it possesses, just as if you had successfully cast an ''{{5g|identify}}'' spell. Once you use this feature, you cannot do so again until you finish a long rest.<br />
<br />
;Hardening Exercises<br />
At 3rd level, you learn special exercises and training techniques that harden your forelimbs, effectively turning them into living shields. This grants you a +1 bonus to {{5E|AC}}.<br />
<br />
As long as you are conscious and not otherwise incapacitated, you are treated as if you were wielding a shield, but only if doing so would be beneficial to you such as when taking advantage of the {{5h|Feat|Shield Master}} feat. This hardening has no impact on any of your monk features or other abilities that require you to be shieldless, and your hands remain free. This bonus does not stack with physical shields, or from similar bonuses such as those from ''{{5g|Bracers of Defense}}'' or a ''{{5g|shield}}'' spell; DM discretion applies.<br />
<br />
You also learn how to absorb the enchantment of magic shields, imbuing their magical properties into your hardened forelimbs. This requires a long rest in which you sit in quiet contemplation with the shield in your lap. This is considered light activity and takes two hours to complete. Upon completion, the enchantment is drained from the shield, imbuing its magical properties into your forelimbs. If the shield requires attunement, you must have also attuned to it beforehand, and it continues to take up one of your attunement slots after the ritual is complete. Aspects of a magic shield that are derived solely from its physical nature cannot be absorbed in this fashion. Examples include an ''{{5g|Animated Shield}}'' or ''{{5h|e|Shield of Throwing}}''. As always, DM discretion applies.<br />
<br />
You must have successfully used your Art of War feature to first identify the story and properties of the shield before you can perform this ritual, and you cannot absorb the magic of legendary items or artifacts into yourself.<br />
<br />
If you decide to perform this ritual on another shield at a later date, your current enchantment is released and attempts to return to its original vessel as long as it is still intact and on the same plane of existence as you are. If it is not or the enchantment cannot otherwise return to it, the enchantment is lost forever.<br />
<br />
;Flesh of Steel<br />
The exercises you learned at 3rd level have improved, extending to your entire body. Starting at 6th level, your {{5E|AC}} bonus improves to +3 and you are treated as if you were wearing light armor if doing so would be beneficial to you. At 11th level this improves to a +4 bonus and medium armor, and at 17th level it improves to a +5 bonus and heavy armor. As with your forelimbs, this does not interfere with any of your other monk features or abilities that require you to not be wearing armor, nor are you required to be proficient with any type of armor or shield.<br />
<br />
Your ability to absorb enchantments likewise improves, allowing you to transfer the properties of magic armor into your flesh. This works exactly as described under the Hardening Exercises feature above, with all the same conditions and limitations.<br />
<br />
;Fists of Iron<br />
Beginning at 11th level, you can now absorb the properties of magic weapons, transferring them into your unarmed strikes. This works exactly as described under the Hardening Exercises feature above, with all the same conditions and limitations, and these absorbed properties apply to all of your unarmed strikes.<br />
<br />
In addition, your unarmed strikes now gain both the Finesse and Heavy properties, but only when possessing them would allow you to benefit from other abilities reliant upon these properties. You are always considered wielding your unarmed strikes as a one-handed melee weapon if doing so is required to benefit from other abilities, such as certain feats or fighting styles.<br />
<br />
;The Dragon Ascendant<br />
At 17th level, you become an apex warrior. You gain the following abilities.<br />
<br />
*You gain one fighting style, choosing from the following options on the Fighter's list: Blind Fighting, Dueling, Interception, Protection, and Superior Technique.<br />
*Your unarmed strikes deal bludgeoning, piercing, or slashing damage, and you can choose which damage type to use with each individual attack you make. If you have absorbed an enchantment that allows for other damage types, your unarmed strikes deal both that damage type and your choice of one of these three options.<br />
*Your Flurry of Blows class feature no longer requires a bonus action to use. In addition, you gain a secondary ki pool equal to your {{5a|con}} modifier that can only be used to activate Flurry of Blows. Like your normal ki pool, you draw all expended ki back into yourself after a {{5g|Short Rest|short}} or {{5g|Long Rest}}.<br />
<br />
In addition, when you gain your 18th level, your Empty Body class feature is altered and becomes '''The Dance of the Thrashing Dragon'''. This allows you to duplicate the effects of the ''{{5g|foresight}}'' spell for 12 ki points without needing any material components. This replaces your ability to go invisible or cast ''{{5g|Astral Projection}}''. You can end this effect early if desired, but as long as it is in effect you do not recoup the 12 ki points spent to activate this power during a {{5g|Short Rest}}.<br />
<br />
<vote type =1/><br />
---- <br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
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<div>{{stub|Incomplete. See the [[5e Class Design Guide#Subclasses]] if you need help.}}<br />
===College of the Toréador===<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 />
''Bard Subclass''<br />
<br />
Not all Bards feel drawn to singing, storytelling or playing music with an instrument. There are those who have felt drawn to the art, or as some would say, the incredible performance and thrill of the dance with the Noble Bull! Many bards have felt the urge to throw themselves into the arena where they stand one on one with the noble and honorable beast whose horns have drawn such death it is nigh impossible to not fear for your very life! Often known as Matadors, Toréadors or Toreros, these bold Bards learn the art of the dance with the bull using their skills of tumbling, jumping and the use of True Strike to finish off this noble, honorable dance of Death.<br />
<br />
A common weapon used by Toréadors is the Banderilla and the cape is called capa de brega.<br />
<br />
;Tercio de Varas<br />
Upon entering the College of the Toréador at 3rd level, there begins the three stages of training. Tercio de Varas is the first of the three. Known as the “Lancing Third” Tercio de Varas teaches the bard to avoid danger while connecting with the bull. Through various acts of tumbling, jumping and diving around the noble beast the bard begins to perform the ritual “Dance of the Bull”. When using the {{5g|Dodge Action|Dodge}} action you add your {{5g|Proficiency Bonus}}. You may also substitute your {{5a|cha}} modifier on your {{5E|Armor Class}} instead of your {{5a|dex}} modifier if your {{5a|cha}} is a higher score.<br />
<br />
;Fighting Style<br />
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to {{5E|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 />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
;Thrown Weapon Fighting<br />
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.<br />
<br />
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
;Bonus Proficiencies<br />
Also at 3rd level, you gain one additional skill proficiency of your choice, and proficiency with medium armor and shields. The Toréador must always be quick to adapt and learn for their safety during their performance.<br />
<br />
;Furia del Toro<br />
Also at 3rd level, you can channel your bardic knowledge of combat and the experience of the Plaza del Toros into a ferocious rage. As a {{5g|Bonus Action}}, you can expend two uses of your Bardic Inspiration to enter an inspired rage or inspire an ally within 30 feet of you who can hear you. While raging, the target gains the following benefits if it isn't wearing heavy armor:<br />
<br />
*Choose between {{5a|str}} or {{5a|dex}}. You have {{5g|advantage}} on checks and {{5g|Saving Throws}} with the chosen ability.<br />
*When you make a melee weapon attack using the chosen ability, you gain a bonus to the damage roll equal to half your {{5g|Proficiency Bonus}}. <br />
*You have {{5g|Damage Resistance|resistance}} to bludgeoning, piercing, and slashing damage.<br />
<br />
Your rage lasts for 1 minute. It ends early if you are knocked {{5c|Unconscious}}. You can also end your rage on your turn as a {{5g|Bonus Action}}.<br />
<br />
;Tercio de Banderillas<br />
When you achieve 6th level of the College of the Toréador, you begin to learn the second of the three stages of training. Known as the “Barbing Third”, the toréador becomes a weapon of vicious accuracy and speed. When you hit a creature with fewer than one-third of its {{5g|Hit Points}} remaining you can take the maximum of your attack's damage die instead of rolling. You can use this ability a number of times equal to your {{5g|Proficiency Bonus}}, regaining all uses when you finish a {{5g|Long Rest}}.<br />
<br />
;Extra Attack<br />
Starting at 6th level, you can attack twice, instead of once, whenever you take the {{5g|Attack Action|Attack}} action on your turn. Moreover, should both of those attacks hit, you can use a {{5g|Bonus Action}} to rally one of your allies within 20 feet of you who can see and hear you, allowing them to use their {{5g|reaction}} to make one weapon attack. You can rally this way a number of times equal to your {{5g|Proficiency Bonus}}, regaining all uses when you finish a {{5g|Long Rest}}.<br />
<br />
;Burlar del Toro<br />
Also at 6th level, you can use a {{5g|Bonus Action}} on your turn to taunt a creature you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a {{5a|cha}} {{5g|Saving Throw}} against your spell save DC. On a failed save, the creature has {{5g|disadvantage}} on attack rolls made against targets other than you. The target automatically succeeds on the {{5g|Saving Throw}} if it is immune to being {{5c|Charmed}}. The toréador is a master of arrogance and beauty all in one action.<br />
<br />
;Tercio de Muerte<br />
When you achieve 14th level, you obtain the title Maestro or Maestra and learn the third stage, known as the “Third of Death.” After you cast a spell with your action on your turn, you can make a melee attack with your {{5g|Bonus Action}}. Additionally, if the spell you cast gives an enhancement to a melee attack or a melee weapon, you may add your {{5a|cha}} modifier to the attack's damage. As an example, casting ''{{5g|True Strike}}'' and then attacking with a rapier. The toréador is a master of the art of the killing strike, focusing their magic to enhance their killing performance.<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Bard]]</div>SirSprinkleshttps://www.dandwiki.com/w/index.php?title=College_of_the_Tor%C3%A9ador,_Variant_(5e_Subclass)&diff=1819421College of the Toréador, Variant (5e Subclass)2024-03-10T03:09:12Z<p>SirSprinkles: </p>
<hr />
<div>{{stub|Incomplete. See the [[5e Class Design Guide#Subclasses]] if you need help.}}<br />
===College of the Toréador===<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 />
''Bard Subclass''<br />
<br />
Not all Bards feel drawn to singing, storytelling or playing music with an instrument. There are those who have felt drawn to the art, or as some would say, the incredible performance and thrill of the dance with the Noble Bull! Many bards have felt the urge to throw themselves into the arena where they stand one on one with the noble and honorable beast whose horns have drawn such death it is nigh impossible to not fear for your very life! Often known as Matadors, Toréadors or Toreros, these bold Bards learn the art of the dance with the bull using their skills of tumbling, jumping and the use of True Strike to finish off this noble, honorable dance of Death.<br />
<br />
A common weapon used by Toréadors is the Banderilla and the cape is called capa de brega.<br />
<br />
;Tercio de Varas<br />
Upon entering the College of the Toréador at 3rd level, there begins the three stages of training. Tercio de Varas is the first of the three. Known as the “Lancing Third” Tercio de Varas teaches the bard to avoid danger while connecting with the bull. Through various acts of tumbling, jumping and diving around the noble beast the bard begins to perform the ritual “Dance of the Bull”. When using the {{5g|Dodge Action|Dodge}} action you add your {{5g|Proficiency Bonus}}. You may also substitute your {{5a|cha}} modifier on your {{5E|Armor Class}} instead of your {{5a|dex}} modifier if your {{5a|cha}} is a higher score.<br />
<br />
;Fighting Style<br />
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to {{5E|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 />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
;Thrown Weapon Fighting<br />
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.<br />
<br />
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
;Bonus Proficiencies<br />
Also at 3rd level, you gain one additional skill proficiency of your choice, and proficiency with medium armor and shields. The Toréador must always be quick to adapt and learn for their safety during their performance.<br />
<br />
;Furia del Toro<br />
Also at 3rd level, you can channel your bardic knowledge of combat and the experience of the Plaza del Toros into a ferocious rage. As a {{5g|Bonus Action}}, you can expend two uses of your Bardic Inspiration to enter an inspired rage or inspire an ally within 30 feet of you who can hear you. While raging, the target gains the following benefits if it isn't wearing heavy armor:<br />
<br />
*Choose between {{5a|str}} or {{5a|dex}}. You have {{5g|advantage}} on checks and {{5g|Saving Throws}} with the chosen ability.<br />
*When you make a melee weapon attack using the chosen ability, you gain a bonus to the damage roll equal to half your {{5g|Proficiency Bonus}}. <br />
*You have {{5g|Damage Resistance resistance}} to bludgeoning, piercing, and slashing damage.<br />
<br />
Your rage lasts for 1 minute. It ends early if you are knocked {{5c|Unconscious}}. You can also end your rage on your turn as a {{5g|Bonus Action}}.<br />
<br />
;Tercio de Banderillas<br />
When you achieve 6th level of the College of the Toréador, you begin to learn the second of the three stages of training. Known as the “Barbing Third”, the toréador becomes a weapon of vicious accuracy and speed. When you hit a creature with fewer than one-third of its {{5g|Hit Points}} remaining you can take the maximum of your attack's damage die instead of rolling. You can use this ability a number of times equal to your {{5g|Proficiency Bonus}}, regaining all uses when you finish a {{5g|Long Rest}}.<br />
<br />
;Extra Attack<br />
Starting at 6th level, you can attack twice, instead of once, whenever you take the {{5g|Attack Action|Attack}} action on your turn. Moreover, should both of those attacks hit, you can use a {{5g|Bonus Action}} to rally one of your allies within 20 feet of you who can see and hear you, allowing them to use their {{5g|reaction}} to make one weapon attack. You can rally this way a number of times equal to your {{5g|Proficiency Bonus}}, regaining all uses when you finish a {{5g|Long Rest}}.<br />
<br />
;Burlar del Toro<br />
Also at 6th level, you can use a {{5g|Bonus Action}} on your turn to taunt a creature you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a {{5a|cha}} {{5g|Saving Throw}} against your spell save DC. On a failed save, the creature has {{5g|disadvantage}} on attack rolls made against targets other than you. The target automatically succeeds on the {{5g|Saving Throw}} if it is immune to being {{5c|Charmed}}. The toréador is a master of arrogance and beauty all in one action.<br />
<br />
;Tercio de Muerte<br />
When you achieve 14th level, you obtain the title Maestro or Maestra and learn the third stage, known as the “Third of Death.” After you cast a spell with your action on your turn, you can make a melee attack with your {{5g|Bonus Action}}. Additionally, if the spell you cast gives an enhancement to a melee attack or a melee weapon, you may add your {{5a|cha}} modifier to the attack's damage. As an example, casting ''{{5g|True Strike}}'' and then attacking with a rapier. The toréador is a master of the art of the killing strike, focusing their magic to enhance their killing performance.<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Bard]]</div>SirSprinkleshttps://www.dandwiki.com/w/index.php?title=College_of_the_Tor%C3%A9ador,_Variant_(5e_Subclass)&diff=1819418College of the Toréador, Variant (5e Subclass)2024-03-10T02:55:57Z<p>SirSprinkles: </p>
<hr />
<div>==College of the Toréador==<br />
''Bard Subclass''<br />
<br />
Not all Bards feel drawn to singing, storytelling or playing music with an instrument. There are those who have felt drawn to the art- or dare we say- the incredible performance and thrill of the dance with the Noble Bull! Many Bards have felt the urge to throw themselves into the arena where they stand one on one with the noble and honorable beast whose horns have drawn such death it is nigh impossible to not fear for your very life! Often known as Matadors, Toréadors or Toreros, these bold Bards learn the art of the dance with the bull using their skills of tumbling, jumping and the use of True Strike to finish off this noble, honorable dance of Death.<br />
<br />
A common weapon used by Toréadors is the Banderilla and the cape is called capa de brega.<br />
<br />
;Tercio de Varas<br />
Upon entering the College of the Toréador at 3rd level, there begins the three stages of training. Tercio de Varas is the first of the three. Known as the “Lancing Third” Tercio de Varas teaches the bard to avoid danger while connecting with the bull. Through various acts of tumbling, jumping and diving around the noble beast the bard begins to perform the ritual “Dance of the Bull”. When using the {{5g|Dodge Action|Dodge}} action you add your {{5g|Proficiency Bonus}}. You may also substitute your {{5a|cha}} modifier on your {{5E|Armor Class}} instead of your {{5a|dex}} modifier if your {{5a|cha}} is a higher score.<br />
<br />
;Fighting Style<br />
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to {{5E|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 />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
;Thrown Weapon Fighting<br />
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.<br />
<br />
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
;Bonus Proficiencies<br />
Also at 3rd Level, you gain one additional skill proficiency of your choice. Proficiency with Medium armor and shields. The Toréador must always be quick to adapt and learn for their safety during their performance.<br />
<br />
;Furia del Toro<br />
Also at 3rd level, you can channel your bardic knowledge of combat and the experience of the Plaza del Toros into a ferocious rage. As a bonus action, you can expend two uses of your Bardic Inspiration to enter an inspired rage or inspire an ally within 30 feet of you who can hear you. While raging, the target gain the following benefits if it isn't wearing heavy armor:<br />
<br />
Choose between Strength or Dexterity. You have advantage on checks and saving throws with the chosen ability. When you make a melee weapon attack using the chosen ability, you gain a bonus to the damage roll equal to half your proficiency bonus. You have resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
Your rage lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your rage on your turn as a bonus action.<br />
<br />
;Tercio de Banderillas<br />
When you achieve 6th Level of the School of the Toréador, you begin to learn the second of the three stages of training. Known as the “Barbing Third”, the Toréador becomes a weapon of vicious accuracy and speed. When you hit a creature with less than one third of it's hit points you can take the maximum of your weapon's damage die instead or rolling. You can use this ability a number of times per day equal to your Proficiency modifier, regaining all uses on a long rest.<br />
<br />
;Extra Attack<br />
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, Should both of those attacks hit, you can rally one of your allies within 20 feet of you who can see and hear you as a part of a bonus action allowing them to use their reaction to make one weapon attack, you can rally this way a number of times equal to you proficiency modifier, regaining all uses on a long rest.<br />
<br />
;Burlar del Toro<br />
Also at 6th Level, the Toréador gains the Taunt ability as a bonus action. This action can be done with a simple word, the flip of the cape, the shake of the sword or simply dragging your foot across the dirt in a line right in front of you. The target must succeed on a Charisma DC check (Base 8 + the Toréador's Charisma Modifier and Proficiency Bonus) or be forced to engage the Toréador with the next combat turn. This is not a magical effect. The Toréador is a master of arrogance and beauty all in one action.<br />
<br />
;Tercio de Muerte<br />
When you achieve 14th Level, you obtain the title Maestro/Maestra and learn the third stage, known as the “Third of Death.” After you cast a spell with your action on your turn, you can make a melee attack on your bonus action. As an added bonus, if the spell you cast gives an enhancement to a melee attack or a melee weapon, you may add your Charisma bonus to the attack damage. As an example- casting True Strike and then with your bonus action you attack with your rapier. The Toréador is a master of the art of the killing strike, focusing their magic to enhance their killing performance.<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Bard]]</div>SirSprinkleshttps://www.dandwiki.com/w/index.php?title=College_of_the_Tor%C3%A9ador,_Variant_(5e_Subclass)&diff=1819416College of the Toréador, Variant (5e Subclass)2024-03-10T02:52:41Z<p>SirSprinkles: SirSprinkles moved page College of the Toréador Variant (5e Subclass) to College of the Toréador, Variant (5e Subclass) without leaving a redirect</p>
<hr />
<div>College of the Toréador (5e Subclass)<br />
== College of the Toréador ==<br />
<br />
Not all Bards feel drawn to singing, storytelling or playing music with an instrument. There are those who have felt drawn to the art- or dare we say- the incredible performance and thrill of the dance with the Noble Bull! Many Bards have felt the urge to throw themselves into the arena where they stand one on one with the noble and honorable beast whose horns have drawn such death it is nigh impossible to not fear for your very life! Often known as Matadors, Toréadors or Toreros, these bold Bards learn the art of the dance with the bull using their skills of tumbling, jumping and the use of True Strike to finish off this noble, honorable dance of Death.<br />
<br />
A common weapon used by Toréadors is the Banderilla. and the cape is called capa de brega.<br />
<br />
== Tercio de Varas ==<br />
Upon entering the School of the Toréador at 3rd Level, there begins the three stages of training. Tercio de Varas is the first of the three. Known as the “Lancing Third” Tercio de Varas teaches the Bard to avoid danger while connecting with the Bull. Through various acts of tumbling, jumping and diving around the Noble Beast the Bard begins to perform the ritual “Dance of the Bull”. When using your Dodge action you add your Proficiency bonus. You may also substitute your Charisma modifier on your Armor Class instead of your Dexterity modifier if your Charisma is a higher score.<br />
<br />
<br />
Fighting Style<br />
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
<br />
<br />
Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<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 />
<br />
Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
<br />
Thrown Weapon Fighting<br />
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.<br />
<br />
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.<br />
<br />
<br />
Two-Weapon Fighting<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
== Bonus Proficiencies ==<br />
Also at 3rd Level, you gain one additional skill proficiency of your choice. Proficiency with Medium armor and shields. The Toréador must always be quick to adapt and learn for their safety during their performance.<br />
<br />
== Furia del Toro ==<br />
Also at 3rd level, you can channel your bardic knowledge of combat and the experience of the Plaza del Toros into a ferocious rage. As a bonus action, you can expend two uses of your Bardic Inspiration to enter an inspired rage or inspire an ally within 30 feet of you who can hear you. While raging, the target gain the following benefits if it isn't wearing heavy armor:<br />
<br />
Choose between Strength or Dexterity. You have advantage on checks and saving throws with the chosen ability. When you make a melee weapon attack using the Chosen Ability, you gain a bonus to the damage roll equal to half your proficiency bonus. You have resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
Your rage lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your rage on your turn as a bonus action.<br />
<br />
== Tercio de Banderillas ==<br />
When you achieve 6th Level of the School of the Toréador, you begin to learn the second of the three stages of training. Known as the “Barbing Third”, the Toréador becomes a weapon of vicious accuracy and speed. When you hit a creature with less than one third of it's hit points you can take the maximum of your weapon's damage die instead or rolling. You can use this ability a number of times per day equal to your Proficiency modifier, regaining all uses on a long rest.<br />
<br />
== Extra Attack ==<br />
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, Should both of those attacks hit, you can rally one of your allies within 20 feet of you who can see and hear you as a part of a bonus action allowing them to use their reaction to make one weapon attack, you can rally this way a number of times equal to you proficiency modifier, regaining all uses on a long rest.<br />
<br />
== Burlar del Toro ==<br />
Also at 6th Level, the Toréador gains the Taunt ability as a bonus action. This action can be done with a simple word, the flip of the cape, the shake of the sword or simply dragging your foot across the dirt in a line right in front of you. The target must succeed on a Charisma DC check (Base 8 + the Toréador's Charisma Modifier and Proficiency Bonus) or be forced to engage the Toréador with the next combat turn. This is not a magical effect. The Toréador is a master of arrogance and beauty all in one action.<br />
<br />
== Tercio de Muerte ==<br />
When you achieve 14th Level, you obtain the title Maestro/Maestra and learn the third stage, known as the “Third of Death.” After you cast a spell with your action on your turn, you can make a melee attack on your bonus action. As an added bonus, if the spell you cast gives an enhancement to a melee attack or a melee weapon, you may add your Charisma bonus to the attack damage. As an example- casting True Strike and then with your bonus action you attack with your rapier. The Toréador is a master of the art of the killing strike, focusing their magic to enhance their killing performance.<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:<!--Class Name, e.g. Sorcerer-->]]<!--What class has this subclass?--></div>SirSprinkleshttps://www.dandwiki.com/w/index.php?title=Way_of_the_Elixir_(5e_Subclass)&diff=1819415Way of the Elixir (5e Subclass)2024-03-10T02:52:23Z<p>SirSprinkles: SirSprinkles moved page MySubclass to Way of the Elixir (5e Subclass) without leaving a redirect: Didn't include the correct identifier</p>
<hr />
<div>{{stub|Incomplete. See the [[5e Class Design Guide#Subclasses]] if you need help.}}<br />
===Way of the Elixir===<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|<!-- image link -->|<!-- name of the art, artists and a link to their page -->}}</div><br />
''Monk Subclass''<br />
<br />
Monks of the Way of the Elixir study the elements of creation and their magical properties in the pursuit of knowledge and power. Monks of this tradition believe that experimenting with the substances of the world around them can unlock secret powers within the world and themselves, and do so through the art of alchemy. Their elixirs can heal the ill and wounded, curse their foes with malign magic, and even control the elements. Some even incorporate the alchemical arts into their martial arts, throwing potions of harm and realigning substances in their very body for combative boons. Those that pursue the Way of the Elixir tend to be fascinated with divinity and Apotheosis, or simply desire knowledge and healing. <br />
<br />
;<!--Feature name--><br />
<!--Describe the feature, including what level the class gains it at--><br />
<!--Repeat as necessary!--><br />
<br />
<br />
'''Secrets of Alchemy''' <br />
<br />
When you choose this tradition at 3rd level, you gain proficiency in either the Arcana skill or the Medicine skill. You also gain proficiency with alchemist’s supplies.<br />
<br />
<br />
'''Alchemical Strike'''<br />
<br />
At 3rd level, you incorporate alchemy into your fighting style. With this feature, you gain a number of damaging potions equal to your Wisdom modifier. When you take the Attack action or make an unarmed strike, you can forgo one of the attacks or unarmed strikes to instead expend a damaging potion and throw it. When you do so, choose a target within 20 feet of you and make an unarmed attack against them, throwing or smashing the damaging potion against the target. On a hit, you deal either acid, cold, fire, lightning, necrotic, or poison damage (your choice of damage type) equal to your Martial Arts die plus your Proficiency bonus.<br />
<br />
You regain all damaging potions when you finish a long rest.<br />
<br />
Additionally, as a free action on your turn, you can spend a Ki point to reproduce a spent damaging potion.<br />
<br />
<br />
'''Secret Elixirs'''<br />
<br />
At 3rd level as well, you can create elixirs with mystical effects. During a long rest, you can use alchemist supplies to produce a number of secret elixirs equal to your Wisdom modifier (minimum of 2). When you do so, you choose the secret elixir’s effect from the list below. You must have at least one secret elixir effect from the Shadow Elixir list and one from the Bright Elixir list (keeping a balance of your secret elixirs). <br />
<br />
{| class="{{d20}}"<br />
|+ Secret Elixirs and Effects<br />
! Shadow Elixirs !! Bright Elixirs <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| '''''Venom''''' The affected creature must make a Constitution Saving throw, taking an amount of poison damage equal to a roll of your Martial Arts die on a failed save or half as much on a successful save. The affected creature also gains the poisoned condition for 1 minute on a failed save as well. || '''''Vitality''''' The affected creature regains hit points equal to two rolls of your Martial Arts die plus your Wisdom Modifier.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| '''''Slow''''' The affected creature must make a Wisdom Saving throw. On a failed save, the creature’s speed is halved and it gains a -2 to its AC and any Dexterity Saving throw it makes for 1 minute. On a successful save, the creature’s speed only decreases by 5 feet for 1 minute. || '''''Quicken''''' The affected creature can take the Dash or Disengage action as a bonus action, and the creature gains a +2 to its AC and any Dexterity Saving throw it makes for 1 minute.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| '''''Accused''''' The affected creature takes an additional amount of necrotic damage equal to a roll of your Martial Arts die once per round for 1 minute when hit with an attack. (You choose when the additional damage is dealt.) || '''''Fury''''' The affected creature gains a bonus to its damage rolls equal to your Wisdom modifier for one minute.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| '''''Flash''''' The affected creature must make a Wisdom Saving throw or become blinded and deafened for 1 minute. || '''''Luck''''' The affected creature gains three d4s which the affected creature can spend and add a d4 to an attack roll, skill check, or saving throw. All d4s are lost after 1 minute.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| '''''Weaken''''' The affected creature has any damage that it deals reduced by an amount equal to a roll of your Martial Arts die for 1 minute. Damage reduced in this way cannot be reduced below 1. || '''''Bolster''''' The affected creature gains a bonus to attack rolls and saving throws equal to your Wisdom modifier.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| '''''Fyre''''' The affected creature must make a Dexterity Saving throw, taking fire damage equal to 2 rolls of your Martial Arts die plus your Wisdom modifier on a failed save, or half as much on a successful save. Additionally, any creature within 5 feet of the affected creature must also make a Dexterity Saving throw, taking 1 roll of your Martial Arts die plus your Wisdom modifier worth of fire damage on a failed save, or half as much on a successful save. || '''''Transform''''' The affected creature has the spell Alter Self cast on it. The affected creature chooses what transformation from the spell. When cast in this way, there is no need to concentrate on the spell and it only last for 10 minute.<br />
|-<br />
| class="skill" colspan="3" |<br />
<br />
<br />
As an action, you can consume a secret elixir, and grant its effects to yourself or a target creature within 30 feet of you. If a secret elixir effect requires a Saving throw, the DC is equal to your Ki Save DC. Any creatures other than yourself that consumes a secret elixir does not gain any of its effects (only you know how to unlock an elixir’s secrets).<br />
Any secret elixirs created with this feature lasts until it is consumed or until the end of your next long rest.<br />
<br />
<br />
'''Transmutive Technique'''<br />
<br />
Starting at 6th level, you can change how you use your secret elixirs. Using your secret elixirs, you can use the following effects:<br />
<br />
'''''Adaptive Mixture''''' When you take either acid, cold, fire, lightning, necrotic, or poison damage, you can use your reaction to expend one of your secret elixirs and gain resistance to that damage type for 1 hour. This resistance applies before you take the triggering damage. <br />
<br />
'''''Secrets of Vitality''''' Before using a secret elixir with a bright elixir effect, you can choose to either have it have its original effect, or change the elixir’s effect to that of the Vitality effect. Alternatively, you can expend the elixir with the bright elixir effect to cast Lesser Restoration with a range of 30 feet.<br />
<br />
'''''Baleful Alchemy''''' When you hit a creature with your Alchemical Strike feature, you can expend a secret elixir with a shadow elixir effect to force the target creature to make a Constitution saving throw against your Ki Save DC, losing resistance to one of the following damage types for 1 minute on a failed save: acid, cold, fire, lightning, or poison damage. If the target creature has immunity to the chosen damage type, its immunity changes to resistance for 1 minute instead. A creature affected by Baleful Alchemy can repeat the saving throw at the start of its turn to end the effect early. <br />
<br />
<br />
'''Improved Alchemical Strike'''<br />
<br />
Starting at 11th level, you can replace any attack or unarmed strike with the use of a damaging potion from your Alchemical Strike feature, up to replacing four attacks with damaging potions.<br />
<br />
<br />
'''Balance of the Elixirs'''<br />
<br />
At 17th level, you learn how to balance, or imbalance, the very substance of creatures and your elixirs. When you hit a creature with an unarmed strike, you can spend 3 Ki point to cause the next Saving throw that that creature makes within the next hour to be at disadvantage. Alternatively, you may touch a creature and spend 3 ki points to have their next Saving throw made within an hour to be made at advantage.<br />
<br />
Additionally at 17th level, you may change the effect of one prepared secret elixir to another one from the table of Secret Elixir Effects (you don’t need to keep a balance of bright and shadow elixirs when doing so). Doing so costs a Ki point and a bonus action. Once you’ve changed an elixir using this feature, you can’t do so again until you’ve finished a long rest. <br />
<br />
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{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Monk]]<!--What class has this subclass?--></div>SirSprinkleshttps://www.dandwiki.com/w/index.php?title=5e_SRD:Thunderwave&diff=18194135e SRD:Thunderwave2024-03-10T02:46:58Z<p>SirSprinkles: </p>
<hr />
<div>{{OGL Top}}<br />
<br />
{{5e SRD Spell<br />
|name=Thunderwave<br />
|school=evocation<br />
|lvl=1st<br />
|casttime=1 action<br />
|range=Self (15-foot cube)<br />
|comp=V, S<br />
|dur=Instantaneous<br />
|summary=A wave of thunderous force sweeps out from you.<br />
}}<br />
<br />
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a {{5a|con}} {{5g|Saving Throw}}. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.<br />
<br />
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.<br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.<br />
<br />
<br />
{{5e SRD Spells Footer| &rarr; [[5e SRD:Bard Spell List|Bard Spell List]]<br/><br />
{{5e SRD Spells Breadcrumb}} &rarr; [[5e SRD:Druid Spell List|Druid Spell List]]<br/><br />
{{5e SRD Spells Breadcrumb}} &rarr; [[5e SRD:Sorcerer Spell List|Sorcerer Spell List]]<br/><br />
{{5e SRD Spells Breadcrumb}} &rarr; [[5e SRD:Wizard Spell List|Wizard Spell List]]}}<br />
[[Category:Wizard 1|{{BASEPAGENAME}}]]<br />
[[Category:Sorcerer 1|{{BASEPAGENAME}}]]<br />
[[Category:Druid 1|{{BASEPAGENAME}}]]<br />
[[Category:Bard 1|{{BASEPAGENAME}}]]<br />
[[Category:Evocation School|{{BASEPAGENAME}}]]</div>SirSprinkleshttps://www.dandwiki.com/w/index.php?title=Talk:Flame_Burst_(5e_Spell)&diff=1819203Talk:Flame Burst (5e Spell)2024-03-09T08:21:01Z<p>SirSprinkles: Created page with "Why does this spell use a {{5a|con}} {{5g|Saving Throw}}? Other spells with "sudden burst of fire" effects, such as ''{{5g|Burning Hands}}'' or ''{{5g|fireball}}'' use {{5a|de..."</p>
<hr />
<div>Why does this spell use a {{5a|con}} {{5g|Saving Throw}}? Other spells with "sudden burst of fire" effects, such as ''{{5g|Burning Hands}}'' or ''{{5g|fireball}}'' use {{5a|dex}}, representing getting out of the way of the flames. [[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 01:21, 9 March 2024 (MST)</div>SirSprinkleshttps://www.dandwiki.com/w/index.php?title=User_talk:Darkblade&diff=1819138User talk:Darkblade2024-03-09T00:27:18Z<p>SirSprinkles: Created page with "{{SUBST:Welcome Message|--~~~~}}"</p>
<hr />
<div><br />
== Welcome to D&D Wiki! == <br />
<br />
;Welcome!<br />
Hello Darkblade, and welcome to D&D Wiki! I hope you are enjoying D&D Wiki and have been finding the information here useful. Before you start contributing, we recommend you make sure your [[Special:Preferences|user preferences]] match your preferences.<br />
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Syntax can be very difficult, and if you need help a good place to start is [http://en.wikipedia.org/wiki/Help:Editing Help:Editing] on Wikipedia (or even their [http://en.wikipedia.org/wiki/Wikipedia:Introduction Introduction] page). This will explain basic wiki formatting and should provide quite a few useful links that explain more specific areas of wiki formatting. [[Help:Portal]] also provides detailed explanation of information important specifically to this community.<br />
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A strong and welcoming community exists on D&D Wiki, and I'm sure you will find us friendly. To enable the community to function, a number of [[Help:Behavioral Policy|policies]] are in effect. Most importantly, we follow and expect you to follow Wikipedia's guidelines on [http://en.wikipedia.org/wiki/Wikipedia:Civility civility] and [http://en.wikipedia.org/wiki/Wikipedia:Etiquette etiquette] when discussing anything. As most work has multiple authors, please do not delete content without following our [[Help:Improving, Reviewing, and Removing Templates|removal process]]. When posting a comment on a talk page, please ensure you sign your name with four tildes (<nowiki>~~~~</nowiki>) or by clicking on the signature icon ([[Image:Signature_icon.png]]). This will automatically produce your name and the date. I hope you come to enjoy D&D Wiki and the community. Welcome again, you are now a D&D Wikian. --[[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 17:27, 8 March 2024 (MST)</div>SirSprinkleshttps://www.dandwiki.com/w/index.php?title=Brambleknight_(5e_Subclass)&diff=1819133Brambleknight (5e Subclass)2024-03-08T23:24:53Z<p>SirSprinkles: </p>
<hr />
<div>===Brambleknight===<br />
''Fighter Subclass''<br />
<br />
In the heart of the ancient forests, where the canopy stretches wide and the roots delve deep, the Brambleknights stand vigilant. These unique warriors have forged a sacred pact with the natural world, blending martial prowess with the untamed essence of the wilderness. Clad in armor interwoven with living vines and wielding blades edged with thorns, the Brambleknights are the forest's sworn protectors. They draw their strength from the very earth, channeling the resilience of the oak and the cunning of the fox into their combat techniques.<br />
<br />
;Green Arsenal<br />
Starting at 3rd level, you can call upon the forest to arm you in battle. As a {{5g|Bonus Action}}, you can summon a weapon made of living wood and hardened sap. This weapon can be any simple or martial weapon that you are proficient with, and it lasts for 1 minute or until you dismiss it (no action required). While holding this weapon, you gain a +1 bonus to attack and damage rolls made with it, and the weapon is considered magical for the purpose of overcoming {{5g|Damage Resistance|resistance}} and immunity to nonmagical attacks and damage.<br />
<br />
Once you use this feature, you can't use it again until you finish a {{5g|Short Rest|short}} or {{5g|Long Rest}}.<br />
<br />
;Nature's Resilience<br />
At 3rd level, alongside your ability to summon weapons from the living essence of the forest, you gain the innate vitality and resilience of the wilds. Whenever you finish a {{5g|Short Rest|short}} or {{5g|Long Rest}}, your bond with nature imbues you with a protective vigor. You gain {{5g|Temporary Hit Points}} equal to your fighter level plus your {{5a|con}} modifier. These temporary hit points last until they are depleted or until you finish your next long rest.<br />
<br />
Additionally, while in natural surroundings (forests, jungles, groves, etc.), you have {{5g|advantage}} on {{5g|Saving Throws}} against being {{5c|Charmed}} or {{5c|Frightened}}, reflecting your deep harmony with the natural world and your resistance to being unnerved or swayed from your purpose.<br />
<br />
;Wildheart Endurance<br />
By 7th level, your symbiotic relationship with nature has enhanced your physical endurance and your ability to withstand harsh conditions. You gain {{5g|Damage Resistance|resistance}} to poison damage and {{5g|advantage}} on {{5g|Saving Throws}} made against poisons or diseases, reflecting your body's adaptation to the natural toxins and pathogens found in wild environments. Additionally, you can ignore {{5g|Difficult Terrain}} created by nonmagical plants and natural growth, moving through underbrush, vines, and similar obstacles without impediment.<br />
<br />
;Guardian of the Grove<br />
At 10th level, your protective nature expands, allowing you to shield your allies with the power of the forest. As a {{5g|reaction}} when an ally within 30 feet of you takes damage, you can summon a barrier of thick vines to absorb some of the impact. The ally gains {{5g|Damage Resistance|resistance}} to that instance of damage. You can use this feature a number of times equal to your {{5a|con}} modifier (minimum of once), and you regain all expended uses when you finish a {{5g|Long Rest}}.<br />
<br />
;Eyes of the Wild<br />
At 15th level, your senses attune to the rhythms and secrets of the natural world, granting you unparalleled perception. You gain proficiency in the {{5s|Perception}} skill if you don't already have it, and if you do, you can add double your {{5g|Proficiency Bonus}} to checks made with it. Additionally, you can cast the ''{{5g|Locate Creature}}'' spell once, without expending a spell slot, and you regain the ability to do so after finishing a {{5g|Long Rest}}. When you cast this spell, it doesn't require material components, and it can only locate creatures that are within or adjacent to natural terrain.<br />
<br />
;Verdant Avatar<br />
By 18th level, you have fully merged your essence with the primal energy of the forest, becoming a living embodiment of nature's wrath. As a {{5g|Bonus Action}}, you can transform into a Verdant Avatar for 1 minute. While in this form, you gain the following benefits:<br />
<br />
*Your size increases by one category, to a maximum of Huge.<br />
*You gain a +2 bonus to {{5E|AC}}.<br />
*Your attacks deal an additional 1d10 force damage.<br />
*You have {{5g|advantage}} on {{5a|str}} and {{5a|dex}} {{5g|Saving Throws}}.<br />
*You have {{5g|Damage Resistance|resistance}} to bludgeoning, piercing, and slashing damage from nonmagical attacks.<br />
*You can move through nonmagical {{5g|Difficult Terrain}} created by plants and natural growth without expending extra movement.<br />
*You can speak with plants at will.<br />
<br />
Once you use this feature, you can't use it again until you finish a {{5g|Long Rest}}.<br />
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{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Fighter]]</div>SirSprinkleshttps://www.dandwiki.com/w/index.php?title=Ungor_(5e_Creature)&diff=1819132Ungor (5e Creature)2024-03-08T23:18:24Z<p>SirSprinkles: </p>
<hr />
<div>{{stub|The description has been copied from somewhere else and needs to be improved. It doesn't even mention beastmen. 16:18, 8 March 2024 (MST)}}<br />
==Ungor==<br />
{{5e Creature<br />
|size=Medium<br />
|type=humanoid<br />
|race=beastman<br />
|alignment=neutral evil<br />
|shield=yes<br />
|hd=2<br />
|speed=50 ft.<br />
|str=14<br />
|dex=14<br />
|con=12<br />
|int=8<br />
|wis=8<br />
|cha=6<br />
|perception=yes<br />
|survival=yes<br />
|darkvision=60<br />
|languages=Dark Tongue<br />
|cr=1/2<br />
|proficiency=+2<br />
|features=<br />
{{5ect|ungor|Keen Smell}}<br />
<br />
{{5ect|ungor|Pack Tactics}}<br />
<br />
|actions=<br />
'''''Multiattack.''''' The ungor makes two attacks: one with its pike and one with its horns.<br />
<br />
'''''{{5E|Pike}}.''''' ''Melee Weapon Attack:'' +4 to hit, reach 10 ft., one target. ''Hit:'' 7 (1d10 + 2) piercing damage.<br />
<br />
'''''Horns.''''' ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 4 (1d4 + 2) piercing damage.<br />
<br />
|description=<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
Clanrats are the common warriors of the skaven clans, forming the bulk of any skaven army.<br/><br />
Mainly due to cowardice and lack of discipline, lone clanrats are not formidable opponents except when they are attacking a weakened or crippled enemy, preferably from the shadows. Banded together in large numbers, however, they are ferocious warriors, attacking without hesitation even against obviously superior enemies.<br/><br />
The clanrats do their part to ensure the skaven hierarchy is maintained, keeping down the class below them (namely the skaven slaves), while profusely humbling themselves before those of the ranks above them.<br />
|coastal=yes<br />
|forest=yes<br />
|grassland=yes<br />
|hill=yes<br />
|mountain=yes<br />
|swamp=yes<br />
}}<br />
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{{5e Creatures Breadcrumb}}<br />
[[Category:User]]{{Copyright Disclaimer|owner=Games Workshop|franchise=Warhammer}}</div>SirSprinkleshttps://www.dandwiki.com/w/index.php?title=Ungor_(5e_Creature)&diff=1819131Ungor (5e Creature)2024-03-08T23:16:34Z<p>SirSprinkles: SirSprinkles moved page Beastmen Ungor (5e Creature) to Ungor (5e Creature) without leaving a redirect</p>
<hr />
<div>==Ungor==<br />
{{5e Creature<br />
|size=Medium<br />
|type=humanoid<br />
|race=beastman<br />
|alignment=neutral evil<br />
|shield=yes<br />
|hd=2<br />
|speed=50 ft.<br />
|str=14<br />
|dex=14<br />
|con=12<br />
|int=8<br />
|wis=8<br />
|cha=6<br />
|perception=yes<br />
|survival=yes<br />
|darkvision=60<br />
|languages=Dark Tongue<br />
|cr=1/2<br />
|proficiency=+2<br />
|features=<br />
{{5ect|ungor|Keen Smell}}<br />
<br />
{{5ect|ungor|Pack Tactics}}<br />
<br />
|actions=<br />
'''''Multiattack.''''' The ungor makes two attacks: one with its pike and one with its horns.<br />
<br />
'''''{{5E|Pike}}.''''' ''Melee Weapon Attack:'' +4 to hit, reach 10 ft., one target. ''Hit:'' 7 (1d10 + 2) piercing damage.<br />
<br />
'''''Horns.''''' ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 4 (1d4 + 2) piercing damage.<br />
<br />
|description=<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
Clanrats are the common warriors of the skaven clans, forming the bulk of any skaven army.<br/><br />
Mainly due to cowardice and lack of discipline, lone clanrats are not formidable opponents except when they are attacking a weakened or crippled enemy, preferably from the shadows. Banded together in large numbers, however, they are ferocious warriors, attacking without hesitation even against obviously superior enemies.<br/><br />
The clanrats do their part to ensure the skaven hierarchy is maintained, keeping down the class below them (namely the skaven slaves), while profusely humbling themselves before those of the ranks above them.<br />
|coastal=yes<br />
|forest=yes<br />
|grassland=yes<br />
|hill=yes<br />
|mountain=yes<br />
|swamp=yes<br />
}}<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Creatures Breadcrumb}}<br />
[[Category:User]]{{Copyright Disclaimer|owner=Games Workshop|franchise=Warhammer}}</div>SirSprinkleshttps://www.dandwiki.com/w/index.php?title=Ungor_(5e_Creature)&diff=1819130Ungor (5e Creature)2024-03-08T23:16:23Z<p>SirSprinkles: </p>
<hr />
<div>==Ungor==<br />
{{5e Creature<br />
|size=Medium<br />
|type=humanoid<br />
|race=beastman<br />
|alignment=neutral evil<br />
|shield=yes<br />
|hd=2<br />
|speed=50 ft.<br />
|str=14<br />
|dex=14<br />
|con=12<br />
|int=8<br />
|wis=8<br />
|cha=6<br />
|perception=yes<br />
|survival=yes<br />
|darkvision=60<br />
|languages=Dark Tongue<br />
|cr=1/2<br />
|proficiency=+2<br />
|features=<br />
{{5ect|ungor|Keen Smell}}<br />
<br />
{{5ect|ungor|Pack Tactics}}<br />
<br />
|actions=<br />
'''''Multiattack.''''' The ungor makes two attacks: one with its pike and one with its horns.<br />
<br />
'''''{{5E|Pike}}.''''' ''Melee Weapon Attack:'' +4 to hit, reach 10 ft., one target. ''Hit:'' 7 (1d10 + 2) piercing damage.<br />
<br />
'''''Horns.''''' ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 4 (1d4 + 2) piercing damage.<br />
<br />
|description=<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
Clanrats are the common warriors of the skaven clans, forming the bulk of any skaven army.<br/><br />
Mainly due to cowardice and lack of discipline, lone clanrats are not formidable opponents except when they are attacking a weakened or crippled enemy, preferably from the shadows. Banded together in large numbers, however, they are ferocious warriors, attacking without hesitation even against obviously superior enemies.<br/><br />
The clanrats do their part to ensure the skaven hierarchy is maintained, keeping down the class below them (namely the skaven slaves), while profusely humbling themselves before those of the ranks above them.<br />
|coastal=yes<br />
|forest=yes<br />
|grassland=yes<br />
|hill=yes<br />
|mountain=yes<br />
|swamp=yes<br />
}}<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Creatures Breadcrumb}}<br />
[[Category:User]]{{Copyright Disclaimer|owner=Games Workshop|franchise=Warhammer}}</div>SirSprinkleshttps://www.dandwiki.com/w/index.php?title=Flame_Burst_(5e_Spell)&diff=1819129Flame Burst (5e Spell)2024-03-08T23:12:58Z<p>SirSprinkles: </p>
<hr />
<div>{{5e Spell<br />
|name=Flame Burst<br />
|school=Evocation<br />
|ritual=<br />
|lvl=1st<br />
|casttime=1 action<br />
|range=Self (10-foot radius)<br />
|comp=V, S<br />
|dur=Instantaneous<br />
|summary=Bouts of flame burst forth from your body as if trying to escape, damaging nearby enemies.<br />
}}<br />
<br />
Flames shoot out of your body as if trying to escape, reaching all creatures in a 10-foot radius. Each creature other than you in that area must make a {{5a|dex}} {{5g|Saving Throw}}. On a failed save, a creature takes 1d8 fire damage. On a successful save, a creature takes half as much damage.<br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.<br />
<br />
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{{5e Sorcerer Spells Breadcrumb}}<br/><!--if this cannot be cast by Sorcerer, delete this entire line--><br />
{{5e Warlock Spells Breadcrumb}}<br/><!--if this cannot be cast by Warlock, delete this entire line--><br />
{{5e Wizard Spells Breadcrumb}}<!--if this cannot be cast by Wizard, delete this entire line--><br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Artificer 1]]<br />
[[Category:Sorcerer 1]]<br />
[[Category:Warlock 1]]<br />
[[Category:Wizard 1]]</div>SirSprinkleshttps://www.dandwiki.com/w/index.php?title=Golden_Darknut_(5e_Creature)&diff=1819128Golden Darknut (5e Creature)2024-03-08T23:09:09Z<p>SirSprinkles: </p>
<hr />
<div>==Golden Darknut==<br />
{{5e Creature<br />
|size=Medium<br />
|type=humanoid<br />
|alignment=neutral evil<br />
|ac=19<br />
|armor={{5g|Plate (Armor)|plate (darknut armor)}}<br />
|hd=20<br />
|speed=30 ft.<br />
|str=28<br />
|dex=20<br />
|con=24<br />
|int=11<br />
|wis=13<br />
|cha=9<br />
|strsave=yes<br />
|dexsave=yes<br />
|consave=yes<br />
|acrobatics=yes<br />
|intimidation=yes<br />
|perception=yes<br />
|dr=radiant; bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine<br />
|languages=Common<br />
|cr=18<br />
|proficiency=+6<br />
|features=<br />
{{5ect|darknut|Improved Initiative}}<br />
<br />
'''''Legendary Resistance (1/Day).''''' If the darknut fails a {{5g|Saving Throw}}, it can choose to succeed instead.<br />
<br />
{{5ect|darknut|Powerful Attacks}}<br />
<br />
'''''Special Equipment.''''' The darknut wears [[Hyrule: Fighter (5e Class)#Darknut Armor|''darknut armour'']]. It has the following effects:<br />
* The darknut gains a +1 bonus to its {{5E|AC}}.<br />
* When the darknut takes bludgeoning, slashing, or piercing damage it can choose to lose 1 [[Hyrule (5e Campaign Setting)#Stamina Points|stamina point]] for every 2 {{5g|Hit Points}} it would have lost. If its stamina points are reduced to 0, any remaining damage is suffered as normal.<br />
* If a spell or magic effect specifically targets the darknut's armor (as opposed to it), it has {{5g|advantage}} on any {{5g|Saving Throw}} against that spell. If the spell does not allow a {{5g|Saving Throw}}, it is afforded a {{5a|con}} {{5g|Saving Throw}} to ignore the effect of the spell on its armor.<br />
* The darknut has {{5g|advantage}} on any {{5a|str}} ability check or {{5g|Saving Throw}} to avoid being knocked {{5c|Prone}} or moved against its will.<br />
<br />
'''''Lunge.''''' The darknut can increase the reach of its melee weapon by 5 feet for one attack by expending 1 [[Hyrule (5e Campaign Setting)#Stamina Points|stamina point]] when it makes that attack (included in the attack). It can use this feature to increase the provokable area of its {{5g|Opportunity Attack}}.<br />
<br />
'''''Darknut Deflection.''''' When the darknut is targeted by a ranged attack that isn't a [[Hyrule (5e Campaign Setting)#Called Shots|called shot]] or any {{5a|dex}} {{5g|Saving Throw}} against a spell or other harmful effect that targets only the darknut, it may spend 1 [[Hyrule (5e Campaign Setting)#Stamina Points|stamina point]] to impose {{5g|disadvantage}} on the attack roll or gain {{5g|advantage}} on its {{5g|Saving Throw}}. The darknut may use this ability as long as it is capable of using its {{5g|reaction}}.<br />
<br />
'''''Stamina Points.''''' The darknut has 70 [[Hyrule (5e Campaign Setting)#Stamina Points|stamina points]].<br />
<br />
|actions=<br />
'''''Multiattack.''''' The darknut makes three melee attacks.<br />
<br />
'''''{{5E|Greatsword}}.''' Melee Weapon Attack:'' +15 to hit, reach 5 ft. (10 ft. if the darknut lunges), one target. ''Hit:'' 16 (2d6 + 9) slashing damage.<br />
<br />
'''''Shield Bash.''' Melee Weapon Attack:'' +15 to hit, reach 5 ft. (10 ft. if the darknut lunges), one target. ''Hit:'' 14 (2d4 + 9) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 23 {{5a|str}} {{5g|Saving Throw}} or be knocked {{5c|Prone}}.<br />
<br />
|reactions=<br />
'''''Gleaming Dodge.''''' When attacked by a creature it can see, the darknut halves the damage it takes&mdash;unless the damage is necrotic.<br />
<br />
{{5ect|darknut|Parry|6}}<br />
<br />
'''''Punish.''''' When a creature within 5 feet of the darknut makes an attack against a target other than the darknut, it makes a melee weapon attack against the attacking creature.<br />
<br />
|legendary=<br />
{{Legendary Actions|name=darknut|actions=3}}<br />
<br />
'''Detect.''' The darknut makes a {{5a|wis}} ({{5s|Perception}}) check.<br/><br />
'''Withdraw.''' The darknut uses the {{5g|Disengage Action|Disengage}} action, and moves up to half its speed.<br/><br />
'''Attack (Costs 2 Actions).''' The darknut moves up to half its speed and makes a melee weapon attack.<br />
<br />
|description=<br />
<center><div class="externalimage-holder" style="width:60%">http://pm1.narvii.com/6469/734c99eb8ab34b144890c6f5a519b59f05514090_00.jpg<br/>[https://aminoapps.com/c/zelda/page/user/the-master-darknut/D8Gt_dfmqB2wk31Bv0G50Gjo3zjD77DU2 Source]</div></center><br />
<br />
A {{5h|c|Darknut}} warrior that has been gifted by the divine powers. They are even rarer than most of their class, and are often found in holy dungeons. Only the mightiest and most powerful can call a golden darknut their ally.<br />
}}<br />
<br />
==See also==<br />
* [[Darknut (5e Creature)|Darknut]], the class to which this creature belongs<br />
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{{5e Creatures Breadcrumb}}[[Category:User]]<br/><br />
{{Hyrule|Creature}}<br />
{{Copyright Disclaimer|franchise=The Legend of Zelda|owner=Nintendo}}</div>SirSprinkleshttps://www.dandwiki.com/w/index.php?title=Darknut_(5e_Creature)&diff=1819127Darknut (5e Creature)2024-03-08T23:08:43Z<p>SirSprinkles: </p>
<hr />
<div>==Darknut==<br />
{{5e Creature<br />
|size=Medium<br />
|type=humanoid<br />
|alignment=neutral evil<br />
|ac=19<br />
|armor={{5g|Plate (Armor)|plate (darknut armor)}}<br />
|hd=14<br />
|speed=25 ft.<br />
|str=22<br />
|dex=16<br />
|con=18<br />
|int=11<br />
|wis=13<br />
|cha=9<br />
|strsave=yes<br />
|consave=yes<br />
|intimidation=yes<br />
|dr=bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine<br />
|languages=Common<br />
|cr=11<br />
|proficiency=+4<br />
|features=<br />
'''''Special Equipment.''''' The darknut wears [[Hyrule: Fighter (5e Class)#Darknut Armor|''darknut armour'']]. It has the following effects:<br />
* The darknut gains a +1 bonus to its {{5E|AC}}.<br />
* When the darknut takes bludgeoning, slashing, or piercing damage it can choose to lose 1 [[Hyrule (5e Campaign Setting)#Stamina Points|stamina point]] for every 2 {{5g|Hit Points}} it would have lost. If its stamina points are reduced to 0, any remaining damage is suffered as normal.<br />
* If a spell or magic effect specifically targets the darknut's armor (as opposed to it), it has {{5g|advantage}} on any {{5g|Saving Throw}} against that spell. If the spell does not allow a {{5g|Saving Throw}}, it is afforded a {{5a|con}} {{5g|Saving Throw}} to ignore the effect of the spell on its armor.<br />
* The darknut has {{5g|advantage}} on any {{5a|str}} ability check or {{5g|Saving Throw}} to avoid being knocked {{5c|Prone}} or moved against its will.<br />
<br />
'''''Lunge.''''' The darknut can increase the reach of its melee weapon by 5 feet for one attack by expending 1 [[Hyrule (5e Campaign Setting)#Stamina Points|stamina point]] when it makes that attack (included in the attack). It can use this feature to increase the provokable area of its {{5g|Opportunity Attack}}.<br />
<br />
'''''Darknut Deflection.''''' When the darknut is targeted by a ranged attack that isn't a [[Hyrule (5e Campaign Setting)#Called Shots|called shot]] or any {{5a|dex}} {{5g|Saving Throw}} against a spell or other harmful effect that targets only the darknut, it may spend 1 [[Hyrule (5e Campaign Setting)#Stamina Points|stamina point]] to impose {{5g|disadvantage}} on the attack roll or gain {{5g|advantage}} on its {{5g|Saving Throw}}. The darknut may use this ability as long as it is capable of using its {{5g|reaction}}.<br />
<br />
'''''Stamina Points.''''' The darknut has 30 [[Hyrule (5e Campaign Setting)#Stamina Points|stamina points]].<br />
<br />
|actions=<br />
'''''Multiattack.''''' The darknut makes three melee attacks.<br />
<br />
'''''{{5E|Greatsword}}.''' Melee Weapon Attack:'' +10 to hit, reach 5 ft. (10 ft. if the darknut lunges), one target. ''Hit:'' 13 (2d6 + 6) slashing damage.<br />
<br />
'''''Shield Bash.''' Melee Weapon Attack:'' +10 to hit, reach 5 ft. (10 ft. if the darknut lunges), one target. ''Hit:'' 9 (1d4 + 6) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 18 {{5a|str}} {{5g|Saving Throw}} or be knocked {{5c|Prone}}.<br />
<br />
|reactions=<br />
{{5ect|darknut|Parry|4}}<br />
<br />
'''''Punish.''''' When a creature within 5 feet of the darknut makes an attack against a target other than the darknut, it makes a melee weapon attack against the attacking creature.<br />
<br />
|description=<br />
<center><div class="externalimage-holder" style="width:60%">https://ssb.wiki.gallery/images/thumb/a/a5/DarknutOrigin.png/1200px-DarknutOrigin.png<br/>[https://www.ssbwiki.com/Darknut Source]</div></center><br />
A heavily armored warrior that would make the best knights cower and flee. They are rare, and are often found in ancient dungeons. Some incredibly skilled spellcasters bolster their armies with darknuts in their most significant battles.<br />
}}<br />
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{{5e Creatures Breadcrumb}}[[Category:User]]<br/><br />
{{Hyrule|Creature}}<br />
{{Copyright Disclaimer|franchise=The Legend of Zelda|owner=Nintendo}}</div>SirSprinkleshttps://www.dandwiki.com/w/index.php?title=Hellfire_Chains_(5e_Spell)&diff=1819126Hellfire Chains (5e Spell)2024-03-08T23:07:40Z<p>SirSprinkles: </p>
<hr />
<div>{{5e Spell<br />
|name=Hellfire Chains<br />
|school=Conjuration<br />
|ritual=<br />
|lvl=4th<br />
|casttime=1 action<br />
|range=Self (30-foot cone)<br />
|comp=V, S, M (a chain link)<br />
|dur={{5E|Concentration}}, up to 1 minute<br />
|summary=Summon hellfire chains to restrain your foes.<br />
}}<br />
<br />
You extend your hand and summon hellfire chains from your palms. Each creature of your choice within a 30-foot cone must make a {{5a|dex}} {{5g|Saving Throw}} or become wrapped up in the chains. If wrapped up, the creature is {{5c|Restrained}} and takes 2d8 fire damage at the start of each of their turns. After taking the damage at the beginning of each of the creature's turns, they may make a {{5a|str}} {{5g|Saving Throw}}. On a successful save, the creature breaks out and the chains dissipate. On a failed save, the chains tighten around them, increasing the fire damage by 1d8 for their next turn, when they attempt to succeed the {{5g|Saving Throw}} again.<br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of 5th level or higher, the starting damage of the hellfire chains goes up by 1d8.<br />
<br />
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[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Artificer 4]]<br />
[[Category:Ranger 4]]<br />
[[Category:Sorcerer 4]]<br />
[[Category:Warlock 4]]</div>SirSprinkleshttps://www.dandwiki.com/w/index.php?title=Ring_of_Charismatic_Combat_(5e_Equipment)&diff=1819125Ring of Charismatic Combat (5e Equipment)2024-03-08T23:05:18Z<p>SirSprinkles: </p>
<hr />
<div><br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Ring of Charismatic Combat<br />
|type=Ring<br />
|rarity=rare<br />
|tier=major<br />
|attunement=requires attunement<br />
|description=Your {{5a|cha}} score is 19 while you wear this ring. It has no effect on you if your {{5a|cha}} is already 19 or higher.<br />
<br />
'''''Charismatic Combat.''''' When you make an attack roll that doesn't use your {{5a|cha}} while wearing this ring, you can add your {{5a|cha}} modifier to the attack roll.<br />
}}<br />
|<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!<!--link to an image--><br />
|-<br />
|<!--image caption--><br />
|}<br />
|}<br />
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{{5e Equipment Breadcrumb}} &rarr; [[5e Magical Rings|Magic Rings]]<br />
[[Category:User]]</div>SirSprinkleshttps://www.dandwiki.com/w/index.php?title=Ring_of_Charismatic_Combat_(5e_Equipment)&diff=1819124Ring of Charismatic Combat (5e Equipment)2024-03-08T23:01:57Z<p>SirSprinkles: SirSprinkles moved page Arcane Ring Of Charismatic combat(5e Equipment) to Ring of Charismatic Combat (5e Equipment) without leaving a redirect</p>
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<div><br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=<br />
|type=Ring<br />
|rarity=Uncommon<br />
|tier=<!--minor or major (XGtE p. 135) or leave this blank--><br />
|attunement=<!--put requires attunement or leave this blank--><br />
|description=While you're wearing this ring, your Charisma changes to 19 and you may add your charisma modifier to your attacks.<br />
<br />
<br />
<br />
<!--'''''Name of item property.''''' While you're wearing this ring, your Charisma increases by 2 and you may add it's modifier to your attacks.<br />
<br />
<br />
<br />
<!--Repeat as necessary--><br />
}}<br />
|<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!<!--link to an image--><br />
|-<br />
|<!--image caption--><br />
|}<br />
|}<br />
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{{5e Equipment Breadcrumb}} &rarr; [[5e Magical Rings|Magic Rings]]<br />
[[Category:User]]</div>SirSprinkleshttps://www.dandwiki.com/w/index.php?title=Power_Scaling_(3.5e_Feat)&diff=1819122Power Scaling (3.5e Feat)2024-03-08T22:41:30Z<p>SirSprinkles: SirSprinkles moved page Power Scaling(3.5e Feat) to Power Scaling (3.5e Feat) without leaving a redirect</p>
<hr />
<div>{{3.5e Feat<br />
|name=Power Scaling<br />
|types=General<br />
|summary=You possess the ability to finely control the intensity of your powers, allowing you to scale your abilities from 0% to 100%. Additionally, you can instinctively gauge the Challenge Rating of creatures weaker than you.<br />
|prereqs=None<br />
|benefit=You gain the following benefits:<br />
* As a swift action, you can adjust the intensity of your attacks, spells, and abilities, choosing a percentage between 0% and 100%. This percentage applies to all aspects of your abilities, such as damage, duration, or any other relevant effects.<br />
* Your precision in power scaling allows you to automatically discern the Challenge Rating of creatures weaker than you.<br />
}}<br />
<br />
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{{3.5e Feats Breadcrumb}} &rarr; [[3.5e <!-- subcategory --> Feats|<!-- subcategory --> Feats]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:General Feat]]<br />
[[Category:Special Feat]]</div>SirSprinkleshttps://www.dandwiki.com/w/index.php?title=Brambleknight_(5e_Subclass)&diff=1819121Brambleknight (5e Subclass)2024-03-08T22:40:30Z<p>SirSprinkles: </p>
<hr />
<div>===Brambleknight===<br />
''Fighter Subclass''<br />
<br />
In the heart of the ancient forests, where the canopy stretches wide and the roots delve deep, the Brambleknights stand vigilant. These unique warriors have forged a sacred pact with the natural world, blending martial prowess with the untamed essence of the wilderness. Clad in armor interwoven with living vines and wielding blades edged with thorns, the Brambleknights are the forest's sworn protectors. They draw their strength from the very earth, channeling the resilience of the oak and the cunning of the fox into their combat techniques.<br />
<br />
;Green Arsenal<br />
Starting at 3rd level, you can call upon the forest to arm you in battle. As a bonus action, you can summon a weapon made of living wood and hardened sap. This weapon can be any simple or martial weapon that you are proficient with, and it lasts for 1 minute or until you dismiss it (no action required). While holding this weapon, you gain a +1 bonus to attack and damage rolls made with it, and the weapon is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
Once you use this feature, you can't use it again until you finish a short or long rest.<br />
<br />
;Nature's Resilience<br />
At 3rd level, alongside your ability to summon weapons from the living essence of the forest, you gain the innate vitality and resilience of the wilds. Whenever you finish a short or long rest, your bond with nature imbues you with a protective vigor. You gain temporary hit points equal to your fighter level plus your Constitution modifier. These temporary hit points last until they are depleted or until you finish your next long rest.<br />
<br />
Additionally, while in natural surroundings (forests, jungles, groves, etc.), you have advantage on saving throws against being frightened or charmed, reflecting your deep harmony with the natural world and your resistance to being unnerved or swayed from your purpose.<br />
<br />
;Wildheart Endurance<br />
By 7th level, your symbiotic relationship with nature has enhanced your physical endurance and your ability to withstand harsh conditions. You gain resistance to poison and disease, reflecting your body's adaptation to the natural toxins and pathogens found in wild environments. Additionally, you can ignore difficult terrain created by nonmagical plants and natural growth, moving through underbrush, vines, and similar obstacles without impediment.<br />
<br />
;Guardian of the Grove<br />
At 10th level, your protective nature expands, allowing you to shield your allies with the power of the forest. As a reaction when an ally within 30 feet of you takes damage, you can summon a barrier of thick vines to absorb some of the impact. The ally gains resistance to that instance of damage, halving the damage they take. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.<br />
<br />
;Eyes of the Wild<br />
At 15th level, your senses attune to the rhythms and secrets of the natural world, granting you unparalleled perception. You gain proficiency in the Perception skill if you don't already have it, and if you do, you can add double your proficiency bonus to checks made with it. Additionally, you can cast the locate creature spell once, without expending a spell slot, and you regain the ability to do so after finishing a long rest. When you cast this spell, it doesn't require material components, and it can only locate creatures that are within or adjacent to natural terrain.<br />
<br />
;Verdant Avatar<br />
By 18th level, you have fully merged your essence with the primal energy of the forest, becoming a living embodiment of nature's wrath. As a bonus action, you can transform into a Verdant Avatar for 1 minute. While in this form, you gain the following benefits:<br />
<br />
*Your size increases by one category, to a maximum of Huge.<br />
*You gain a +2 bonus to AC.<br />
*Your attacks deal an additional 1d10 force damage.<br />
*You have advantage on Strength and Dexterity saving throws.<br />
*You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.<br />
*You can move through nonmagical difficult terrain created by plants and natural growth without expending extra movement.<br />
*You can speak with plants at will.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
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{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Fighter]]</div>SirSprinkleshttps://www.dandwiki.com/w/index.php?title=Category:Life_in_Adventure_franchise&diff=1819120Category:Life in Adventure franchise2024-03-08T22:38:02Z<p>SirSprinkles: </p>
<hr />
<div>{{Copyright Disclaimer<br />
|owner=Studio Wheel<br />
|franchise=Life in Adventure}}</div>SirSprinkleshttps://www.dandwiki.com/w/index.php?title=Omega_Sirona_(5e_Equipment)&diff=1819119Omega Sirona (5e Equipment)2024-03-08T22:36:44Z<p>SirSprinkles: </p>
<hr />
<div>{{wording|Magic items should use second person language (you and your). 17:54, 29 February 2024 (MST)}}<br />
{|<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|<!--link to an image-->|<!--image caption-->}}</div><br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Omega Sirona<br />
|type=Ring<br />
|subtype=<!--What weapons does this apply to, if any?--><br />
|rarity=artifact<br />
|attunement=requires attunement<br />
|description=This ring was created by a goddess to save the lives of heroes in combat. it looks like a gold ring with a line of rainbow gems going around the center which have "for those who do good". It was the goddess's last gift to the world before she was killed protecting it and all memory of her was lost, all memory but the ring. <br />
|properties=<br />
'''''Life Burst.''''' When you die the ring starts to glow violently and releases a burst of healing energy which revives the you Hero and it's allies healing them to full, restoring all charges or magic items that they have, and restoring spell slots and ability's. this leaves the ring shattered and broken but it magically floats on the attuned's finger.<br />
<br />
'''''Hero's Assistant.''''' Once life burst has activated the then will assist it's user in combat by releasing burst of radiant of energy that forces all enemies in a 300 foot sphere centered on the ring to make a dc 18 wisdom or take 10d4 radiant damage or half as much if they succeed and it will do this ever other turn of the attuned. <br />
<br />
'''''Sentient.''''' The ring is sentient has to remaining bits of its creators soul inside of it. Omega can understand all of the languages the wearer understands and the ring has a int score of 19, wis score of 20, and a cha score of 15. It's personality is shy and kind but the ring will only refer to it's self as Omega and it can't remember who created it. The ring prefers to be regarded as female. The ring knows what it's purpose is and will diligently do it, but it also learns to know who created it.<br />
<br />
'''''Goddess Departed.''''' Once the ring has activated life burst and hero's assistant and the combat that has triggered them has end the ring will prepare to depart to the Positive Energy Plane. The next time the Hero attuned to it takes a long rest they will have a dream of the goddess thanking them for protecting their child and tell them that the ring will be gone when they wake up but the ring will try to return to them.<br />
The ring will then end the attunement and teleport to the Positive Energy Plane and rest for 1 month if the hero is still alive when the ring is done resting and is still good or neutral it will teleport into the pocket of the hero. If the hero died while attuned to it or after the ring fully activated but before it left, the ring teleports to the Positive Energy Plane for one thousand years and will appear back in the Material Plane. if the hero died after the ring departed it will appear back on the Material Plane.<br />
|destroy=If an evil creature attunes to ''Omega Sirona'' the creature will take 10d10 radiant damage and the ring will explode in a 40-foot-radius sphere. Each creature within that area must make a DC 20 {{5a|dex}} {{5g|Saving Throw}}, taking 10d10 radiant damage on a failed save or half as much damage on a successful one. Good or neutral aligned creatures automatically succeed on the {{5g|Saving Throw}}.<br />
|random=yes<br />
|minben=3<br />
|majben=2<br />
|mindet=<br />
|majdet=<br />
}}<br />
|}<br />
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{{5e Equipment Breadcrumb}} &rarr; [[5e Artifacts|Artifacts]][[Category:User]]</div>SirSprinkleshttps://www.dandwiki.com/w/index.php?title=User_talk:JaDeetle07&diff=1819118User talk:JaDeetle072024-03-08T22:34:11Z<p>SirSprinkles: Created page with "{{SUBST:Welcome Message|--~~~~}}"</p>
<hr />
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A strong and welcoming community exists on D&D Wiki, and I'm sure you will find us friendly. To enable the community to function, a number of [[Help:Behavioral Policy|policies]] are in effect. Most importantly, we follow and expect you to follow Wikipedia's guidelines on [http://en.wikipedia.org/wiki/Wikipedia:Civility civility] and [http://en.wikipedia.org/wiki/Wikipedia:Etiquette etiquette] when discussing anything. As most work has multiple authors, please do not delete content without following our [[Help:Improving, Reviewing, and Removing Templates|removal process]]. When posting a comment on a talk page, please ensure you sign your name with four tildes (<nowiki>~~~~</nowiki>) or by clicking on the signature icon ([[Image:Signature_icon.png]]). This will automatically produce your name and the date. I hope you come to enjoy D&D Wiki and the community. Welcome again, you are now a D&D Wikian. --[[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 15:34, 8 March 2024 (MST)</div>SirSprinkleshttps://www.dandwiki.com/w/index.php?title=User_talk:Telumbric&diff=1819117User talk:Telumbric2024-03-08T22:34:08Z<p>SirSprinkles: Created page with "{{SUBST:Welcome Message|--~~~~}}"</p>
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Hello Telumbric, and welcome to D&D Wiki! I hope you are enjoying D&D Wiki and have been finding the information here useful. Before you start contributing, we recommend you make sure your [[Special:Preferences|user preferences]] match your preferences.<br />
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If you have any questions about a specific page please ask it on that page's [[Help:Talk Pages|talk page]]. If you have a D&D-related question, you can ask it on [[DnD Discussion]]s. Everything relating to D&D Wiki's administration can be asked [[User talk:Admin|here]]. If you need to contact another user, please use their talk page.<br />
;Formatting<br />
Syntax can be very difficult, and if you need help a good place to start is [http://en.wikipedia.org/wiki/Help:Editing Help:Editing] on Wikipedia (or even their [http://en.wikipedia.org/wiki/Wikipedia:Introduction Introduction] page). This will explain basic wiki formatting and should provide quite a few useful links that explain more specific areas of wiki formatting. [[Help:Portal]] also provides detailed explanation of information important specifically to this community.<br />
;Community<br />
A strong and welcoming community exists on D&D Wiki, and I'm sure you will find us friendly. To enable the community to function, a number of [[Help:Behavioral Policy|policies]] are in effect. Most importantly, we follow and expect you to follow Wikipedia's guidelines on [http://en.wikipedia.org/wiki/Wikipedia:Civility civility] and [http://en.wikipedia.org/wiki/Wikipedia:Etiquette etiquette] when discussing anything. As most work has multiple authors, please do not delete content without following our [[Help:Improving, Reviewing, and Removing Templates|removal process]]. When posting a comment on a talk page, please ensure you sign your name with four tildes (<nowiki>~~~~</nowiki>) or by clicking on the signature icon ([[Image:Signature_icon.png]]). This will automatically produce your name and the date. I hope you come to enjoy D&D Wiki and the community. Welcome again, you are now a D&D Wikian. --[[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 15:34, 8 March 2024 (MST)</div>SirSprinkleshttps://www.dandwiki.com/w/index.php?title=User_talk:Joli_Rencher&diff=1819116User talk:Joli Rencher2024-03-08T22:34:04Z<p>SirSprinkles: Created page with "{{SUBST:Welcome Message|--~~~~}}"</p>
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== Welcome to D&D Wiki! == <br />
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;Welcome!<br />
Hello Joli Rencher, and welcome to D&D Wiki! I hope you are enjoying D&D Wiki and have been finding the information here useful. Before you start contributing, we recommend you make sure your [[Special:Preferences|user preferences]] match your preferences.<br />
;Questions:<br />
If you have any questions about a specific page please ask it on that page's [[Help:Talk Pages|talk page]]. If you have a D&D-related question, you can ask it on [[DnD Discussion]]s. Everything relating to D&D Wiki's administration can be asked [[User talk:Admin|here]]. If you need to contact another user, please use their talk page.<br />
;Formatting<br />
Syntax can be very difficult, and if you need help a good place to start is [http://en.wikipedia.org/wiki/Help:Editing Help:Editing] on Wikipedia (or even their [http://en.wikipedia.org/wiki/Wikipedia:Introduction Introduction] page). This will explain basic wiki formatting and should provide quite a few useful links that explain more specific areas of wiki formatting. [[Help:Portal]] also provides detailed explanation of information important specifically to this community.<br />
;Community<br />
A strong and welcoming community exists on D&D Wiki, and I'm sure you will find us friendly. To enable the community to function, a number of [[Help:Behavioral Policy|policies]] are in effect. Most importantly, we follow and expect you to follow Wikipedia's guidelines on [http://en.wikipedia.org/wiki/Wikipedia:Civility civility] and [http://en.wikipedia.org/wiki/Wikipedia:Etiquette etiquette] when discussing anything. As most work has multiple authors, please do not delete content without following our [[Help:Improving, Reviewing, and Removing Templates|removal process]]. When posting a comment on a talk page, please ensure you sign your name with four tildes (<nowiki>~~~~</nowiki>) or by clicking on the signature icon ([[Image:Signature_icon.png]]). This will automatically produce your name and the date. I hope you come to enjoy D&D Wiki and the community. Welcome again, you are now a D&D Wikian. --[[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 15:34, 8 March 2024 (MST)</div>SirSprinkleshttps://www.dandwiki.com/w/index.php?title=User_talk:ShadowBlade&diff=1819115User talk:ShadowBlade2024-03-08T22:34:00Z<p>SirSprinkles: Created page with "{{SUBST:Welcome Message|--~~~~}}"</p>
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== Welcome to D&D Wiki! == <br />
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;Welcome!<br />
Hello ShadowBlade, and welcome to D&D Wiki! I hope you are enjoying D&D Wiki and have been finding the information here useful. Before you start contributing, we recommend you make sure your [[Special:Preferences|user preferences]] match your preferences.<br />
;Questions:<br />
If you have any questions about a specific page please ask it on that page's [[Help:Talk Pages|talk page]]. If you have a D&D-related question, you can ask it on [[DnD Discussion]]s. Everything relating to D&D Wiki's administration can be asked [[User talk:Admin|here]]. If you need to contact another user, please use their talk page.<br />
;Formatting<br />
Syntax can be very difficult, and if you need help a good place to start is [http://en.wikipedia.org/wiki/Help:Editing Help:Editing] on Wikipedia (or even their [http://en.wikipedia.org/wiki/Wikipedia:Introduction Introduction] page). This will explain basic wiki formatting and should provide quite a few useful links that explain more specific areas of wiki formatting. [[Help:Portal]] also provides detailed explanation of information important specifically to this community.<br />
;Community<br />
A strong and welcoming community exists on D&D Wiki, and I'm sure you will find us friendly. To enable the community to function, a number of [[Help:Behavioral Policy|policies]] are in effect. Most importantly, we follow and expect you to follow Wikipedia's guidelines on [http://en.wikipedia.org/wiki/Wikipedia:Civility civility] and [http://en.wikipedia.org/wiki/Wikipedia:Etiquette etiquette] when discussing anything. As most work has multiple authors, please do not delete content without following our [[Help:Improving, Reviewing, and Removing Templates|removal process]]. When posting a comment on a talk page, please ensure you sign your name with four tildes (<nowiki>~~~~</nowiki>) or by clicking on the signature icon ([[Image:Signature_icon.png]]). This will automatically produce your name and the date. I hope you come to enjoy D&D Wiki and the community. Welcome again, you are now a D&D Wikian. --[[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 15:34, 8 March 2024 (MST)</div>SirSprinkleshttps://www.dandwiki.com/w/index.php?title=User_talk:GalaxySlime9689&diff=1819114User talk:GalaxySlime96892024-03-08T22:33:56Z<p>SirSprinkles: Created page with "{{SUBST:Welcome Message|--~~~~}}"</p>
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== Welcome to D&D Wiki! == <br />
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;Welcome!<br />
Hello GalaxySlime9689, and welcome to D&D Wiki! I hope you are enjoying D&D Wiki and have been finding the information here useful. Before you start contributing, we recommend you make sure your [[Special:Preferences|user preferences]] match your preferences.<br />
;Questions:<br />
If you have any questions about a specific page please ask it on that page's [[Help:Talk Pages|talk page]]. If you have a D&D-related question, you can ask it on [[DnD Discussion]]s. Everything relating to D&D Wiki's administration can be asked [[User talk:Admin|here]]. If you need to contact another user, please use their talk page.<br />
;Formatting<br />
Syntax can be very difficult, and if you need help a good place to start is [http://en.wikipedia.org/wiki/Help:Editing Help:Editing] on Wikipedia (or even their [http://en.wikipedia.org/wiki/Wikipedia:Introduction Introduction] page). This will explain basic wiki formatting and should provide quite a few useful links that explain more specific areas of wiki formatting. [[Help:Portal]] also provides detailed explanation of information important specifically to this community.<br />
;Community<br />
A strong and welcoming community exists on D&D Wiki, and I'm sure you will find us friendly. To enable the community to function, a number of [[Help:Behavioral Policy|policies]] are in effect. Most importantly, we follow and expect you to follow Wikipedia's guidelines on [http://en.wikipedia.org/wiki/Wikipedia:Civility civility] and [http://en.wikipedia.org/wiki/Wikipedia:Etiquette etiquette] when discussing anything. As most work has multiple authors, please do not delete content without following our [[Help:Improving, Reviewing, and Removing Templates|removal process]]. When posting a comment on a talk page, please ensure you sign your name with four tildes (<nowiki>~~~~</nowiki>) or by clicking on the signature icon ([[Image:Signature_icon.png]]). This will automatically produce your name and the date. I hope you come to enjoy D&D Wiki and the community. Welcome again, you are now a D&D Wikian. --[[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 15:33, 8 March 2024 (MST)</div>SirSprinkles