https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Wixoss&feedformat=atomD&D Wiki - User contributions [en]2024-03-28T12:15:15ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Warpriest_(5e_Class)&diff=1110195Warpriest (5e Class)2018-12-02T09:04:06Z<p>Wixoss: /* Aspect of War */</p>
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<div><br />
<br />
<br />
<br />
<!--Introduction--><br />
<br />
=== The Warpriest ===<br />
<br />
A fierce divine warrior capable of taking the front lines and is able to manipulate radiant energy with positive or negative elements.<br />
<br />
<br />
<br />
;Quick Build<br />
You can make a Warpriest quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength. Second, choose the Folk Hero background. Third, choose the Sacred Flame Cantrip; and Athletics, Persuasion and Survival Skills.<br />
<br />
{{5e Class Features<br />
|name=Warpriest<br />
|summary=A divine warrior that manipulates radiant energy to assist friends or harm foes.<br />
|hd=10<br />
|spellcasting=half<br />
|armor= Shields, Medium armor & Heavy armor<br />
|weapons= all simple weapons<br />
|tools= Healer's kit or Adventure's kit<br />
|saves= Wisdom & Strength<br />
|skills= Choose 3 from: Animal Handling, Athletics, History, Insight, Investigation, Nature, Perception, Persuasion, Religion, and Survival.<br />
|item1a=Lance<br />
|item1b=Mace<br />
|item1c=<br />
|item2a=Shield<br />
|item2b=<br />
|item2c=<br />
|item3a=Mail armor<br />
|item3b=<br />
|item3c=<br />
|item4a=Healer's Kit<br />
|item4b=Adventure's Kit<br />
|item4c=<br />
|wealth=5d6 + 10<br />
<br />
|classfeatures1={{inpage|Spellcasting,}} {{inpage|Fervor}}<br />
|classfeatures2={{inpage|Sacred Weapon}} <br />
|classfeatures3={{inpage|Warpriest Aspects}}<br />
|classfeatures4=<!--Lather, Rinse, Repeat--><br />
|classfeatures5=Extra Attack <br />
|classfeatures6={{inpage|Sacred Pulse}}<br />
|classfeatures7=Warpriest Aspect Feature<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Sacred Armor}}<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=Warpriest Aspect Feature<br />
|classfeatures14=<br />
|classfeatures15={{inpage|Sacred Return}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=Warpriest Aspect Feature<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Sacred Avatar}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Fervor<br />
|extra1_1=1d6<br />
|extra1_2=1d6<br />
|extra1_3=1d6<br />
|extra1_4=2d6<br />
|extra1_5=2d6<br />
|extra1_6=2d6<br />
|extra1_7=3d6<br />
|extra1_8=3d6<br />
|extra1_9=3d6<br />
|extra1_10=4d6<br />
|extra1_11=4d6<br />
|extra1_12=4d6<br />
|extra1_13=5d6<br />
|extra1_14=5d6<br />
|extra1_15=5d6<br />
|extra1_16=6d6<br />
|extra1_17=6d6<br />
|extra1_18=6d6<br />
|extra1_19=7d6<br />
|extra1_20=7d6<br />
|extra2_name=Cantrips Known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=1<br />
|extra2_4=1<br />
|extra2_5=1<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=2<br />
|extra2_11=2<br />
|extra2_12=2<br />
|extra2_13=2<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=3<br />
|extra2_18=3<br />
|extra2_19=3<br />
|extra2_20=3<br />
<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
At 1st level, you know one cantrips of your choice from the cleric spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the table.<br />
<br />
<br />
By 2nd level, you have learned to draw on arcane magic and turn it into divine magic to cast spells.<br />
;Preparing and Casting Spells<br />
The Warpriest table shows how many spell slots you have to cast your spells of 1st level or higher. To cast one of these spells, you must expend a slot of the spells level or higher. You regain all expended spell slots when you finish a long rest<br />
You prepare Warpriest spells that are available for you to cast, choosing from the '''Cleric spell list'''. When you do so, '''choose a number of Warpriest spells equal to your Wisdom modifier + your Proficiency Bonus'''. The spells must be of a level for which you have spell slots.<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent in meditation of your previous training. At least one minute per spell level for each spell on your list.<br />
;Spellcasting Ability<br />
Wisdom is your spellcasting ability for your spells. The power of your spells come from your intensive training and turning your natural arcane affinity into divine magic. You use your Wisdom modifier whenever a spell refers to your spellcasting ability. In addition you use your Wisdom modifier when setting the DC for a basic spell you cast and when making a attack roll with one.<br />
''Spell save DC = 8 + your proficiency bonus + your Wisdom modifier. <br />
Spell attack modifier = your proficiency bonus + your Wisdom modifier''<br />
;Ritual Casting<br />
You can cast a spell that has the ritual tag as a normal spell, expending the appropriate spell slot.<br />
;Spellcasting Focus<br />
You can use your sacred weapon as a spellcasting focus for your spells.<br />
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<br />
==== Fervor ====<br />
<br />
At 1st level, the Warpriest learns a unique way to manipulate radiant energy focusing either negative or positive elements to it. The Warpriest shapes that energy into a bolt and throws it to a target within 30 feet; If the bolt has positive energy the target is healed; if the bolt has negative energy make a ranged spell attack against the target, on a hit the target takes damage. The hit die for this ability is located in the Warpriest Table. You can use this ability as many times as your Wisdom modifier +2. You regain all charges after a long rest and 2 charges after a short rest.<br />
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Undead and demons take an additional 1d6 of damage.<br />
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==== Sacred Weapon ====<br />
At 2nd level, with a bonus action, you imbue one weapon with negative radiant energy. The imbued weapon deals an extra 1d4 radiant damage with every successful attack.<br />
<br />
The damage increases at 5th level (1d6), 10th level (1d8) 15th level (1d10) and 20th level (2d6)<br />
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==== Warpriest Aspects ====<br />
At 3rd level, you may choose one of the two Aspects: War or Light. You gain additional features at levels 7, 13, and 18.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Sacred Pulse ====<br />
At 6th level, you learn to release a wave of radiant energy in a 30 feet radius from the warpriest. The warpriest must choose if the energy is positive (every creature within radius is healed) or negative (every creature within radius takes radiant damage). Creatures targeted by this ability may do a Dex saving throw against the Warpriest spell save DC and take half damage on a successful roll. This ability uses the same hit die as fervor from the Warpriest Table. you can use this ability 2 times a day and you regain this uses after a long rest. At 12th level you can use this ability 3 times a day and 4 times a day at level 18.<br />
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==== Sacred Armor ====<br />
You imbue your armor with negative radiant energy. Every time you are successfully hit by a creature within 10 feet of you, the armor will deal 2 points radiant damage to that creature as a reaction from the attack. The damage increases at level 15 to 4 points.<br />
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==== Sacred Return ====<br />
At 15th level, the Warpriest learns to store a great amount of positive radiant energy within him. As long as this energy is within you, whenever your hit points reach 0 or lower you spend this ability to automatically resurrect with full hp and protective aura that increases your AC by 5 for one turn. you can also use this ability to resurrect one creature within range to half hp as long as it has not been dead for more than 24 hours and you only need a small piece of the creature to be able to use this ability. This ability has 1 charge, to regain the charge you must complete a 15 hour channeling ritual (without interruptions).<br />
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==== Sacred Avatar ====<br />
at 20th level, you learn to cover yourself in a mixture of positive and negative radiant energy creating a shiny angelic avatar that is launched from you. The angelic form is 35 feet wide (centered on you), 15 feet tall and travels as far as 100 feet in a straight line from the Warpriest. Any enemy creature in range of this attack is automatically hit with 7d6 radiant damage and are knocked prone regardless of size; Any friendly creature in its path is healed by 7d6. You can use this ability once and can regain it after a long rest.<br />
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==== Warpriest Aspects ====<br />
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=== Aspect of War ===<br />
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By choosing this aspect the warpriest becomes more proficient in the front lines of the battle field.<br />
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At 3rd level the Warpriest leaners '''Improved Sacred Weapon''' increasing it damage to 1d8. 2d6 at level 5, 2d8 at level 10, 3d6 at level 15 and 3d8 at level 20. It also improves it attack and damage rolls by 1, at level 10 increases this bonus by 2.<br />
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;Divine Weapon<br />
at 7th level you learn to use a fervor charge to imbue your weapon with it as a bonus action, if the next attack with that weapon hits, it takes the damage of the weapon plus the damage of fervor plus the damage of sacred weapon. If failure the creature only takes half of the fervor damage.<br />
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;Divine Armor<br />
at 13th level, your AC is increased by 2 and also increases the damage from sacred armor by 1, sacred armor's damage is now applied also to spells that hit you as well and has no range requirements anymore.<br />
<br />
;Divine Empowerment<br />
at 18th level using Divine Weapon no longer consumes fervor charges. in addition, using one charge of fervor as a bonus action will imbue the weapon with Sacred pulse, if the melee attack hits sacred pulse deals damage as if ALL targets failed the save roll; , if the attack misses the enemies in range take half of the damage.<br />
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=== Aspect of Light ===<br />
<br />
By choosing this aspect the warpriest becomes more proficient in the back lines of the battle field.<br />
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At 3rd level the Warpriest learns '''Charged Sacred Weapon''' This acts as a Cantrip (does not affect or alters Cantrips Known and acts as an additional one). By overchanging your sacred weapon you are able to throw the extra energy within it, make a ranged spell check, on a hit the target creature within 60 feet of you takes the weapon's damage and sacred weapon damage.After that, you can not imbue it with radiant energy until the end of the battle.<br />
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;Empowered Fervor<br />
at 7th level, Fervor becomes more lethal to use. if you fail the spell attack against a foe using Fervor that creature takes half of the damage from the attack instead of none.<br />
<br />
;Improved Sacred Pulse<br />
at 13th level, Sacred pulse can now be cast on a target within 30 feet of the warpriest as the center for the spell. Sacred Pulse gains a second pulse on the Warpriest's next turn healing or dealing half the damage of the first pulse.<br />
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;Sacred Empowerment<br />
at 18th level, Fervor gains 3 additional charges; if you spend 2 charges instead of 1, Fervor automatically hits and adds an extra 3d6 to the spells damage or heal. Sacred Pulse gains an additional charge, the second pulse now deals full damage.<br />
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=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the battle medic class, you must meet these prerequisites: 13 Wisdom and 13 Strength.<br />
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'''Proficiencies.''' When you multiclass into the Warpriest class, you gain the following proficiencies: medicine and heavy armor.<br />
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----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Hemomancer_(5e_Class)&diff=1065143Hemomancer (5e Class)2018-07-21T04:42:14Z<p>Wixoss: /* Hemo-Puppetry */</p>
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<div><br />
{{DnD Base Class Infobox<br />
|desc=Bend your enemy's blood to your will.<br />
}}<br />
<br />
== Hemomancer ==<br />
<br />
A sturdy dwarf woman charges through battle, crimson axes in each hand. She cuts through the enemy like butter, blood everywhere. They thirst for it. With every swing the dwarf appears stronger, unbridled by her weapons. As the battle comes to a close, her axes fall to the floor, splatters of blood. She kneels by a fallen enemy, and the blood drains from it's body. The dwarf walks away, unscathed beyond two scabbed palms.<br />
<br />
A hemomancer has mastered the art of blood. Using the natural energy of life to control blood, she sculpts the world to her liking. They concentrate on either self-preservation via the stealing of others' blood or manipulation via control of the enemy's blood. They damage themselves in order to maximize damage on the enemy. The original hemomancers studied vampires and monks in order to develop their techniques. Since then, small groups have taught one another and the field of pseudo magic exists in small doses.<br />
<br />
== Creating a Hemomancer ==<br />
<br />
Hemomancers are usually good. However, rogue hemomancers take on an evil alignment and will be hunted down by society. When creating a hemomancer, think about how your character developed their techniques. Did they study alongside a monastery of other hemomancers, or were they a vampire's plaything that escaped. Are they shunned from their society for practicing hemomancy? What drives you to the adventure? Are you wanting to spread the use of hemomancy? Were you driven from your home village for experimenting on animals? Were you drafted in the military for your deadly skill?<br />
<br />
;Quick Build<br />
You can make a Hemomancer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity. Second, choose the Hermit background.<br />
{{5e Class Features<br />
|name=Hemomancer<br />
|summary=Bend the blood of your enemies to your whims.<br />
|hd=10<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor= Light armor<br />
|weapons= Simple Weapons, Blood Weapons<br />
|tools= Medicine Kit<br />
|saves= Constitution, Strength<br />
|skills= Choose two from: Arcana, Intimidation, Medicine, Nature, Perception, Religion; you also gain proficiency in persuasion against Vampires<br />
|item1a=A dungeoneer's pack<br />
|item1b=An explorer's pack<br />
|item1c=A Scholar's pack<br />
|item2a=Dagger<br />
|item2b=<br />
|item3a=3 Glass Vials<br />
|item3b=Medicine Kit<br />
|item4a=<br />
|item4b=<br />
|classfeatures1=Unarmored Defense, Hemomancy<br />
|classfeatures2=Blood Pact<br />
|classfeatures3=Hemo-Concentration<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack, Iron Blood<br />
|classfeatures6=Hemo-Concentration Feature<br />
|classfeatures7=Magically Infused Blood<br />
|classfeatures8=<br />
|classfeatures9=Blood Pact Improvement<br />
|classfeatures10=Blood Control<br />
|classfeatures11=Hemo-Concentration Feature<br />
|classfeatures12=<br />
|classfeatures13=Sanguine Imitation<br />
|classfeatures14=Hemo-Concentration Feature<br />
|classfeatures15=Blood Pact Improvement<br />
|classfeatures16=<br />
|classfeatures17=Hemo-Concentration\Blood Pact Improvement<br />
|classfeatures18=Strong Blooded<br />
|classfeatures19=<br />
|classfeatures20=Extended Blood Pool<br />
}}<br />
<br />
====Unarmored Defense====<br />
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.<br />
<br />
====Hemomancy====<br />
Beginning at 1st level, your practice of hemomancy allows you a mastery of a unique combat style utilizing blades forged of your own blood. You gain proficiency in blood weapons. You gain the following benefits while you are unarmed or wielding only blood weapons and you aren't wearing medium or heavier armor :<br />
<br />
*You can sense blood from up to 60 feet away<br />
<br />
*You can use Constitution instead of Strength for the attack and damage rolls of your blood weapons. <br />
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*Blood Armor: By controlling your own blood you form a suit of armor made entirely of blood. This suit of armor is considered light and has an armor class of 13+ Dexterity bonus. The caster must take 1d6 damage to form the armor. The armor class can be increased by 2 once by taking an additional 1d6 damage. This armor dissipates after ten minutes and cannot be reactivated until completing a short or long rest.<br />
<br />
*Hemokinetic Combat: You are able to use your own blood in combat, enhancing your abilities and creating weapons only you can use. The weapons you make can take the form and statistics of any weapon. The caster must take 1d6 damage to form the weapon or use 1 unit of blood. Manifesting a blood weapon is considered a bonus action the same way you unsheath a weapon. The weapon maintains its long as you remain conscious. When using this to form a ranged weapon that uses projectiles, every projectile cost 1 hp to fire.<br />
<br />
*Blood Regeneration: As a result of tampering with your own life force, you cannot be healed by normal means. Instead, you must imbibe blood taken from a living creature, including blood previously drawn from yourself. One unit of blood, stored in a glass bottle, can heal you for 1d10. In combat, you can also drain a unit of blood from a grappled enemy or willing ally, dealing 1d10 necrotic damage to the target and healing you for half of the damage dealt, rounded down (Minimum of 1). Blood has no healing effects for non-Hemomancers.<br />
<br />
There are a few reasons you may need to have your blood present in various other creatures. You may drain a number of units of blood per day equal to your constitution modifier, taking one minute per unit of blood and you must have a medicine kit. Donating one unit of blood to a willing creature will take 1 minute and will maintain the effect for 24 hours. One unit of blood will coat one ammunition and if ammunition coated in your blood is successful in hitting a creature, your blood remains in them for 1 hour. Your blood may also be stored in glass vials for 3 days after being drained. Each bottle contains 1 unit of blood. If you donate blood to a creature every day for a year, they are always considered to have your blood present.<br />
<br />
Some of your hemomancy techniques require your target to make a saving throw to resist the techniques' effects. The saving throw's DC is calculated as follows:<br />
<br />
'''Hemomancy save DC''' = 8 + your proficiency + your Constitution modifier<br />
<br />
====Blood Pact====<br />
Starting at 2nd level your understanding of Hemomancy allows you to consume a Hemomancer Hit Die as an action to gain 1d10 temporary hit points. After 9th level, add your Constitution modifier to this value. At 15, add your proficiency bonus and your Constitution modifier to this value. At level 17 you are now able to consume an extra Hemomancer Hit Die, with no additional Constitution bonus.<br />
<br />
====Hemo-Concentration====<br />
When you reach 3rd level, you commit yourself to a Hemo-Concentration: Hemo-Kinesis or Vigor Vampirism. <br />
Your concentration grants you features at 3rd level and again at 6th, 11th, 14th and 17th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.<br />
<br />
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.<br />
<br />
====Iron Blood====<br />
At 5th level your blood begins to bend to your will, protecting you from some damage. You gain resistance to bludgeoning damage.<br />
<br />
====Magically Infused Blood====<br />
Starting at 7th level, your blood weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attack and damage. You also gain +2 to hit and damage with blood weapons. Ammunition coated in your blood counts as magical. Your blood armor now lets you use your constitution modifier instead of your dexterity.<br />
<br />
====Blood Control====<br />
At 10th level, you can lower your heart rate drastically once per short rest. By sacrificing two Hemomancer hit dice, it becomes nearly impossible for anything to detect you. You are able to add your proficiency bonus to your Stealth checks (if you are already proficient in Stealth, you add your proficiency bonus on top of the existing modifier). You can maintain this for a number of minutes equal to your constitution score. You also regain all spent Hemomancer hit dice once you've completed a long rest.<br />
<br />
====Sanguine Imitation====<br />
Beginning at your 13th level, You can use the innate abilities of anyone's blood that you have taken for yourself, such as a Barbarian's "rage". However, you cannot use things that would be classed as a gift from a god. Can be used once every long rest.<br />
<br />
====Strong Blooded====<br />
At your 18th level, you have gained extreme control over your own blood. As a reaction before being hit take a 1d10 damage in order to add +2 to AC. This effect lasts until the start of your turn and does not stack.<br />
<br />
====Extended Blood Pool====<br />
At 20th level, you have trained your body to consistently produce more blood and have more to pull from. Increase your Constitution score by 4. The score maximum is also increased by 4. Damage done to yourself by yourself is halved. You gain immunity to slashing and piercing damage from non magical weapons.<br />
<br />
=== Hemo-Concentrations ===<br />
<br />
==== Hemo-Kinesis ====<br />
<br />
You have had a revelation that you are able to control the blood and life essence of others. <br />
<br />
===== Impure Blade =====<br />
Starting at 3rd level when you take this Hemo-Concentration, when you succeed an attack roll with an attack with a piercing weapon either coated in or made out of your blood, you may deal 1d10 damage to yourself as a bonus action. If you choose to do this, the creature pierced with your blood takes 3d10 necrotic damage<br />
<br />
===== Blood Bending =====<br />
Beginning at 6th level you learn how to control the blood of others with some level of finesse. As an action, you can attempt to gain control of another being with blood (As ruled by the DM). They must succeed a constitution saving throw or be controlled until released. Beings containing your blood will roll with disadvantage. You can not control beings one or more size classes higher than yourself. You control them until they either succeed in a save or you lose concentration. The target makes a new saving throw at the end of each of its turns. While the creature is under your control, you may use your bonus action to hold the target in place. You may also use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the physical actions you choose (Does not affect mental actions) and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. You lose control if the creature goes beyond 60 feet away from you.<br />
<br />
===== Hemo-Enhancement =====<br />
After 11th level, you are able to control the blood of willing creatures in order to assist them in a physical task. When helping allies on a Strength, Dexterity, or Constitution roll, they roll with advantage and your Proficiency modifier is added to the roll. This can vary from helping an ally clear a jump to making them swing an axe harder, but cannot be used for non-physical tasks, such as those that require an Intelligence, Wisdom, or Charisma roll. This can be done from a distance up to 60 ft.<br />
<br />
===== Boiling Blood =====<br />
At 14th level, you gain the ability to cause irregularities in enemies' blood from a distance. You may use this feature as an action. A creature with blood, (as ruled by the DM) within 60ft of you must make a Constitution saving throw. The target takes 5d10 necrotic damage on a failed save or half as much on a successful one. You may do this a number of times a day equal to your constitution modifier, minimum 1.<br />
<br />
===== Hemo-Puppetry =====<br />
After 17th level, you have nigh on mastered the art of controlling others. It is especially effective when merged with your blood. If your blood enters a another being with blood (As ruled by the DM) of one size class larger than you or smaller, they are considered to be under the effects of Blood Bending, until they succeed on a Constitution saving throw of your Hemomancy .You may concentrate on up to three creatures containing your blood or one with your blood and one without, though in this case the one without your blood rolls based on your normal Hemomancy Save DC. The creature(s) makes a new Constitution saving throw at the end of each turn. If you terminate the control early, you may deal 5d10 necrotic damage to the target. You lose control of a creature if it goes beyond 60 feet away from you. You may only forcefully terminate this effect and cause the associated damage a number of times per day equal to your Constitution modifier. (minimum 1)<br />
<br />
==== Vigor Vampirism ====<br />
You have learned how to harness the life energy of blood in other organisms for your own benefit. <br />
<br />
===== Siphoning Strike =====<br />
Starting at 3rd level when you choose this concentration, whenever you strike a being with blood (as ruled by the DM) with your blood weapons, you regain 2 hp up to your maximum. This increases to 4 hp at level 6. If you score a critical hit against a living organism, you may regain half of the damage dealt (rounded up) as health.<br />
<br />
===== Blood Scavanger =====<br />
Beginning at 6th level you gain the ability to drain energy from those recently deceased. If a being with blood (as ruled by the DM) has died within the last minute, you may spend 10 minutes draining its life force. You gain Hit Points up to one-fourth (rounded up) the creature's maximum Hit Points. <br />
<br />
===== Enhanced Blood Weapons =====<br />
After 11th level, you have spent a long time honing your blood weapons and training to hit vital points of your enemies. Your blood weapon attacks score a critical hit on a roll of 19 or 20.<br />
<br />
===== Transfusion =====<br />
At 14th level, you gain the ability to drain from a short distance. You can rip blood from an enemy with blood (as ruled by the DM) and siphon it into your own pool. At a range of 20 or lower, make a ranged spell attack with constitution as the spell casting ability. On a successful hit, the enemy takes 4d10 necrotic damage. You gain half the health lost this way. (rounded down)<br />
<br />
===== Vampiric Heritage =====<br />
After 17th level, you have truly remade yourself in the vampire's image. Half of any necrotic damage you deal to others is added to your health (in addition to any it may add itself). You also regain 5 HP at the beginning of every turn as long as you have at least 1 Hit Point and are equal to or below half of your total hit points.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the hemomancer class, you must meet these prerequisites: Constitution of 13 or higher.<br />
<br />
'''Proficiencies.''' When you multiclass into the hemomancer class, you gain the following proficiencies: Light armor, simple weapons<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Hemomancer_(5e_Class)&diff=1065138Hemomancer (5e Class)2018-07-21T04:27:50Z<p>Wixoss: /* Hemomancy */</p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|desc=Bend your enemy's blood to your will.<br />
}}<br />
<br />
== Hemomancer ==<br />
<br />
A sturdy dwarf woman charges through battle, crimson axes in each hand. She cuts through the enemy like butter, blood everywhere. They thirst for it. With every swing the dwarf appears stronger, unbridled by her weapons. As the battle comes to a close, her axes fall to the floor, splatters of blood. She kneels by a fallen enemy, and the blood drains from it's body. The dwarf walks away, unscathed beyond two scabbed palms.<br />
<br />
A hemomancer has mastered the art of blood. Using the natural energy of life to control blood, she sculpts the world to her liking. They concentrate on either self-preservation via the stealing of others' blood or manipulation via control of the enemy's blood. They damage themselves in order to maximize damage on the enemy. The original hemomancers studied vampires and monks in order to develop their techniques. Since then, small groups have taught one another and the field of pseudo magic exists in small doses.<br />
<br />
== Creating a Hemomancer ==<br />
<br />
Hemomancers are usually good. However, rogue hemomancers take on an evil alignment and will be hunted down by society. When creating a hemomancer, think about how your character developed their techniques. Did they study alongside a monastery of other hemomancers, or were they a vampire's plaything that escaped. Are they shunned from their society for practicing hemomancy? What drives you to the adventure? Are you wanting to spread the use of hemomancy? Were you driven from your home village for experimenting on animals? Were you drafted in the military for your deadly skill?<br />
<br />
;Quick Build<br />
You can make a Hemomancer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity. Second, choose the Hermit background.<br />
{{5e Class Features<br />
|name=Hemomancer<br />
|summary=Bend the blood of your enemies to your whims.<br />
|hd=10<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor= Light armor<br />
|weapons= Simple Weapons, Blood Weapons<br />
|tools= Medicine Kit<br />
|saves= Constitution, Strength<br />
|skills= Choose two from: Arcana, Intimidation, Medicine, Nature, Perception, Religion; you also gain proficiency in persuasion against Vampires<br />
|item1a=A dungeoneer's pack<br />
|item1b=An explorer's pack<br />
|item1c=A Scholar's pack<br />
|item2a=Dagger<br />
|item2b=<br />
|item3a=3 Glass Vials<br />
|item3b=Medicine Kit<br />
|item4a=<br />
|item4b=<br />
|classfeatures1=Unarmored Defense, Hemomancy<br />
|classfeatures2=Blood Pact<br />
|classfeatures3=Hemo-Concentration<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack, Iron Blood<br />
|classfeatures6=Hemo-Concentration Feature<br />
|classfeatures7=Magically Infused Blood<br />
|classfeatures8=<br />
|classfeatures9=Blood Pact Improvement<br />
|classfeatures10=Blood Control<br />
|classfeatures11=Hemo-Concentration Feature<br />
|classfeatures12=<br />
|classfeatures13=Sanguine Imitation<br />
|classfeatures14=Hemo-Concentration Feature<br />
|classfeatures15=Blood Pact Improvement<br />
|classfeatures16=<br />
|classfeatures17=Hemo-Concentration\Blood Pact Improvement<br />
|classfeatures18=Strong Blooded<br />
|classfeatures19=<br />
|classfeatures20=Extended Blood Pool<br />
}}<br />
<br />
====Unarmored Defense====<br />
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.<br />
<br />
====Hemomancy====<br />
Beginning at 1st level, your practice of hemomancy allows you a mastery of a unique combat style utilizing blades forged of your own blood. You gain proficiency in blood weapons. You gain the following benefits while you are unarmed or wielding only blood weapons and you aren't wearing medium or heavier armor :<br />
<br />
*You can sense blood from up to 60 feet away<br />
<br />
*You can use Constitution instead of Strength for the attack and damage rolls of your blood weapons. <br />
<br />
*Blood Armor: By controlling your own blood you form a suit of armor made entirely of blood. This suit of armor is considered light and has an armor class of 13+ Dexterity bonus. The caster must take 1d6 damage to form the armor. The armor class can be increased by 2 once by taking an additional 1d6 damage. This armor dissipates after ten minutes and cannot be reactivated until completing a short or long rest.<br />
<br />
*Hemokinetic Combat: You are able to use your own blood in combat, enhancing your abilities and creating weapons only you can use. The weapons you make can take the form and statistics of any weapon. The caster must take 1d6 damage to form the weapon or use 1 unit of blood. Manifesting a blood weapon is considered a bonus action the same way you unsheath a weapon. The weapon maintains its long as you remain conscious. When using this to form a ranged weapon that uses projectiles, every projectile cost 1 hp to fire.<br />
<br />
*Blood Regeneration: As a result of tampering with your own life force, you cannot be healed by normal means. Instead, you must imbibe blood taken from a living creature, including blood previously drawn from yourself. One unit of blood, stored in a glass bottle, can heal you for 1d10. In combat, you can also drain a unit of blood from a grappled enemy or willing ally, dealing 1d10 necrotic damage to the target and healing you for half of the damage dealt, rounded down (Minimum of 1). Blood has no healing effects for non-Hemomancers.<br />
<br />
There are a few reasons you may need to have your blood present in various other creatures. You may drain a number of units of blood per day equal to your constitution modifier, taking one minute per unit of blood and you must have a medicine kit. Donating one unit of blood to a willing creature will take 1 minute and will maintain the effect for 24 hours. One unit of blood will coat one ammunition and if ammunition coated in your blood is successful in hitting a creature, your blood remains in them for 1 hour. Your blood may also be stored in glass vials for 3 days after being drained. Each bottle contains 1 unit of blood. If you donate blood to a creature every day for a year, they are always considered to have your blood present.<br />
<br />
Some of your hemomancy techniques require your target to make a saving throw to resist the techniques' effects. The saving throw's DC is calculated as follows:<br />
<br />
'''Hemomancy save DC''' = 8 + your proficiency + your Constitution modifier<br />
<br />
====Blood Pact====<br />
Starting at 2nd level your understanding of Hemomancy allows you to consume a Hemomancer Hit Die as an action to gain 1d10 temporary hit points. After 9th level, add your Constitution modifier to this value. At 15, add your proficiency bonus and your Constitution modifier to this value. At level 17 you are now able to consume an extra Hemomancer Hit Die, with no additional Constitution bonus.<br />
<br />
====Hemo-Concentration====<br />
When you reach 3rd level, you commit yourself to a Hemo-Concentration: Hemo-Kinesis or Vigor Vampirism. <br />
Your concentration grants you features at 3rd level and again at 6th, 11th, 14th and 17th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.<br />
<br />
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.<br />
<br />
====Iron Blood====<br />
At 5th level your blood begins to bend to your will, protecting you from some damage. You gain resistance to bludgeoning damage.<br />
<br />
====Magically Infused Blood====<br />
Starting at 7th level, your blood weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attack and damage. You also gain +2 to hit and damage with blood weapons. Ammunition coated in your blood counts as magical. Your blood armor now lets you use your constitution modifier instead of your dexterity.<br />
<br />
====Blood Control====<br />
At 10th level, you can lower your heart rate drastically once per short rest. By sacrificing two Hemomancer hit dice, it becomes nearly impossible for anything to detect you. You are able to add your proficiency bonus to your Stealth checks (if you are already proficient in Stealth, you add your proficiency bonus on top of the existing modifier). You can maintain this for a number of minutes equal to your constitution score. You also regain all spent Hemomancer hit dice once you've completed a long rest.<br />
<br />
====Sanguine Imitation====<br />
Beginning at your 13th level, You can use the innate abilities of anyone's blood that you have taken for yourself, such as a Barbarian's "rage". However, you cannot use things that would be classed as a gift from a god. Can be used once every long rest.<br />
<br />
====Strong Blooded====<br />
At your 18th level, you have gained extreme control over your own blood. As a reaction before being hit take a 1d10 damage in order to add +2 to AC. This effect lasts until the start of your turn and does not stack.<br />
<br />
====Extended Blood Pool====<br />
At 20th level, you have trained your body to consistently produce more blood and have more to pull from. Increase your Constitution score by 4. The score maximum is also increased by 4. Damage done to yourself by yourself is halved. You gain immunity to slashing and piercing damage from non magical weapons.<br />
<br />
=== Hemo-Concentrations ===<br />
<br />
==== Hemo-Kinesis ====<br />
<br />
You have had a revelation that you are able to control the blood and life essence of others. <br />
<br />
===== Impure Blade =====<br />
Starting at 3rd level when you take this Hemo-Concentration, when you succeed an attack roll with an attack with a piercing weapon either coated in or made out of your blood, you may deal 1d10 damage to yourself as a bonus action. If you choose to do this, the creature pierced with your blood takes 3d10 necrotic damage<br />
<br />
===== Blood Bending =====<br />
Beginning at 6th level you learn how to control the blood of others with some level of finesse. As an action, you can attempt to gain control of another being with blood (As ruled by the DM). They must succeed a constitution saving throw or be controlled until released. Beings containing your blood will roll with disadvantage. You can not control beings one or more size classes higher than yourself. You control them until they either succeed in a save or you lose concentration. The target makes a new saving throw at the end of each of its turns. While the creature is under your control, you may use your bonus action to hold the target in place. You may also use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the physical actions you choose (Does not affect mental actions) and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. You lose control if the creature goes beyond 60 feet away from you.<br />
<br />
===== Hemo-Enhancement =====<br />
After 11th level, you are able to control the blood of willing creatures in order to assist them in a physical task. When helping allies on a Strength, Dexterity, or Constitution roll, they roll with advantage and your Proficiency modifier is added to the roll. This can vary from helping an ally clear a jump to making them swing an axe harder, but cannot be used for non-physical tasks, such as those that require an Intelligence, Wisdom, or Charisma roll. This can be done from a distance up to 60 ft.<br />
<br />
===== Boiling Blood =====<br />
At 14th level, you gain the ability to cause irregularities in enemies' blood from a distance. You may use this feature as an action. A creature with blood, (as ruled by the DM) within 60ft of you must make a Constitution saving throw. The target takes 5d10 necrotic damage on a failed save or half as much on a successful one. You may do this a number of times a day equal to your constitution modifier, minimum 1.<br />
<br />
===== Hemo-Puppetry =====<br />
After 17th level, you have nigh on mastered the art of controlling others. It is especially effective when merged with your blood. If your blood enters a another being with blood (As ruled by the DM) of one size class larger than you or smaller, they are considered to be under the effects of Blood Bending, until they succeed on a Constitution saving throw of your Hemomancy Save DC +2 or you lose concentration on your blood. You may concentrate on up to three creatures containing your blood or one with your blood and one without, though in this case the one without your blood rolls based on your normal Hemomancy Save DC. The creature(s) makes a new Constitution saving throw at the end of each turn. If you terminate the control early, you may deal 5d10 necrotic damage to the target. You lose control of a creature if it goes beyond 60 feet away from you. You may only forcefully terminate this effect and cause the associated damage a number of times per day equal to your Constitution modifier. (minimum 1)<br />
<br />
==== Vigor Vampirism ====<br />
You have learned how to harness the life energy of blood in other organisms for your own benefit. <br />
<br />
===== Siphoning Strike =====<br />
Starting at 3rd level when you choose this concentration, whenever you strike a being with blood (as ruled by the DM) with your blood weapons, you regain 2 hp up to your maximum. This increases to 4 hp at level 6. If you score a critical hit against a living organism, you may regain half of the damage dealt (rounded up) as health.<br />
<br />
===== Blood Scavanger =====<br />
Beginning at 6th level you gain the ability to drain energy from those recently deceased. If a being with blood (as ruled by the DM) has died within the last minute, you may spend 10 minutes draining its life force. You gain Hit Points up to one-fourth (rounded up) the creature's maximum Hit Points. <br />
<br />
===== Enhanced Blood Weapons =====<br />
After 11th level, you have spent a long time honing your blood weapons and training to hit vital points of your enemies. Your blood weapon attacks score a critical hit on a roll of 19 or 20.<br />
<br />
===== Transfusion =====<br />
At 14th level, you gain the ability to drain from a short distance. You can rip blood from an enemy with blood (as ruled by the DM) and siphon it into your own pool. At a range of 20 or lower, make a ranged spell attack with constitution as the spell casting ability. On a successful hit, the enemy takes 4d10 necrotic damage. You gain half the health lost this way. (rounded down)<br />
<br />
===== Vampiric Heritage =====<br />
After 17th level, you have truly remade yourself in the vampire's image. Half of any necrotic damage you deal to others is added to your health (in addition to any it may add itself). You also regain 5 HP at the beginning of every turn as long as you have at least 1 Hit Point and are equal to or below half of your total hit points.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the hemomancer class, you must meet these prerequisites: Constitution of 13 or higher.<br />
<br />
'''Proficiencies.''' When you multiclass into the hemomancer class, you gain the following proficiencies: Light armor, simple weapons<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Sword_Mage_(5e_Class)&diff=1063755Sword Mage (5e Class)2018-07-14T06:59:27Z<p>Wixoss: /* Creating a Sword Mage */</p>
<hr />
<div>==Sword Mage==<br />
<br />
Though called a sword mage, they're able to use almost any weapon they so desire. They're a unique ranged warrior who has learned to manipulate their weapons to become vessels for there own bidding which they use to annihilate their foes. They do not dirty their own hands with with the blood of enemies but rather fight from a distance even though some still like to get messy themselves.<br />
<br />
=== The Life Of A Sword Mage ===<br />
<br />
Those that train in the ways of telekinesis found it was hard moving unfamiliar items though possible for day to day tasks it was not efficient enough to use in combat They soon learned that if they became familiar with a certain type of item by taking time and studying it learned what they need to specifically study to become so familiar with it to the point they can even make attacks with it.<br />
<br />
=== Creating a Sword Mage ===<br />
{{5e Image|float:right|https://pre00.deviantart.net/1d09/th/pre/f/2016/194/1/1/swords_mage_by_meganerid-da9vl4b.jpg|https://meganerid.deviantart.com/art/Swords-Mage-621252011}}<br />
<br />
When creating a Sword Mage it is important to remember that they are not meant to lift heavy objects with there brawn but rather there brain. So ask yourself: How did you begin to uncover the secrets of weapon telekinesis? What led you to peruse this fighting style? Were you a fighter before you discovered these arcane art? Or were you a scholar first? Did someone else teach or or were you self taught? What motivates you to fight and continue your studies? Why was a specific weapon your first?<br />
<br />
;Quick Build<br />
You can make a Sword Mage quickly by following these suggestions. First, {{5a|Int}} should be your highest ability score, followed by {{5a|Dex}} or {{5a|Str}} depending on arch type. Second, choose the Courtier or Sage background<br />
<br />
{{5e Class Features<br />
|name=Sword Mage<br />
|summary=A mage that utilities telekinetic properties to fight with floating weapons<br />
|hd= 10<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Shortswords, Longswords, Spears, Javelins, Handaxes, Hand crossbow<br />
|tools=<br />
|saves=Intelligence,Wisdom<br />
|skills=Pick 2 from Arcane, Investigation, Insight, History, Perception.<br />
|item1a= A Spear<br />
|item1b= A Javelin<br />
|item1c= A Handaxe<br />
|item2a= Short Sword<br />
|item2b= Hand crossbow<br />
|item2c= Long Sword<br />
|item3a= A Scholar's Pack <br />
|item3b= A Diplomat's Pack<br />
|item3c=<br />
|item4a=<br />
|item4b=<br />
|item4c=<br />
|wealth= 3d6 x10<br />
|classfeatures1= Call To Arms,Weapon Studier<br />
|classfeatures2= Technique<br />
|classfeatures3= Advance Technique Archetype<br />
|classfeatures4=<br />
|classfeatures5= Telekinetic Improvments, Extra Weapon<br />
|classfeatures6= Ability Score Improvement<br />
|classfeatures7= Archetype Feature, Technique<br />
|classfeatures8= My Friends<br />
|classfeatures9= Quick learner<br />
|classfeatures10= Archetype Feature, Extra Weapon<br />
|classfeatures11= <br />
|classfeatures12= Technique, Extra Weapon<br />
|classfeatures13=<br />
|classfeatures14= Ability Score Improvement<br />
|classfeatures15= Archetype Feature<br />
|classfeatures16=<br />
|classfeatures17= Technique<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20=Telekinetic break down, Extra Weapon<br />
<br />
|extrasonleft=1<br />
|extra1_name= Techniques<br />
|extra1_1=0<br />
|extra1_2=1<br />
|extra1_3=1<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=6<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=7<br />
|extra1_20=7<br />
}}<br />
<br />
==== Call To Arms ====<br />
<br />
At 1st level, you are able to use your action imbue a weapon that is not currently equipped or enchanted with magic. This is akin to the Sword Mage reaching out with a psychic hand and equipping the weapon mentally. The weapon must be one handed or able to be thrown that your familiar/proficient with. You are able to move the imbued weapon up to 30 feet per turn. You use your Intelligence modifier rather than strength or dexterity when attacking. If you are proficient with the weapon in question, proficiency applies on attacks as well.<br />
The weapons do not occupy a space nor can they provide opportunity attacks or flanking opportunity. They also have to be within 60 feet of the user, otherwise they will lose there imbued state and fall to the floor. Imbuement does not require physical contact.<br />
<br />
==== Weapon Studier ====<br />
<br />
At 1st level your able to study a weapon and become familiar with it over the course of an hour. '''Note:''' becoming familiar with a weapon does not grant you proficiency<br />
<br />
==== Technique ====<br />
<br />
At 2nd level, 7th level, 12th level, and 17th level you gain one Technique of your choice. When you gain certain Sword Mage levels, you gain additional Techniques of your choice, as shown in the Techniques column. You may not have multiple of the same technique<br />
<br />
==== Advanced Technique Archetype ====<br />
<br />
At 3rd level, you choose an archetype that you strive to emulate in your combat style and techniques. It grants you a feature at 3rd level, and again at 7th, 10th, and at 15th<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Telekinetic Improvements ====<br />
<br />
At 5th Level You begin to use you telekinetic powers in daily life being able to pick up and interact with objects your unfamiliar with up to 15 pounds in a 30 foot radius around you<br />
<br />
==== Extra Weapon ====<br />
<br />
At 5th level, and again at 12th and 20th, you gain the ability to imbue and use another weapon<br />
<br />
==== Quick learner ====<br />
<br />
At 9th level time spent gaining proficiency with tools and weapons and time spent attuning to items is now halved<br />
<br />
==== My Friends ====<br />
<br />
At 8th level you can soul bind up to as many weapons you can imbued at once to yourself taking 30 minutes per weapon (see Fighter: Eldritch Knight Weapon Bond<br />
<br />
==== Telekinetic break down ====<br />
Starting at level 20 once per long rest you push yourself to your limits to form a storm of weapons, debris, and items disarming all creatures of any held items centered on your self in a 60 foot radius dealing 20d6 Slashing damage and 20d6 bludgeoning damage to all creature and gain one point of exhaustion<br />
<br />
=== Close And Personal Archetype ===<br />
<br />
While some Sword Mages like to attack from afar you have chosen to get personal with your foe<br />
<br />
;{{#anc: Attack with many}}<br />
<br />
Starting at level 3 your able to attack personally along with your imbued weapons allowing you to attack and use your weapons as part of one action<br />
<br />
;{{#anc: Mage's Armor}}<br />
<br />
Starting at level 7 you can add your Intelligence to your AC when you are not wearing any armor (Not including shields)<br />
<br />
;{{#anc: Extra Attack}}<br />
<br />
Starting at level 10 you are now able to make an extra attack along with your imbued weapons<br />
<br />
;{{#anc: A New Ally}}<br />
<br />
Staring at level 15 You gain and additional imbued weapon to fight along side you<br />
<br />
=== Distant Striker Archetype ===<br />
<br />
More often mages like to keep there hands clean by torturing your enemies from afar and watching there enemies squirm <br />
<br />
;{{#anc: Another For The Flock}}<br />
<br />
Starting at level 3 you gain and additional imbued weapon to fight along side you and weapons gain an additional 10 feet of movement<br />
<br />
;{{#anc: My Swords Are Magic}}<br />
<br />
Starting at level 7 you gain the ability to imbue magical weapons that you have to be attuned to it<br />
<br />
;{{#anc: Slowing Assault}}<br />
<br />
Starting at level 10 you can use your reaction to slow an enemies weapon that your familiar with invoking disadvantage, or reduce the damage on a projectile by 1d10 + Intelligence modifier + proficiency.<br />
<br />
;{{#anc: Last Of The Flock}}<br />
<br />
Starting at level 15 you gain and additional imbued weapon to fight along side you and weapons gain your proficiency to attack damage<br />
<br />
=== Techniques ===<br />
<br />
;{{#anc: Just One More}}<br />
<br />
Add an additional Imbued Weapon to your arsenal.<br />
<br />
;{{#anc: Improvised}}<br />
<br />
Be able to attack with improvised Weapons dealing 1d6 damage.<br />
<br />
;{{#anc: Chains Of Binding}}<br />
<br />
'''Prerequisite:'''Improvised- You can imbue rope or chains to try and bind your enemies. Target must make a Dexterity saving throw vs your DC. On failure, the target becomes immobilized.<br />
<br />
;{{#anc: Shielded}}<br />
<br />
Be able to imbued a shield that floats around you or an ally granting the shields bonus<br />
<br />
;{{#anc: Shields For Two}}<br />
<br />
'''Prerequisite:''' Shielded- Imbue an additional shield either granting two for yourself or one for you and an ally<br />
<br />
;{{#anc: Two handed Weapons}}<br />
<br />
You have the ability to imbue two-handed weapons that you are familiar with. Versatile weapons will also be considered two-handed when imbued.<br />
<br />
;{{#anc: Over sized weapons}}<br />
<br />
'''Prerequisite:'''Two Handed Weapons- You can now imbue over sized weapons<br />
<br />
;{{#anc: Magical Weapons}}<br />
<br />
Imbued Weapons are now considered magic<br />
<br />
;{{#anc: Elemental Weapons}}<br />
<br />
'''Prerequisite:'''Magical Weapon-Replace the damage done by the attack modifier into an elemental damage of your choice<br />
<br />
;{{#anc: My Small Army}}<br />
<br />
When imbuing small weapons/ammunition the damage becomes d4 and you may imbue twice as many weapons that you normally can after techniques apply.<br />
<br />
;{{#anc: Disarm}}<br />
<br />
You may attempt to use an action to disarm an enemy if they are wielding a weapon your familiar with. The target must roll a Strength saving throw vs your spell DC (8 + Proficiency + Intelligence modifier).<br />
<br />
;{{#anc: Don't touch me}}<br />
<br />
When an enemy makes an attack against you, you may take an opportunity attack against them with one of your imbued weapons if it's within 5 feet of the enemy.<br />
<br />
;{{#anc: Assisted Flank}}<br />
<br />
When an enemy is flanked your weapons gain advantage as well.<br />
<br />
;{{#anc: To much power}}<br />
<br />
If the strike connects deal double the damage dice but break the weapon in the processes.<br />
<br />
;{{#anc: Hypnotic Wall Of Weapons}}<br />
<br />
'''Prerequisite:'''Level 11-Cast the spell "Blade Barrier" as a 6th level spell within 60 feet of you<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Sword Mage class, you must meet these prerequisites: Intelligence score of 15 or higher<br />
<br />
'''Proficiencies.''' When you multiclass into the Sword Mage class, you gain the following proficiencies: History and Arcana<br />
<br />
----<br />
There are a lot of grammatical errors that need to be fixed sorry ~LQRD: If you use this class id love to hear your stories and any feedback at anime0lqrd@gmail.com <3<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Pyral_Bloodline_(5e_Subclass)&diff=1037341Pyral Bloodline (5e Subclass)2018-05-03T05:13:50Z<p>Wixoss: /* Searing Magic */</p>
<hr />
<div><br />
Your magic derives from the Plane of Elemental Fire. Perhaps your were born near a wildfire or a volcanic eruption. Maybe you have efreeti or azer blood in your veins. Fiery magic permeates your soul, pyromancer.<br />
<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!http://www.ljplus.ru/img4/g/r/grafus/th_Fire-Mage.jpg<br />
|-<br />
|<br />
|}<br />
====Pyreborn====<br />
At level 1, add Primordial and Pyral to your list of known languages.<br />
<br />
<br />
====Origin Spells====<br />
You add the following spells as Sorcerer spells to your known spells, and they not count against the limit you can know.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Pyral Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Sorcerer Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''burning hands, searing smite''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''flame blade, pyrotechnics''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''fireball, flame arrows''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''conjure minor elementals*, fire shield''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''conjure elemental*, immolation''<br />
|}<br />
<br />
(*) ''can only summon fire-type elementals''<br />
<br />
====Searing Magic====<br />
At level 1, you have attuned to elemental fire magic. When you cast a cantrip that deals fire damage, add your charisma modifier to the damage.<br />
<br />
====Heart of the Blaze====<br />
At level 6, you gain resistance to fire damage. When you cast a non cantrip spell on your turn, creatures of your choice within 10 feet of you take fire damage equal to half your sorcerer level. When you cast any fire-damage-dealing spell, you may add your charisma modifier to the damage roll.<br />
<br />
====Inferno's Wrath====<br />
At the 14th level, when you are struck by a melee attack by a creature that you can see, you can use your reaction to teleport to an unoccupied space that you can see within 30 feet and deal fire damage your attacker equal to 1d10 + your sorcerer level. This costs 2 sorcery points to use.<br />
<br />
----Alternative feature----<br />
Using 2 sorcery points, you may cast the Hellish Rebuke spell without using your reaction on any target that has just made a melee attack roll against you, regardless of if the target successfully hit. spending 5 sorcery points increases the spell to third level, and 7 increases it to fifth. this can be done a number of times equal to your charisma modifier (minimum 1) per long rest.<br />
<br />
====Fire Soul====<br />
At 18th level, you are immune to fire damage. When you cast a spell of 1st level or higher that deals fire damage as an action, you can cast a cantrip that deals fire damage that you know as a bonus action.<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Sorcerer]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Curseslinger_(5e_Class)&diff=1036879Curseslinger (5e Class)2018-05-01T22:23:21Z<p>Wixoss: /* Hexmaster */</p>
<hr />
<div>===Curseslinger===<br />
<br />
A human wearing a deep black robe lifts his hand and laughs as a bolt of lightning arcs from it, sending it coursing through an unfortunate kobold that dared to disturb his study.<br />
<br />
A half-orc in desolate ruins walks between crumbling pillars with her claws extended, then shifts the darkness within her to transform into a great monster, charging at the Yuan-ti that threatened her home.<br />
<br />
A tiefling winces as the blade enters his arm, but glares at the gnoll responsible and sends dark energies coursing through his assailant, ready to hit back even harder.<br />
<br />
The curseslinger is a caster with dark powers infused into their very soul, granting them the ability to tap into ancient, terrifying powers<br />
<br />
===Creating a Curseslinger===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
First, pick Charisma as your highest score, followed by Constitution or Strength if you want to become a Night Terror. Second, choose the hermit background. Thirdly, choose the [[5e SRD:Chill Touch|''chill touch'']], [[5e SRD:Dancing Lights|''dancing lights'']], [[5e SRD:Light|''light'']], and [[5e SRD:Ray of Frost|''ray of frost'']] cantrips, and the first level spells ''magic missile'' and ''witch bolt''.<br />
<br />
You are a curseslinger, a caster with powers bestowed by an inherent inner darkness. You are not necessarily evil, but you might be. What caused this inner darkness? Did you live in a desolate swamp, scorching desert, heartless slum or other inhospitable place for many years before the sinister power awakened? Did you study in secrecy in some shadowy library for many years before learning the powers of a curseslinger? Or perhaps some horrible event in your past left you without a home and with a terrible power seething within you.<br />
<br />
{{5e Class Features<br />
|name= Curseslinger<br />
|summary=A spellcaster who can add ruinous effects to their own spells.<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--> full<br />
|armor=none<br />
|weapons=simple weapons<br />
|tools=poisoner's kit and herbalism kit<br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from {{5s|Arcana}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Nature}}, {{5s|Perception}}<br />
|item1a=a dagger<br />
|item1b=one simple weapon of choice<br />
|item2a=poisoner's kit<br />
|item2b=component pouch<br />
|item3a=explorer's pack<br />
|item3b=scholar's pack<br />
|item4a=A herbalism kit, a quarterstaff, and an arcane focus<br />
|item4b=<br />
|classfeatures1=Unarmored Defence, Spellcasting, Hex Points<br />
|classfeatures2=Dark Touch<br />
|classfeatures3=Curseslinger Archetype<br />
|classfeatures4= <br />
|classfeatures5= <br />
|classfeatures6=Wild Hex<br />
|classfeatures7=Curseslinger Archetype Feature<br />
|classfeatures8= <br />
|classfeatures9= <br />
|classfeatures10=Hex Point Improvement<br />
|classfeatures11=Curseslinger Archetype Feature<br />
|classfeatures12= <br />
|classfeatures13=Vengeance<br />
|classfeatures14= <br />
|classfeatures15=Curseslinger Archetype Feature<br />
|classfeatures16= <br />
|classfeatures17= <br />
|classfeatures18=Dark Heart<br />
|classfeatures19= <br />
|classfeatures20=Vicious Mastery<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--> Cantrips Known<br />
|extra1_1=4<br />
|extra1_2=4<br />
|extra1_3=4<br />
|extra1_4=5<br />
|extra1_5=5<br />
|extra1_6=5<br />
|extra1_7=5<br />
|extra1_8=5<br />
|extra1_9=6<br />
|extra1_10=6<br />
|extra1_11=6<br />
|extra1_12=6<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=6<br />
|extra1_16=6<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
|<br />
|extra2_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--> Hex Points<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=14<br />
|extra2_15=15<br />
|extra2_16=16<br />
|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
|<br />
|extra3_name=Spells Known<br />
|extra3_1=2<br />
|extra3_2=3<br />
|extra3_3=4<br />
|extra3_4=5<br />
|extra3_5=6<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=12<br />
|extra3_13=13<br />
|extra3_14=13<br />
|extra3_15=14<br />
|extra3_16=14<br />
|extra3_17=15<br />
|extra3_18=15<br />
|extra3_19=15<br />
|extra3_20=15<br />
}}<br />
<br />
<!--Describe class features in more detail here=--><br />
====Unarmored Defence====<br />
Starting at 1st level, when not wearing armor or wielding a shield, your armor class is 10 + your Dexterity modifier and your Charisma modifier.<br />
<br />
====Spellcasting====<br />
<br />
In your past, something dark touched you, and it left a mark on your soul, infusing you with dark magic. This darkness, however it came to you, gave you your dark magic. See chapter 10 for general rules of spellcasting and the end of this page for the curseslinger spell list.<br />
<br />
'''Cantrips'''<br />
<br />
At 1st level, you know four cantrips of your choice from the curseslinger spell list. You learn additional Curseslinger cantrips of your choice at higher levels, as shown in the Cantrips Known column of the curseslinger table.<br />
<br />
'''Spell Slots'''<br />
<br />
The curseslinger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Curseslinger 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:Burning Hands|''burning hands'']] and have a 1st-level and a 2nd-level spell slot available, you can cast [[5e SRD:Burning Hands|''burning hands'']] using either slot.<br />
<br />
'''Spells Known of 1st Level and Higher'''<br />
<br />
You know two 1st-level spells of your choice from the curseslinger spell list.<br/><br />
The Spells Known column of the curseslinger table shows when you learn more curseslinger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.<br/><br />
Additionally, when you gain a level in this class, you can choose one of the curseslinger spells you know and replace it with another spell from the curseslinger spell list, which also must be of a level for which you have spell slots.<br />
<br />
'''Spellcasting Ability'''<br />
<br />
{{5a|cha}} is your spellcasting ability for your curseslinger spells, since the power of your magic relies on your ability to project your inner powers outward. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|cha}} modifier when setting the saving throw DC for a curseslinger spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your {{5a|cha}} modifier<br />
<br />
'''Spell attack modifier''' = your proficiency bonus + your {{5a|cha}} modifier<br />
<br />
====Hex Points====<br />
<br />
At the 1st level, you gain the ability to use hex points. Hex points are the reflection of your inner darkness. You have a number of hex points equal to your level, and you may expend them to add a one of a number of additional effects to your spells. At 1st level, you pick 1 from the following options. You may pick another option at 5th level (2), 10th level (3), 15th level (4), and 20th level (5). Additionally, when you gain a level in this class, you may choose to replace any number of known hexes with other hexes. You may only add one effect to a spell, and you regain all spent hex points at the end of a long rest. At 10th level, you may add two effects and add the number of hex points required together.<br />
<br />
'''Ruinous Hex''' &mdash; When you make a spell attack roll, you may expend 3 hex points to make a single target of the spell become vulnerable to that kind of damage for the attack. This may not change a creature's damage immunities, but it may change a creature's damage resistances to standard damage, not vulnerability.<br />
<br />
'''Adaptable Hex''' &mdash; When you cast a spell that deals damage, you may expend 1 hex point to change the type of damage dealt.<br />
<br />
'''Purging Hex''' &mdash; When you cast a spell that deals damage, you can spend a number of hex points equal to the number of dice rolled for the attack and reroll any dice if you choose. You must use the second result, even if it is lower.<br />
<br />
'''Warding Hex''' &mdash; When you take damage up to 1 minute after casting a spell with this effect, you may expend a number of hex points equal to the damage dice rolled, but no greater than your {{5a|cha}} modifier, to gain resistance to that type of damage for that attack.<br />
<br />
'''Shattering Hex''' &mdash; When you cast a spell that deals damage, you may expend 1 hex point to reduce the target's AC by 1 until the end of your next turn.<br />
<br />
'''Discouraging Hex''' &mdash; When you cast a spell that deals damage against a single target, you may expend 3 hex points to force the target to make a {{5a|wis}} saving throw with DC equal to your spell save DC. On a failed save, the target's next action is limited to the {{5e|Dash Action|Dash}}, {{5e|Disengage Action|Disengage}}, or {{5e|Hide Action|Hide}} actions.<br />
<br />
====Dark Touch====<br />
<br />
At 2nd level,as a bonus action you may channel the darkness within you. One creature within 5 feet of you must make a successful Wisdom saving throw with DC equal to your spell save DC or take necrotic damage equal to your level + your {{5a|cha}} modifier (minimum one point of damage). You may use this feature a number of times equal to your {{5a|cha}} modifier (minimum one time). You regain all expended uses when you finish a short or long rest.<br />
<br />
====Curseslinger Archetype====<br />
<br />
At 3rd level, choose the Night Terror, Hexmaster, or Dreadwalker archetype, detailed at the end of this class description. Your archetype grants you features at 3rd level and again at 7th, 11th, and 15th level.<br />
<br />
====Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of 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 />
====Wild Hex====<br />
<br />
At 6th level, you may channel your inner darkness to inflict terrible curses on your victims, though it will leave you in a weakened state. Using your reaction, make any creature that has to save against one of your spells face disadvantage on their save, but your next action is restricted to the {{5e|Dash Action|Dash}}, {{5e|Disengage Action|Disengage}}, {{5e|Dodge Action|Dodge}}, or {{5e|Hide Action|Hide}} actions.<br />
<br />
====Vengeance====<br />
<br />
At the 13th level, whenever you take damage from an attack, you may roll the same number and type of dice as the attacker. If you rolled higher than the damage you took, you gain 1 hex point. You may only exceed your hex point maximum by 2 by gaining hex points in this way. You may only use this feature a number of times per short rest equal to your {{5a|cha}} modifier (minimum once).<br />
<br />
====Dark Heart====<br />
<br />
At 18th level, the darkness that flows through your soul has changed you in a more powerful way than normal, granting you resistance to necrotic damage and {{5e|Darkvision}} out to 60 feet. If you already had {{5e|Darkvision}}, extend the distance by 60 feet.<br />
<br />
====Vicious Mastery====<br />
<br />
At 20th level, the dark powers that flow through your veins reaches its apex. Your eyes become darker, and your spells are infused with a great power, a mastery of the darkness within you and of the powers you control. By expending 5 hex points, if you cast a spell that deals damage, you can make your spell deal maximum damage, and if it deals necrotic damage, the damage is increased by 1d6. Spells that do not deal damage have their duration increased by 10 minutes.<br />
<br />
===Curseslinger Archetypes===<br />
====Night Terror====<br />
All Curseslingers are somewhat shunned by society, but none more than those called Night Terrors. The darkness that has altered your soul has also begun to change your body in unsettling ways. When you choose this Archetype at 3rd level, you become proficient in your unarmed attacks, which deal 1d6 slashing damage.<br />
<br />
=====Terrifying=====<br />
At 7th level, the darkness that flows within you has twisted your body in horrifying ways. You have advantage on Intimidation rolls if you have a higher Charisma modifier than the target, and attempts to intimidate you have disadvantage if the intimidator has a lower Charisma modifier than you.<br />
<br />
=====Twist Body=====<br />
At 11th level, you may force a number of living opponents equal to your Charisma modifier (minimum one) to make a Wisdom save with DC equal to your Spell Save DC. On a failed save, the victim takes 2d6 necrotic damage and you force the victim to suffer one of the following for a number of minutes equal to your level:<br />
<br />
Crippled - The victim has its speed halved and has disadvantage on Dexterity rolls<br />
<br />
Weakened - The victim drops whatever it is carrying and has disadvantage on Strength rolls<br />
<br />
Shattered - The victim has its Hit Point maximum reduced by your Charisma modifier (minimum 1 Hit Point) and has disadvantage on Constitution rolls<br />
<br />
Twisted - The victim cannot speak and has disadvantage on Charisma rolls<br />
<br />
Broken - The victim cannot make reactions and has disadvantage on Wisdom rolls <br />
<br />
Halted - The victim always has the last initiative and has disadvantage on Intelligence rolls<br />
<br />
You may use this feature a number of times equal to your Charisma modifier (minimum once) per long rest.<br />
<br />
=====Dreadful Transformation=====<br />
At 14th level, the Night Terror can spend a number of Hex Points and concentrate, as if for a spell, for a number of minutes equal to the Hex Points spent. When the period of concentration is fulfilled, you transform into a nightmarish creature for a number of minutes equal to Hex Points spent. In this form, you gain 2d6 temporary hit points that last as long as you are in this form, your AC is equal to 13 + your Dexterity modifier, and you have advantage on Constitution and Strength saving throws for the duration. You may only use this feature once per long rest.<br />
<br />
====Hexmaster====<br />
Some Curseslingers show a disturbing efficiency in their hexes and dark arts, and can destroy opponents with great powers. When you choose this Archetype at 3rd level, add your Charisma modifier to any Necrotic damage you deal.<br />
<br />
=====Hex Strike=====<br />
At 7th level, you may expend 1 hex point to add 1d6 necrotic damage to a weapon attack or unarmed strike.<br />
<br />
=====Spellbreaker=====<br />
At 11th level, when you attack a creature concentrating on a spell, you may use your reaction to impose disadvantage on that creature's Constitution save to retain concentration.<br />
<br />
=====Wrathful=====<br />
At 14th level, when you activate Vengeance, you may, instead of recovering hex points, deal 2d6 necrotic damage to a number of creatures equal to your Charisma modifier (minimum one) within 30 feet of you.<br />
<br />
====Dreadwalker====<br />
All Curseslingers are somewhat infused with darkness, but in none is this mixture more powerful than in the Dreadwalker. When you choose this Archetype at 3rd level, as long as a creature is afraid of you and you are not in that creature's line of sight, you may use your reaction to make that creature suffer the effects of fear as if you were within its line of sight until the end of your next turn.<br />
<br />
=====Anathema=====<br />
At 7th level, if you take damage from an attack, you may use your reaction to add advantage to your next attack made at that creature, until the end of your next turn.<br />
<br />
=====Sphere of Fear=====<br />
At 11th level, you may create a 15 foot sphere centred on yourself for a number of minutes equal to your curseslinger level. Creatures that are hostile to you that enter this area are forced to make a Wisdom save with DC equal to your spell save DC. On a failed save, the creature is frightened of you until it leaves the area. You may use this feature a number of times equal to your Charisma modifier per short rest (minimum once).<br />
<br />
=====Lifestealer=====<br />
At 14th level, when you kill a living creature with a spell, you may regain hit points equal to the spell's level multiplied by 2.<br />
<br />
===Curseslinger Spell List===<br />
(spells marked with a "*" can be found in the Elemental Evil handbook)<br />
<br />
====Cantrips====<br />
''ray of frost, chill touch, eldritch blast, dancing lights, frostbite*, thunderclap, poison spray, minor illusion, true strike, blade ward, prestidigitation, mage hand, acid splash, light, shocking grasp''.<br />
<br />
====1st Level====<br />
''burning hands, magic missile, witch bolt, detect evil and good, bane, thunderwave, sleep, Tasha's hideous laughter, fog cloud, grease, ray of sickness, hex, armour of agathys, hellish rebuke, false life, shield, silent image, disguise self''.<br />
<br />
====2nd Level====<br />
''ray of enfeeblement, blindness/deafness, darkvision, Maximilian's earthen grasp*, spider climb, detect thoughts, invisibility, cloud of daggers, crown of madness, shatter, darkness, suggestion, blur, continual flame, misty step, web, scorching ray, see invisibility, enthrall, flaming sphere, levitate, Melf's acid arrow''.<br />
<br />
====3rd Level====<br />
''vampiric Touch, bestow curse, hypnotic pattern, tongues, gaseous form, hunger of Hadar, fear, fireball, fly, major image, slow, blink, stinking cloud, sleet storm, lightning bolt, Melf's minute meteors*, erupting earth*, remove curse''.<br />
<br />
====4th Level====<br />
''wall of fire, icestorm, greater invisibility, polymorph, dimension door, blight, hallucinatory terrain, phantasmal killer''.<br />
<br />
====5th Level====<br />
''animate objects, cone of cold, insect plague, telekinesis, contagion, wall of stone, mislead, passwall, cloudkill''.<br />
<br />
====6th Level====<br />
''chain lightning, circle of death, disintegrate, programmed illusion, eyebite, flesh to stone, Otiluke's freezing sphere, wall of ice''.<br />
<br />
====7th Level====<br />
''delayed blast fireball, finger of death, firestorm, forcecage, teleport, reverse gravity''.<br />
<br />
====8th Level====<br />
''power word stun, demiplane, Abi-Dalzim's horrid wilting*, incendiary cloud, feeblemind''.<br />
<br />
====9th Level====<br />
''power word kill, astral projection, meteor swarm, imprisonment, true polymorph, wish''.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the curseslinger class, you must meet these prerequisites: Cha or Wis 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the curseslinger class, you gain the following proficiencies: poisoner's kit, herbalism kit.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Curseslinger_(5e_Class)&diff=1036605Curseslinger (5e Class)2018-05-01T09:44:23Z<p>Wixoss: /* Dark Touch */</p>
<hr />
<div>===Curseslinger===<br />
<br />
A human wearing a deep black robe lifts his hand and laughs as a bolt of lightning arcs from it, sending it coursing through an unfortunate kobold that dared to disturb his study.<br />
<br />
A half-orc in desolate ruins walks between crumbling pillars with her claws extended, then shifts the darkness within her to transform into a great monster, charging at the Yuan-ti that threatened her home.<br />
<br />
A tiefling winces as the blade enters his arm, but glares at the gnoll responsible and sends dark energies coursing through his assailant, ready to hit back even harder.<br />
<br />
The curseslinger is a caster with dark powers infused into their very soul, granting them the ability to tap into ancient, terrifying powers<br />
<br />
===Creating a Curseslinger===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
First, pick Charisma as your highest score, followed by Constitution or Strength if you want to become a Night Terror. Second, choose the hermit background. Thirdly, choose the [[5e SRD:Chill Touch|''chill touch'']], [[5e SRD:Dancing Lights|''dancing lights'']], [[5e SRD:Light|''light'']], and [[5e SRD:Ray of Frost|''ray of frost'']] cantrips, and the first level spells ''magic missile'' and ''witch bolt''.<br />
<br />
You are a curseslinger, a caster with powers bestowed by an inherent inner darkness. You are not necessarily evil, but you might be. What caused this inner darkness? Did you live in a desolate swamp, scorching desert, heartless slum or other inhospitable place for many years before the sinister power awakened? Did you study in secrecy in some shadowy library for many years before learning the powers of a curseslinger? Or perhaps some horrible event in your past left you without a home and with a terrible power seething within you.<br />
<br />
{{5e Class Features<br />
|name= Curseslinger<br />
|summary=A spellcaster who can add ruinous effects to their own spells.<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--> full<br />
|armor=none<br />
|weapons=simple weapons<br />
|tools=poisoner's kit and herbalism kit<br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from {{5s|Arcana}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Nature}}, {{5s|Perception}}<br />
|item1a=a dagger<br />
|item1b=one simple weapon of choice<br />
|item2a=poisoner's kit<br />
|item2b=component pouch<br />
|item3a=explorer's pack<br />
|item3b=scholar's pack<br />
|item4a=A herbalism kit, a quarterstaff, and an arcane focus<br />
|item4b=<br />
|classfeatures1=Unarmored Defence, Spellcasting, Hex Points<br />
|classfeatures2=Dark Touch<br />
|classfeatures3=Curseslinger Archetype<br />
|classfeatures4= <br />
|classfeatures5= <br />
|classfeatures6=Wild Hex<br />
|classfeatures7=Curseslinger Archetype Feature<br />
|classfeatures8= <br />
|classfeatures9= <br />
|classfeatures10=Hex Point Improvement<br />
|classfeatures11=Curseslinger Archetype Feature<br />
|classfeatures12= <br />
|classfeatures13=Vengeance<br />
|classfeatures14= <br />
|classfeatures15=Curseslinger Archetype Feature<br />
|classfeatures16= <br />
|classfeatures17= <br />
|classfeatures18=Dark Heart<br />
|classfeatures19= <br />
|classfeatures20=Vicious Mastery<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--> Cantrips Known<br />
|extra1_1=4<br />
|extra1_2=4<br />
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|extra1_19=6<br />
|extra1_20=6<br />
|<br />
|extra2_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--> Hex Points<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
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|<br />
|extra3_name=Spells Known<br />
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|extra3_15=14<br />
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|extra3_17=15<br />
|extra3_18=15<br />
|extra3_19=15<br />
|extra3_20=15<br />
}}<br />
<br />
<!--Describe class features in more detail here=--><br />
====Unarmored Defence====<br />
Starting at 1st level, when not wearing armor or wielding a shield, your armor class is 10 + your Dexterity modifier and your Charisma modifier.<br />
<br />
====Spellcasting====<br />
<br />
In your past, something dark touched you, and it left a mark on your soul, infusing you with dark magic. This darkness, however it came to you, gave you your dark magic. See chapter 10 for general rules of spellcasting and the end of this page for the curseslinger spell list.<br />
<br />
'''Cantrips'''<br />
<br />
At 1st level, you know four cantrips of your choice from the curseslinger spell list. You learn additional Curseslinger cantrips of your choice at higher levels, as shown in the Cantrips Known column of the curseslinger table.<br />
<br />
'''Spell Slots'''<br />
<br />
The curseslinger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Curseslinger 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:Burning Hands|''burning hands'']] and have a 1st-level and a 2nd-level spell slot available, you can cast [[5e SRD:Burning Hands|''burning hands'']] using either slot.<br />
<br />
'''Spells Known of 1st Level and Higher'''<br />
<br />
You know two 1st-level spells of your choice from the curseslinger spell list.<br/><br />
The Spells Known column of the curseslinger table shows when you learn more curseslinger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.<br/><br />
Additionally, when you gain a level in this class, you can choose one of the curseslinger spells you know and replace it with another spell from the curseslinger spell list, which also must be of a level for which you have spell slots.<br />
<br />
'''Spellcasting Ability'''<br />
<br />
{{5a|cha}} is your spellcasting ability for your curseslinger spells, since the power of your magic relies on your ability to project your inner powers outward. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|cha}} modifier when setting the saving throw DC for a curseslinger spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your {{5a|cha}} modifier<br />
<br />
'''Spell attack modifier''' = your proficiency bonus + your {{5a|cha}} modifier<br />
<br />
====Hex Points====<br />
<br />
At the 1st level, you gain the ability to use hex points. Hex points are the reflection of your inner darkness. You have a number of hex points equal to your level, and you may expend them to add a one of a number of additional effects to your spells. At 1st level, you pick 1 from the following options. You may pick another option at 5th level (2), 10th level (3), 15th level (4), and 20th level (5). Additionally, when you gain a level in this class, you may choose to replace any number of known hexes with other hexes. You may only add one effect to a spell, and you regain all spent hex points at the end of a long rest. At 10th level, you may add two effects and add the number of hex points required together.<br />
<br />
'''Ruinous Hex''' &mdash; When you make a spell attack roll, you may expend 3 hex points to make a single target of the spell become vulnerable to that kind of damage for the attack. This may not change a creature's damage immunities, but it may change a creature's damage resistances to standard damage, not vulnerability.<br />
<br />
'''Adaptable Hex''' &mdash; When you cast a spell that deals damage, you may expend 1 hex point to change the type of damage dealt.<br />
<br />
'''Purging Hex''' &mdash; When you cast a spell that deals damage, you can spend a number of hex points equal to the number of dice rolled for the attack and reroll any dice if you choose. You must use the second result, even if it is lower.<br />
<br />
'''Warding Hex''' &mdash; When you take damage up to 1 minute after casting a spell with this effect, you may expend a number of hex points equal to the damage dice rolled, but no greater than your {{5a|cha}} modifier, to gain resistance to that type of damage for that attack.<br />
<br />
'''Shattering Hex''' &mdash; When you cast a spell that deals damage, you may expend 1 hex point to reduce the target's AC by 1 until the end of your next turn.<br />
<br />
'''Discouraging Hex''' &mdash; When you cast a spell that deals damage against a single target, you may expend 3 hex points to force the target to make a {{5a|wis}} saving throw with DC equal to your spell save DC. On a failed save, the target's next action is limited to the {{5e|Dash Action|Dash}}, {{5e|Disengage Action|Disengage}}, or {{5e|Hide Action|Hide}} actions.<br />
<br />
====Dark Touch====<br />
<br />
At 2nd level,as a bonus action you may channel the darkness within you. One creature within 5 feet of you must make a successful Wisdom saving throw with DC equal to your spell save DC or take necrotic damage equal to your level + your {{5a|cha}} modifier (minimum one point of damage). You may use this feature a number of times equal to your {{5a|cha}} modifier (minimum one time). You regain all expended uses when you finish a short or long rest.<br />
<br />
====Curseslinger Archetype====<br />
<br />
At 3rd level, choose the Night Terror, Hexmaster, or Dreadwalker archetype, detailed at the end of this class description. Your archetype grants you features at 3rd level and again at 7th, 11th, and 15th level.<br />
<br />
====Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of 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 />
====Wild Hex====<br />
<br />
At 6th level, you may channel your inner darkness to inflict terrible curses on your victims, though it will leave you in a weakened state. Using your reaction, make any creature that has to save against one of your spells face disadvantage on their save, but your next action is restricted to the {{5e|Dash Action|Dash}}, {{5e|Disengage Action|Disengage}}, {{5e|Dodge Action|Dodge}}, or {{5e|Hide Action|Hide}} actions.<br />
<br />
====Vengeance====<br />
<br />
At the 13th level, whenever you take damage from an attack, you may roll the same number and type of dice as the attacker. If you rolled higher than the damage you took, you gain 1 hex point. You may only exceed your hex point maximum by 2 by gaining hex points in this way. You may only use this feature a number of times per short rest equal to your {{5a|cha}} modifier (minimum once).<br />
<br />
====Dark Heart====<br />
<br />
At 18th level, the darkness that flows through your soul has changed you in a more powerful way than normal, granting you resistance to necrotic damage and {{5e|Darkvision}} out to 60 feet. If you already had {{5e|Darkvision}}, extend the distance by 60 feet.<br />
<br />
====Vicious Mastery====<br />
<br />
At 20th level, the dark powers that flow through your veins reaches its apex. Your eyes become darker, and your spells are infused with a great power, a mastery of the darkness within you and of the powers you control. By expending 5 hex points, if you cast a spell that deals damage, you can make your spell deal maximum damage, and if it deals necrotic damage, the damage is increased by 1d6. Spells that do not deal damage have their duration increased by 10 minutes.<br />
<br />
===Curseslinger Archetypes===<br />
====Night Terror====<br />
All Curseslingers are somewhat shunned by society, but none more than those called Night Terrors. The darkness that has altered your soul has also begun to change your body in unsettling ways. When you choose this Archetype at 3rd level, you become proficient in your unarmed attacks, which deal 1d6 slashing damage.<br />
<br />
=====Terrifying=====<br />
At 7th level, the darkness that flows within you has twisted your body in horrifying ways. You have advantage on Intimidation rolls if you have a higher Charisma modifier than the target, and attempts to intimidate you have disadvantage if the intimidator has a lower Charisma modifier than you.<br />
<br />
=====Twist Body=====<br />
At 11th level, you may force a number of living opponents equal to your Charisma modifier (minimum one) to make a Wisdom save with DC equal to your Spell Save DC. On a failed save, the victim takes 2d6 necrotic damage and you force the victim to suffer one of the following for a number of minutes equal to your level:<br />
<br />
Crippled - The victim has its speed halved and has disadvantage on Dexterity rolls<br />
<br />
Weakened - The victim drops whatever it is carrying and has disadvantage on Strength rolls<br />
<br />
Shattered - The victim has its Hit Point maximum reduced by your Charisma modifier (minimum 1 Hit Point) and has disadvantage on Constitution rolls<br />
<br />
Twisted - The victim cannot speak and has disadvantage on Charisma rolls<br />
<br />
Broken - The victim cannot make reactions and has disadvantage on Wisdom rolls <br />
<br />
Halted - The victim always has the last initiative and has disadvantage on Intelligence rolls<br />
<br />
You may use this feature a number of times equal to your Charisma modifier (minimum once) per long rest.<br />
<br />
=====Dreadful Transformation=====<br />
At 14th level, the Night Terror can spend a number of Hex Points and concentrate, as if for a spell, for a number of minutes equal to the Hex Points spent. When the period of concentration is fulfilled, you transform into a nightmarish creature for a number of minutes equal to Hex Points spent. In this form, you gain 2d6 temporary hit points that last as long as you are in this form, your AC is equal to 13 + your Dexterity modifier, and you have advantage on Constitution and Strength saving throws for the duration. You may only use this feature once per long rest.<br />
<br />
====Hexmaster====<br />
Some Curseslingers show a disturbing efficiency in their hexes and dark arts, and can destroy opponents with great powers. When you choose this Archetype at 3rd level, you may spend a hex point to add your Charisma modifier to any Necrotic damage you deal.<br />
<br />
=====Hex Strike=====<br />
At 7th level, you may expend 1 hex point to add 1d6 necrotic damage to a weapon attack or unarmed strike.<br />
<br />
=====Spellbreaker=====<br />
At 11th level, when you attack a creature concentrating on a spell, you may use your reaction to impose disadvantage on that creature's Constitution save to retain concentration.<br />
<br />
=====Wrathful=====<br />
At 14th level, when you activate Vengeance, you may, instead of recovering hex points, deal 2d6 necrotic damage to a number of creatures equal to your Charisma modifier (minimum one) within 30 feet of you.<br />
<br />
====Dreadwalker====<br />
All Curseslingers are somewhat infused with darkness, but in none is this mixture more powerful than in the Dreadwalker. When you choose this Archetype at 3rd level, as long as a creature is afraid of you and you are not in that creature's line of sight, you may use your reaction to make that creature suffer the effects of fear as if you were within its line of sight until the end of your next turn.<br />
<br />
=====Anathema=====<br />
At 7th level, if you take damage from an attack, you may use your reaction to add advantage to your next attack made at that creature, until the end of your next turn.<br />
<br />
=====Sphere of Fear=====<br />
At 11th level, you may create a 15 foot sphere centred on yourself for a number of minutes equal to your curseslinger level. Creatures that are hostile to you that enter this area are forced to make a Wisdom save with DC equal to your spell save DC. On a failed save, the creature is frightened of you until it leaves the area. You may use this feature a number of times equal to your Charisma modifier per short rest (minimum once).<br />
<br />
=====Lifestealer=====<br />
At 14th level, when you kill a living creature with a spell, you may regain hit points equal to the spell's level multiplied by 2.<br />
<br />
===Curseslinger Spell List===<br />
(spells marked with a "*" can be found in the Elemental Evil handbook)<br />
<br />
====Cantrips====<br />
''ray of frost, chill touch, eldritch blast, dancing lights, frostbite*, thunderclap, poison spray, minor illusion, true strike, blade ward, prestidigitation, mage hand, acid splash, light, shocking grasp''.<br />
<br />
====1st Level====<br />
''burning hands, magic missile, witch bolt, detect evil and good, bane, thunderwave, sleep, Tasha's hideous laughter, fog cloud, grease, ray of sickness, hex, armour of agathys, hellish rebuke, false life, shield, silent image, disguise self''.<br />
<br />
====2nd Level====<br />
''ray of enfeeblement, blindness/deafness, darkvision, Maximilian's earthen grasp*, spider climb, detect thoughts, invisibility, cloud of daggers, crown of madness, shatter, darkness, suggestion, blur, continual flame, misty step, web, scorching ray, see invisibility, enthrall, flaming sphere, levitate, Melf's acid arrow''.<br />
<br />
====3rd Level====<br />
''vampiric Touch, bestow curse, hypnotic pattern, tongues, gaseous form, hunger of Hadar, fear, fireball, fly, major image, slow, blink, stinking cloud, sleet storm, lightning bolt, Melf's minute meteors*, erupting earth*, remove curse''.<br />
<br />
====4th Level====<br />
''wall of fire, icestorm, greater invisibility, polymorph, dimension door, blight, hallucinatory terrain, phantasmal killer''.<br />
<br />
====5th Level====<br />
''animate objects, cone of cold, insect plague, telekinesis, contagion, wall of stone, mislead, passwall, cloudkill''.<br />
<br />
====6th Level====<br />
''chain lightning, circle of death, disintegrate, programmed illusion, eyebite, flesh to stone, Otiluke's freezing sphere, wall of ice''.<br />
<br />
====7th Level====<br />
''delayed blast fireball, finger of death, firestorm, forcecage, teleport, reverse gravity''.<br />
<br />
====8th Level====<br />
''power word stun, demiplane, Abi-Dalzim's horrid wilting*, incendiary cloud, feeblemind''.<br />
<br />
====9th Level====<br />
''power word kill, astral projection, meteor swarm, imprisonment, true polymorph, wish''.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the curseslinger class, you must meet these prerequisites: Cha or Wis 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the curseslinger class, you gain the following proficiencies: poisoner's kit, herbalism kit.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Curseslinger_(5e_Class)&diff=1036598Curseslinger (5e Class)2018-05-01T09:00:36Z<p>Wixoss: /* Creating a Curseslinger */</p>
<hr />
<div>===Curseslinger===<br />
<br />
A human wearing a deep black robe lifts his hand and laughs as a bolt of lightning arcs from it, sending it coursing through an unfortunate kobold that dared to disturb his study.<br />
<br />
A half-orc in desolate ruins walks between crumbling pillars with her claws extended, then shifts the darkness within her to transform into a great monster, charging at the Yuan-ti that threatened her home.<br />
<br />
A tiefling winces as the blade enters his arm, but glares at the gnoll responsible and sends dark energies coursing through his assailant, ready to hit back even harder.<br />
<br />
The curseslinger is a caster with dark powers infused into their very soul, granting them the ability to tap into ancient, terrifying powers<br />
<br />
===Creating a Curseslinger===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
First, pick Charisma as your highest score, followed by Constitution or Strength if you want to become a Night Terror. Second, choose the hermit background. Thirdly, choose the [[5e SRD:Chill Touch|''chill touch'']], [[5e SRD:Dancing Lights|''dancing lights'']], [[5e SRD:Light|''light'']], and [[5e SRD:Ray of Frost|''ray of frost'']] cantrips, and the first level spells ''magic missile'' and ''witch bolt''.<br />
<br />
You are a curseslinger, a caster with powers bestowed by an inherent inner darkness. You are not necessarily evil, but you might be. What caused this inner darkness? Did you live in a desolate swamp, scorching desert, heartless slum or other inhospitable place for many years before the sinister power awakened? Did you study in secrecy in some shadowy library for many years before learning the powers of a curseslinger? Or perhaps some horrible event in your past left you without a home and with a terrible power seething within you.<br />
<br />
{{5e Class Features<br />
|name= Curseslinger<br />
|summary=A spellcaster who can add ruinous effects to their own spells.<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--> full<br />
|armor=none<br />
|weapons=simple weapons<br />
|tools=poisoner's kit and herbalism kit<br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from {{5s|Arcana}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Nature}}, {{5s|Perception}}<br />
|item1a=a dagger<br />
|item1b=one simple weapon of choice<br />
|item2a=poisoner's kit<br />
|item2b=component pouch<br />
|item3a=explorer's pack<br />
|item3b=scholar's pack<br />
|item4a=A herbalism kit, a quarterstaff, and an arcane focus<br />
|item4b=<br />
|classfeatures1=Unarmored Defence, Spellcasting, Hex Points<br />
|classfeatures2=Dark Touch<br />
|classfeatures3=Curseslinger Archetype<br />
|classfeatures4= <br />
|classfeatures5= <br />
|classfeatures6=Wild Hex<br />
|classfeatures7=Curseslinger Archetype Feature<br />
|classfeatures8= <br />
|classfeatures9= <br />
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|classfeatures11=Curseslinger Archetype Feature<br />
|classfeatures12= <br />
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|classfeatures14= <br />
|classfeatures15=Curseslinger Archetype Feature<br />
|classfeatures16= <br />
|classfeatures17= <br />
|classfeatures18=Dark Heart<br />
|classfeatures19= <br />
|classfeatures20=Vicious Mastery<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--> Cantrips Known<br />
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|extra1_16=6<br />
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|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
|<br />
|extra2_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--> Hex Points<br />
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|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
|<br />
|extra3_name=Spells Known<br />
|extra3_1=2<br />
|extra3_2=3<br />
|extra3_3=4<br />
|extra3_4=5<br />
|extra3_5=6<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
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|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=12<br />
|extra3_13=13<br />
|extra3_14=13<br />
|extra3_15=14<br />
|extra3_16=14<br />
|extra3_17=15<br />
|extra3_18=15<br />
|extra3_19=15<br />
|extra3_20=15<br />
}}<br />
<br />
<!--Describe class features in more detail here=--><br />
====Unarmored Defence====<br />
Starting at 1st level, when not wearing armor or wielding a shield, your armor class is 10 + your Dexterity modifier and your Charisma modifier.<br />
<br />
====Spellcasting====<br />
<br />
In your past, something dark touched you, and it left a mark on your soul, infusing you with dark magic. This darkness, however it came to you, gave you your dark magic. See chapter 10 for general rules of spellcasting and the end of this page for the curseslinger spell list.<br />
<br />
'''Cantrips'''<br />
<br />
At 1st level, you know four cantrips of your choice from the curseslinger spell list. You learn additional Curseslinger cantrips of your choice at higher levels, as shown in the Cantrips Known column of the curseslinger table.<br />
<br />
'''Spell Slots'''<br />
<br />
The curseslinger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Curseslinger 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:Burning Hands|''burning hands'']] and have a 1st-level and a 2nd-level spell slot available, you can cast [[5e SRD:Burning Hands|''burning hands'']] using either slot.<br />
<br />
'''Spells Known of 1st Level and Higher'''<br />
<br />
You know two 1st-level spells of your choice from the curseslinger spell list.<br/><br />
The Spells Known column of the curseslinger table shows when you learn more curseslinger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.<br/><br />
Additionally, when you gain a level in this class, you can choose one of the curseslinger spells you know and replace it with another spell from the curseslinger spell list, which also must be of a level for which you have spell slots.<br />
<br />
'''Spellcasting Ability'''<br />
<br />
{{5a|cha}} is your spellcasting ability for your curseslinger spells, since the power of your magic relies on your ability to project your inner powers outward. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|cha}} modifier when setting the saving throw DC for a curseslinger spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your {{5a|cha}} modifier<br />
<br />
'''Spell attack modifier''' = your proficiency bonus + your {{5a|cha}} modifier<br />
<br />
====Hex Points====<br />
<br />
At the 1st level, you gain the ability to use hex points. Hex points are the reflection of your inner darkness. You have a number of hex points equal to your level, and you may expend them to add a one of a number of additional effects to your spells. At 1st level, you pick 1 from the following options. You may pick another option at 5th level (2), 10th level (3), 15th level (4), and 20th level (5). Additionally, when you gain a level in this class, you may choose to replace any number of known hexes with other hexes. You may only add one effect to a spell, and you regain all spent hex points at the end of a long rest. At 10th level, you may add two effects and add the number of hex points required together.<br />
<br />
'''Ruinous Hex''' &mdash; When you make a spell attack roll, you may expend 3 hex points to make a single target of the spell become vulnerable to that kind of damage for the attack. This may not change a creature's damage immunities, but it may change a creature's damage resistances to standard damage, not vulnerability.<br />
<br />
'''Adaptable Hex''' &mdash; When you cast a spell that deals damage, you may expend 1 hex point to change the type of damage dealt.<br />
<br />
'''Purging Hex''' &mdash; When you cast a spell that deals damage, you can spend a number of hex points equal to the number of dice rolled for the attack and reroll any dice if you choose. You must use the second result, even if it is lower.<br />
<br />
'''Warding Hex''' &mdash; When you take damage up to 1 minute after casting a spell with this effect, you may expend a number of hex points equal to the damage dice rolled, but no greater than your {{5a|cha}} modifier, to gain resistance to that type of damage for that attack.<br />
<br />
'''Shattering Hex''' &mdash; When you cast a spell that deals damage, you may expend 1 hex point to reduce the target's AC by 1 until the end of your next turn.<br />
<br />
'''Discouraging Hex''' &mdash; When you cast a spell that deals damage against a single target, you may expend 3 hex points to force the target to make a {{5a|wis}} saving throw with DC equal to your spell save DC. On a failed save, the target's next action is limited to the {{5e|Dash Action|Dash}}, {{5e|Disengage Action|Disengage}}, or {{5e|Hide Action|Hide}} actions.<br />
<br />
====Dark Touch====<br />
<br />
At 2nd level, you may channel the darkness within you. One creature within 5 feet of you must make a successful Wisdom saving throw with DC equal to your spell save DC or take necrotic damage equal to your level + your {{5a|cha}} modifier (minimum one point of damage). You may use this feature a number of times equal to your {{5a|cha}} modifier (minimum one time). You regain all expended uses when you finish a short or long rest.<br />
<br />
====Curseslinger Archetype====<br />
<br />
At 3rd level, choose the Night Terror, Hexmaster, or Dreadwalker archetype, detailed at the end of this class description. Your archetype grants you features at 3rd level and again at 7th, 11th, and 15th level.<br />
<br />
====Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of 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 />
====Wild Hex====<br />
<br />
At 6th level, you may channel your inner darkness to inflict terrible curses on your victims, though it will leave you in a weakened state. Using your reaction, make any creature that has to save against one of your spells face disadvantage on their save, but your next action is restricted to the {{5e|Dash Action|Dash}}, {{5e|Disengage Action|Disengage}}, {{5e|Dodge Action|Dodge}}, or {{5e|Hide Action|Hide}} actions.<br />
<br />
====Vengeance====<br />
<br />
At the 13th level, whenever you take damage from an attack, you may roll the same number and type of dice as the attacker. If you rolled higher than the damage you took, you gain 1 hex point. You may only exceed your hex point maximum by 2 by gaining hex points in this way. You may only use this feature a number of times per short rest equal to your {{5a|cha}} modifier (minimum once).<br />
<br />
====Dark Heart====<br />
<br />
At 18th level, the darkness that flows through your soul has changed you in a more powerful way than normal, granting you resistance to necrotic damage and {{5e|Darkvision}} out to 60 feet. If you already had {{5e|Darkvision}}, extend the distance by 60 feet.<br />
<br />
====Vicious Mastery====<br />
<br />
At 20th level, the dark powers that flow through your veins reaches its apex. Your eyes become darker, and your spells are infused with a great power, a mastery of the darkness within you and of the powers you control. By expending 5 hex points, if you cast a spell that deals damage, you can make your spell deal maximum damage, and if it deals necrotic damage, the damage is increased by 1d6. Spells that do not deal damage have their duration increased by 10 minutes.<br />
<br />
===Curseslinger Archetypes===<br />
====Night Terror====<br />
All Curseslingers are somewhat shunned by society, but none more than those called Night Terrors. The darkness that has altered your soul has also begun to change your body in unsettling ways. When you choose this Archetype at 3rd level, you become proficient in your unarmed attacks, which deal 1d6 slashing damage.<br />
<br />
=====Terrifying=====<br />
At 7th level, the darkness that flows within you has twisted your body in horrifying ways. You have advantage on Intimidation rolls if you have a higher Charisma modifier than the target, and attempts to intimidate you have disadvantage if the intimidator has a lower Charisma modifier than you.<br />
<br />
=====Twist Body=====<br />
At 11th level, you may force a number of living opponents equal to your Charisma modifier (minimum one) to make a Wisdom save with DC equal to your Spell Save DC. On a failed save, the victim takes 2d6 necrotic damage and you force the victim to suffer one of the following for a number of minutes equal to your level:<br />
<br />
Crippled - The victim has its speed halved and has disadvantage on Dexterity rolls<br />
<br />
Weakened - The victim drops whatever it is carrying and has disadvantage on Strength rolls<br />
<br />
Shattered - The victim has its Hit Point maximum reduced by your Charisma modifier (minimum 1 Hit Point) and has disadvantage on Constitution rolls<br />
<br />
Twisted - The victim cannot speak and has disadvantage on Charisma rolls<br />
<br />
Broken - The victim cannot make reactions and has disadvantage on Wisdom rolls <br />
<br />
Halted - The victim always has the last initiative and has disadvantage on Intelligence rolls<br />
<br />
You may use this feature a number of times equal to your Charisma modifier (minimum once) per long rest.<br />
<br />
=====Dreadful Transformation=====<br />
At 14th level, the Night Terror can spend a number of Hex Points and concentrate, as if for a spell, for a number of minutes equal to the Hex Points spent. When the period of concentration is fulfilled, you transform into a nightmarish creature for a number of minutes equal to Hex Points spent. In this form, you gain 2d6 temporary hit points that last as long as you are in this form, your AC is equal to 13 + your Dexterity modifier, and you have advantage on Constitution and Strength saving throws for the duration. You may only use this feature once per long rest.<br />
<br />
====Hexmaster====<br />
Some Curseslingers show a disturbing efficiency in their hexes and dark arts, and can destroy opponents with great powers. When you choose this Archetype at 3rd level, you may spend a hex point to add your Charisma modifier to any Necrotic damage you deal.<br />
<br />
=====Hex Strike=====<br />
At 7th level, you may expend 1 hex point to add 1d6 necrotic damage to a weapon attack or unarmed strike.<br />
<br />
=====Spellbreaker=====<br />
At 11th level, when you attack a creature concentrating on a spell, you may use your reaction to impose disadvantage on that creature's Constitution save to retain concentration.<br />
<br />
=====Wrathful=====<br />
At 14th level, when you activate Vengeance, you may, instead of recovering hex points, deal 2d6 necrotic damage to a number of creatures equal to your Charisma modifier (minimum one) within 30 feet of you.<br />
<br />
====Dreadwalker====<br />
All Curseslingers are somewhat infused with darkness, but in none is this mixture more powerful than in the Dreadwalker. When you choose this Archetype at 3rd level, as long as a creature is afraid of you and you are not in that creature's line of sight, you may use your reaction to make that creature suffer the effects of fear as if you were within its line of sight until the end of your next turn.<br />
<br />
=====Anathema=====<br />
At 7th level, if you take damage from an attack, you may use your reaction to add advantage to your next attack made at that creature, until the end of your next turn.<br />
<br />
=====Sphere of Fear=====<br />
At 11th level, you may create a 15 foot sphere centred on yourself for a number of minutes equal to your curseslinger level. Creatures that are hostile to you that enter this area are forced to make a Wisdom save with DC equal to your spell save DC. On a failed save, the creature is frightened of you until it leaves the area. You may use this feature a number of times equal to your Charisma modifier per short rest (minimum once).<br />
<br />
=====Lifestealer=====<br />
At 14th level, when you kill a living creature with a spell, you may regain hit points equal to the spell's level multiplied by 2.<br />
<br />
===Curseslinger Spell List===<br />
(spells marked with a "*" can be found in the Elemental Evil handbook)<br />
<br />
====Cantrips====<br />
''ray of frost, chill touch, eldritch blast, dancing lights, frostbite*, thunderclap, poison spray, minor illusion, true strike, blade ward, prestidigitation, mage hand, acid splash, light, shocking grasp''.<br />
<br />
====1st Level====<br />
''burning hands, magic missile, witch bolt, detect evil and good, bane, thunderwave, sleep, Tasha's hideous laughter, fog cloud, grease, ray of sickness, hex, armour of agathys, hellish rebuke, false life, shield, silent image, disguise self''.<br />
<br />
====2nd Level====<br />
''ray of enfeeblement, blindness/deafness, darkvision, Maximilian's earthen grasp*, spider climb, detect thoughts, invisibility, cloud of daggers, crown of madness, shatter, darkness, suggestion, blur, continual flame, misty step, web, scorching ray, see invisibility, enthrall, flaming sphere, levitate, Melf's acid arrow''.<br />
<br />
====3rd Level====<br />
''vampiric Touch, bestow curse, hypnotic pattern, tongues, gaseous form, hunger of Hadar, fear, fireball, fly, major image, slow, blink, stinking cloud, sleet storm, lightning bolt, Melf's minute meteors*, erupting earth*, remove curse''.<br />
<br />
====4th Level====<br />
''wall of fire, icestorm, greater invisibility, polymorph, dimension door, blight, hallucinatory terrain, phantasmal killer''.<br />
<br />
====5th Level====<br />
''animate objects, cone of cold, insect plague, telekinesis, contagion, wall of stone, mislead, passwall, cloudkill''.<br />
<br />
====6th Level====<br />
''chain lightning, circle of death, disintegrate, programmed illusion, eyebite, flesh to stone, Otiluke's freezing sphere, wall of ice''.<br />
<br />
====7th Level====<br />
''delayed blast fireball, finger of death, firestorm, forcecage, teleport, reverse gravity''.<br />
<br />
====8th Level====<br />
''power word stun, demiplane, Abi-Dalzim's horrid wilting*, incendiary cloud, feeblemind''.<br />
<br />
====9th Level====<br />
''power word kill, astral projection, meteor swarm, imprisonment, true polymorph, wish''.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the curseslinger class, you must meet these prerequisites: Cha or Wis 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the curseslinger class, you gain the following proficiencies: poisoner's kit, herbalism kit.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Pyral_Bloodline_(5e_Subclass)&diff=1033966Pyral Bloodline (5e Subclass)2018-04-23T01:19:05Z<p>Wixoss: /* Searing Magic */</p>
<hr />
<div><br />
Your magic derives from the Plane of Elemental Fire. Perhaps your were born near a wildfire or a volcanic eruption. Maybe you have efreeti or azer blood in your veins. Fiery magic permeates your soul, pyromancer.<br />
<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!http://www.ljplus.ru/img4/g/r/grafus/th_Fire-Mage.jpg<br />
|-<br />
|<br />
|}<br />
====Pyreborn====<br />
At level 1, add Primordial and Pyral to your list of known languages.<br />
<br />
<br />
====Origin Spells====<br />
You add the following spells as Sorcerer spells to your known spells, and they not count against the limit you can know.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Pyral Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Sorcerer Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''burning hands, searing smite''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''flame blade, pyrotechnics''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''fireball, flame arrows''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''conjure minor elementals*, fire shield''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''conjure elemental*, immolation''<br />
|}<br />
<br />
(*) ''can only summon fire-type elementals''<br />
<br />
====Searing Magic====<br />
At level 1, you have attuned to elemental fire magic. When you cast a spell, add your charisma modifier to the damage.<br />
<br />
====Heart of the Blaze====<br />
At level 6, you gain resistance to fire damage. When you cast a noncantrip spell on your turn, creatures of your choice within 10 feet of you take fire damage equal to half your sorcerer level. When you cast any fire-damage-dealing spell, you may add your charisma modifier to the damage roll.<br />
<br />
====Inferno's Wrath====<br />
At the 14th level, when you are struck by a melee attack by a creature that you can see, you can use your reaction to teleport to an unoccupied space that you can see within 30 feet and deal fire damage your attacker equal to 1d10 + your sorcerer level. This costs 2 sorcery points to use.<br />
<br />
----Alternative feature----<br />
Using 2 sorcery points, you may cast the Hellish Rebuke spell without using your reaction on any target that has just made a melee attack roll against you, regardless of if the target successfully hit. spending 5 sorcery points increases the spell to third level, and 7 increases it to fifth. this can be done a number of times equal to your charisma modifier (minimum 1) per long rest.<br />
<br />
====Fire Soul====<br />
At 18th level, you are immune to fire damage. When you cast a spell of 1st level or higher that deals fire damage as an action, you can cast a cantrip that deals fire damage that you know as a bonus action.<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Sorcerer]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Hemomancer_(5e_Class)&diff=1033835Hemomancer (5e Class)2018-04-22T07:56:24Z<p>Wixoss: /* Hemomancy */</p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|desc=Bend your enemy's blood to your will.<br />
}}<br />
<br />
== Hemomancer ==<br />
<br />
A sturdy dwarf woman charges through battle, crimson axes in each hand. She cuts through the enemy like butter, blood everywhere. They thirst for it. With every swing the dwarf appears stronger, unbridled by her weapons. As the battle comes to a close, her axes fall to the floor, splatters of blood. She kneels by a fallen enemy, and the blood drains from it's body. The dwarf walks away, unscathed beyond two scabbed palms.<br />
<br />
A hemomancer has mastered the art of blood. Using the natural energy of life to control blood, she sculpts the world to her liking. They concentrate on either self-preservation via the stealing of others' blood or manipulation via control of the enemy's blood. They damage themselves in order to maximize damage on the enemy. The original hemomancers studied vampires and monks in order to develop their techniques. Since then, small groups have taught one another and the field of pseudo magic exists in small doses.<br />
<br />
== Creating a Hemomancer ==<br />
<br />
Hemomancers are usually good. However, rogue hemomancers take on an evil alignment and will be hunted down by society. When creating a hemomancer, think about how your character developed their techniques. Did they study alongside a monastery of other hemomancers, or were they a vampire's plaything that escaped. Are they shunned from their society for practicing hemomancy? What drives you to the adventure? Are you wanting to spread the use of hemomancy? Were you driven from your home village for experimenting on animals? Were you drafted in the military for your deadly skill?<br />
<br />
;Quick Build<br />
You can make a Hemomancer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity. Second, choose the Hermit background.<br />
{{5e Class Features<br />
|name=Hemomancer<br />
|summary=Bend the blood of your enemies to your whims.<br />
|hd=10<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor= Light armor<br />
|weapons= Simple Weapons, Blood Weapons<br />
|tools= Medicine Kit<br />
|saves= Constitution, Strength<br />
|skills= Choose two from: Arcana, Intimidation, Medicine, Nature, Perception, Religion; you also gain proficiency in persuasion against Vampires<br />
|item1a=A dungeoneer's pack<br />
|item1b=An explorer's pack<br />
|item1c=A Scholar's pack<br />
|item2a=Dagger<br />
|item2b=<br />
|item3a=3 Glass Vials<br />
|item3b=Medicine Kit<br />
|item4a=<br />
|item4b=<br />
|classfeatures1=Unarmored Defense, Hemomancy<br />
|classfeatures2=Blood Pact<br />
|classfeatures3=Hemo-Concentration<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack, Iron Blood<br />
|classfeatures6=Hemo-Concentration Feature<br />
|classfeatures7=Magically Infused Blood<br />
|classfeatures8=<br />
|classfeatures9=Blood Pact Improvement<br />
|classfeatures10=Blood Control<br />
|classfeatures11=Hemo-Concentration Feature<br />
|classfeatures12=<br />
|classfeatures13=Sanguine Imitation<br />
|classfeatures14=Hemo-Concentration Feature<br />
|classfeatures15=Blood Pact Improvement<br />
|classfeatures16=<br />
|classfeatures17=Hemo-Concentration\Blood Pact Improvement<br />
|classfeatures18=Strong Blooded<br />
|classfeatures19=<br />
|classfeatures20=Extended Blood Pool<br />
}}<br />
<br />
====Unarmored Defense====<br />
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.<br />
<br />
====Hemomancy====<br />
Beginning at 1st level, your practice of hemomancy allows you a mastery of a unique combat style utilizing blades forged of your own blood. You gain proficiency in blood weapons. You gain the following benefits while you are unarmed or wielding only blood weapons and you aren't wearing medium or heavier armor :<br />
<br />
*You can sense blood from up to 60 feet away<br />
<br />
*You can use Constitution instead of Strength for the attack and damage rolls of your blood weapons. <br />
<br />
*Blood Armor: By controlling your own blood you form a suit of armor made entirely of blood. This suit of armor is considered light and has an armor class of 13+ Dexterity bonus. The caster must take 1d6 damage to form the armor. The armor class can be increased by 2 once by taking an additional 1d6 damage. This armor dissipates after ten minutes and cannot be reactivated until completing a short or long rest.<br />
<br />
*Hemokinetic Combat: You are able to use your own blood in combat, enhancing your abilities and creating weapons only you can use. The weapons you make can take the form and statistics of any weapon. The caster must take 1d6 damage to form the weapon or use 1 unit of blood. Manifesting a blood weapon is considered a bonus action the same way you unsheath a weapon. The weapon maintains its long as you remain conscious and maintain concentration. When using this to form a ranged weapon that uses projectiles, every projectile cost 1 hp to fire.<br />
<br />
*Blood Regeneration: As a result of tampering with your own life force, you cannot be healed by normal means. Instead, you must imbibe blood taken from a living creature, including blood previously drawn from yourself. One unit of blood, stored in a glass bottle, can heal you for 1d10. In combat, you can also drain a unit of blood from a grappled enemy or willing ally, dealing 1d10 necrotic damage to the target and healing you for half of the damage dealt, rounded down (Minimum of 1). Blood has no healing effects for non-Hemomancers.<br />
<br />
There are a few reasons you may need to have your blood present in various other creatures. You may drain a number of units of blood per day equal to your constitution modifier, taking one minute per unit of blood and you must have a medicine kit. Donating one unit of blood to a willing creature will take 1 minute and will maintain the effect for 24 hours. One unit of blood will coat one ammunition and if ammunition coated in your blood is successful in hitting a creature, your blood remains in them for 1 hour. Your blood may also be stored in glass vials for 3 days after being drained. Each bottle contains 1 unit of blood. If you donate blood to a creature every day for a year, they are always considered to have your blood present.<br />
<br />
Some of your hemomancy techniques require your target to make a saving throw to resist the techniques' effects. The saving throw's DC is calculated as follows:<br />
<br />
'''Hemomancy save DC''' = 8 + your proficiency + your Constitution modifier<br />
<br />
====Blood Pact====<br />
Starting at 2nd level your understanding of Hemomancy allows you to consume a Hemomancer Hit Die as an action to gain 1d10 temporary hit points. After 9th level, add your Constitution modifier to this value. At 15, add your proficiency bonus and your Constitution modifier to this value. At level 17 you are now able to consume an extra Hemomancer Hit Die, with no additional Constitution bonus.<br />
<br />
====Hemo-Concentration====<br />
When you reach 3rd level, you commit yourself to a Hemo-Concentration: Hemo-Kinesis or Vigor Vampirism. <br />
Your concentration grants you features at 3rd level and again at 6th, 11th, 14th and 17th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.<br />
<br />
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.<br />
<br />
====Iron Blood====<br />
At 5th level your blood begins to bend to your will, protecting you from some damage. You gain resistance to bludgeoning damage.<br />
<br />
====Magically Infused Blood====<br />
Starting at 7th level, your blood weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attack and damage. You also gain +2 to hit and damage with blood weapons. Ammunition coated in your blood counts as magical. Your blood armor now lets you use your constitution modifier instead of your dexterity.<br />
<br />
====Blood Control====<br />
At 10th level, you can lower your heart rate drastically once per short rest. By sacrificing two Hemomancer hit dice, it becomes nearly impossible for anything to detect you. You are able to add your proficiency bonus to your Stealth checks (if you are already proficient in Stealth, you add your proficiency bonus on top of the existing modifier). You can maintain this for a number of minutes equal to your constitution score. You also regain all spent Hemomancer hit dice once you've completed a long rest.<br />
<br />
====Sanguine Imitation====<br />
Beginning at your 13th level, You can use the innate abilities of anyone's blood that you have taken for yourself, such as a Barbarian's "rage". However, you cannot use things that would be classed as a gift from a god. Can be used once every long rest.<br />
<br />
====Strong Blooded====<br />
At your 18th level, you have gained extreme control over your own blood. As a reaction before being hit take a 1d10 damage in order to add +2 to AC. This effect lasts until the start of your turn and does not stack.<br />
<br />
====Extended Blood Pool====<br />
At 20th level, you have trained your body to consistently produce more blood and have more to pull from. Increase your Constitution score by 4. The score maximum is also increased by 4. Damage done to yourself by yourself is halved. You gain immunity to slashing and piercing damage from non magical weapons.<br />
<br />
=== Hemo-Concentrations ===<br />
<br />
==== Hemo-Kinesis ====<br />
<br />
You have had a revelation that you are able to control the blood and life essence of others. <br />
<br />
===== Impure Blade =====<br />
Starting at 3rd level when you take this Hemo-Concentration, when you succeed an attack roll with an attack with a piercing weapon either coated in or made out of your blood, you may deal 1d10 damage to yourself as a bonus action. If you choose to do this, the creature pierced with your blood takes 3d10 necrotic damage<br />
<br />
===== Blood Bending =====<br />
Beginning at 6th level you learn how to control the blood of others with some level of finesse. As an action, you can attempt to gain control of another being with blood (As ruled by the DM). They must succeed a constitution saving throw or be controlled until released. Beings containing your blood will roll with disadvantage. You can not control beings one or more size classes higher than yourself. You control them until they either succeed in a save or you lose concentration. The target makes a new saving throw at the end of each of its turns. While the creature is under your control, you may use your bonus action to hold the target in place. You may also use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the physical actions you choose (Does not affect mental actions) and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. You lose control if the creature goes beyond 60 feet away from you.<br />
<br />
===== Hemo-Enhancement =====<br />
After 11th level, you are able to control the blood of willing creatures in order to assist them in a physical task. When helping allies on a Strength, Dexterity, or Constitution roll, they roll with advantage and your Proficiency modifier is added to the roll. This can vary from helping an ally clear a jump to making them swing an axe harder, but cannot be used for non-physical tasks, such as those that require an Intelligence, Wisdom, or Charisma roll. This can be done from a distance up to 60 ft.<br />
<br />
===== Boiling Blood =====<br />
At 14th level, you gain the ability to cause irregularities in enemies' blood from a distance. You may use this feature as an action. A creature with blood, (as ruled by the DM) within 60ft of you must make a Constitution saving throw. The target takes 5d10 necrotic damage on a failed save or half as much on a successful one. You may do this a number of times a day equal to your constitution modifier, minimum 1.<br />
<br />
===== Hemo-Puppetry =====<br />
After 17th level, you have nigh on mastered the art of controlling others. It is especially effective when merged with your blood. If your blood enters a another being with blood (As ruled by the DM) of one size class larger than you or smaller, they are considered to be under the effects of Blood Bending, until they succeed on a Constitution saving throw of your Hemomancy Save DC +2 or you lose concentration on your blood. You may concentrate on up to three creatures containing your blood or one with your blood and one without, though in this case the one without your blood rolls based on your normal Hemomancy Save DC. The creature(s) makes a new Constitution saving throw at the end of each turn. If you terminate the control early, you may deal 5d10 necrotic damage to the target. You lose control of a creature if it goes beyond 60 feet away from you. You may only forcefully terminate this effect and cause the associated damage a number of times per day equal to your Constitution modifier. (minimum 1)<br />
<br />
==== Vigor Vampirism ====<br />
You have learned how to harness the life energy of blood in other organisms for your own benefit. <br />
<br />
===== Siphoning Strike =====<br />
Starting at 3rd level when you choose this concentration, whenever you strike a being with blood (as ruled by the DM) with your blood weapons, you regain 2 hp up to your maximum. This increases to 4 hp at level 6. If you score a critical hit against a living organism, you may regain half of the damage dealt (rounded up) as health.<br />
<br />
===== Blood Scavanger =====<br />
Beginning at 6th level you gain the ability to drain energy from those recently deceased. If a being with blood (as ruled by the DM) has died within the last minute, you may spend 10 minutes draining its life force. You gain Hit Points up to one-fourth (rounded up) the creature's maximum Hit Points. <br />
<br />
===== Enhanced Blood Weapons =====<br />
After 11th level, you have spent a long time honing your blood weapons and training to hit vital points of your enemies. Your blood weapon attacks score a critical hit on a roll of 19 or 20.<br />
<br />
===== Transfusion =====<br />
At 14th level, you gain the ability to drain from a short distance. You can rip blood from an enemy with blood (as ruled by the DM) and siphon it into your own pool. At a range of 20 or lower, make a ranged spell attack with constitution as the spell casting ability. On a successful hit, the enemy takes 4d10 necrotic damage. You gain half the health lost this way. (rounded down)<br />
<br />
===== Vampiric Heritage =====<br />
After 17th level, you have truly remade yourself in the vampire's image. Half of any necrotic damage you deal to others is added to your health (in addition to any it may add itself). You also regain 5 HP at the beginning of every turn as long as you have at least 1 Hit Point and are equal to or below half of your total hit points.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the hemomancer class, you must meet these prerequisites: Constitution of 13 or higher.<br />
<br />
'''Proficiencies.''' When you multiclass into the hemomancer class, you gain the following proficiencies: Light armor, simple weapons<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Hemomancer_(5e_Class)&diff=1033834Hemomancer (5e Class)2018-04-22T07:54:22Z<p>Wixoss: /* Hemomancy */</p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|desc=Bend your enemy's blood to your will.<br />
}}<br />
<br />
== Hemomancer ==<br />
<br />
A sturdy dwarf woman charges through battle, crimson axes in each hand. She cuts through the enemy like butter, blood everywhere. They thirst for it. With every swing the dwarf appears stronger, unbridled by her weapons. As the battle comes to a close, her axes fall to the floor, splatters of blood. She kneels by a fallen enemy, and the blood drains from it's body. The dwarf walks away, unscathed beyond two scabbed palms.<br />
<br />
A hemomancer has mastered the art of blood. Using the natural energy of life to control blood, she sculpts the world to her liking. They concentrate on either self-preservation via the stealing of others' blood or manipulation via control of the enemy's blood. They damage themselves in order to maximize damage on the enemy. The original hemomancers studied vampires and monks in order to develop their techniques. Since then, small groups have taught one another and the field of pseudo magic exists in small doses.<br />
<br />
== Creating a Hemomancer ==<br />
<br />
Hemomancers are usually good. However, rogue hemomancers take on an evil alignment and will be hunted down by society. When creating a hemomancer, think about how your character developed their techniques. Did they study alongside a monastery of other hemomancers, or were they a vampire's plaything that escaped. Are they shunned from their society for practicing hemomancy? What drives you to the adventure? Are you wanting to spread the use of hemomancy? Were you driven from your home village for experimenting on animals? Were you drafted in the military for your deadly skill?<br />
<br />
;Quick Build<br />
You can make a Hemomancer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity. Second, choose the Hermit background.<br />
{{5e Class Features<br />
|name=Hemomancer<br />
|summary=Bend the blood of your enemies to your whims.<br />
|hd=10<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor= Light armor<br />
|weapons= Simple Weapons, Blood Weapons<br />
|tools= Medicine Kit<br />
|saves= Constitution, Strength<br />
|skills= Choose two from: Arcana, Intimidation, Medicine, Nature, Perception, Religion; you also gain proficiency in persuasion against Vampires<br />
|item1a=A dungeoneer's pack<br />
|item1b=An explorer's pack<br />
|item1c=A Scholar's pack<br />
|item2a=Dagger<br />
|item2b=<br />
|item3a=3 Glass Vials<br />
|item3b=Medicine Kit<br />
|item4a=<br />
|item4b=<br />
|classfeatures1=Unarmored Defense, Hemomancy<br />
|classfeatures2=Blood Pact<br />
|classfeatures3=Hemo-Concentration<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack, Iron Blood<br />
|classfeatures6=Hemo-Concentration Feature<br />
|classfeatures7=Magically Infused Blood<br />
|classfeatures8=<br />
|classfeatures9=Blood Pact Improvement<br />
|classfeatures10=Blood Control<br />
|classfeatures11=Hemo-Concentration Feature<br />
|classfeatures12=<br />
|classfeatures13=Sanguine Imitation<br />
|classfeatures14=Hemo-Concentration Feature<br />
|classfeatures15=Blood Pact Improvement<br />
|classfeatures16=<br />
|classfeatures17=Hemo-Concentration\Blood Pact Improvement<br />
|classfeatures18=Strong Blooded<br />
|classfeatures19=<br />
|classfeatures20=Extended Blood Pool<br />
}}<br />
<br />
====Unarmored Defense====<br />
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.<br />
<br />
====Hemomancy====<br />
Beginning at 1st level, your practice of hemomancy allows you a mastery of a unique combat style utilizing blades forged of your own blood. You gain proficiency in blood weapons. You gain the following benefits while you are unarmed or wielding only blood weapons and you aren't wearing medium or heavier armor :<br />
<br />
*You can sense blood from up to 60 feet away<br />
<br />
*You can use Constitution instead of Strength for the attack and damage rolls of your blood weapons. <br />
<br />
*Blood Armor: By controlling your own blood you form a suit of armor made entirely of blood. This suit of armor is considered light and has an armor class of 13+ Dexterity bonus. The caster must take 1d6 damage to form the armor. The armor class can be increased by 2 once by taking an additional 1d6 damage. This armor dissipates after ten minutes and cannot be reactivated until completing a short or long rest.<br />
<br />
*Hemokinetic Combat: You are able to use your own blood in combat, enhancing your abilities and creating weapons only you can use. The weapons you make can take the form and statistics of any. The caster must take 1d6 damage to form the weapon or use 1 unit of blood. Manifesting a blood weapon is considered a bonus action the same way you unsheath a weapon. The weapon maintains its form as long as you remain conscious and maintain concentration. When using this to form a ranged weapon that uses projectiles, every projectile cost 1 hp to fire.<br />
<br />
*Blood Regeneration: As a result of tampering with your own life force, you cannot be healed by normal means. Instead, you must imbibe blood taken from a living creature, including blood previously drawn from yourself. One unit of blood, stored in a glass bottle, can heal you for 1d10. In combat, you can also drain a unit of blood from a grappled enemy or willing ally, dealing 1d10 necrotic damage to the target and healing you for half of the damage dealt, rounded down (Minimum of 1). Blood has no healing effects for non-Hemomancers.<br />
<br />
There are a few reasons you may need to have your blood present in various other creatures. You may drain a number of units of blood per day equal to your constitution modifier, taking one minute per unit of blood and you must have a medicine kit. Donating one unit of blood to a willing creature will take 1 minute and will maintain the effect for 24 hours. One unit of blood will coat one ammunition and if ammunition coated in your blood is successful in hitting a creature, your blood remains in them for 1 hour. Your blood may also be stored in glass vials for 3 days after being drained. Each bottle contains 1 unit of blood. If you donate blood to a creature every day for a year, they are always considered to have your blood present.<br />
<br />
Some of your hemomancy techniques require your target to make a saving throw to resist the techniques' effects. The saving throw's DC is calculated as follows:<br />
<br />
'''Hemomancy save DC''' = 8 + your proficiency + your Constitution modifier<br />
<br />
====Blood Pact====<br />
Starting at 2nd level your understanding of Hemomancy allows you to consume a Hemomancer Hit Die as an action to gain 1d10 temporary hit points. After 9th level, add your Constitution modifier to this value. At 15, add your proficiency bonus and your Constitution modifier to this value. At level 17 you are now able to consume an extra Hemomancer Hit Die, with no additional Constitution bonus.<br />
<br />
====Hemo-Concentration====<br />
When you reach 3rd level, you commit yourself to a Hemo-Concentration: Hemo-Kinesis or Vigor Vampirism. <br />
Your concentration grants you features at 3rd level and again at 6th, 11th, 14th and 17th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.<br />
<br />
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.<br />
<br />
====Iron Blood====<br />
At 5th level your blood begins to bend to your will, protecting you from some damage. You gain resistance to bludgeoning damage.<br />
<br />
====Magically Infused Blood====<br />
Starting at 7th level, your blood weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attack and damage. You also gain +2 to hit and damage with blood weapons. Ammunition coated in your blood counts as magical. Your blood armor now lets you use your constitution modifier instead of your dexterity.<br />
<br />
====Blood Control====<br />
At 10th level, you can lower your heart rate drastically once per short rest. By sacrificing two Hemomancer hit dice, it becomes nearly impossible for anything to detect you. You are able to add your proficiency bonus to your Stealth checks (if you are already proficient in Stealth, you add your proficiency bonus on top of the existing modifier). You can maintain this for a number of minutes equal to your constitution score. You also regain all spent Hemomancer hit dice once you've completed a long rest.<br />
<br />
====Sanguine Imitation====<br />
Beginning at your 13th level, You can use the innate abilities of anyone's blood that you have taken for yourself, such as a Barbarian's "rage". However, you cannot use things that would be classed as a gift from a god. Can be used once every long rest.<br />
<br />
====Strong Blooded====<br />
At your 18th level, you have gained extreme control over your own blood. As a reaction before being hit take a 1d10 damage in order to add +2 to AC. This effect lasts until the start of your turn and does not stack.<br />
<br />
====Extended Blood Pool====<br />
At 20th level, you have trained your body to consistently produce more blood and have more to pull from. Increase your Constitution score by 4. The score maximum is also increased by 4. Damage done to yourself by yourself is halved. You gain immunity to slashing and piercing damage from non magical weapons.<br />
<br />
=== Hemo-Concentrations ===<br />
<br />
==== Hemo-Kinesis ====<br />
<br />
You have had a revelation that you are able to control the blood and life essence of others. <br />
<br />
===== Impure Blade =====<br />
Starting at 3rd level when you take this Hemo-Concentration, when you succeed an attack roll with an attack with a piercing weapon either coated in or made out of your blood, you may deal 1d10 damage to yourself as a bonus action. If you choose to do this, the creature pierced with your blood takes 3d10 necrotic damage<br />
<br />
===== Blood Bending =====<br />
Beginning at 6th level you learn how to control the blood of others with some level of finesse. As an action, you can attempt to gain control of another being with blood (As ruled by the DM). They must succeed a constitution saving throw or be controlled until released. Beings containing your blood will roll with disadvantage. You can not control beings one or more size classes higher than yourself. You control them until they either succeed in a save or you lose concentration. The target makes a new saving throw at the end of each of its turns. While the creature is under your control, you may use your bonus action to hold the target in place. You may also use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the physical actions you choose (Does not affect mental actions) and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. You lose control if the creature goes beyond 60 feet away from you.<br />
<br />
===== Hemo-Enhancement =====<br />
After 11th level, you are able to control the blood of willing creatures in order to assist them in a physical task. When helping allies on a Strength, Dexterity, or Constitution roll, they roll with advantage and your Proficiency modifier is added to the roll. This can vary from helping an ally clear a jump to making them swing an axe harder, but cannot be used for non-physical tasks, such as those that require an Intelligence, Wisdom, or Charisma roll. This can be done from a distance up to 60 ft.<br />
<br />
===== Boiling Blood =====<br />
At 14th level, you gain the ability to cause irregularities in enemies' blood from a distance. You may use this feature as an action. A creature with blood, (as ruled by the DM) within 60ft of you must make a Constitution saving throw. The target takes 5d10 necrotic damage on a failed save or half as much on a successful one. You may do this a number of times a day equal to your constitution modifier, minimum 1.<br />
<br />
===== Hemo-Puppetry =====<br />
After 17th level, you have nigh on mastered the art of controlling others. It is especially effective when merged with your blood. If your blood enters a another being with blood (As ruled by the DM) of one size class larger than you or smaller, they are considered to be under the effects of Blood Bending, until they succeed on a Constitution saving throw of your Hemomancy Save DC +2 or you lose concentration on your blood. You may concentrate on up to three creatures containing your blood or one with your blood and one without, though in this case the one without your blood rolls based on your normal Hemomancy Save DC. The creature(s) makes a new Constitution saving throw at the end of each turn. If you terminate the control early, you may deal 5d10 necrotic damage to the target. You lose control of a creature if it goes beyond 60 feet away from you. You may only forcefully terminate this effect and cause the associated damage a number of times per day equal to your Constitution modifier. (minimum 1)<br />
<br />
==== Vigor Vampirism ====<br />
You have learned how to harness the life energy of blood in other organisms for your own benefit. <br />
<br />
===== Siphoning Strike =====<br />
Starting at 3rd level when you choose this concentration, whenever you strike a being with blood (as ruled by the DM) with your blood weapons, you regain 2 hp up to your maximum. This increases to 4 hp at level 6. If you score a critical hit against a living organism, you may regain half of the damage dealt (rounded up) as health.<br />
<br />
===== Blood Scavanger =====<br />
Beginning at 6th level you gain the ability to drain energy from those recently deceased. If a being with blood (as ruled by the DM) has died within the last minute, you may spend 10 minutes draining its life force. You gain Hit Points up to one-fourth (rounded up) the creature's maximum Hit Points. <br />
<br />
===== Enhanced Blood Weapons =====<br />
After 11th level, you have spent a long time honing your blood weapons and training to hit vital points of your enemies. Your blood weapon attacks score a critical hit on a roll of 19 or 20.<br />
<br />
===== Transfusion =====<br />
At 14th level, you gain the ability to drain from a short distance. You can rip blood from an enemy with blood (as ruled by the DM) and siphon it into your own pool. At a range of 20 or lower, make a ranged spell attack with constitution as the spell casting ability. On a successful hit, the enemy takes 4d10 necrotic damage. You gain half the health lost this way. (rounded down)<br />
<br />
===== Vampiric Heritage =====<br />
After 17th level, you have truly remade yourself in the vampire's image. Half of any necrotic damage you deal to others is added to your health (in addition to any it may add itself). You also regain 5 HP at the beginning of every turn as long as you have at least 1 Hit Point and are equal to or below half of your total hit points.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the hemomancer class, you must meet these prerequisites: Constitution of 13 or higher.<br />
<br />
'''Proficiencies.''' When you multiclass into the hemomancer class, you gain the following proficiencies: Light armor, simple weapons<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Arcane_Archer_(5e_Class)&diff=1033161Arcane Archer (5e Class)2018-04-20T07:32:38Z<p>Wixoss: /* Absolute Attack */</p>
<hr />
<div><br />
== Arcane Archer ==<br />
<br />
An arcane archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, arcane archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.<br />
<br />
=== Creating a Arcane Archer ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane archer quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://i.pinimg.com/474x/50/aa/5f/50aa5f64733af3cabfbcdc5a602b4b7c.jpg|[http://knightandknights.com/post/112158468908/by-%E6%B8%A9%E6%9F%94-%E4%B8%80%E5%88%80 Source]}}<br />
{{5e Class Features<br />
|name=Arcane Archer<br />
|summary=An archer trained to imbue arrows with spells.<br />
|hd=8<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 2 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Magic Marksman<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Magic Marksman Feature<br />
|classfeatures7=Status Resistance, Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Magic Marksman Feature<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Magic Marksman Feature<br />
|classfeatures15=Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Elemental Fury<br />
|classfeatures19=<br />
|classfeatures20=Singular Focus<br />
|extra2_name=Invocations<br>Known<br />
|extra2_1=&mdash;<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=3<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, 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 later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Piercing Shot<br />
You gain a +1 bonus to damage rolls you make with ranged weapons. <br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain two [[Arcane_Archer_(5e_Class)#Arcane_Invocation_List|Arcane Invocations]] of your choice. Your invocation options are detailed at the end of the class description. When you gain certain arcane archer levels, you gain additional invocations of your choice, as shown in the Arcane Invocations column of the arcane archer table.<br />
<br />
You can change what Arcane Invocations you know by spending a total of 24 hours studying for every 1 Invocation you change. You must complete the 24 hours of studying within one week of when you started. If you spend more than 8 hours in one day studying, you must roll a d20 at the end. The DC is equal to the amount of hours spent studying. If you fail the DC check you lose all progress for that day. No modifiers can be added to the roll.<br />
<br />
====Magic Marksman====<br />
At 3rd level, you may pick an subclass from Magic Bowman or Precision Sniper. You gain a feature at 3rd level from taking this subclass and gain additional features at 6th, 10th, and 14th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Status Resistance ====<br />
By 7th level, your use of imbuements and arcane magic has imbued your mind and body with protective magic. You have advantage on saving throws against being {{5c|blinded}}, {{5c|frightened}}, and {{5c|petrified}}.<br />
<br />
==== Foresight ====<br />
Through divination magic you occasionally catch a glimpse of the immediate future. Starting at 15th level, whenever you you must make a saving throw, you gain a bonus to the saving throw equal to half your proficiency bonus rounded down. You must be conscious to grant this bonus. <br />
<br />
====Elemental Fury====<br />
By at 18th level, you gain the ability to enchant a ranged weapon attack with the force of the elements. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 2d8 cold, fire, or lightning damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== Singular Focus ====<br />
By 20th level, you can readily focus down a single target with the help of others. As an action, you can single out the target of Singular Focus within 120 feet of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120 feet of you have advantage on attacks against the target of Singular Focus. You regain the use of this feature after you finish a long rest.<br />
<br />
===Magic Bowman===<br />
Magic bowman are a unique group, despite using bows and other ranged weapons, they prefer to augment they abilities with magic, often leading to deadly combination for foes who fight them. <br />
<br />
====Magic Bow====<br />
By 3rd level, your magic has started to seep into the bows you wield, making them fire projectiles faster. You may add half your {{5a|int}} modifier(rounded up) in additional damage to your damage rolls from ranged martial weapons.<br />
<br />
====Absolute Attack====<br />
On the sixth level, magic circumvents its performance during the attack, its attacks now a critical right at 19-20.<br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attack rolls with ranged weapons ignore any bonuses provided to AC through magic. Your attacks with ranged weapons also deal additional damage equal to your {{5a|int}} modifier if the creature you hit has temporary hit points.<br />
<br />
====Magical Reserves====<br />
By 14th level, you have learned to harness and have gained additional magical capabilities. You gain 3 charges to cast Arcane Invocations. You may spend 1 charge to cast an Arcane Invocation at 1st level, or you may spend more point to cast an Arcane Invocation at a spell slot level equal to the amount of points spent. You regain all uses of this feature after you finish a long rest.<br />
<br />
===Precision Sniper===<br />
This arcane archer strives to take make precise attacks against targets, while evading being pinned down by possible enemies.<br />
<br />
====Targeting====<br />
By 3rd level, you have learned how to calm yourself and ready your attacks against a target. As a bonus action, you may focus on a target within sight. Until the start of your next turn, you have advantage on ranged attack rolls against the target and your ranged weapon attacks deal additional damage equal to your proficiency bonus. You regain use of this feature after you finish a short or long rest.<br />
<br />
====Tracker====<br />
By 6th level, you have gained sufficient experience in tracking to pursue any quarry. You gain proficiency in {{5s|Survival}} skill, if you already have proficiency in it, you can double your proficiency bonus.<br />
<br />
====Fleeting Step====<br />
By 10th level, your speed and evasiveness have reached new levels. Your base walking speed is increased by 10 feet, and may take the [[5e_SRD:Disengage_Action|Disengage]] action as a bonus action.<br />
<br />
====Snipe====<br />
By 14th level, you can hone in on your targets no matter how difficult the shot. When a creature is within the short range of your ranged weapon, you gain a +1 bonus to attack and damage rolls. You also do not have disadvantage on attack rolls when targeting a creature within the long range of a ranged weapon. <br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''absorb elements<ref>D&D 5e XGtE pp.150</ref>, [[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Hunter%27s_Mark|hunter's mark]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Acid Arrow|acid arrow]], [[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], flame arrows<ref>D&D 5e XGtE pp.156</ref>, [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]], lightning arrow<ref>D&D 5e PHB pp.255</ref>, [[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
;— Arrow Return<br />
*''Cantrip''<br />
<br />
As a bonus action, you may return a magical arrow you fired to your hand.<br />
<br />
;— Bolt<br />
*''Requires 1st level spell slot or higher''<br />
<br />
As a reaction, you may shock a creature that has hit you with a melee attack. This creature may make a {{5a|con}} saving throw versus your spell save DC to take half of the 2d8 lightning damage and not lose their reaction. When you cast this invocation using a spell slot of 2th level or higher, the damage increases by 1d8 for each slot level above 1st. <br />
<br />
;— Brute Bane Arrow<br />
*''Requires 2nd level spell slot or higher''<br />
*{{5e|Concentration|Concentration}}, up to 1 minute<br />
<br />
As an bonus action, you charge an arrow with necromantic magic. On hit, the target must make a {{5a|con}} saving throw equal to your spell save DC to take half of the additional 3d10 necrotic damage and to not gain disadvantage on {{5a|con}} saving throws until the start of your next turn. When you cast this invocation using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. <br />
<br />
;— Bursting Shot<br />
*''Requires 2nd level spell slot or higher''<br />
*{{5e|Concentration|Concentration}}, up to 1 minute<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage. When you cast this invocation using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.<br />
<br />
;— Defensive Shot<br />
*''Cantrip''<br />
*{{5e|Concentration|Concentration}}, up to 1 minute<br />
<br />
As a bonus action, you may use abjuration magic to weave a charm that disrupts your enemy’s magic. If your next ranged attack roll hits, the target suffers disadvantage on the next attack roll it makes before the start of your next turn. <br />
<br />
;— Piercing Shot<br />
*''Requires 3rd level spell slot or higher'' <br />
<br />
As an action, you may fire an ethereal arrow that passes through foes and obstacles. This arrow fires forward in a line that is 5 foot wide and 60 feet long. Each creature in the line must make a {{5a|dex}} saving throw versus your spell save DC. On a failed save, the target takes 5d10 piercing damage. On a successful save, a target only takes half as much damage. When you cast this invocation using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.<br />
<br />
;- Quick Shot<br />
*''Requires 2nd level spell slot or higher''<br />
<br />
You unleash a surge of energy within you, allowing you to temporarily act faster. If you took the [[5e SRD:Attack Action|Attack]] action on your turn, you may move 10 feet and make a ranged weapon attack against a creature within 30 feet of you as a bonus action. <br />
<br />
;— Searing Shot<br />
*''Requires 1st level spell slot or higher''<br />
*{{5e|Concentration|Concentration}}, up to 1 minute<br />
<br />
As a bonus action, you may enchant your ranged weapon attacks. On your next ranged weapon that hits, the ammo flares with white-hot intensitity, and the attack deals an additional 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of the target's turns or until the spell ends, the target must make a {{5a|con}} saving throw versus your spell save DC. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. When you cast this invocation using a spell slot of 2th level or higher, both instances of damage increase by 1d8 for each slot level above 1st. <br />
<br />
;— Thicket Shot<br />
*''Requires 1st level spell slot or higher''<br />
*{{5e|Concentration|Concentration}}, up to 1 minute<br />
<br />
As a bonus action, you charge an arrow with poisonous nature energy that wraps around the target. On hit, the target must make a {{5a|con}} saving throw equal to your spell save DC to take half of the 3d6 poison damage, and not have its speed is reduced by 10 feet for 1 minute. If the target or a creature within 5 feet of it, uses an action to remove the brambles with a successful {{5a|str}} ({{5s|Athletics}}) check against your spell save DC, the creature's base move speed is not reduced by 10 feet anymore. When you cast this invocation using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st, and the speed reduction increase by 5 feet for each slot level above 1st.<br />
<br />
;— Windy Rebuke<br />
*''Requires 1st level spell slot or higher''<br />
<br />
As a reaction, you may attempt to push any Large or smaller creature that moves within 5 feet of you. This creature may make a {{5a|str}} saving throw versus your spell save DC to take half of the 3d4 slashing damage and not be pushed away 10 feet away from you. When you cast this invocation using a spell slot of 2th level or higher, the damage increases by 2d4 for each slot level above 1st, and the push distance increases by 5 feet for each slot level above 1st<br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Arcane_Archer_(5e_Class)&diff=1033160Arcane Archer (5e Class)2018-04-20T07:31:41Z<p>Wixoss: /* Absolute Settlement */</p>
<hr />
<div><br />
== Arcane Archer ==<br />
<br />
An arcane archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, arcane archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.<br />
<br />
=== Creating a Arcane Archer ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane archer quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://i.pinimg.com/474x/50/aa/5f/50aa5f64733af3cabfbcdc5a602b4b7c.jpg|[http://knightandknights.com/post/112158468908/by-%E6%B8%A9%E6%9F%94-%E4%B8%80%E5%88%80 Source]}}<br />
{{5e Class Features<br />
|name=Arcane Archer<br />
|summary=An archer trained to imbue arrows with spells.<br />
|hd=8<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 2 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Magic Marksman<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Magic Marksman Feature<br />
|classfeatures7=Status Resistance, Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Magic Marksman Feature<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Magic Marksman Feature<br />
|classfeatures15=Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Elemental Fury<br />
|classfeatures19=<br />
|classfeatures20=Singular Focus<br />
|extra2_name=Invocations<br>Known<br />
|extra2_1=&mdash;<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=3<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, 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 later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Piercing Shot<br />
You gain a +1 bonus to damage rolls you make with ranged weapons. <br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain two [[Arcane_Archer_(5e_Class)#Arcane_Invocation_List|Arcane Invocations]] of your choice. Your invocation options are detailed at the end of the class description. When you gain certain arcane archer levels, you gain additional invocations of your choice, as shown in the Arcane Invocations column of the arcane archer table.<br />
<br />
You can change what Arcane Invocations you know by spending a total of 24 hours studying for every 1 Invocation you change. You must complete the 24 hours of studying within one week of when you started. If you spend more than 8 hours in one day studying, you must roll a d20 at the end. The DC is equal to the amount of hours spent studying. If you fail the DC check you lose all progress for that day. No modifiers can be added to the roll.<br />
<br />
====Magic Marksman====<br />
At 3rd level, you may pick an subclass from Magic Bowman or Precision Sniper. You gain a feature at 3rd level from taking this subclass and gain additional features at 6th, 10th, and 14th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Status Resistance ====<br />
By 7th level, your use of imbuements and arcane magic has imbued your mind and body with protective magic. You have advantage on saving throws against being {{5c|blinded}}, {{5c|frightened}}, and {{5c|petrified}}.<br />
<br />
==== Foresight ====<br />
Through divination magic you occasionally catch a glimpse of the immediate future. Starting at 15th level, whenever you you must make a saving throw, you gain a bonus to the saving throw equal to half your proficiency bonus rounded down. You must be conscious to grant this bonus. <br />
<br />
====Elemental Fury====<br />
By at 18th level, you gain the ability to enchant a ranged weapon attack with the force of the elements. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 2d8 cold, fire, or lightning damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== Singular Focus ====<br />
By 20th level, you can readily focus down a single target with the help of others. As an action, you can single out the target of Singular Focus within 120 feet of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120 feet of you have advantage on attacks against the target of Singular Focus. You regain the use of this feature after you finish a long rest.<br />
<br />
===Magic Bowman===<br />
Magic bowman are a unique group, despite using bows and other ranged weapons, they prefer to augment they abilities with magic, often leading to deadly combination for foes who fight them. <br />
<br />
====Magic Bow====<br />
By 3rd level, your magic has started to seep into the bows you wield, making them fire projectiles faster. You may add half your {{5a|int}} modifier(rounded up) in additional damage to your damage rolls from ranged martial weapons.<br />
<br />
====Absolute Attack====<br />
On the sixth level, magic bypasses its performance during the attack, its attacks now a critical right at 19-20.<br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attack rolls with ranged weapons ignore any bonuses provided to AC through magic. Your attacks with ranged weapons also deal additional damage equal to your {{5a|int}} modifier if the creature you hit has temporary hit points.<br />
<br />
====Magical Reserves====<br />
By 14th level, you have learned to harness and have gained additional magical capabilities. You gain 3 charges to cast Arcane Invocations. You may spend 1 charge to cast an Arcane Invocation at 1st level, or you may spend more point to cast an Arcane Invocation at a spell slot level equal to the amount of points spent. You regain all uses of this feature after you finish a long rest.<br />
<br />
===Precision Sniper===<br />
This arcane archer strives to take make precise attacks against targets, while evading being pinned down by possible enemies.<br />
<br />
====Targeting====<br />
By 3rd level, you have learned how to calm yourself and ready your attacks against a target. As a bonus action, you may focus on a target within sight. Until the start of your next turn, you have advantage on ranged attack rolls against the target and your ranged weapon attacks deal additional damage equal to your proficiency bonus. You regain use of this feature after you finish a short or long rest.<br />
<br />
====Tracker====<br />
By 6th level, you have gained sufficient experience in tracking to pursue any quarry. You gain proficiency in {{5s|Survival}} skill, if you already have proficiency in it, you can double your proficiency bonus.<br />
<br />
====Fleeting Step====<br />
By 10th level, your speed and evasiveness have reached new levels. Your base walking speed is increased by 10 feet, and may take the [[5e_SRD:Disengage_Action|Disengage]] action as a bonus action.<br />
<br />
====Snipe====<br />
By 14th level, you can hone in on your targets no matter how difficult the shot. When a creature is within the short range of your ranged weapon, you gain a +1 bonus to attack and damage rolls. You also do not have disadvantage on attack rolls when targeting a creature within the long range of a ranged weapon. <br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''absorb elements<ref>D&D 5e XGtE pp.150</ref>, [[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Hunter%27s_Mark|hunter's mark]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Acid Arrow|acid arrow]], [[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], flame arrows<ref>D&D 5e XGtE pp.156</ref>, [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]], lightning arrow<ref>D&D 5e PHB pp.255</ref>, [[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
;— Arrow Return<br />
*''Cantrip''<br />
<br />
As a bonus action, you may return a magical arrow you fired to your hand.<br />
<br />
;— Bolt<br />
*''Requires 1st level spell slot or higher''<br />
<br />
As a reaction, you may shock a creature that has hit you with a melee attack. This creature may make a {{5a|con}} saving throw versus your spell save DC to take half of the 2d8 lightning damage and not lose their reaction. When you cast this invocation using a spell slot of 2th level or higher, the damage increases by 1d8 for each slot level above 1st. <br />
<br />
;— Brute Bane Arrow<br />
*''Requires 2nd level spell slot or higher''<br />
*{{5e|Concentration|Concentration}}, up to 1 minute<br />
<br />
As an bonus action, you charge an arrow with necromantic magic. On hit, the target must make a {{5a|con}} saving throw equal to your spell save DC to take half of the additional 3d10 necrotic damage and to not gain disadvantage on {{5a|con}} saving throws until the start of your next turn. When you cast this invocation using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. <br />
<br />
;— Bursting Shot<br />
*''Requires 2nd level spell slot or higher''<br />
*{{5e|Concentration|Concentration}}, up to 1 minute<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage. When you cast this invocation using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.<br />
<br />
;— Defensive Shot<br />
*''Cantrip''<br />
*{{5e|Concentration|Concentration}}, up to 1 minute<br />
<br />
As a bonus action, you may use abjuration magic to weave a charm that disrupts your enemy’s magic. If your next ranged attack roll hits, the target suffers disadvantage on the next attack roll it makes before the start of your next turn. <br />
<br />
;— Piercing Shot<br />
*''Requires 3rd level spell slot or higher'' <br />
<br />
As an action, you may fire an ethereal arrow that passes through foes and obstacles. This arrow fires forward in a line that is 5 foot wide and 60 feet long. Each creature in the line must make a {{5a|dex}} saving throw versus your spell save DC. On a failed save, the target takes 5d10 piercing damage. On a successful save, a target only takes half as much damage. When you cast this invocation using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.<br />
<br />
;- Quick Shot<br />
*''Requires 2nd level spell slot or higher''<br />
<br />
You unleash a surge of energy within you, allowing you to temporarily act faster. If you took the [[5e SRD:Attack Action|Attack]] action on your turn, you may move 10 feet and make a ranged weapon attack against a creature within 30 feet of you as a bonus action. <br />
<br />
;— Searing Shot<br />
*''Requires 1st level spell slot or higher''<br />
*{{5e|Concentration|Concentration}}, up to 1 minute<br />
<br />
As a bonus action, you may enchant your ranged weapon attacks. On your next ranged weapon that hits, the ammo flares with white-hot intensitity, and the attack deals an additional 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of the target's turns or until the spell ends, the target must make a {{5a|con}} saving throw versus your spell save DC. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. When you cast this invocation using a spell slot of 2th level or higher, both instances of damage increase by 1d8 for each slot level above 1st. <br />
<br />
;— Thicket Shot<br />
*''Requires 1st level spell slot or higher''<br />
*{{5e|Concentration|Concentration}}, up to 1 minute<br />
<br />
As a bonus action, you charge an arrow with poisonous nature energy that wraps around the target. On hit, the target must make a {{5a|con}} saving throw equal to your spell save DC to take half of the 3d6 poison damage, and not have its speed is reduced by 10 feet for 1 minute. If the target or a creature within 5 feet of it, uses an action to remove the brambles with a successful {{5a|str}} ({{5s|Athletics}}) check against your spell save DC, the creature's base move speed is not reduced by 10 feet anymore. When you cast this invocation using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st, and the speed reduction increase by 5 feet for each slot level above 1st.<br />
<br />
;— Windy Rebuke<br />
*''Requires 1st level spell slot or higher''<br />
<br />
As a reaction, you may attempt to push any Large or smaller creature that moves within 5 feet of you. This creature may make a {{5a|str}} saving throw versus your spell save DC to take half of the 3d4 slashing damage and not be pushed away 10 feet away from you. When you cast this invocation using a spell slot of 2th level or higher, the damage increases by 2d4 for each slot level above 1st, and the push distance increases by 5 feet for each slot level above 1st<br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Arcane_Archer_(5e_Class)&diff=1033158Arcane Archer (5e Class)2018-04-20T07:28:59Z<p>Wixoss: /* Absolute Knowledge */</p>
<hr />
<div><br />
== Arcane Archer ==<br />
<br />
An arcane archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, arcane archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.<br />
<br />
=== Creating a Arcane Archer ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane archer quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://i.pinimg.com/474x/50/aa/5f/50aa5f64733af3cabfbcdc5a602b4b7c.jpg|[http://knightandknights.com/post/112158468908/by-%E6%B8%A9%E6%9F%94-%E4%B8%80%E5%88%80 Source]}}<br />
{{5e Class Features<br />
|name=Arcane Archer<br />
|summary=An archer trained to imbue arrows with spells.<br />
|hd=8<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 2 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Magic Marksman<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Magic Marksman Feature<br />
|classfeatures7=Status Resistance, Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Magic Marksman Feature<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Magic Marksman Feature<br />
|classfeatures15=Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Elemental Fury<br />
|classfeatures19=<br />
|classfeatures20=Singular Focus<br />
|extra2_name=Invocations<br>Known<br />
|extra2_1=&mdash;<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=3<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, 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 later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Piercing Shot<br />
You gain a +1 bonus to damage rolls you make with ranged weapons. <br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain two [[Arcane_Archer_(5e_Class)#Arcane_Invocation_List|Arcane Invocations]] of your choice. Your invocation options are detailed at the end of the class description. When you gain certain arcane archer levels, you gain additional invocations of your choice, as shown in the Arcane Invocations column of the arcane archer table.<br />
<br />
You can change what Arcane Invocations you know by spending a total of 24 hours studying for every 1 Invocation you change. You must complete the 24 hours of studying within one week of when you started. If you spend more than 8 hours in one day studying, you must roll a d20 at the end. The DC is equal to the amount of hours spent studying. If you fail the DC check you lose all progress for that day. No modifiers can be added to the roll.<br />
<br />
====Magic Marksman====<br />
At 3rd level, you may pick an subclass from Magic Bowman or Precision Sniper. You gain a feature at 3rd level from taking this subclass and gain additional features at 6th, 10th, and 14th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Status Resistance ====<br />
By 7th level, your use of imbuements and arcane magic has imbued your mind and body with protective magic. You have advantage on saving throws against being {{5c|blinded}}, {{5c|frightened}}, and {{5c|petrified}}.<br />
<br />
==== Foresight ====<br />
Through divination magic you occasionally catch a glimpse of the immediate future. Starting at 15th level, whenever you you must make a saving throw, you gain a bonus to the saving throw equal to half your proficiency bonus rounded down. You must be conscious to grant this bonus. <br />
<br />
====Elemental Fury====<br />
By at 18th level, you gain the ability to enchant a ranged weapon attack with the force of the elements. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 2d8 cold, fire, or lightning damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== Singular Focus ====<br />
By 20th level, you can readily focus down a single target with the help of others. As an action, you can single out the target of Singular Focus within 120 feet of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120 feet of you have advantage on attacks against the target of Singular Focus. You regain the use of this feature after you finish a long rest.<br />
<br />
===Magic Bowman===<br />
Magic bowman are a unique group, despite using bows and other ranged weapons, they prefer to augment they abilities with magic, often leading to deadly combination for foes who fight them. <br />
<br />
====Magic Bow====<br />
By 3rd level, your magic has started to seep into the bows you wield, making them fire projectiles faster. You may add half your {{5a|int}} modifier(rounded up) in additional damage to your damage rolls from ranged martial weapons.<br />
<br />
====Absolute Settlement====<br />
On the sixth level, magic circumvents its performance at the time of the shot, its attacks now believe in 19-20.<br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attack rolls with ranged weapons ignore any bonuses provided to AC through magic. Your attacks with ranged weapons also deal additional damage equal to your {{5a|int}} modifier if the creature you hit has temporary hit points.<br />
<br />
====Magical Reserves====<br />
By 14th level, you have learned to harness and have gained additional magical capabilities. You gain 3 charges to cast Arcane Invocations. You may spend 1 charge to cast an Arcane Invocation at 1st level, or you may spend more point to cast an Arcane Invocation at a spell slot level equal to the amount of points spent. You regain all uses of this feature after you finish a long rest.<br />
<br />
===Precision Sniper===<br />
This arcane archer strives to take make precise attacks against targets, while evading being pinned down by possible enemies.<br />
<br />
====Targeting====<br />
By 3rd level, you have learned how to calm yourself and ready your attacks against a target. As a bonus action, you may focus on a target within sight. Until the start of your next turn, you have advantage on ranged attack rolls against the target and your ranged weapon attacks deal additional damage equal to your proficiency bonus. You regain use of this feature after you finish a short or long rest.<br />
<br />
====Tracker====<br />
By 6th level, you have gained sufficient experience in tracking to pursue any quarry. You gain proficiency in {{5s|Survival}} skill, if you already have proficiency in it, you can double your proficiency bonus.<br />
<br />
====Fleeting Step====<br />
By 10th level, your speed and evasiveness have reached new levels. Your base walking speed is increased by 10 feet, and may take the [[5e_SRD:Disengage_Action|Disengage]] action as a bonus action.<br />
<br />
====Snipe====<br />
By 14th level, you can hone in on your targets no matter how difficult the shot. When a creature is within the short range of your ranged weapon, you gain a +1 bonus to attack and damage rolls. You also do not have disadvantage on attack rolls when targeting a creature within the long range of a ranged weapon. <br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''absorb elements<ref>D&D 5e XGtE pp.150</ref>, [[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Hunter%27s_Mark|hunter's mark]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Acid Arrow|acid arrow]], [[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], flame arrows<ref>D&D 5e XGtE pp.156</ref>, [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]], lightning arrow<ref>D&D 5e PHB pp.255</ref>, [[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
;— Arrow Return<br />
*''Cantrip''<br />
<br />
As a bonus action, you may return a magical arrow you fired to your hand.<br />
<br />
;— Bolt<br />
*''Requires 1st level spell slot or higher''<br />
<br />
As a reaction, you may shock a creature that has hit you with a melee attack. This creature may make a {{5a|con}} saving throw versus your spell save DC to take half of the 2d8 lightning damage and not lose their reaction. When you cast this invocation using a spell slot of 2th level or higher, the damage increases by 1d8 for each slot level above 1st. <br />
<br />
;— Brute Bane Arrow<br />
*''Requires 2nd level spell slot or higher''<br />
*{{5e|Concentration|Concentration}}, up to 1 minute<br />
<br />
As an bonus action, you charge an arrow with necromantic magic. On hit, the target must make a {{5a|con}} saving throw equal to your spell save DC to take half of the additional 3d10 necrotic damage and to not gain disadvantage on {{5a|con}} saving throws until the start of your next turn. When you cast this invocation using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. <br />
<br />
;— Bursting Shot<br />
*''Requires 2nd level spell slot or higher''<br />
*{{5e|Concentration|Concentration}}, up to 1 minute<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage. When you cast this invocation using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.<br />
<br />
;— Defensive Shot<br />
*''Cantrip''<br />
*{{5e|Concentration|Concentration}}, up to 1 minute<br />
<br />
As a bonus action, you may use abjuration magic to weave a charm that disrupts your enemy’s magic. If your next ranged attack roll hits, the target suffers disadvantage on the next attack roll it makes before the start of your next turn. <br />
<br />
;— Piercing Shot<br />
*''Requires 3rd level spell slot or higher'' <br />
<br />
As an action, you may fire an ethereal arrow that passes through foes and obstacles. This arrow fires forward in a line that is 5 foot wide and 60 feet long. Each creature in the line must make a {{5a|dex}} saving throw versus your spell save DC. On a failed save, the target takes 5d10 piercing damage. On a successful save, a target only takes half as much damage. When you cast this invocation using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.<br />
<br />
;- Quick Shot<br />
*''Requires 2nd level spell slot or higher''<br />
<br />
You unleash a surge of energy within you, allowing you to temporarily act faster. If you took the [[5e SRD:Attack Action|Attack]] action on your turn, you may move 10 feet and make a ranged weapon attack against a creature within 30 feet of you as a bonus action. <br />
<br />
;— Searing Shot<br />
*''Requires 1st level spell slot or higher''<br />
*{{5e|Concentration|Concentration}}, up to 1 minute<br />
<br />
As a bonus action, you may enchant your ranged weapon attacks. On your next ranged weapon that hits, the ammo flares with white-hot intensitity, and the attack deals an additional 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of the target's turns or until the spell ends, the target must make a {{5a|con}} saving throw versus your spell save DC. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. When you cast this invocation using a spell slot of 2th level or higher, both instances of damage increase by 1d8 for each slot level above 1st. <br />
<br />
;— Thicket Shot<br />
*''Requires 1st level spell slot or higher''<br />
*{{5e|Concentration|Concentration}}, up to 1 minute<br />
<br />
As a bonus action, you charge an arrow with poisonous nature energy that wraps around the target. On hit, the target must make a {{5a|con}} saving throw equal to your spell save DC to take half of the 3d6 poison damage, and not have its speed is reduced by 10 feet for 1 minute. If the target or a creature within 5 feet of it, uses an action to remove the brambles with a successful {{5a|str}} ({{5s|Athletics}}) check against your spell save DC, the creature's base move speed is not reduced by 10 feet anymore. When you cast this invocation using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st, and the speed reduction increase by 5 feet for each slot level above 1st.<br />
<br />
;— Windy Rebuke<br />
*''Requires 1st level spell slot or higher''<br />
<br />
As a reaction, you may attempt to push any Large or smaller creature that moves within 5 feet of you. This creature may make a {{5a|str}} saving throw versus your spell save DC to take half of the 3d4 slashing damage and not be pushed away 10 feet away from you. When you cast this invocation using a spell slot of 2th level or higher, the damage increases by 2d4 for each slot level above 1st, and the push distance increases by 5 feet for each slot level above 1st<br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Arcane_Archer_(5e_Class)&diff=1033151Arcane Archer (5e Class)2018-04-20T06:56:07Z<p>Wixoss: /* Well Read */</p>
<hr />
<div><br />
== Arcane Archer ==<br />
<br />
An arcane archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, arcane archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.<br />
<br />
=== Creating a Arcane Archer ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane archer quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://i.pinimg.com/474x/50/aa/5f/50aa5f64733af3cabfbcdc5a602b4b7c.jpg|[http://knightandknights.com/post/112158468908/by-%E6%B8%A9%E6%9F%94-%E4%B8%80%E5%88%80 Source]}}<br />
{{5e Class Features<br />
|name=Arcane Archer<br />
|summary=An archer trained to imbue arrows with spells.<br />
|hd=8<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 2 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Magic Marksman<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Magic Marksman Feature<br />
|classfeatures7=Status Resistance, Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Magic Marksman Feature<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Magic Marksman Feature<br />
|classfeatures15=Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Elemental Fury<br />
|classfeatures19=<br />
|classfeatures20=Singular Focus<br />
|extra2_name=Invocations<br>Known<br />
|extra2_1=&mdash;<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=3<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, 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 later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Piercing Shot<br />
You gain a +1 bonus to damage rolls you make with ranged weapons. <br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain two [[Arcane_Archer_(5e_Class)#Arcane_Invocation_List|Arcane Invocations]] of your choice. Your invocation options are detailed at the end of the class description. When you gain certain arcane archer levels, you gain additional invocations of your choice, as shown in the Arcane Invocations column of the arcane archer table.<br />
<br />
You can change what Arcane Invocations you know by spending a total of 24 hours studying for every 1 Invocation you change. You must complete the 24 hours of studying within one week of when you started. If you spend more than 8 hours in one day studying, you must roll a d20 at the end. The DC is equal to the amount of hours spent studying. If you fail the DC check you lose all progress for that day. No modifiers can be added to the roll.<br />
<br />
====Magic Marksman====<br />
At 3rd level, you may pick an subclass from Magic Bowman or Precision Sniper. You gain a feature at 3rd level from taking this subclass and gain additional features at 6th, 10th, and 14th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Status Resistance ====<br />
By 7th level, your use of imbuements and arcane magic has imbued your mind and body with protective magic. You have advantage on saving throws against being {{5c|blinded}}, {{5c|frightened}}, and {{5c|petrified}}.<br />
<br />
==== Foresight ====<br />
Through divination magic you occasionally catch a glimpse of the immediate future. Starting at 15th level, whenever you you must make a saving throw, you gain a bonus to the saving throw equal to half your proficiency bonus rounded down. You must be conscious to grant this bonus. <br />
<br />
====Elemental Fury====<br />
By at 18th level, you gain the ability to enchant a ranged weapon attack with the force of the elements. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 2d8 cold, fire, or lightning damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== Singular Focus ====<br />
By 20th level, you can readily focus down a single target with the help of others. As an action, you can single out the target of Singular Focus within 120 feet of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120 feet of you have advantage on attacks against the target of Singular Focus. You regain the use of this feature after you finish a long rest.<br />
<br />
===Magic Bowman===<br />
Magic bowman are a unique group, despite using bows and other ranged weapons, they prefer to augment they abilities with magic, often leading to deadly combination for foes who fight them. <br />
<br />
====Magic Bow====<br />
By 3rd level, your magic has started to seep into the bows you wield, making them fire projectiles faster. You may add half your {{5a|int}} modifier(rounded up) in additional damage to your damage rolls from ranged martial weapons.<br />
<br />
====Absolute Knowledge====<br />
By 6th level, you have developed a knack for knowing the age-old stories of magicians and searching for clues related to them. You gain advantage on {{5s|History}} and {{5s|Investigation}} skill checks related to magic.<br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attack rolls with ranged weapons ignore any bonuses provided to AC through magic. Your attacks with ranged weapons also deal additional damage equal to your {{5a|int}} modifier if the creature you hit has temporary hit points.<br />
<br />
====Magical Reserves====<br />
By 14th level, you have learned to harness and have gained additional magical capabilities. You gain 3 charges to cast Arcane Invocations. You may spend 1 charge to cast an Arcane Invocation at 1st level, or you may spend more point to cast an Arcane Invocation at a spell slot level equal to the amount of points spent. You regain all uses of this feature after you finish a long rest.<br />
<br />
===Precision Sniper===<br />
This arcane archer strives to take make precise attacks against targets, while evading being pinned down by possible enemies.<br />
<br />
====Targeting====<br />
By 3rd level, you have learned how to calm yourself and ready your attacks against a target. As a bonus action, you may focus on a target within sight. Until the start of your next turn, you have advantage on ranged attack rolls against the target and your ranged weapon attacks deal additional damage equal to your proficiency bonus. You regain use of this feature after you finish a short or long rest.<br />
<br />
====Tracker====<br />
By 6th level, you have gained sufficient experience in tracking to pursue any quarry. You gain proficiency in {{5s|Survival}} skill, if you already have proficiency in it, you can double your proficiency bonus.<br />
<br />
====Fleeting Step====<br />
By 10th level, your speed and evasiveness have reached new levels. Your base walking speed is increased by 10 feet, and may take the [[5e_SRD:Disengage_Action|Disengage]] action as a bonus action.<br />
<br />
====Snipe====<br />
By 14th level, you can hone in on your targets no matter how difficult the shot. When a creature is within the short range of your ranged weapon, you gain a +1 bonus to attack and damage rolls. You also do not have disadvantage on attack rolls when targeting a creature within the long range of a ranged weapon. <br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''absorb elements<ref>D&D 5e XGtE pp.150</ref>, [[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Hunter%27s_Mark|hunter's mark]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Acid Arrow|acid arrow]], [[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], flame arrows<ref>D&D 5e XGtE pp.156</ref>, [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]], lightning arrow<ref>D&D 5e PHB pp.255</ref>, [[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
;— Arrow Return<br />
*''Cantrip''<br />
<br />
As a bonus action, you may return a magical arrow you fired to your hand.<br />
<br />
;— Bolt<br />
*''Requires 1st level spell slot or higher''<br />
<br />
As a reaction, you may shock a creature that has hit you with a melee attack. This creature may make a {{5a|con}} saving throw versus your spell save DC to take half of the 2d8 lightning damage and not lose their reaction. When you cast this invocation using a spell slot of 2th level or higher, the damage increases by 1d8 for each slot level above 1st. <br />
<br />
;— Brute Bane Arrow<br />
*''Requires 2nd level spell slot or higher''<br />
*{{5e|Concentration|Concentration}}, up to 1 minute<br />
<br />
As an bonus action, you charge an arrow with necromantic magic. On hit, the target must make a {{5a|con}} saving throw equal to your spell save DC to take half of the additional 3d10 necrotic damage and to not gain disadvantage on {{5a|con}} saving throws until the start of your next turn. When you cast this invocation using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. <br />
<br />
;— Bursting Shot<br />
*''Requires 2nd level spell slot or higher''<br />
*{{5e|Concentration|Concentration}}, up to 1 minute<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage. When you cast this invocation using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.<br />
<br />
;— Defensive Shot<br />
*''Cantrip''<br />
*{{5e|Concentration|Concentration}}, up to 1 minute<br />
<br />
As a bonus action, you may use abjuration magic to weave a charm that disrupts your enemy’s magic. If your next ranged attack roll hits, the target suffers disadvantage on the next attack roll it makes before the start of your next turn. <br />
<br />
;— Piercing Shot<br />
*''Requires 3rd level spell slot or higher'' <br />
<br />
As an action, you may fire an ethereal arrow that passes through foes and obstacles. This arrow fires forward in a line that is 5 foot wide and 60 feet long. Each creature in the line must make a {{5a|dex}} saving throw versus your spell save DC. On a failed save, the target takes 5d10 piercing damage. On a successful save, a target only takes half as much damage. When you cast this invocation using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.<br />
<br />
;- Quick Shot<br />
*''Requires 2nd level spell slot or higher''<br />
<br />
You unleash a surge of energy within you, allowing you to temporarily act faster. If you took the [[5e SRD:Attack Action|Attack]] action on your turn, you may move 10 feet and make a ranged weapon attack against a creature within 30 feet of you as a bonus action. <br />
<br />
;— Searing Shot<br />
*''Requires 1st level spell slot or higher''<br />
*{{5e|Concentration|Concentration}}, up to 1 minute<br />
<br />
As a bonus action, you may enchant your ranged weapon attacks. On your next ranged weapon that hits, the ammo flares with white-hot intensitity, and the attack deals an additional 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of the target's turns or until the spell ends, the target must make a {{5a|con}} saving throw versus your spell save DC. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. When you cast this invocation using a spell slot of 2th level or higher, both instances of damage increase by 1d8 for each slot level above 1st. <br />
<br />
;— Thicket Shot<br />
*''Requires 1st level spell slot or higher''<br />
*{{5e|Concentration|Concentration}}, up to 1 minute<br />
<br />
As a bonus action, you charge an arrow with poisonous nature energy that wraps around the target. On hit, the target must make a {{5a|con}} saving throw equal to your spell save DC to take half of the 3d6 poison damage, and not have its speed is reduced by 10 feet for 1 minute. If the target or a creature within 5 feet of it, uses an action to remove the brambles with a successful {{5a|str}} ({{5s|Athletics}}) check against your spell save DC, the creature's base move speed is not reduced by 10 feet anymore. When you cast this invocation using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st, and the speed reduction increase by 5 feet for each slot level above 1st.<br />
<br />
;— Windy Rebuke<br />
*''Requires 1st level spell slot or higher''<br />
<br />
As a reaction, you may attempt to push any Large or smaller creature that moves within 5 feet of you. This creature may make a {{5a|str}} saving throw versus your spell save DC to take half of the 3d4 slashing damage and not be pushed away 10 feet away from you. When you cast this invocation using a spell slot of 2th level or higher, the damage increases by 2d4 for each slot level above 1st, and the push distance increases by 5 feet for each slot level above 1st<br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Angel_(5e_Race)&diff=1031720Angel (5e Race)2018-04-16T06:45:02Z<p>Wixoss: </p>
<hr />
<div>==Angels==<br />
{{5e Image|float:right|[[File:Beaangel.jpg]]|Fantasy Angel by Bea Serendipity}}<br />
Angels are spiritual beings created by a lawful good deity to act as servants, messengers and warriors. <br />
<br />
Angels are benevolent and dreadful, but not infallible; for they strive with each other, and their deity has to make peace between them. Most of them serve either as intermediaries between the outer plane and the material realm or as guardian spirits. Some are here to protect, some are here to destroy life to open a way for new life. Innocence is their nature to a certain degree. It is rare that they bring themselves to tell a falsehood, as dishonour such an alien concept to them.<br />
<br />
Angels are referred to in connection with their spiritual missions; as for instance, the "angel which has redeemed", "an interpreter", "the angel that destroyed", "the messenger of the covenant", "angel of his presence", and "a band of angels of evil".<br />
<br />
;Exquisite Form<br />
Angels have the shape of humanoids of extraordinary beauty, halos, and light. They stand taller than the average human. Some have fair hair ranging from white to light brown, whilst others are bald. They have blue and gold eyes of many shades of light to dark. They are slim and muscular. Angels have large feathery wings that span equal to their height and can be white, brown, silver or black, the average angel has one pair of wings but rare angels can even sometimes have two or three.<br />
<br />
Some ranks of angels take the form of immaculate male or female humans or other humanoid race. Other angels have androgynous bodies of transcendental beauty.<br />
<br />
;Adventuring Angels<br />
Angels do not interact with mortals unless instructed to do so by their deity, as they are such fragile and innocent souls, but few in the past have chosen to wander the material realm learning how the beings live. However, there are times when the world below requires the presence of an angel to deal with a problem. An adventuring angel is weighed down by the material realm, unable to maintain their full divine power. Over time, they can learn to tap into their true form.<br />
<br />
===Angel Names===<br />
<br />
'''Male:''' Jacob, Michael, Destian, Castian, Samual, Alexander, Perisis, Calidon, Demetry, Raemond, Gabriel, Raphael, Orion, Tyriel, Auriel, Izual, Helel, Albo, Lucifer<br />
<br />
'''Female:''' Jane, Elisa, Meryn, Gavrial, Lucy, Aysa, Kyerea, Iris, Teryn, Camisa, Itherael, Jordan, Lucky<br />
<br />
=== Angel Traits=== <!-- Musicus: 7 --><br />
{{5e Racial Traits<br />
|summary=Angels are spiritual beings created by a lawful good deity to act as servants, messengers and warriors. <br />
|abilities=Your {{5a|wis}} increases by 2 and your {{5a|cha}} increases by 1. <!-- 3 --><br />
|age=You were created fully formed, and do not age.<br />
|alignment= Angels are just, truthful, selfless and value the lives and souls of mortals. The lawful good alignment is part of the essence of an angel.<br />
|size=Your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1={{5E|Darkvision}} <!-- 0.5 --><br />
|description1= While you may not be strong enough to have truesight your divine senses grant you, superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.<br />
|trait2=Radiant Resistance <!-- 0.5 --><br />
|description2=You have resistance to necrotic damage.<br />
|trait3=Perfect Mind <!-- 1 --><br />
|description3=You have advantage on saving throws against being {{5c|charmed}} and {{5c|frightened}}.<br />
|trait4=Celestial <!-- 0 --><br />
|description4=Your creature type is celestial and humanoid. As a celestial, your body and soul are one and the same. When you die, you return to the Outer Plane of your deity, leaving no body behind. You can still be subject to the ''{{5e|raise dead}}'', ''{{5e|resurrection}}'' or ''{{5e|wish}}'' spells, representing the caster appealing to your deity for your return.<br />
|trait5=Healing Touch <!-- 1 --><br />
|description5=As an action you can touch a creature and cast the {{5e|Lesser Restoration}} spell. You regain use of this trait once you complete a long rest.<br />
|trait6=Angel Wings <!-- 1 --><br />
|description6=You have a pair of small white feathered wings, much like those of a cherub, that grant you a flying speed of 20 feet. You cannot hover with these wings and must keep moving. While flying, if you do not move at least half your speed during your turn, you fall to the ground. When you take damage while flying, make a {{5a|con}} save with a DC equal to 10 or half the damage is taken, whichever is higher. If you fail the saving throw, you fall to the ground. These wings are extensions of your celestial soul and as such can be made incorporeal, and as such invisible to most senses at will.<br />
|trait7=Communion <!-- 0.5 --><br />
|description7=Angels don't need to sleep. Instead, they enter a state of prayer, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.<br />
|languages=You can speak, read and write Common and Celestial.<br />
|subrace=<br />
}}<br />
<br />
==Background==<br />
The [[Divine Servant (5e Background)|divine servant]] background was written specifically for angels.<br />
<br />
The entertainer, hermit, sage or soldier backgrounds from the PHB may work.<br />
<br />
Appropriate homebrew backgrounds include [[Unknown (5e Background)|unknown]].<br />
<br />
<br />
<!--{{needsbalance|While the race itself is balanced as of this edit the class below isn't and no longer matches some of the racial traits.}}<br />
<br />
==Angel Class==<br />
When you gain a level with your angel character, you can take a level in the angel class.<br />
<br />
{{5e Prestige<br />
|name=Angel<br />
|summary=<br />
|hd=8<br />
|spellcasting=<br />
|armor=None<br />
|weapons=Simple weapons, shortsword<br />
|tools=musical instrument (horn, lute, lyre or viol)<br />
|saves={{5a|cha}}, {{5a|wis}}<br />
|skills=Your choice of two from {{5s|Animal Handling}}, {{5s|Insight}}, {{5s|Perception}}, {{5s|Performance}}, or {{5s|Religion}}.<br />
|item1a=a shortsword<br />
|item1b=a quarterstaff<br />
|item2a=a shortbow and 20 arrows<br />
|item2b=5 javelins<br />
|item3a=diplomat's pack<br />
|item3b=robes and a priest's pack<br />
|item4a=a horn, lute, lyre or viol<br />
|item4b=<br />
|classfeatures1=Innate Spellcasting, Angelic Veil, True Form (1/rest)<br />
|classfeatures2=Angelic Weapons<br />
|classfeatures3=Tongues<br />
|classfeatures4=Ability Score Improvement<br />
|classfeatures5=Flight<br />
|classfeatures6=Improved Healing Touch (2/rest)<br />
|classfeatures7=Telepathy, True Form (2/rest)<br />
|classfeatures8=Ability Score Improvement<br />
|classfeatures9=Angelic Sphere<br />
|classfeatures10=Improved Healing Touch (3/rest)<br />
|extrasonleft=2<br />
|extra1_name=Divine Points<br />
|extra1_1=&mdash;<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
}}<br />
<br />
===Innate Spellcasting===<br />
At some levels you learn to cast some spells innately. When you cast a spell innately, you only need to use verbal components. When you finish a long rest, you regain the uses of each of your innate spells.<br />
<br />
From 1st level, you can innately cast [[5e SRD:Detect Evil and Good|''detect evil and good'']] once. When you reach 5th level in this class, you can cast it at will.<br />
<br />
From 9th level, you can innately cast [[5e SRD:Commune|''commune'']] once.<br />
<br />
===Angelic Veil===<br />
If you are not wearing armor, your Armor Class is 10 + your {{5a|dex}} modifier + your {{5a|cha}} modifier.<br />
<br />
===True Form===<br />
As an adventuring angel, you have spent so long in the material realm that you feel the weight of mortal life. In battle, you can briefly unleash your full power. On your turn, you can enter your true form as a bonus action.<br />
<br />
While in your true form, you gain the following benefits:<br />
*You become resistant to bludgeoning, piercing, and slashing from nonmagical attacks.<br />
*You have advantage on saving throws against spells and other magical effects. <br />
*You are immune to the {{5c|Charmed}} and {{5c|Frightened}} conditions.<br />
*You lose all levels of {{5c|Exhaustion}}, and you cannot be {{5c|exhausted}}.<br />
<br />
Your true form lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your true form on your turn as a bonus action.<br />
<br />
You can enter your true form again when you finish a long rest. When you reach 7th level in this class, you can enter true form twice before you need to rest.<br />
<br />
===Divine Points===<br />
At 2nd level, you have 2 divine points, and you gain more as you reach higher levels, as shown in the Divine Points column of the Angel table. You can never have more divine points than shown on the table for your level. You regain all spent divine points when you finish a long rest.<br />
<br />
===Angelic Weapons===<br />
Starting at 2nd level, when you hit a creature with a weapon attack, you can expend one or more divine points to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 1d8 for each divine point expended, to a maximum of 5d8. In addition, the attack is considered to be made with a magic weapon.<br />
<br />
===Tongues===<br />
From 3rd level onwards you can expend one divine point to speak in tongues for 10 minutes. For the duration, you can understand any language spoken to you; and when you speak, any creature that knows a language understands you.<br />
<br />
===Flight===<br />
At 5th level, your wings grow in both size and strength. Your flying speed becomes 60 feet, you can now hover, when hit you no longer have to make a save against falling and in order to fly you must be in a space wide enough to accommodate your wingspan to fly. Your wingspan is equal to twice your height.<br />
<br />
===Improved Healing Touch===<br />
Starting at 6th level, you can use your healing touch racial feature twice instead of once before needing to take a long rest. When you do so the target regains 2d8 hit points and treated as if you had also cast {{5e|Remove Curse}} on them.<br />
<br />
At 10th level, you can use your healing touch feature three times, the target regains 3d8 hit points and is treated as if you had cast {{5e|Greater Restoration}} on them instead of {{5e|Lesser Restoration}}.<br />
<br />
===Telepathy===<br />
Starting at 7th level, when you use your tongues feature, you can also communicate telepathically to creatures within 120 feet of you.<br />
<br />
===Angelic Sphere===<br />
At 9th level, your place in the hierarchy of angels becomes manifest. Choose the First, Second or Third Sphere.<br />
<br />
====First Sphere====<br />
Angels of the first sphere are direct servants and stewards of their deity. This sphere includes solars. You gain the following benefits:<br />
<br />
;Teleport<br />
You can expend one divine point to magically teleport, along with any equipment you are wearing or carrying, up to 120 feet to an unoccupied space you can see.<br />
<br />
;Searing Burst<br />
You can expend two divine points to emit magical, divine energy. Each creature of your choice within a 10-foot radius must make a Dexterity saving throw, taking 3d6 fire damage and 3d6 radiant damage on a failed save, or half as much on a successful one. The DC of the saving throw is equal to 8 + your proficiency bonus + your Charisma modifier.<br />
<br />
====Second Sphere====<br />
Angels of the second sphere guide and rule spirits, create signs and miracles and act as divine warriors. This sphere includes planetars. You gain the following benefits:<br />
<br />
;Divine Awareness<br />
You know if you hear a lie.<br />
<br />
;Martial Proficiency<br />
You gain proficiency with martial weapons.<br />
<br />
====Third Sphere====<br />
Angels of the third sphere guide and protect mortals, acting as messengers. This sphere includes devas.<br />
<br />
You can use an action and expend a divine point to polymorph into a humanoid or beast with a CR of 1 or lower, for 8 hours. You can choose for any equipment you are wearing or carrying to be absorbed or borne by the new form. At the end of the duration, or if you use an action to end the effect, you revert back to your true form. You also revert back if you die. <br />
<br />
In a new form, you retain your game statistics and ability to speak, but your AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and you gain any statistics and capabilities (except class features) that the new form has but that you lack. <br />
--><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Celestial Type]]<br />
[[Category:Humanoid Type]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Angel_(5e_Race)&diff=1031719Angel (5e Race)2018-04-16T06:44:19Z<p>Wixoss: </p>
<hr />
<div>==Angels==<br />
{{5e Image|float:right|[[File:Beaangel.jpg]]|Fantasy Angel by Bea Serendipity}}<br />
Angels are spiritual beings created by a lawful good deity to act as servants, messengers and warriors. <br />
<br />
Angels are benevolent and dreadful, but not infallible; for they strive with each other, and their deity has to make peace between them. Most of them serve either as intermediaries between the outer plane and the material realm or as guardian spirits. Some are here to protect, some are here to destroy life to open a way for new life. Innocence is their nature to a certain degree. It is rare that they bring themselves to tell a falsehood, as dishonour such an alien concept to them.<br />
<br />
Angels are referred to in connection with their spiritual missions; as for instance, the "angel which has redeemed", "an interpreter", "the angel that destroyed", "the messenger of the covenant", "angel of his presence", and "a band of angels of evil".<br />
<br />
;Exquisite Form<br />
Angels have the shape of humanoids of extraordinary beauty, halos, and light. They stand taller than the average human. Some have fair hair ranging from white to light brown, whilst others are bald. They have blue and gold eyes of many shades of light to dark. They are slim and muscular. Angels have large feathery wings that span equal to their height and can be white, brown, silver or black, the average angel has one pair of wings but rare angels can even sometimes have two or three.<br />
<br />
Some ranks of angels take the form of immaculate male or female humans or other humanoid race. Other angels have androgynous bodies of transcendental beauty.<br />
<br />
;Adventuring Angels<br />
Angels do not interact with mortals unless instructed to do so by their deity, as they are such fragile and innocent souls, but few in the past have chosen to wander the material realm learning how the beings live. However, there are times when the world below requires the presence of an angel to deal with a problem. An adventuring angel is weighed down by the material realm, unable to maintain their full divine power. Over time, they can learn to tap into their true form.<br />
<br />
===Angel Names===<br />
<br />
'''Male:''' Jacob, Michael, Destian, Castian, Samual, Alexander, Perisis, Calidon, Demetry, Raemond, Gabriel, Raphael, Orion, Tyriel, Auriel, Izual, Helel, Albo, Lucifer<br />
<br />
'''Female:''' Jane, Elisa, Meryn, Gavrial, Lucy, Aysa, Kyerea, Iris, Teryn, Camisa, Itherael, Jordan, Lucky<br />
<br />
=== Angel Traits=== <!-- Musicus: 7 --><br />
{{5e Racial Traits<br />
|summary=Angels are spiritual beings created by a lawful good deity to act as servants, messengers and warriors. <br />
|abilities=Your {{5a|wis}} increases by 2 and your {{5a|cha}} increases by 1. <!-- 3 --><br />
|age=You were created fully formed, and do not age.<br />
|alignment= Angels are just, truthful, selfless and value the lives and souls of mortals. The lawful good alignment is part of the essence of an angel.<br />
|size=Your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1={{5E|Darkvision}} <!-- 0.5 --><br />
|description1= While you may not be strong enough to have truesight your divine senses grant you, superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.<br />
|trait2=Radiant Resistance <!-- 0.5 --><br />
|description2=You have resistance to necrotic damage.<br />
|trait3=Perfect Mind <!-- 1 --><br />
|description3=You have advantage on saving throws against being {{5c|charmed}} and {{5c|frightened}}.<br />
|trait4=Celestial <!-- 0 --><br />
|description4=Your creature type is celestial and humanoid. As a celestial, your body and soul are one and the same. When you die, you return to the Outer Plane of your deity, leaving no body behind. You can still be subject to the ''{{5e|raise dead}}'', ''{{5e|resurrection}}'' or ''{{5e|wish}}'' spells, representing the caster appealing to your deity for your return.<br />
|trait5=Healing Touch <!-- 1 --><br />
|description5=As an action you can touch a creature and cast the {{5e|Lesser Restoration}} spell. You regain use of this trait once you complete a long rest.<br />
|trait6=Angel Wings <!-- 1 --><br />
|description6=You have a pair of small white feathered wings, much like those of a cherub, that grant you a flying speed of 20 feet. You cannot hover with these wings and must keep moving. While flying, if you do not move at least half your speed during your turn, you fall to the ground. When you take damage while flying, make a {{5a|con}} save with a DC equal to 10 or half the damage is taken, whichever is higher. If you fail the saving throw, you fall to the ground. These wings are extensions of your celestial soul and as such can be made incorporeal, and as such invisible to most senses at will.<br />
|trait5=Communion <!-- 0.5 --><br />
|description5=Angels don't need to sleep. Instead, they enter a state of prayer, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.<br />
|languages=You can speak, read and write Common and Celestial.<br />
|subrace=<br />
}}<br />
<br />
==Background==<br />
The [[Divine Servant (5e Background)|divine servant]] background was written specifically for angels.<br />
<br />
The entertainer, hermit, sage or soldier backgrounds from the PHB may work.<br />
<br />
Appropriate homebrew backgrounds include [[Unknown (5e Background)|unknown]].<br />
<br />
<br />
<!--{{needsbalance|While the race itself is balanced as of this edit the class below isn't and no longer matches some of the racial traits.}}<br />
<br />
==Angel Class==<br />
When you gain a level with your angel character, you can take a level in the angel class.<br />
<br />
{{5e Prestige<br />
|name=Angel<br />
|summary=<br />
|hd=8<br />
|spellcasting=<br />
|armor=None<br />
|weapons=Simple weapons, shortsword<br />
|tools=musical instrument (horn, lute, lyre or viol)<br />
|saves={{5a|cha}}, {{5a|wis}}<br />
|skills=Your choice of two from {{5s|Animal Handling}}, {{5s|Insight}}, {{5s|Perception}}, {{5s|Performance}}, or {{5s|Religion}}.<br />
|item1a=a shortsword<br />
|item1b=a quarterstaff<br />
|item2a=a shortbow and 20 arrows<br />
|item2b=5 javelins<br />
|item3a=diplomat's pack<br />
|item3b=robes and a priest's pack<br />
|item4a=a horn, lute, lyre or viol<br />
|item4b=<br />
|classfeatures1=Innate Spellcasting, Angelic Veil, True Form (1/rest)<br />
|classfeatures2=Angelic Weapons<br />
|classfeatures3=Tongues<br />
|classfeatures4=Ability Score Improvement<br />
|classfeatures5=Flight<br />
|classfeatures6=Improved Healing Touch (2/rest)<br />
|classfeatures7=Telepathy, True Form (2/rest)<br />
|classfeatures8=Ability Score Improvement<br />
|classfeatures9=Angelic Sphere<br />
|classfeatures10=Improved Healing Touch (3/rest)<br />
|extrasonleft=2<br />
|extra1_name=Divine Points<br />
|extra1_1=&mdash;<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
}}<br />
<br />
===Innate Spellcasting===<br />
At some levels you learn to cast some spells innately. When you cast a spell innately, you only need to use verbal components. When you finish a long rest, you regain the uses of each of your innate spells.<br />
<br />
From 1st level, you can innately cast [[5e SRD:Detect Evil and Good|''detect evil and good'']] once. When you reach 5th level in this class, you can cast it at will.<br />
<br />
From 9th level, you can innately cast [[5e SRD:Commune|''commune'']] once.<br />
<br />
===Angelic Veil===<br />
If you are not wearing armor, your Armor Class is 10 + your {{5a|dex}} modifier + your {{5a|cha}} modifier.<br />
<br />
===True Form===<br />
As an adventuring angel, you have spent so long in the material realm that you feel the weight of mortal life. In battle, you can briefly unleash your full power. On your turn, you can enter your true form as a bonus action.<br />
<br />
While in your true form, you gain the following benefits:<br />
*You become resistant to bludgeoning, piercing, and slashing from nonmagical attacks.<br />
*You have advantage on saving throws against spells and other magical effects. <br />
*You are immune to the {{5c|Charmed}} and {{5c|Frightened}} conditions.<br />
*You lose all levels of {{5c|Exhaustion}}, and you cannot be {{5c|exhausted}}.<br />
<br />
Your true form lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your true form on your turn as a bonus action.<br />
<br />
You can enter your true form again when you finish a long rest. When you reach 7th level in this class, you can enter true form twice before you need to rest.<br />
<br />
===Divine Points===<br />
At 2nd level, you have 2 divine points, and you gain more as you reach higher levels, as shown in the Divine Points column of the Angel table. You can never have more divine points than shown on the table for your level. You regain all spent divine points when you finish a long rest.<br />
<br />
===Angelic Weapons===<br />
Starting at 2nd level, when you hit a creature with a weapon attack, you can expend one or more divine points to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 1d8 for each divine point expended, to a maximum of 5d8. In addition, the attack is considered to be made with a magic weapon.<br />
<br />
===Tongues===<br />
From 3rd level onwards you can expend one divine point to speak in tongues for 10 minutes. For the duration, you can understand any language spoken to you; and when you speak, any creature that knows a language understands you.<br />
<br />
===Flight===<br />
At 5th level, your wings grow in both size and strength. Your flying speed becomes 60 feet, you can now hover, when hit you no longer have to make a save against falling and in order to fly you must be in a space wide enough to accommodate your wingspan to fly. Your wingspan is equal to twice your height.<br />
<br />
===Improved Healing Touch===<br />
Starting at 6th level, you can use your healing touch racial feature twice instead of once before needing to take a long rest. When you do so the target regains 2d8 hit points and treated as if you had also cast {{5e|Remove Curse}} on them.<br />
<br />
At 10th level, you can use your healing touch feature three times, the target regains 3d8 hit points and is treated as if you had cast {{5e|Greater Restoration}} on them instead of {{5e|Lesser Restoration}}.<br />
<br />
===Telepathy===<br />
Starting at 7th level, when you use your tongues feature, you can also communicate telepathically to creatures within 120 feet of you.<br />
<br />
===Angelic Sphere===<br />
At 9th level, your place in the hierarchy of angels becomes manifest. Choose the First, Second or Third Sphere.<br />
<br />
====First Sphere====<br />
Angels of the first sphere are direct servants and stewards of their deity. This sphere includes solars. You gain the following benefits:<br />
<br />
;Teleport<br />
You can expend one divine point to magically teleport, along with any equipment you are wearing or carrying, up to 120 feet to an unoccupied space you can see.<br />
<br />
;Searing Burst<br />
You can expend two divine points to emit magical, divine energy. Each creature of your choice within a 10-foot radius must make a Dexterity saving throw, taking 3d6 fire damage and 3d6 radiant damage on a failed save, or half as much on a successful one. The DC of the saving throw is equal to 8 + your proficiency bonus + your Charisma modifier.<br />
<br />
====Second Sphere====<br />
Angels of the second sphere guide and rule spirits, create signs and miracles and act as divine warriors. This sphere includes planetars. You gain the following benefits:<br />
<br />
;Divine Awareness<br />
You know if you hear a lie.<br />
<br />
;Martial Proficiency<br />
You gain proficiency with martial weapons.<br />
<br />
====Third Sphere====<br />
Angels of the third sphere guide and protect mortals, acting as messengers. This sphere includes devas.<br />
<br />
You can use an action and expend a divine point to polymorph into a humanoid or beast with a CR of 1 or lower, for 8 hours. You can choose for any equipment you are wearing or carrying to be absorbed or borne by the new form. At the end of the duration, or if you use an action to end the effect, you revert back to your true form. You also revert back if you die. <br />
<br />
In a new form, you retain your game statistics and ability to speak, but your AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and you gain any statistics and capabilities (except class features) that the new form has but that you lack. <br />
--><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Celestial Type]]<br />
[[Category:Humanoid Type]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Hemomancer_(5e_Class)&diff=1031024Hemomancer (5e Class)2018-04-14T04:19:53Z<p>Wixoss: /* Hemo-Puppetry */</p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|desc=Bend your enemy's blood to your will.<br />
}}<br />
<br />
== Hemomancer ==<br />
<br />
A sturdy dwarf woman charges through battle, crimson axes in each hand. She cuts through the enemy like butter, blood everywhere. They thirst for it. With every swing the dwarf appears stronger, unbridled by her weapons. As the battle comes to a close, her axes fall to the floor, splatters of blood. She kneels by a fallen enemy, and the blood drains from it's body. The dwarf walks away, unscathed beyond two scabbed palms.<br />
<br />
A hemomancer has mastered the art of blood. Using the natural energy of life to control blood, she sculpts the world to her liking. They concentrate on either self-preservation via the stealing of others' blood or manipulation via control of the enemy's blood. They damage themselves in order to maximize damage on the enemy. The original hemomancers studied vampires and monks in order to develop their techniques. Since then, small groups have taught one another and the field of pseudo magic exists in small doses.<br />
<br />
== Creating a Hemomancer ==<br />
<br />
Hemomancers are usually good. However, rogue hemomancers take on an evil alignment and will be hunted down by society. When creating a hemomancer, think about how your character developed their techniques. Did they study alongside a monastery of other hemomancers, or were they a vampire's plaything that escaped. Are they shunned from their society for practicing hemomancy? What drives you to the adventure? Are you wanting to spread the use of hemomancy? Were you driven from your home village for experimenting on animals? Were you drafted in the military for your deadly skill?<br />
<br />
;Quick Build<br />
You can make a Hemomancer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity. Second, choose the Hermit background.<br />
{{5e Class Features<br />
|name=Hemomancer<br />
|summary=Bend the blood of your enemies to your whims.<br />
|hd=10<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor= Light armor<br />
|weapons= Simple Weapons, Blood Weapons<br />
|tools= Medicine Kit<br />
|saves= Constitution, Strength<br />
|skills= Choose two from: Arcana, Intimidation, Medicine, Nature, Perception, Religion; you also gain proficiency in persuasion against Vampires<br />
|item1a=A dungeoneer's pack<br />
|item1b=An explorer's pack<br />
|item1c=A Scholar's pack<br />
|item2a=Dagger<br />
|item2b=<br />
|item3a=3 Glass Vials<br />
|item3b=Medicine Kit<br />
|item4a=<br />
|item4b=<br />
|classfeatures1=Unarmored Defense, Hemomancy<br />
|classfeatures2=Blood Pact<br />
|classfeatures3=Hemo-Concentration<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack, Iron Blood<br />
|classfeatures6=Hemo-Concentration Feature<br />
|classfeatures7=Magically Infused Blood<br />
|classfeatures8=<br />
|classfeatures9=Blood Pact Improvement<br />
|classfeatures10=Blood Control<br />
|classfeatures11=Hemo-Concentration Feature<br />
|classfeatures12=<br />
|classfeatures13=Sanguine Imitation<br />
|classfeatures14=Hemo-Concentration Feature<br />
|classfeatures15=Blood Pact Improvement<br />
|classfeatures16=<br />
|classfeatures17=Hemo-Concentration\Blood Pact Improvement<br />
|classfeatures18=Strong Blooded<br />
|classfeatures19=<br />
|classfeatures20=Extended Blood Pool<br />
}}<br />
<br />
====Unarmored Defense====<br />
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.<br />
<br />
====Hemomancy====<br />
Beginning at 1st level, your practice of hemomancy allows you a mastery of a unique combat style utilizing blades forged of your own blood. You gain proficiency in blood weapons. You gain the following benefits while you are unarmed or wielding only blood weapons and you aren't wearing medium or heavier armor :<br />
<br />
*You can sense blood from up to 60 feet away<br />
<br />
*You can use Constitution instead of Strength for the attack and damage rolls of your blood weapons. <br />
<br />
*Blood Armor: By controlling your own blood you form a suit of armor made entirely of blood. This suit of armor is considered light and has an armor class of 13+ Dexterity bonus. The caster must take 1d6 damage to form the armor. The armor class can be increased by 2 once by taking an additional 1d6 damage. This armor dissipates after ten minutes and cannot be reactivated until completing a short or long rest.<br />
<br />
*Hemokinetic Combat: You are able to utilize your own blood in combat, enhancing your abilities and creating weapons only you can use. The weapons you make can take the form and statistics of any simple weapon. The caster must take 1d6 damage to form the weapon or use 1 unit of blood. A martial weapon can be produced by taking an additional 1d6 damage or using an additional unit of blood. Manifesting a blood weapon is considered a bonus action the same way you unsheath a weapon. The weapon maintains its form so long as you remain conscious and maintain concentration. When using this to form a ranged weapon that uses projectiles, every projectile cost 1 hp to fire.<br />
<br />
*Blood Regeneration: As a result of tampering with your own life force, you cannot be healed by normal means. Instead, you must imbibe blood taken from a living creature, including blood previously drawn from yourself. One unit of blood, stored in a glass bottle, can heal you for 1d10. In combat, you can also drain a unit of blood from a grappled enemy or willing ally, dealing 1d10 necrotic damage to the target and healing you for half of the damage dealt, rounded down (Minimum of 1). Blood has no healing effects for non-Hemomancers.<br />
<br />
There are a few reasons you may need to have your blood present in various other creatures. You may drain a number of units of blood per day equal to your constitution modifier, taking one minute per unit of blood and you must have a medicine kit. Donating one unit of blood to a willing creature will take 1 minute and will maintain the effect for 24 hours. One unit of blood will coat one ammunition and if ammunition coated in your blood is successful in hitting a creature, your blood remains in them for 1 hour. Your blood may also be stored in glass vials for 3 days after being drained. Each bottle contains 1 unit of blood. If you donate blood to a creature every day for a year, they are always considered to have your blood present.<br />
<br />
Some of your hemomancy techniques require your target to make a saving throw to resist the techniques' effects. The saving throw's DC is calculated as follows:<br />
<br />
'''Hemomancy save DC''' = 8 + your proficiency + your Constitution modifier<br />
<br />
====Blood Pact====<br />
Starting at 2nd level your understanding of Hemomancy allows you to consume a Hemomancer Hit Die as an action to gain 1d10 temporary hit points. After 9th level, add your Constitution modifier to this value. At 15, add your proficiency bonus and your Constitution modifier to this value. At level 17 you are now able to consume an extra Hemomancer Hit Die, with no additional Constitution bonus.<br />
<br />
====Hemo-Concentration====<br />
When you reach 3rd level, you commit yourself to a Hemo-Concentration: Hemo-Kinesis or Vigor Vampirism. <br />
Your concentration grants you features at 3rd level and again at 6th, 11th, 14th and 17th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.<br />
<br />
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.<br />
<br />
====Iron Blood====<br />
At 5th level your blood begins to bend to your will, protecting you from some damage. You gain resistance to bludgeoning damage.<br />
<br />
====Magically Infused Blood====<br />
Starting at 7th level, your blood weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attack and damage. You also gain +2 to hit and damage with blood weapons. Ammunition coated in your blood counts as magical. Your blood armor now lets you use your constitution modifier instead of your dexterity.<br />
<br />
====Blood Control====<br />
At 10th level, you can lower your heart rate drastically once per short rest. By sacrificing two Hemomancer hit dice, it becomes nearly impossible for anything to detect you. You are able to add your proficiency bonus to your Stealth checks (if you are already proficient in Stealth, you add your proficiency bonus on top of the existing modifier). You can maintain this for a number of minutes equal to your constitution score. You also regain all spent Hemomancer hit dice once you've completed a long rest.<br />
<br />
====Sanguine Imitation====<br />
Beginning at your 13th level, You can use the innate abilities of anyone's blood that you have taken for yourself, such as a Barbarian's "rage". However, you cannot use things that would be classed as a gift from a god. Can be used once every long rest.<br />
<br />
====Strong Blooded====<br />
At your 18th level, you have gained extreme control over your own blood. As a reaction before being hit take a 1d10 damage in order to add +2 to AC. This effect lasts until the start of your turn and does not stack.<br />
<br />
====Extended Blood Pool====<br />
At 20th level, you have trained your body to consistently produce more blood and have more to pull from. Increase your Constitution score by 4. The score maximum is also increased by 4. Damage done to yourself by yourself is halved. You gain immunity to slashing and piercing damage from non magical weapons.<br />
<br />
=== Hemo-Concentrations ===<br />
<br />
==== Hemo-Kinesis ====<br />
<br />
You have had a revelation that you are able to control the blood and life essence of others. <br />
<br />
===== Impure Blade =====<br />
Starting at 3rd level when you take this Hemo-Concentration, when you succeed an attack roll with an attack with a piercing weapon either coated in or made out of your blood, you may deal 1d10 damage to yourself as a bonus action. If you choose to do this, the creature pierced with your blood takes 3d10 necrotic damage<br />
<br />
===== Blood Bending =====<br />
Beginning at 6th level you learn how to control the blood of others with some level of finesse. As an action, you can attempt to gain control of another being with blood (As ruled by the DM). They must succeed a constitution saving throw or be controlled until released. Beings containing your blood will roll with disadvantage. You can not control beings one or more size classes higher than yourself. You control them until they either succeed in a save or you lose concentration. The target makes a new saving throw at the end of each of its turns. While the creature is under your control, you may use your bonus action to hold the target in place. You may also use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the physical actions you choose (Does not affect mental actions) and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. You lose control if the creature goes beyond 60 feet away from you.<br />
<br />
===== Hemo-Enhancement =====<br />
After 11th level, you are able to control the blood of willing creatures in order to assist them in a physical task. When helping allies on a Strength, Dexterity, or Constitution roll, they roll with advantage and your Proficiency modifier is added to the roll. This can vary from helping an ally clear a jump to making them swing an axe harder, but cannot be used for non-physical tasks, such as those that require an Intelligence, Wisdom, or Charisma roll. This can be done from a distance up to 60 ft.<br />
<br />
===== Boiling Blood =====<br />
At 14th level, you gain the ability to cause irregularities in enemies' blood from a distance. You may use this feature as an action. A creature with blood, (as ruled by the DM) within 60ft of you must make a Constitution saving throw. The target takes 5d10 necrotic damage on a failed save or half as much on a successful one. You may do this a number of times a day equal to your constitution modifier, minimum 1.<br />
<br />
===== Hemo-Puppetry =====<br />
After 17th level, you have nigh on mastered the art of controlling others. It is especially effective when merged with your blood. If your blood enters a another being with blood (As ruled by the DM) of one size class larger than you or smaller, they are considered to be under the effects of Blood Bending, until they succeed on a Constitution saving throw of your Hemomancy Save DC +2 or you lose concentration on your blood. You may concentrate on up to three creatures containing your blood or one with your blood and one without, though in this case the one without your blood rolls based on your normal Hemomancy Save DC. The creature(s) makes a new Constitution saving throw at the end of each turn. If you terminate the control early, you may deal 5d10 necrotic damage to the target. You lose control of a creature if it goes beyond 60 feet away from you. You may only forcefully terminate this effect and cause the associated damage a number of times per day equal to your Constitution modifier. (minimum 1)<br />
<br />
==== Vigor Vampirism ====<br />
You have learned how to harness the life energy of blood in other organisms for your own benefit. <br />
<br />
===== Siphoning Strike =====<br />
Starting at 3rd level when you choose this concentration, whenever you strike a being with blood (as ruled by the DM) with your blood weapons, you regain 2 hp up to your maximum. This increases to 4 hp at level 6. If you score a critical hit against a living organism, you may regain half of the damage dealt (rounded up) as health.<br />
<br />
===== Blood Scavanger =====<br />
Beginning at 6th level you gain the ability to drain energy from those recently deceased. If a being with blood (as ruled by the DM) has died within the last minute, you may spend 10 minutes draining its life force. You gain Hit Points up to one-fourth (rounded up) the creature's maximum Hit Points. <br />
<br />
===== Enhanced Blood Weapons =====<br />
After 11th level, you have spent a long time honing your blood weapons and training to hit vital points of your enemies. Your blood weapon attacks score a critical hit on a roll of 19 or 20.<br />
<br />
===== Transfusion =====<br />
At 14th level, you gain the ability to drain from a short distance. You can rip blood from an enemy with blood (as ruled by the DM) and siphon it into your own pool. At a range of 20 or lower, make a ranged spell attack with constitution as the spell casting ability. On a successful hit, the enemy takes 4d10 necrotic damage. You gain half the health lost this way. (rounded down)<br />
<br />
===== Vampiric Heritage =====<br />
After 17th level, you have truly remade yourself in the vampire's image. Half of any necrotic damage you deal to others is added to your health (in addition to any it may add itself). You also regain 5 HP at the beginning of every turn as long as you have at least 1 Hit Point and are equal to or below half of your total hit points.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the hemomancer class, you must meet these prerequisites: Constitution of 13 or higher.<br />
<br />
'''Proficiencies.''' When you multiclass into the hemomancer class, you gain the following proficiencies: Light armor, simple weapons<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Hemomancer_(5e_Class)&diff=1031023Hemomancer (5e Class)2018-04-14T04:18:04Z<p>Wixoss: /* Hemo-Puppetry */</p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|desc=Bend your enemy's blood to your will.<br />
}}<br />
<br />
== Hemomancer ==<br />
<br />
A sturdy dwarf woman charges through battle, crimson axes in each hand. She cuts through the enemy like butter, blood everywhere. They thirst for it. With every swing the dwarf appears stronger, unbridled by her weapons. As the battle comes to a close, her axes fall to the floor, splatters of blood. She kneels by a fallen enemy, and the blood drains from it's body. The dwarf walks away, unscathed beyond two scabbed palms.<br />
<br />
A hemomancer has mastered the art of blood. Using the natural energy of life to control blood, she sculpts the world to her liking. They concentrate on either self-preservation via the stealing of others' blood or manipulation via control of the enemy's blood. They damage themselves in order to maximize damage on the enemy. The original hemomancers studied vampires and monks in order to develop their techniques. Since then, small groups have taught one another and the field of pseudo magic exists in small doses.<br />
<br />
== Creating a Hemomancer ==<br />
<br />
Hemomancers are usually good. However, rogue hemomancers take on an evil alignment and will be hunted down by society. When creating a hemomancer, think about how your character developed their techniques. Did they study alongside a monastery of other hemomancers, or were they a vampire's plaything that escaped. Are they shunned from their society for practicing hemomancy? What drives you to the adventure? Are you wanting to spread the use of hemomancy? Were you driven from your home village for experimenting on animals? Were you drafted in the military for your deadly skill?<br />
<br />
;Quick Build<br />
You can make a Hemomancer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity. Second, choose the Hermit background.<br />
{{5e Class Features<br />
|name=Hemomancer<br />
|summary=Bend the blood of your enemies to your whims.<br />
|hd=10<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor= Light armor<br />
|weapons= Simple Weapons, Blood Weapons<br />
|tools= Medicine Kit<br />
|saves= Constitution, Strength<br />
|skills= Choose two from: Arcana, Intimidation, Medicine, Nature, Perception, Religion; you also gain proficiency in persuasion against Vampires<br />
|item1a=A dungeoneer's pack<br />
|item1b=An explorer's pack<br />
|item1c=A Scholar's pack<br />
|item2a=Dagger<br />
|item2b=<br />
|item3a=3 Glass Vials<br />
|item3b=Medicine Kit<br />
|item4a=<br />
|item4b=<br />
|classfeatures1=Unarmored Defense, Hemomancy<br />
|classfeatures2=Blood Pact<br />
|classfeatures3=Hemo-Concentration<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack, Iron Blood<br />
|classfeatures6=Hemo-Concentration Feature<br />
|classfeatures7=Magically Infused Blood<br />
|classfeatures8=<br />
|classfeatures9=Blood Pact Improvement<br />
|classfeatures10=Blood Control<br />
|classfeatures11=Hemo-Concentration Feature<br />
|classfeatures12=<br />
|classfeatures13=Sanguine Imitation<br />
|classfeatures14=Hemo-Concentration Feature<br />
|classfeatures15=Blood Pact Improvement<br />
|classfeatures16=<br />
|classfeatures17=Hemo-Concentration\Blood Pact Improvement<br />
|classfeatures18=Strong Blooded<br />
|classfeatures19=<br />
|classfeatures20=Extended Blood Pool<br />
}}<br />
<br />
====Unarmored Defense====<br />
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.<br />
<br />
====Hemomancy====<br />
Beginning at 1st level, your practice of hemomancy allows you a mastery of a unique combat style utilizing blades forged of your own blood. You gain proficiency in blood weapons. You gain the following benefits while you are unarmed or wielding only blood weapons and you aren't wearing medium or heavier armor :<br />
<br />
*You can sense blood from up to 60 feet away<br />
<br />
*You can use Constitution instead of Strength for the attack and damage rolls of your blood weapons. <br />
<br />
*Blood Armor: By controlling your own blood you form a suit of armor made entirely of blood. This suit of armor is considered light and has an armor class of 13+ Dexterity bonus. The caster must take 1d6 damage to form the armor. The armor class can be increased by 2 once by taking an additional 1d6 damage. This armor dissipates after ten minutes and cannot be reactivated until completing a short or long rest.<br />
<br />
*Hemokinetic Combat: You are able to utilize your own blood in combat, enhancing your abilities and creating weapons only you can use. The weapons you make can take the form and statistics of any simple weapon. The caster must take 1d6 damage to form the weapon or use 1 unit of blood. A martial weapon can be produced by taking an additional 1d6 damage or using an additional unit of blood. Manifesting a blood weapon is considered a bonus action the same way you unsheath a weapon. The weapon maintains its form so long as you remain conscious and maintain concentration. When using this to form a ranged weapon that uses projectiles, every projectile cost 1 hp to fire.<br />
<br />
*Blood Regeneration: As a result of tampering with your own life force, you cannot be healed by normal means. Instead, you must imbibe blood taken from a living creature, including blood previously drawn from yourself. One unit of blood, stored in a glass bottle, can heal you for 1d10. In combat, you can also drain a unit of blood from a grappled enemy or willing ally, dealing 1d10 necrotic damage to the target and healing you for half of the damage dealt, rounded down (Minimum of 1). Blood has no healing effects for non-Hemomancers.<br />
<br />
There are a few reasons you may need to have your blood present in various other creatures. You may drain a number of units of blood per day equal to your constitution modifier, taking one minute per unit of blood and you must have a medicine kit. Donating one unit of blood to a willing creature will take 1 minute and will maintain the effect for 24 hours. One unit of blood will coat one ammunition and if ammunition coated in your blood is successful in hitting a creature, your blood remains in them for 1 hour. Your blood may also be stored in glass vials for 3 days after being drained. Each bottle contains 1 unit of blood. If you donate blood to a creature every day for a year, they are always considered to have your blood present.<br />
<br />
Some of your hemomancy techniques require your target to make a saving throw to resist the techniques' effects. The saving throw's DC is calculated as follows:<br />
<br />
'''Hemomancy save DC''' = 8 + your proficiency + your Constitution modifier<br />
<br />
====Blood Pact====<br />
Starting at 2nd level your understanding of Hemomancy allows you to consume a Hemomancer Hit Die as an action to gain 1d10 temporary hit points. After 9th level, add your Constitution modifier to this value. At 15, add your proficiency bonus and your Constitution modifier to this value. At level 17 you are now able to consume an extra Hemomancer Hit Die, with no additional Constitution bonus.<br />
<br />
====Hemo-Concentration====<br />
When you reach 3rd level, you commit yourself to a Hemo-Concentration: Hemo-Kinesis or Vigor Vampirism. <br />
Your concentration grants you features at 3rd level and again at 6th, 11th, 14th and 17th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.<br />
<br />
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.<br />
<br />
====Iron Blood====<br />
At 5th level your blood begins to bend to your will, protecting you from some damage. You gain resistance to bludgeoning damage.<br />
<br />
====Magically Infused Blood====<br />
Starting at 7th level, your blood weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attack and damage. You also gain +2 to hit and damage with blood weapons. Ammunition coated in your blood counts as magical. Your blood armor now lets you use your constitution modifier instead of your dexterity.<br />
<br />
====Blood Control====<br />
At 10th level, you can lower your heart rate drastically once per short rest. By sacrificing two Hemomancer hit dice, it becomes nearly impossible for anything to detect you. You are able to add your proficiency bonus to your Stealth checks (if you are already proficient in Stealth, you add your proficiency bonus on top of the existing modifier). You can maintain this for a number of minutes equal to your constitution score. You also regain all spent Hemomancer hit dice once you've completed a long rest.<br />
<br />
====Sanguine Imitation====<br />
Beginning at your 13th level, You can use the innate abilities of anyone's blood that you have taken for yourself, such as a Barbarian's "rage". However, you cannot use things that would be classed as a gift from a god. Can be used once every long rest.<br />
<br />
====Strong Blooded====<br />
At your 18th level, you have gained extreme control over your own blood. As a reaction before being hit take a 1d10 damage in order to add +2 to AC. This effect lasts until the start of your turn and does not stack.<br />
<br />
====Extended Blood Pool====<br />
At 20th level, you have trained your body to consistently produce more blood and have more to pull from. Increase your Constitution score by 4. The score maximum is also increased by 4. Damage done to yourself by yourself is halved. You gain immunity to slashing and piercing damage from non magical weapons.<br />
<br />
=== Hemo-Concentrations ===<br />
<br />
==== Hemo-Kinesis ====<br />
<br />
You have had a revelation that you are able to control the blood and life essence of others. <br />
<br />
===== Impure Blade =====<br />
Starting at 3rd level when you take this Hemo-Concentration, when you succeed an attack roll with an attack with a piercing weapon either coated in or made out of your blood, you may deal 1d10 damage to yourself as a bonus action. If you choose to do this, the creature pierced with your blood takes 3d10 necrotic damage<br />
<br />
===== Blood Bending =====<br />
Beginning at 6th level you learn how to control the blood of others with some level of finesse. As an action, you can attempt to gain control of another being with blood (As ruled by the DM). They must succeed a constitution saving throw or be controlled until released. Beings containing your blood will roll with disadvantage. You can not control beings one or more size classes higher than yourself. You control them until they either succeed in a save or you lose concentration. The target makes a new saving throw at the end of each of its turns. While the creature is under your control, you may use your bonus action to hold the target in place. You may also use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the physical actions you choose (Does not affect mental actions) and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. You lose control if the creature goes beyond 60 feet away from you.<br />
<br />
===== Hemo-Enhancement =====<br />
After 11th level, you are able to control the blood of willing creatures in order to assist them in a physical task. When helping allies on a Strength, Dexterity, or Constitution roll, they roll with advantage and your Proficiency modifier is added to the roll. This can vary from helping an ally clear a jump to making them swing an axe harder, but cannot be used for non-physical tasks, such as those that require an Intelligence, Wisdom, or Charisma roll. This can be done from a distance up to 60 ft.<br />
<br />
===== Boiling Blood =====<br />
At 14th level, you gain the ability to cause irregularities in enemies' blood from a distance. You may use this feature as an action. A creature with blood, (as ruled by the DM) within 60ft of you must make a Constitution saving throw. The target takes 5d10 necrotic damage on a failed save or half as much on a successful one. You may do this a number of times a day equal to your constitution modifier, minimum 1.<br />
<br />
===== Hemo-Puppetry =====<br />
After 17th level, you have nigh on mastered the art of controlling others. It is especially effective when merged with your blood. If your blood enters a another being with blood (As ruled by the DM) of one size class larger than you or smaller, they are considered to be under the effects of Blood Bending, until they succeed on a Constitution saving throw of your Hemomancy Save DC or you lose concentration on your blood. You may concentrate on up to three creatures containing your blood or one with your blood and one without, though in this case the one without your blood rolls based on your normal Hemomancy Save DC. The creature(s) makes a new Constitution saving throw at the end of each turn. If you terminate the control early, you may deal 5d10 necrotic damage to the target. You lose control of a creature if it goes beyond 60 feet away from you. You may only forcefully terminate this effect and cause the associated damage a number of times per day equal to your Constitution modifier. (minimum 1)<br />
<br />
==== Vigor Vampirism ====<br />
You have learned how to harness the life energy of blood in other organisms for your own benefit. <br />
<br />
===== Siphoning Strike =====<br />
Starting at 3rd level when you choose this concentration, whenever you strike a being with blood (as ruled by the DM) with your blood weapons, you regain 2 hp up to your maximum. This increases to 4 hp at level 6. If you score a critical hit against a living organism, you may regain half of the damage dealt (rounded up) as health.<br />
<br />
===== Blood Scavanger =====<br />
Beginning at 6th level you gain the ability to drain energy from those recently deceased. If a being with blood (as ruled by the DM) has died within the last minute, you may spend 10 minutes draining its life force. You gain Hit Points up to one-fourth (rounded up) the creature's maximum Hit Points. <br />
<br />
===== Enhanced Blood Weapons =====<br />
After 11th level, you have spent a long time honing your blood weapons and training to hit vital points of your enemies. Your blood weapon attacks score a critical hit on a roll of 19 or 20.<br />
<br />
===== Transfusion =====<br />
At 14th level, you gain the ability to drain from a short distance. You can rip blood from an enemy with blood (as ruled by the DM) and siphon it into your own pool. At a range of 20 or lower, make a ranged spell attack with constitution as the spell casting ability. On a successful hit, the enemy takes 4d10 necrotic damage. You gain half the health lost this way. (rounded down)<br />
<br />
===== Vampiric Heritage =====<br />
After 17th level, you have truly remade yourself in the vampire's image. Half of any necrotic damage you deal to others is added to your health (in addition to any it may add itself). You also regain 5 HP at the beginning of every turn as long as you have at least 1 Hit Point and are equal to or below half of your total hit points.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the hemomancer class, you must meet these prerequisites: Constitution of 13 or higher.<br />
<br />
'''Proficiencies.''' When you multiclass into the hemomancer class, you gain the following proficiencies: Light armor, simple weapons<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Stormborn_(5e_Class)&diff=1030102Stormborn (5e Class)2018-04-11T05:04:38Z<p>Wixoss: /* Spell Slots */</p>
<hr />
<div>== The Stormborn ==<br />
<br />
A Stormborn has always loved storms and idolized their power. They are powerful mages who have taken the storm into themselves and use its power to strike down their enemies.<br />
<br />
<br />
{{5e Class Features<br />
|name=Stormborn<br />
|hd=8<br />
|spellcasting=full<br />
|armor=light<br />
|weapons=Simple melee weapons, Simple ranged weapons<br />
|saves=Dexterity and Wisdom<br />
|skills=Choose 2 from the following: Acrobatics, Insight, Sleight of hand, Stealth, Perception, Survival or Arcana<br />
|item1a=A Shortsword<br />
|item1b=2 Daggers<br />
|item2a=A Shortbow with 20 arrows<br />
|item2b=A Sling with 20 stones<br />
|item3a=Dungeoneer's Pack<br />
|item3b=Explorer's Pack<br />
|item4a=A Dagger, An arcane focus, 20 darts<br />
|classfeatures1=Spell casting, Resist Elements<br />
|classfeatures2=Violent Storms<br />
|classfeatures3=Archetype <br />
|classfeatures4=<br />
|classfeatures5=<br />
|classfeatures6=Wrath of the Storm<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Archetype Feature<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Archetype Feature<br />
|classfeatures15=<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=Improved Resist Elements<br />
|classfeatures19=<br />
|classfeatures20=Avatar of the Storm<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=3<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spell Slots ====<br />
This class uses the wizard spell list.<br />
The Stormborn table shows how many spell slots they have to cast their spells of 1st level and higher.<br />
To cast one of these spells, they must expend a slot of the spells level or higher. The Stormborn will regain all expended spell slots when they finish a long rest.<br />
<br />
Spellbook<br />
<br />
At 1st level, you have a Spellbook containing six 1st-level wizard Spells of your choice. Your Spellbook is the repository of the wizard Spells you know, except your Cantrips, which are fixed in your mind.<br />
<br />
Preparing and Casting Spells<br />
<br />
The Stormborn table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
You prepare the list of Stormborn Spells that are available for you to cast. To do so, choose a number of Stormborn Spells from your Spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The Spells must be of a level for which you have Spell Slots.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of wizard Spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
====Spell casting ability ====<br />
<br />
You use their Wisdom whenever a spell or ability refers to their spellcasting ability. Their Wisdom modifier is also used to determine the saving throw DC for their spells and their spell attack modifier as follows:<br />
<br />
:::'''Spell save DC''' = 8 + proficiency bonus + Wisdom modifier<br />
<br />
:::'''Spell attack modifier''' = proficiency bonus + Wisdom modifier<br />
<br />
<br />
==== Resist Elements ====<br />
At level 1, you gain resistance to either lightning or thunder damage. At level 13 you gain resistance to the other Element that you do not choose.<br />
<br />
==== Violent Storms ====<br />
At level 2, when you roll lightning or thunder damage damage you may increase the damage die by one size (eg: a d6 would become a d8). <br />
<br />
==== Archetypes ====<br />
At level 3 you choose between the Path of Lightning or the Path of Thunder.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Wrath of the Storm ====<br />
At level 6 when you roll lightning or thunder damage you may reroll 1's and 2's a single time.<br />
<br />
==== Improved Resist Elements ====<br />
At level 18 you gain immunity to lightning and thunder damage.<br />
<br />
==== Avatar of the Storm ====<br />
At level 20 you gain the ability to summon a miniature storm around you. As an action you summon a storm with a radius of 20 ft and lasts for 1 minute. You must complete a long rest before you can use this ability again.<br />
<br />
*ranged attacks made against you are made with disadvantage.<br />
*the area is considered difficult terrain.<br />
*enemies who begin their turn or move into it during their turn must make a dexterity saving throw. A creature who fails takes 2d8 lightning damage and 2d8 thunder damage. A creature who succeeds takes half damage.<br />
<br />
=== Path of Lightning ===<br />
At level 3 your chosen element infuses your body to such a degree that you can channel it through your spells. Add Lightning damage equal to your Wisdom Modifier to your damaging spells.<br />
<br />
Also at level 3 the lightning coursing through your body has sped up your movements. You may use the dash and disengage actions as bonus actions. Your natural movement speeds increase by 10.<br />
<br />
At level 10 once per long rest you can use the power inside your body to cast a form of haste on yourself. This form of haste requires concentration and lasts a number of rounds equal to your wisdom modifier. You gain a +2 to your AC, advantage of Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.<br />
<br />
When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it. This ability can only be used once per short or long rest.<br />
<br />
At level 14 as an action you can become a living lightning bolt. You travel in a straight line for up to 300 ft. Any creatures you pass through make a dexterity saving throw. On a fail they take 10d6 damage and on a success take half damage. This ability can only be used once per short or long rest.<br />
<br />
=== Path of Thunder ===<br />
At level 3 your chosen element infuses your body to such a degree that you can channel it through your spells. Add Thunder damage equal to your Wisdom Modifier to your damaging spells.<br />
<br />
Also at level 3 you can summon thunder to aid you. You may release a booming shout that harms all creatures in a 20 ft cone in front of you. A creature takes 2d6 damage on a failed constitution saving throw, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. This ability can only be used a number of times equal to your wisdom modifier per short or long rest.<br />
<br />
At level 10 you become extremely attuned to the noises around you. You have blind sight out to a range of 15 ft. You also have advantage on perception checks that rely on sound and other creatures have disadvantage to hear you.<br />
<br />
<br />
At level 14 all creatures have disadvantage on any saving throws that deal lightning or thunder damage. <br />
<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:<br />
Wisdom 13 or higher.<br />
<br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies:<br />
Simple weapons and Light armor.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Talk:Soul_Manipulator_(5e_Class)&diff=1029747Talk:Soul Manipulator (5e Class)2018-04-10T01:01:47Z<p>Wixoss: /* Archetypes */</p>
<hr />
<div>Why is this class proficient in medium armor and heavy armor, but not light armor? [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 14:20, 7 February 2018 (MST)<br />
:Largely because the class doesn't use {{5a|dex}}, and the class can just wear heavy armor and focus their ability score increases in {{5a|con}} and {{5a|wis}}. PC's that use standard array that want to increase 3 ability scores to 20 will never be able to increase them all to 20 naturally, and class is simply far stronger(has far more HP, similar AC, and you can choose to increase a different ability score than {{5a|dex}} if you want) when you wear heavy armor. I also forgot to add armor to the equipment section.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 14:55, 7 February 2018 (MST)<br />
::On another note, how does ditching the armor proficiencies for unarmored defense sound? I feel like it would fit the class better than having proficiency in most armor.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 17:30, 7 February 2018 (MST)<br />
:::That sounds great. From a thematic viewpoint it makes perfect sense. [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 17:32, 7 February 2018 (MST)<br />
<br />
== Archetypes ==<br />
<br />
The archetype is "bugged" says it wins at 2nd level, but in note the skills begin at 3rd level.</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Talk:Soul_Manipulator_(5e_Class)&diff=1029743Talk:Soul Manipulator (5e Class)2018-04-10T01:00:12Z<p>Wixoss: /* Archetypes */ new section</p>
<hr />
<div>Why is this class proficient in medium armor and heavy armor, but not light armor? [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 14:20, 7 February 2018 (MST)<br />
:Largely because the class doesn't use {{5a|dex}}, and the class can just wear heavy armor and focus their ability score increases in {{5a|con}} and {{5a|wis}}. PC's that use standard array that want to increase 3 ability scores to 20 will never be able to increase them all to 20 naturally, and class is simply far stronger(has far more HP, similar AC, and you can choose to increase a different ability score than {{5a|dex}} if you want) when you wear heavy armor. I also forgot to add armor to the equipment section.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 14:55, 7 February 2018 (MST)<br />
::On another note, how does ditching the armor proficiencies for unarmored defense sound? I feel like it would fit the class better than having proficiency in most armor.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 17:30, 7 February 2018 (MST)<br />
:::That sounds great. From a thematic viewpoint it makes perfect sense. [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 17:32, 7 February 2018 (MST)<br />
<br />
== Archetypes ==<br />
<br />
The archetype is "bugged" says it wins in 3rd level, but in their annotation itself is in the 2nd level.</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Primal_Fighter_(5e_Class)&diff=1029711Primal Fighter (5e Class)2018-04-10T00:13:50Z<p>Wixoss: /* Primal Rage */</p>
<hr />
<div>== Primal Fighter ==<br />
<br />
Primal fighters are fierce warriors who have gathered their training from nature and experience. Instead of using technique and form as normal fighters, they use their highly refined instincts in combat to guide them. "Stop thinking so much, just go with the flow." <br />
<br />
=== Creating a Primal Fighter ===<br />
<br />
Think about why your character went down this path, did they grow up in the wild, did they break and go feral, or something else?. Why would they choose to have no form of combat, and instead rely on their own body's natural abilities? Is it to prove that you better than those with formal training, or is it because it comes natural to you?<br />
<br />
;Quick Build<br />
You can make a primal fighter quickly by following these suggestions. First, {{5a|str}}/{{5a|dex}} should be your highest ability score, followed by {{5a|con}}. Second, choose the Outlander background. Third, don't worry about equipment for you should be worrying about self improvement. <br />
<br />
{{5e Class Features<br />
|name=Primal Fighter<br />
|summary=A fighter that relies on their primal instincts to battle instead of form and technique. <br />
|hd=12<br />
|armor=Light armor<br />
|weapons=Simple weapons, simple ranged weapons, [[5e_SRD:Longbow|longbow]], and 3 martial weapons<br />
|tools=None<br />
|saves={{5a|str}} and {{5a|dex}}/{{5a|con}} (Choose between one)<br />
|skills=Chose 2 from the following list: {{5s|Acrobatics}}, {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Sleight of Hand}}, {{5s|Stealth}}, {{5s|Survival}}. <br />
|item1a=one martial weapon<br />
|item1b=a {{5e|Shortbow}} and a {{5e|Quiver}} of {{5e|Arrows (20)|20 arrows}}<br />
|item2a=[[5e SRD:Equipment Packs#Dungeoneer's Pack|dungeoneer's pack]]<br />
|item2b=[[5e SRD:Equipment Packs#Explorer's Pack|explorer's pack]]<br />
|item3a=two simple weapons<br />
|item3b=one martial weapon<br />
|wealth=4d4 x 10 gp<br />
|classfeatures1=Unarmored Defense, Primal Rage<br />
|classfeatures2=Rage Enhancement<br />
|classfeatures3=Path of the Animal<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Primal Attacks<br />
|classfeatures7=Endurable<br />
|classfeatures8=<br />
|classfeatures9=Path of the Animal Feature<br />
|classfeatures10=Rush of Battle<br />
|classfeatures11=Rage Enhancement<br />
|classfeatures12=<br />
|classfeatures13=Path of the Animal Feature<br />
|classfeatures14=Remarkable Athlete <br />
|classfeatures15=Primal Wrath<br />
|classfeatures16=<br />
|classfeatures17=Rage Enhancement<br />
|classfeatures18=Primal Aura<br />
|classfeatures19=<br />
|classfeatures20=Path of the Animal Feature<br />
<br />
|extrasonright=1<br />
|extra1_name=Rage Damage<br />
|extra1_1=+2<br />
|extra1_2=+2<br />
|extra1_3=+2<br />
|extra1_4=+2<br />
|extra1_5=+2<br />
|extra1_6=+2<br />
|extra1_7=+2<br />
|extra1_8=+2<br />
|extra1_9=+3<br />
|extra1_10=+3<br />
|extra1_11=+3<br />
|extra1_12=+3<br />
|extra1_13=+3<br />
|extra1_14=+3<br />
|extra1_15=+3<br />
|extra1_16=+4<br />
|extra1_17=+4<br />
|extra1_18=+4<br />
|extra1_19=+4<br />
|extra1_20=+4<br />
<br />
|extrasonright=2<br />
|extra2_name=Rages<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=4<br />
|extra2_7=4<br />
|extra2_8=4<br />
|extra2_9=4<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=5<br />
|extra2_13=5<br />
|extra2_14=5<br />
|extra2_15=5<br />
|extra2_16=5<br />
|extra2_17=6<br />
|extra2_18=6<br />
|extra2_19=6<br />
|extra2_20=Unlimited<br />
}}<br />
<br />
==== Unarmored Defense ====<br />
<br />
When you reach 1st level, while you are not wearing armor or shield, your Armor Class is equal to 10 + your {{5a|dex}} modifier + your {{5a|con}} modifier. This cannot be used in tandem (doesn't stack) with any other unarmored defense from other classes such as Monk or Barbarian that also have this feature.<br />
<br />
==== Primal Rage ====<br />
<br />
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you<br />
aren’t wearing heavy armor:<br />
<br />
• You have advantage on {{5a|str}} checks and {{5a|str}} saving throws.<br />
<br />
• When you make a melee weapon attack using {{5a|str}}, you gain a bonus to the damage roll that increases as you gain levels as a primal fighter, as shown in the Rage Damage column of the Primal Fighter table. All other weapon attacks only gain half of this bonus rounded up.<br />
<br />
• You have resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
If you are able to cast spells, you can’t cast them or concentrate on them while rage. Your rage lasts for 1 minute. It ends early if you are knocked {{5c|unconscious}} or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your primal fighter level in the Rages column of the Primal Fighter table, you must finish a long rest before you can rage again.<br />
<br />
==== Rage Enhancement ====<br />
<br />
When you reach 2nd level, and again at levels 11 and 17, your rage takes on a unique form. You gain an additional effect from raging chosen from any of the following choices below:<br />
<br />
;Assault<br />
When you kill or get a critical hit on an creature, you may move up to half your movement speed towards another creature. <br />
<br />
;Blank Mind<br />
You have advantage on {{5a|wis}} saving throws when raging.<br />
<br />
;Primal Fury<br />
On the turn when you enter a rage, your first attack roll is made with advantage. If chosen again, you make both your attack rolls with advantage on the turn when you enter a rage.<br />
<br />
;Resilience <br />
You gain resistance to another damage type of your choice while raging. Once chosen the damage type can not be changed.<br />
<br />
;Savage Attacks<br />
Your simple melee weapons and simple ranged weapons deal 2 additional damage while raging.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Extra Attack ====<br />
<br />
When you reach 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. <br />
<br />
==== Primal Attacks ====<br />
<br />
When you reach 6th level, your instincts have become so honed that you are more able to take advantage of enemies' weaknesses. You now critical on 19 and 20. <br />
<br />
==== Endurable ====<br />
<br />
When you reach 7th level, you can survive extra days without food, water, sleep, or anything else that normally you would need to spend time every day to do, equal to your {{5a|con}} modifier. You don't enter death saving throws either until you reach -X hit points, where X is your {{5a|con}} ability score. This -X acts like everyone else 0 hit point abilities.<br />
<br />
==== Rush of Battle ====<br />
<br />
When you reach 10th level, your instincts are so honed that you have advantage on initiative rolls.<br />
<br />
Additionally, if you are surprised at the beginning of combat and aren't {{5c|Incapacitated}}, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn. <br />
<br />
==== Remarkable Athlete ====<br />
<br />
When you reach 14th level, you can add half your proficiency bonus rounded down to {{5s|Athletics}} and {{5s|Acrobatics}} skill checks you make even if you are already proficient with them. In addition, you can jump extra feet equal to your {{5a|str}} modifier on [[5e SRD:Jumping|high jumps]] and extra distance equal to {{5a|str}} score on [[5e SRD:Jumping|long jumps]].<br />
<br />
==== Primal Wrath ====<br />
<br />
When you reach 15th level, your attacks now critical at 18, 19, and 20<br />
<br />
==== Primal Aura ====<br />
<br />
When you reach 18th level, your battle instincts and expertise have become that of legend. As a bonus action, you may inspire creatures of your choice around you in a 20 foot radius to extreme levels. They gain advantage on attack rolls against enemies, deal additional damage equal to their proficiency bonus on weapon attacks, and have advantage on effects that make them {{5c|Frightened}} until the start of your next turn. You regain use of this feature after you finish a short or long rest.<br />
<br />
=== Way of the Wolf ===<br />
<br />
Following the ways of the wolf, you are a hunter of the land. Stalk your pray along side your pack, and get the jump on your enemies with your quickness. <br />
<br />
;{{#anc:Maneuverability}}<br />
When you reach 3rd level, you may take the [[5e SRD:Dash Action|Dash]] or [[5e SRD:Disengage Action|Disengage]] action as a bonus action. You may also take the [[5e SRD:Dodge Action|Dodge]] action as a bonus action, but may only do so once. You regain use of this feature after you finish a short or long rest. <br />
<br />
;{{#anc:Speed of the Hound}}<br />
When you reach 9th level, when you take the [[5e SRD:Dash Action|Dash]], [[5e SRD:Disengage Action|Disengage]], or [[5e SRD:Dodge Action|Dodge]] action, you have advantage on all {{5a|dex}} saving throws until the start of your next turn. <br />
<br />
;{{#anc:Hunter of Nature}}<br />
When you reach 13th level, you gain proficiency in {{5s|Stealth}} skill, if you already have proficiency in it, you can double your proficiency bonus.<br />
<br />
;{{#anc:Pack Animal}}<br />
When you reach 20th level, you gain advantage on attack rolls as long as you have an ally within 5 feet of the target.<br />
<br />
=== Way of the Bear ===<br />
<br />
Following the ways of the bear, you are a protector of the land. Defend your territory from all predators that cross your path. <br />
<br />
;{{#anc:Bear Resilience}}<br />
When you reach 3rd level, your {{5a|con}} score increases by 1. Your {{5a|con}} can not go above 20 with this feature. You also have advantage on {{5a|con}} saving throws while raging.<br />
<br />
;{{#anc:Larger is Better}}<br />
When you reach 9th level, you are considered to be one size larger for the purposes of resisting shoves and grapples. You also gain proficiency in the {{5s|Intimidation}} skill, if you already have proficiency in it, you can double your proficiency bonus.<br />
<br />
;{{#anc:Pain Fighter}}<br />
When you reach 13th level, you deal an additional 1d6 damage with all attacks if you took damage since your last turn. <br />
<br />
;{{#anc:Bear's Fortitude}}<br />
When you reach 20th level, after being hit by an attack and taking damage, you may make a reaction to make it so that no damage is done. You may use this effect twice and you regain all uses of this feature after you finish a long rest.<br />
<br />
=== Way of the Eagle ===<br />
<br />
Following the ways of the eagle, you are a watcher of the land. Know your environment and watch from above. <br />
<br />
;{{#anc:Instinctive Wisdom}}<br />
When you reach 3rd level, you can use your {{5a|con}} score instead of {{5a|wis}} for your {{5s|Animal Handling}}, {{5s|Perception}}, {{5s|Insight}}, and {{5s|Survival}} skill checks. <br />
<br />
;{{#anc:Eagle Vision}}<br />
When you reach 9th level, you may increase any vision effects and your normal vision by 10 feet times your proficiency bonus. You gain proficiency in the {{5s|Perception}} skill, if you already have proficiency in it, you can double your proficiency bonus.<br />
<br />
;{{#anc:Light Weight}}<br />
When you reach 13th level, your base move speed increases by 10 feet.<br />
<br />
;{{#anc:Lock Down}}<br />
When you reach 20th level, whenever a creature moves within 5 feet of you or moves out of your reach on their turn, you may use your reaction to make make an opportunity attack against them. If this attack lands their movement speed becomes 0 until the start of your next turn.<br />
<br />
===Way Of The Dragon===<br />
Following the ways of the dragon, you are a destroyer of the land. Burn all those who would stand before you.<br />
<br />
;{{#anc:Dragon Soul}}<br />
When you reach 3rd level, while you are raging, your first weapon attack against a creature on your turn deals additional fire damage equal to your proficiency bonus.<br />
<br />
;{{#anc:Leathery Skin}}<br />
When you reach 9th level, you gain resistance to fire damage and are immune to the effect of hot weather.<br />
<br />
;{{#anc:Fire Breath}}<br />
When you reach 13th level, you may use an action to activate your breath weapon in a 15 ft. cone, each creature in the area of the exhalation must make a {{5a|dex}} saving throw. The DC for this saving throw equals 8 + your {{5a|con}} modifier + your proficiency bonus. A creature takes 4d8 fire damage on failed save and half as much on a successful one, with this damage increasing to 5d8 at level 17. You regain use of this feature after you finish a short or long rest.<br />
<br />
;{{#anc:Dragon Soul}}<br />
When you reach 20th level, an essence of the mighty flame dragon wraps around you. You may use an action to make all creatures except you within 30 feet of you must make a {{5a|dex}} saving throw to take half damage with the DC for this saving throw equaling 8 + your {{5a|con}} modifier + your proficiency bonus. On a failed save you deal 8d8 fire damage. You regain use of this feature after you finish a short or long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the primal fighter class, you must meet these prerequisites: {{5a|str}} or {{5a|dex}} of 13 and {{5a|con}} of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the primal fighter class, you gain the following proficiencies: light armor and martial melee weapons.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Blood_Elf,_2nd_Variant_(5e_Subrace)&diff=1029580Blood Elf, 2nd Variant (5e Subrace)2018-04-09T15:33:26Z<p>Wixoss: /* Blood Elf Traits */</p>
<hr />
<div>{{Copyright Disclaimer|owner=Blizzard Entertainment|franchise=World of Warcraft}} <br />
<br />
==Blood Elf==<br />
<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
<br />
===Physical Description===<br />
Physically identical to High Elves, Blood Elves tend to wear gold's and red to remind themselves of their race's terrible losses. Many painted runes or mysterious tattoos on their faces, arms and shoulders for warding off demons or celebrating significant kills or simply to look intimidating — something high elves would never do. As well, they adopted hairstyles that went against the norms of high elf society. Blood Elf males typically have slender, muscular, and athletic bodies. They also possess long pointy ears, acute senses and keen sight in the darkness. Blood Elf females can possess much the same, albeit typically sporting a slim elven physique. Like all elves, blood elves are considered highly attractive by the standards of most mortal races.<br />
<br />
===History===<br />
Cut off from the powerful energies of the Well of Eternity and no longer immortal, many of the high elves died from exposure or starvation during their long journey.<br />
Using a vial of sacred water stolen from the first Well of Eternity, the high elves created a fount of mystical power at a convergence of powerful ley energies in Quel'Thalas. They named this fountain the Sunwell, and its potent arcane magic fed and strengthened all high elves. The power of the high elves grew, and they cast an enchantment on the forest that would keep them bathed in eternal springtime.<br />
===Society===<br />
Blood elves are perhaps the most magically-attuned race on Azeroth. Even more so than their high elven brethren, because blood elves have dared to delve into the darker arts. It is integral to society.<br />
===Blood Elf Names===<br />
The blood elves have the same names as high elves.<br />
===Blood Elf Traits===<br />
{{5e Racial Traits<br />
|summary=A race of magical imbued elves.<br />
|abilities=Your {{5a|con}} score increases by 2, and {{5a|dex}} or {{5a|int}} score increases by 2.<br />
|age=Reach physical maturity at about the same age as humans, but can live to be more than 1,000 years old. Blood Elves are considered to be mature starting at the age of 10.<br />
|alignment=Most Blood Elves tend to align toward Chaotic or Lawful depending on their goals.<br />
|size=Heights range from just over 5 feet to over 6 feet tall and most generally have slender builds. Your size is Medium.<br />
|speed=Your base walking speed is 35 feet.<br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Blood Elf Weapon Training<br />
|description2=You have proficiency with melee martial weapons that deal slashing damage.<br />
|trait3=Higher Education<br />
|description3=You gain proficiency in {{5s|History}}, {{5s|Investigation}}, {{5s|Insight}}, {{5s|Nature}}, or {{5s|Religion}}.<br />
|trait4=Ageless Elegance<br />
|description4=Like most elves, you are immune to natural diseases and have advantage on {{5s|Persuasion}} checks when trying to charm.<br />
<!-- Template supports up to 10 traits. --><br />
|languages=Common, Elvish<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name= Blood Elf<br />
|feet= 5<br />
|inches= 2<br />
|heightmod= 2d6<br />
|weight= 90<br />
|weightmod= 2d6<br />
}}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Wixosshttps://www.dandwiki.com/w/index.php?title=Hemomancer_(5e_Class)&diff=1029578Hemomancer (5e Class)2018-04-09T15:27:37Z<p>Wixoss: /* Creating a Hemomancer */</p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|desc=Bend your enemy's blood to your will.<br />
}}<br />
<br />
== Hemomancer ==<br />
<br />
A sturdy dwarf woman charges through battle, crimson axes in each hand. She cuts through the enemy like butter, blood everywhere. They thirst for it. With every swing the dwarf appears stronger, unbridled by her weapons. As the battle comes to a close, her axes fall to the floor, splatters of blood. She kneels by a fallen enemy, and the blood drains from it's body. The dwarf walks away, unscathed beyond two scabbed palms.<br />
<br />
A hemomancer has mastered the art of blood. Using the natural energy of life to control blood, she sculpts the world to her liking. They concentrate on either self-preservation via the stealing of others' blood or manipulation via control of the enemy's blood. They damage themselves in order to maximize damage on the enemy. The original hemomancers studied vampires and monks in order to develop their techniques. Since then, small groups have taught one another and the field of pseudo magic exists in small doses.<br />
<br />
== Creating a Hemomancer ==<br />
<br />
Hemomancers are usually good. However, rogue hemomancers take on an evil alignment and will be hunted down by society. When creating a hemomancer, think about how your character developed their techniques. Did they study alongside a monastery of other hemomancers, or were they a vampire's plaything that escaped. Are they shunned from their society for practicing hemomancy? What drives you to the adventure? Are you wanting to spread the use of hemomancy? Were you driven from your home village for experimenting on animals? Were you drafted in the military for your deadly skill?<br />
<br />
;Quick Build<br />
You can make a Hemomancer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity. Second, choose the Hermit background.<br />
{{5e Class Features<br />
|name=Hemomancer<br />
|summary=Bend the blood of your enemies to your whims.<br />
|hd=10<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor= Light armor<br />
|weapons= Simple Weapons, Blood Weapons<br />
|tools= Medicine Kit<br />
|saves= Constitution/Dexterity<br />
|skills= Choose two from: Arcana, Intimidation, Medicine, Nature, Perception, Religion; you also gain proficiency in persuasion against Vampires<br />
|item1a=A dungeoneer's pack<br />
|item1b=An explorer's pack<br />
|item1c=A Scholar's pack<br />
|item2a=Dagger<br />
|item2b=<br />
|item3a=3 Glass Vials<br />
|item3b=Medicine Kit<br />
|item4a=<br />
|item4b=<br />
|classfeatures1=Unarmored Defense, Hemomancy<br />
|classfeatures2=Blood Pact<br />
|classfeatures3=Hemo-Concentration<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack, Iron Blood<br />
|classfeatures6=Hemo-Concentration Feature<br />
|classfeatures7=Magically Infused Blood<br />
|classfeatures8=<br />
|classfeatures9=Blood Pact Improvement<br />
|classfeatures10=Blood Control<br />
|classfeatures11=Hemo-Concentration Feature<br />
|classfeatures12=<br />
|classfeatures13=Sanguine Imitation<br />
|classfeatures14=Hemo-Concentration Feature<br />
|classfeatures15=Blood Pact Improvement<br />
|classfeatures16=<br />
|classfeatures17=Hemo-Concentration\Blood Pact Improvement<br />
|classfeatures18=Strong Blooded<br />
|classfeatures19=<br />
|classfeatures20=Extended Blood Pool<br />
}}<br />
<br />
====Unarmored Defense====<br />
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.<br />
<br />
====Hemomancy====<br />
Beginning at 1st level, your practice of hemomancy allows you a mastery of a unique combat style utilizing blades forged of your own blood. You gain proficiency in blood weapons. You gain the following benefits while you are unarmed or wielding only blood weapons and you aren't wearing medium or heavier armor :<br />
<br />
*You can sense blood from up to 60 feet away<br />
<br />
*You can use Constitution instead of Strength for the attack and damage rolls of your blood weapons. <br />
<br />
*Blood Armor: By controlling your own blood you form a suit of armor made entirely of blood. This suit of armor is considered light and has an armor class of 13+ Dexterity bonus. The caster must take 1d6 damage to form the armor. The armor class can be increased by 2 once by taking an additional 1d6 damage. This armor dissipates after ten minutes and cannot be reactivated until completing a short or long rest.<br />
<br />
*Hemokinetic Combat: You are able to utilize your own blood in combat, enhancing your abilities and creating weapons only you can use. The weapons you make can take the form and statistics of any simple weapon. The caster must take 1d6 damage to form the weapon or use 1 unit of blood. A martial weapon can be produced by taking an additional 1d6 damage or using an additional unit of blood. Manifesting a blood weapon is considered a bonus action the same way you unsheath a weapon. The weapon maintains its form so long as you remain conscious and maintain concentration. When using this to form a ranged weapon that uses projectiles, every projectile cost 1 hp to fire.<br />
<br />
*Blood Regeneration: As a result of tampering with your own life force, you cannot be healed by normal means. Instead, you must imbibe blood taken from a living creature, including blood previously drawn from yourself. One unit of blood, stored in a glass bottle, can heal you for 1d10. In combat, you can also drain a unit of blood from a grappled enemy or willing ally, dealing 1d10 necrotic damage to the target and healing you for half of the damage dealt, rounded down (Minimum of 1). Blood has no healing effects for non-Hemomancers.<br />
<br />
There are a few reasons you may need to have your blood present in various other creatures. You may drain a number of units of blood per day equal to your constitution modifier, taking one minute per unit of blood and you must have a medicine kit. Donating one unit of blood to a willing creature will take 1 minute and will maintain the effect for 24 hours. One unit of blood will coat one ammunition and if ammunition coated in your blood is successful in hitting a creature, your blood remains in them for 1 hour. Your blood may also be stored in glass vials for 3 days after being drained. Each bottle contains 1 unit of blood. If you donate blood to a creature every day for a year, they are always considered to have your blood present.<br />
<br />
Some of your hemomancy techniques require your target to make a saving throw to resist the techniques' effects. The saving throw's DC is calculated as follows:<br />
<br />
'''Hemomancy save DC''' = 8 + your proficiency + your Constitution modifier<br />
<br />
====Blood Pact====<br />
Starting at 2nd level your understanding of Hemomancy allows you to consume a Hemomancer Hit Die as an action to gain 1d10 temporary hit points. After 9th level, add your Constitution modifier to this value. At 15, add your proficiency bonus and your Constitution modifier to this value. At level 17 you are now able to consume an extra Hemomancer Hit Die, with no additional Constitution bonus.<br />
<br />
====Hemo-Concentration====<br />
When you reach 3rd level, you commit yourself to a Hemo-Concentration: Hemo-Kinesis or Vigor Vampirism. <br />
Your concentration grants you features at 3rd level and again at 6th, 11th, 14th and 17th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.<br />
<br />
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.<br />
<br />
====Iron Blood====<br />
At 5th level your blood begins to bend to your will, protecting you from some damage. You gain resistance to bludgeoning damage.<br />
<br />
====Magically Infused Blood====<br />
Starting at 7th level, your blood weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attack and damage. You also gain +2 to hit and damage with blood weapons. Ammunition coated in your blood counts as magical. Your blood armor now lets you use your constitution modifier instead of your dexterity.<br />
<br />
====Blood Control====<br />
At 10th level, you can lower your heart rate drastically once per short rest. By sacrificing two Hemomancer hit dice, it becomes nearly impossible for anything to detect you. You are able to add your proficiency bonus to your Stealth checks (if you are already proficient in Stealth, you add your proficiency bonus on top of the existing modifier). You can maintain this for a number of minutes equal to your constitution score. You also regain all spent Hemomancer hit dice once you've completed a long rest.<br />
<br />
====Sanguine Imitation====<br />
Beginning at your 13th level, You can use the innate abilities of anyone's blood that you have taken for yourself, such as a Barbarian's "rage". However, you cannot use things that would be classed as a gift from a god. Can be used once every long rest.<br />
<br />
====Strong Blooded====<br />
At your 18th level, you have gained extreme control over your own blood. As a reaction before being hit take a 1d10 damage in order to add +2 to AC. This effect lasts until the start of your turn and does not stack.<br />
<br />
====Extended Blood Pool====<br />
At 20th level, you have trained your body to consistently produce more blood and have more to pull from. Increase your Constitution score by 4. The score maximum is also increased by 4. Damage done to yourself by yourself is halved. You gain immunity to slashing and piercing damage from non magical weapons.<br />
<br />
=== Hemo-Concentrations ===<br />
<br />
==== Hemo-Kinesis ====<br />
<br />
You have had a revelation that you are able to control the blood and life essence of others. <br />
<br />
===== Impure Blade =====<br />
Starting at 3rd level when you take this Hemo-Concentration, when you succeed an attack roll with an attack with a piercing weapon either coated in or made out of your blood, you may deal 1d10 damage to yourself as a bonus action. If you choose to do this, the creature pierced with your blood takes 3d10 necrotic damage<br />
<br />
===== Blood Bending =====<br />
Beginning at 6th level you learn how to control the blood of others with some level of finesse. As an action, you can attempt to gain control of another being with blood (As ruled by the DM). They must succeed a constitution saving throw or be controlled until released. Beings containing your blood will roll with disadvantage. You can not control beings one or more size classes higher than yourself. You control them until they either succeed in a save or you lose concentration. The target makes a new saving throw at the end of each of its turns. While the creature is under your control, you may use your bonus action to hold the target in place. You may also use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the physical actions you choose (Does not affect mental actions) and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. You lose control if the creature goes beyond 60 feet away from you.<br />
<br />
===== Hemo-Enhancement =====<br />
After 11th level, you are able to control the blood of willing creatures in order to assist them in a physical task. When helping allies on a Strength, Dexterity, or Constitution roll, they roll with advantage and your Proficiency modifier is added to the roll. This can vary from helping an ally clear a jump to making them swing an axe harder, but cannot be used for non-physical tasks, such as those that require an Intelligence, Wisdom, or Charisma roll. This can be done from a distance up to 60 ft.<br />
<br />
===== Boiling Blood =====<br />
At 14th level, you gain the ability to cause irregularities in enemies' blood from a distance. You may use this feature as an action. A creature with blood, (as ruled by the DM) within 60ft of you must make a Constitution saving throw. The target takes 5d10 necrotic damage on a failed save or half as much on a successful one. You may do this a number of times a day equal to your constitution modifier, minimum 1.<br />
<br />
===== Hemo-Puppetry =====<br />
After 17th level, you have nigh on mastered the art of controlling others. It is especially effective when merged with your blood. If your blood enters a another being with blood (As ruled by the DM) of one size class larger than you or smaller, they are considered to be under the effects of Blood Bending, until they succeed on a Constitution saving throw of your Hemomancy Save DC + 2 or you lose concentration on your blood. You may concentrate on up to three creatures containing your blood or one with your blood and one without, though in this case the one without your blood rolls based on your normal Hemomancy Save DC. The creature(s) makes a new Constitution saving throw at the end of each turn. If you terminate the control early, you may deal 5d10 necrotic damage to the target. You lose control of a creature if it goes beyond 60 feet away from you. You may only forcefully terminate this effect and cause the associated damage a number of times per day equal to your Constitution modifier. (minimum 1)<br />
<br />
==== Vigor Vampirism ====<br />
You have learned how to harness the life energy of blood in other organisms for your own benefit. <br />
<br />
===== Siphoning Strike =====<br />
Starting at 3rd level when you choose this concentration, whenever you strike a being with blood (as ruled by the DM) with your blood weapons, you regain 2 hp up to your maximum. This increases to 4 hp at level 6. If you score a critical hit against a living organism, you may regain half of the damage dealt (rounded up) as health.<br />
<br />
===== Blood Scavanger =====<br />
Beginning at 6th level you gain the ability to drain energy from those recently deceased. If a being with blood (as ruled by the DM) has died within the last minute, you may spend 10 minutes draining its life force. You gain Hit Points up to one-fourth (rounded up) the creature's maximum Hit Points. <br />
<br />
===== Enhanced Blood Weapons =====<br />
After 11th level, you have spent a long time honing your blood weapons and training to hit vital points of your enemies. Your blood weapon attacks score a critical hit on a roll of 19 or 20.<br />
<br />
===== Transfusion =====<br />
At 14th level, you gain the ability to drain from a short distance. You can rip blood from an enemy with blood (as ruled by the DM) and siphon it into your own pool. At a range of 20 or lower, make a ranged spell attack with constitution as the spell casting ability. On a successful hit, the enemy takes 4d10 necrotic damage. You gain half the health lost this way. (rounded down)<br />
<br />
===== Vampiric Heritage =====<br />
After 17th level, you have truly remade yourself in the vampire's image. Half of any necrotic damage you deal to others is added to your health (in addition to any it may add itself). You also regain 5 HP at the beginning of every turn as long as you have at least 1 Hit Point and are equal to or below half of your total hit points.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the hemomancer class, you must meet these prerequisites: Constitution of 13 or higher.<br />
<br />
'''Proficiencies.''' When you multiclass into the hemomancer class, you gain the following proficiencies: Light armor, simple weapons<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Enkindler_(5e_Class)&diff=1029521Enkindler (5e Class)2018-04-09T09:12:19Z<p>Wixoss: /* Carthus Flame Arc */</p>
<hr />
<div>==Enkindler==<br />
<br />
===Creating an Enkindler===<br />
<br />
Enkindlers are Mages that focus only on the element of Fire and use Fire Magic, it can be anything having to do with fire from just starting a spark easily to causing a scale wide Inferno and the like, over time, by studying fire books and fire magics and learning the art of fire, one can become a Enkindler, however, that usually means enduring hot conditions and weathers, and usually be in hot places, often where there is Fire, and usually enduring Temperature ranges in Boiling point. Enkindlers Spells can burn plants, set places on fire, burn skin, turn things to ash and cause burns, and if their Fire is strong enough, melt Metals, and if their Fire magics are strong enough and imbue with rocks and stone, can turn it into Lava or Molten Rocks. Their area of Expertise is always Fire Magics, and all of a Enkindler's Spells must be Fire Magic. Powerful rechargeable Fire "grenade" and decent melee make the Enkindler a good choice for offensive players.<br />
<br />
<!--Questions to help player develop character--><br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/564x/b3/9d/c5/b39dc5ba7d07f2e2cd918ec077ec3b0f.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
<br />
{{5e Class Features<br />
|name=Enkindler<br />
|summary=A Dark Souls inspired class. Burn your enemies alive.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=All armor, shields<br />
|weapons=Simple weapons, martial weapons<br />
|tools=none<br />
|saves=Constitution, Wisdom<br />
|skills=Choose three from Acrobatics, Arcana, Athletics, Deception, Insight, Intimidation, Investigation, Perception, and Survival<br />
|item1a=Chain Shirt<br />
|item1b=Chain Mail<br />
|item2a=Longsword<br />
|item2b=Rapier<br />
|item3a=Heavy Crossbow + 30 bolts<br />
|item3b=Pike<br />
|item4a=Shield<br />
|item4b=Arcane Focus<br />
<br />
|classfeatures1=Spell Casting, Kindle<br />
|classfeatures2=Fighting Style<br />
|classfeatures3=Focus<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack, Fiery Verdict<br />
|classfeatures6=Burning Soul <br />
|classfeatures7=Focus Feature<br />
|classfeatures8=<br />
|classfeatures9=Aesthetic<br />
|classfeatures10=Flames From Within<br />
|classfeatures11=Focus Feature<br />
|classfeatures12=<br />
|classfeatures13= <br />
|classfeatures14=Body of Ash<br />
|classfeatures15=Focus Feature<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=Supreme Flames<br />
|classfeatures19=<br />
|classfeatures20=Ashen Soul<br />
<br />
}}<br />
<br />
<!--Describe class features in more detail here=--><br />
====Spellcasting====<br />
Your spellcasting as an Enkindler focuses on imbuing your constructs with magical powers upon crafting them and using that power within to unleash the true potential of your magic. You choose your spells from the Enkindler spells list.<br />
<br />
=====Preparing and Casting Spells=====<br />
The Enkindler table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br><br />
At level 1 the Enkindler knows two Cantrips: ''Create Bonfire'', ''Control Flames'', ''Greenflame Blade'', ''Fire Bolt'', ''Produce Flame''.<br><br />
At level 2 the Enkindler knows two level 1 spells: ''Burning Hands'', ''Faerie Fire'', ''Fog Cloud'', ''Hellish Rebuke'', ''Longstrider'', ''Shield''.<br><br />
At level 5 the Enkindler knows three level 2 spells: ''Aganazzar's Scorcher'', ''Continual Flame'', ''Darkvision'', ''Flame Blade'', ''Flaming Sphere'', ''Heat Metal'', ''Pyrotechnics'', ''Scorching Ray''.<br><br />
At level 9 the Enkindler knows three level 3 spells: ''Elemental Weapon'' (fire only), ''Fear'', ''Fireball'', ''Flame Arrow'', ''Gaseous Form'', ''Haste'', ''Melf's Minute Meteors'', ''Stinking Cloud''.<br><br />
At level 13 the Enkindler knows two level 4 spells: ''Arcane Eye'', ''Conjure Minor Elemental'' (fire only), ''Fire Shield'', ''Vitriolic Sphere'', ''Wall of Fire''.<br><br />
At level 17 the Enkindler knows one level 5 spells: ''Cloud Kill'', ''Conjure Elemental'' (fire only), ''Flame Strike'', ''Immolation'', ''Passwall'', ''Scrying''.<br />
<br />
=====Spellcasting Ability=====<br />
Wisdom is your spellcasting ability for your Enkindler spells, since your spells come from your inner fortitude and strength. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Enkindler spell you cast and when making an attack roll with one. <br />
<br />
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier<br><br />
Spell attack modifier = your proficiency bonus + your Wisdom modifier<br />
<br />
====Kindle====<br />
Starting at level 1 you gain the ability to kindle your self at every level including level one. For every point of kindle you have you increase fire/radiant damage by 1 point. Every time you kindle you lose maximum hit points equal to the amount of kindling you have done. You can choose to kindle up to your Enkindler level,with every level you gain.Once you choose to kindle you can not undo your decision these hit point losses are permanent and so is the damage boost.<br />
<br />
====Fighting Style====<br />
Starting at level 2 you adopt a particular style of fighting as your specialty.<br />
Choose one of the following options. You can’t take a<br />
Fighting Style option more than once, even if you later get to choose again.<br />
<p>'''Archery'''<br>You gain a +2 bonus to attack rolls you make with ranged weapons.</p><br />
<p>'''Defense'''<br>While you are wearing armor, you gain a +1 bonus to AC.</p><br />
<p>'''Dueling'''<br>When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls<br />
with that weapon.</p><br />
<p>'''Great Weapon Fighting'''<br>When you roll a 1 or 2 on a damage die for an attack you<br />
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></p><br />
<p>'''Two-Weapon Fighting'''<br>When you engage in two-weapon fighting, you can add<br />
your ability modifier to the damage of the second attack.</p><br />
<br />
<br />
====Focus====<br />
Starting at level 3 you get to choose your Focus. <br />
<br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Starting at level 5 you can attack twice, instead of once, whenever you take the attack action on your turn. <br />
<br />
====Fiery Verdict====<br />
Starting at level 5 you may tap directly into your own lifeforce for power, fueling your flames with your vitality.<br />
When casting a spell, instead of expending a spell slot you may instead lose hit points equal to the Spell Level + 1. This loss cannot be reduced in anyway.<br />
<br />
====Burning Soul====<br />
Starting at level 6 you gain resistance to fire damage. At level 12 this turns into fire immunity.<br />
<br />
====Aesthetic====<br />
Starting at level 9 you may choose for any Fire damage dealt by your character to be Radiant damage instead.<br />
<br />
====Flames From Within====<br />
Starting at level 10 your body has become the only thing keeping the torrent of fire that is your soul from destroying everything around it. When you die, the effects of the [[5e SRD:Fireball|''fireball'']] spell occur centered on your space, as though you had cast the spell using your your highest remaining spell slot. You may make a Wisdom saving throw against your spell save DC to stop this from happening.<br />
<br />
====Body of Ash====<br />
Your internal flames become as a star, providing all the energy your body needs.<br />
Starting at level 14 you no longer need to drink water, eat food or sleep.<br />
<br />
====Supreme Flame====<br />
Starting at level 18 you can reroll damage on a fire-based spell when you cast it. You must take the second result. <br />
<br />
====Ashen Soul====<br />
Starting at level 20 you deal 1d6 fire damage to any creature that deals damage to you. You still take damage as normal.<br />
<br />
===Focus===<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/564x/86/87/3f/86873feb33a27c50d9f5c0c92d23daf8.jpg|<!--Caption, art credit, link to source-->}}<br />
====Ebony====<br />
<br />
=====Keeper of the Flame=====<br />
Starting at level 3 you gain one extra cantrip and one extra level one spell.<br />
<br />
=====Lingering Flame=====<br />
Starting at level 7 you can choose to cast any level one spell or higher as a mine. A spell cast as a mine will stay in the position you left it in for one hour. The mine will wait for an aggressive enemy to move within 15 feet, when the enemy gets close enough the mine will cast the spell from it's location at the target. You expel your spell slot at the creation of the mine.<br />
<br />
=====Flame of the King=====<br />
Starting at level 11 you can take 4 points of damage to cast the fire bolt spell as a bonus action once per round.<br />
<br />
=====Acute Bomb=====<br />
Starting at level 15 you can take damage equal to half your total health. If this damage drops you below zero you can activate the Flames From Within ability as a bonus action. You then return to one hit point after making one successful death saving throw.<br />
<br />
====Iron====<br />
<br />
=====Combustion=====<br />
Starting at level 3 you can use your action to burn all creatures within 5 feet of you equal to your kindle bonus plus your spellcasting bonus. Creatures affected must make a dex save against your spellcasting DC.<br />
<br />
=====War Casting=====<br />
Starting at level 7 when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.<br />
<br />
=====Controlled Flames=====<br />
Starting at level 11 your allies gain advantage versus your spells that require them to make a DC check and you roll disadvantage on attacking allies within your spell zone.<br />
<br />
=====Improved War Casting=====<br />
Starting at level 15 you gain when you use your action to cast a spell, you can make one weapon attack as a bonus action.<br />
<br />
====Ivory====<br />
<br />
=====Carthus Flame Arc=====<br />
Starting at level 3 you add half your kindle bonus rounded up to weapon attacks.<br />
<br />
=====Life in the Flame=====<br />
Starting at level 7 you gain 20 extra hit points. <br />
<br />
=====Improved Criticals=====<br />
Starting at level 11 your weapon attacks score a critical hit on a roll of 19 or 20.<br />
<br />
=====Chaos Storm=====<br />
Starting at level 15 You become deeply attuned to your fire magics. When your health drops below 0, you can activate Flames From Within and double your kindle damage to the blast. This ability can only be utilized once per long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Enkindler class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the <!--class name--> class, you gain the following proficiencies: All Armors<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Soul_Manipulator_(5e_Class)&diff=1029519Soul Manipulator (5e Class)2018-04-09T08:47:17Z<p>Wixoss: /* Soul Well */</p>
<hr />
<div>==Soul Manipulator==<br />
<br />
<!--Introduction--><br />
<br />
=== The Power Within ===<br />
<br />
Soul manipulators are those who can tap into the power of souls, allowing them to drawn forth power within them while subtlety influencing others. They are a secluded bunch that travel the world in search of meaning behind their powers. While they can easily manipulate souls, most will never learn the true meaning behind having a soul.<br />
<br />
=== Creating a Soul Manipulator ===<br />
{{5e Image|float:right|https://i.pinimg.com/736x/41/67/ce/4167ce4c8698768e51c31e1e054c94b3.jpg|[https://mattforsyth.deviantart.com/art/Magi-559335868 Source]}}<br />
<br />
Did you learn to harness the power of souls by yourself or did you receive training from someone who knows how to control souls? Do you value your soul and the powers it has highly? What are you goals in becoming a soul manipulator?<br />
<br />
;Quick Build<br />
You can make a soul manipulator quickly by following these suggestions. First, {{5a|wis}} should be your highest ability score, followed by {{5a|dex}} then {{5a|con}}. Second, choose the acolyte background. Third, choose the {{5e|dagger}}, the {{5e|shortsword}}, and the [[5e SRD:Equipment Packs#Explorer's Pack|explorer's pack]].<br />
<br />
{{5e Class Features<br />
|name=Soul Manipulator<br />
|summary=Individuals who can draw forth the power of souls.<br />
|hd=10<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=None<br />
|weapons=Simple weapons, martial weapons<br />
|tools=None<br />
|saves={{5a|wis}}, {{5a|cha}}<br />
|skills=Choose three skills from {{5s|Deception}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Persuasion}}, and {{5s|Stealth}}<br />
|item1a=any simple weapon<br />
|item1b=<br />
|item2a=a [[5e SRD:Equipment Packs#Scholar's Pack|scholar's pack]]<br />
|item2b=an [[5e SRD:Equipment Packs#Explorer's Pack|explorer's pack]]<br />
|item3a=a {{5e|Shortsword}}<br />
|item3b=a {{5e|Quarterstaff}}<br />
|item3c=<br />
|item4a=<br />
|item4b=<br />
|item4c=<br />
|wealth=2d4 x 10 gp<br />
|classfeatures1={{inpage|Soul Powers}}, {{inpage|Soul Tear}},<br/> {{inpage|Soul Well}}, {{inpage|Unarmored Defense}}<br />
|classfeatures2={{inpage|Soul Path}}, {{inpage|Minor Sway}}<br />
|classfeatures3={{inpage|Soul Blast}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Soul Tether}}, {{inpage|Greater Control}}<br />
|classfeatures6={{inpage|Greater Influence}} <br />
|classfeatures7=[[#Soul Path|Soul Path]] feature<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Manipulation}}<br />
|classfeatures10=[[#Soul Path|Soul Path]] feature<br />
|classfeatures11={{inpage|Soul Stop}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Manipulate Soul}}<br />
|classfeatures14={{inpage|Mind Shield}}<br />
|classfeatures15=[[#Soul Path|Soul Path]] feature<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Daze}}<br />
|classfeatures18=[[#Soul Path|Soul Path]] feature<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Soul Split}}<br />
<br />
}}<br />
==== Soul Powers ====<br />
Some features of this class require spell attack modifier and spell save DC, for this use {{5a|wis}} as your spell casting ability.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier<br />
<br />
====Soul Tear====<br />
Beginning at 1st level, you have learned how to tear a creature's very soul from its body. As an action, you may make a ranged spell attack against a creature within 60 feet of you. You deal 1d6 + your {{5a|wis}} modifier psychic damage. This damage increases by 1d6 when you reach 3rd level(2d6), 5th level(3d6), 7th level(4d6), 10th level(5d6), 12th level(6d6), 14th level(7d6), 16th level(8d6), 18th level(9d6), and 20th level(10d6).<br />
<br />
====Soul Well====<br />
Beginning at 1st level, you gain a stock of soul charges that you can use to increase the damage of [[#Soul Blast|soul blast]] and [[#Soul Tear|soul tear]]. The amount of soul charges you have is equal to your soul manipulator level. You gain soul charges(minimum of one) equal to the CR of any creature that dies within 60 feet of you that is not of undead or construct type. You may use one or more charges to increase the amount of damage [[#Soul Blast|soul blast]] does by 1 dice to increase the amount of damage [[#Soul Tear|soul tear]] does by 2 dice for each charge spent.<br />
<br />
==== Unarmored Defense ====<br />
Beginning at 1st level, while you are wearing no {{5e|Armor|armor}} and not wielding a {{5e|Shield (Armor)|shield}}, your AC equals 10 + your {{5a|dex}} modifier + your {{5a|wis}} modifier.<br />
<br />
====Soul Path====<br />
Beginning at 2nd level, your affinity with manipulating souls taking on a unique approach. Choose an subclass that emulates your increased between: Accumulator, Nullifier or Soul Splitter, all detailed at the end of the class description. Your subclass choice grants you features at 2nd level and again at 7th, 10th, 15th, and 18th levels.<br />
<br />
====Minor Sway====<br />
Beginning at 2nd level, you may attempt to temporarily alter creatures' souls to your benefit. You may cast one of the following spells once: ''{{5e|Charm Person}}, {{5e|Hideous Laughter}},'' or ''{{5e|Bane}}''. You regain use of this feature after you finish a short or long rest.<br />
<br />
====Soul Blast====<br />
Beginning at 3rd level, as an action, you may expel a wave of energy in front of you. Each creature in a 15 foot cube in front of you must make a {{5a|dex}} saving throw. A target takes 1d4 + your {{5a|wis}} modifier force damage on a failed save, or half as much damage on a successful one. This damage increases when you reach 5th level(2d4), 8th level(3d4), 11th level(4d4), 14th level(5d4), 17th level(6d4), and 20th level(7d4).<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Soul Tether====<br />
Beginning at 5th level, you have learned how to bind a recently lost soul to its departed body. As a bonus action, you may bind a creature's soul to your current plane as long as the creature is within 30ft of you, and has not been dead for more than 1 round(6 seconds). You return that creature to life with 0 HP, but stabilized and with 2 failed death saving throws. You regain use of this feature after you finish a long rest.<br />
<br />
====Greater Control====<br />
Beginning at 5th level, you may attempt to bend a creatures' souls to your will. You may cast one of the following spells once: ''{{5e|Calm Emotions}}, {{5e|Suggestion}}, {{5e|Enthrall}}'' or ''crown of madness<ref>D&D 5e PHB pp.229-230</ref>''(you create a spectral crown). You regain use of this feature after you finish a short or long rest.<br />
<br />
====Greater Influence====<br />
Beginning at 6th level, you may gain advantage on a {{5s|Deception}}, {{5s|Persuasion}}, or {{5s|Intimidation}} check on a creature within 30ft of you that can see you. You may use this feature twice and you regain all uses of this feature after you finish a long rest.<br />
<br />
====Manipulation====<br />
Beginning at 9th level, you may attempt to manipulate creatures' souls. You may cast one of the following spells once: ''{{5e|Compulsion}}, {{5e|Confusion}}, enemies abound<ref>D&D 5e XGtE pp.155</ref>'' or ''charm monster<ref>D&D 5e XGtE pp.151-2</ref>''. You regain use of this feature after you finish a short or long rest.<br />
<br />
====Soul Stop====<br />
Beginning at 11th level, your powers have advanced to the point where you can almost slow a creature to a stop. As an action you can attempt to stop time for a creature within 30 feet of you. On a failed {{5a|wis}} saving throw, the creature can not take damage, attack, or move until the start of your next turn. You regain use of this feature after you finish a short or long rest.<br />
<br />
====Manipulate Soul====<br />
Beginning at 13th level, you may attempt to reshape a creature's very soul. You may cast one of the following spells once: ''{{5e|Dominate Person}}, {{5e|Geas}} or {{5e|Modify Memory}}''. You regain use of this feature after you finish a short or long rest.<br />
<br />
====Mind Shield====<br />
Beginning at 14th level, through the training of your soul and mind, they have become close to impenetrable. You have advantage on {{5a|wis}} and {{5a|int}} saving throws from magic.<br />
<br />
====Daze====<br />
Beginning at 17th level, as a reaction whenever a creature within 30 feet of you takes an action, you may attempt to confuse that creature. When you do so, the creature must make a {{5a|wis}} saving throw. On a failure, the creature's action is spent without having taken effect. You regain use of this feature after you finish a short or long rest.<br />
<br />
====Soul Split====<br />
Beginning at 20th level, you may split your soul in two giving another creature the benefits of being a soul manipulator. As an action, you split your soul into another creature that you are touching. That creature gains access to all the class features that you have access to for 1 minute or until they are knocked {{5c|Unconscious}}. Also, if the creature were to use a class feature with a limited amount of charges, it counts as if you used that class feature. The creature may not use a soul manipulator feature if you have no charges for the feature. Afterwards, you soul returns to you regardless of distance and plane of existence. You regain use of this feature after you finish a long rest.<br />
<br />
===Accumulator===<br />
<br />
Accumulators are the soul manipulators whose powers grow over time with their accumulation of powerful souls. They usually are a curious bunch who wish to discover the true meaning behind their powers.<br />
<br />
;{{#anc:Soul Fragments}}<br />
Starting at 3rd level, whenever you kill a creature that is of higher CR than your level, you absorb a small portion of its soul that you can use for various purposes. You may absorb any number of soul fragments, but you only gain the benefits of a number of soul fragments equal to half your proficiency bonus rounded up. You may not gain the benefits of any soul fragment belonging to a creature type more than once, and you may only switch between soul fragments after you finish a long rest. These soul fragments provide small benefits to you depending on the type of soul as shown below:<br />
*Beast. Your AC goes up by +1<br />
*Celestials. You gain [[5e_SRD:Blindsight|blindsight]] for 15 feet.<br />
*Dragons. You gain resistance to a certain damage type based on what the dragon was resistant to, see [[5e_SRD:Dragonborn|draconic ancestry]] for info on damage resistances.<br />
*Elemental. You gain varying effects determined by the type of elemental: air elemental/djinni gives you no need to breath and +5 walking speed, fire gives you immunity to the effects of hot weather, ice gives immunity to the effects of cold weather, earth gives you no need to eat or drink, water gives water breathing and allows you to see through magical darkness and mist.<br />
*Fey. You gain immunity to the {{5c|Charmed}} condition and magic can’t put you to sleep.<br />
*Fiend. You gain an additional 30ft of {{5e|Darkvision}}.<br />
*Giant. You gain proficiency in the {{5s|Athletics}} skill, if you already have proficiency in it, you can double your proficiency bonus.<br />
*Humanoid. When you fail a saving throw, you can reroll it. If you do so, you must use the new roll. You regain use of this feature after you finish a long rest.<br />
*Monstrosity. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. <br />
*Plant. You gain immunity to poison damage and the {{5c|Poisoned}} condition.<br />
<br />
;{{#anc:Recharge}}<br />
Starting at 7th level, you may use the Soul Well charges you have to regain use of other soul manipulator powers. As a bonus action, you may spend 3 Soul Well charges to gain a charge back of any soul manipulator feature that has charges. You regain use of this feature after you finish a long rest.<br />
<br />
;{{#anc:Pure Soul}}<br />
Starting at 10th level, your mastery of your soul grants you proficiency in all saving throws. <br />
<br />
;{{#anc:Purview}}<br />
Starting at 15th level, you may touch a creature an attempt to draw forth information from its soul. On a failed {{5a|wis}} saving throw, you gain all the knowledge that creature has gained over the past week. You regain use of this feature after you finish a long rest.<br />
<br />
;{{#anc:Enslave}}<br />
Starting at 18th level, you may target one creature you can see within 30 feet of you. The creature must make a {{5a|wis}} saving throw or be magically {{5c|Charmed}} by the soul manipulator for 1 hour. The charmed target is under the your control but will not listen to your commands that endanger the target. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. You regain use of this feature after you finish a long rest.<br />
<br />
===Nullifier===<br />
<br />
Nullifiers use their soul's power to thwart many a creature's plans by bending souls to the Nullifier's whim. Most use their soul's powers to weaken any who oppose them, while also protecting themselves from harm.<br />
<br />
;{{#anc:Mind Distration}}<br />
Starting at 3rd level, you can try to mentally distract a creature within 60 feet of you as a reaction when it makes a attack roll and before the results of the roll have been announced. On a failed {{5a|wis}} saving throw, they roll with disadvantage. You may use this feature a number of times equal to your {{5a|wis}} modifier(minimum of one) and you regain all uses of this feature after you finish a long rest.<br />
<br />
;{{#anc:Weaken}}<br />
Starting at 7th level, you may attempt to weaken a creature within 30 feet of you as an action. On a failed {{5a|wis}} saving throw, you may choose to get rid of one of that creature's resistances or reduce one of its immunities to resistance for 1 minute. You may use this feature a number of times equal to your {{5a|wis}} modifier(minimum of one) and you regain all uses of this feature after you finish a long rest.<br />
<br />
;{{#anc:Magical Barrier}}<br />
Starting at 10th level, you have learned how to draw forth scattered energy to protect you from harm. Whenever you are damaged, you can use your reaction to gain resistance to one of the damage types that damaged you until the start of your next turn. You may use this feature three times, and you regain all uses of this feature at the end of a short or long rest.<br />
<br />
;{{#anc:Implanted Weakness}}<br />
Starting at 15th level, as an action you may touch a creature and attempt to temporarily debilitate them. On a failed {{5a|wis}} saving throw, the creature has disadvantage on saving throws from magic until the start of your next turn. You regain use of this feature after you finish a short or long rest.<br />
<br />
;{{#anc:Soul Frey}}<br />
Starting at 18th level, your soul manipulator features now cause creature's souls to waver. Whenever a creature fails a saving throw against a soul manipulator feature or when they are hit by [[#Soul Tear|soul tear]], the creature subtracts 1d4 from its attack rolls, saving throws, and skill checks until the start of your next turn.<br />
<br />
===Soul Splitter===<br />
<br />
Your soul has taken on a unique form, allowing you to partition off parts of your soul to others to provide them with various boons in combat. Soul Splitters are often the kindest of the soul manipulators due to their willingness to help others with their powers as opposed to manipulating them.<br />
<br />
;{{#anc:Spectral Strike}}<br />
Starting at 3rd level, as a bonus action, you may give another creature within 30 feet of you a small part of soul empowering their strikes. The affected creature may add 1d6 radiant or necrotic damage to one of its damage rolls every turn for 1 minute. This damage increases to 2d6 at 11th level and 3d6 at 17th level. You regain use of this trait after you finish a short or long rest.<br />
<br />
;{{#anc:Soul Temper}}<br />
Starting at 7th level, you may spread your soul thin, giving allies of your choice improved resilience in battle. As a bonus action, you may give all creatures of your choice within 30 feet of you advantage on saving throws against being {{5c|Frightened}} for 1 minute. You regain use of this feature after you finish a short or long rest.<br />
<br />
;{{#anc:Partitioned Soul}}<br />
Starting at 10th level, you may give a small portion of your soul to a number of creatures around you protecting them from harm. All creatures of your choice within 60 feet of you gain {{5e|Temporary Hit Points}} equal to double your soul manipulator level. You regain use of this feature after you finish a short or long rest.<br />
<br />
;{{#anc:Soul Insertion}}<br />
Starting at 15th level, you may spend 24 hours with an non-living object to insert a small portion of your soul into the item. Afterwards, you may spend an action to return the soul in the item to you. While your soul is inserted in the object you can see, speak(telepathy in a language you can speak), and hear what is 20 feet around the item. You may only have one soul inserted item at any time.<br />
<br />
;{{#anc:Protector}}<br />
Starting at 18th level, you may fortify a creature's soul, . As a bonus action, you may give a large portion of your soul to a creature within 30 feet of you, making the creature gain resistance to all damage until the start of your next turn. You regain use of this feature after you finish a short or long rest.<br />
<br />
===References===<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the soul manipulator class, you must meet these prerequisites: 15 {{5a|wis}}.<br />
<br />
'''Proficiencies.''' When you multiclass into the soul manipulator class, you gain the following proficiencies: simple weapons and a soul manipulator skill.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Fallen_Human_(5e_Race)&diff=1029518Fallen Human (5e Race)2018-04-09T08:15:51Z<p>Wixoss: /* Fallen Human Traits */</p>
<hr />
<div>==Fallen Human==<br />
<div class="externalimage-holder" style="width:38%;float:right"> {{5e Image|float:center|https://pre00.deviantart.net/5c09/th/pre/i/2016/190/1/8/undertale_poster_by_enneworld-da9eime.png|[https://enneworld.deviantart.com/art/Undertale-Poster-620455622 by Enneworld]}}</div><br />
<br />
===Physical Description===<br />
Fallen humans are physically identical to normal humans; however, their souls are completely different. A fallen human's soul can take on one of 7 different properties: determination, patience, bravery, integrity, perseverance, kindness, or justice. Each property reflects the personality of the fallen human and gives them unique traits and abilities. The soul of a fallen human is incredibly powerful and is fully capable of persisting on the mortal plane, far after their owner's death.<br />
<br />
===History===<br />
Long ago humans and monsters lived together in harmony, but one day it was discovered that monsters had the ability to absorb human souls, and become frighteningly powerful. Humanity, despite knowing that monsters were too kind and merciful to harm anyone with this power, attacked them out of fear. During the short-lived "War of Humans and Monsters," humanity slaughtered countless monsters, with fallen humans leading the charge, before sealing the rest of them beneath Mt. Ebott, using the magic of 7 human wizards. As thousands of years passed, monsters faded into legends and so did the abilities of fallen humans. Most humans, despite forgetting that monsters exist, are superstitious of Mt. Ebott, since those that climb it never return. That superstition never stopped a handful of children, who ventured up the mountain and fell into the underground, where monsterkind was still residing. Most of those children were killed and their souls were taken, but eventually, the barrier, that kept monsterkind sealed underground, was destroyed and a small fallen human helped monsterkind incorporate themselves into human society.<br />
<br />
===Society===<br />
Fallen humans are just another part of human society. They interact, form bonds, and procreate with other humans, so most of them will never discover their incredible abilities, but they can under two specific conditions. If a fallen human comes in contact with powerful magic, or a member of the monster race, their soul type will be revealed to them. Upon discovering their soul type, they gain access to its unique traits.<br />
<br />
===Fallen Human Names===<br />
Fallen humans appear to have a different naming structure than other humans. Instead of having traditionally male and female names, the names they give their children are gender neutral, or unisex.<br />
<br />
'''Fallen Human Names:''' Addison, Blair, Casey, Devyn, Elian, Francis, Gayle, Hibiki, Ivory, Jackie, Kris, Leslie, Morgan, Nicky, Ollie<br />
<br />
===Fallen Human Traits===<br />
{{5e Racial Traits<br />
|summary=Human, Undertale Edition.<br />
|abilities=Your {{5a|dex}} and {{5a|wis}} scores increase by 2.<br />
|age= Fallen humans reach adulthood in their late teens and live less than a century.<br />
|alignment=Fallen humans tend toward no particular alignment. The best and the worst are found among them.<br />
|size=Fallen humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1=Act<br />
|description1= A fallen human can use their soul to read the intentions of another sentient beings. You are proficient in the {{5s|Insight}} skill.<br />
|languages=You can speak, read, and write Common and one extra language of your choice.<br />
|subrace= The souls of fallen humans have one of 7 traits: determination, patience, bravery, integrity, perseverance, kindness, and justice.<br />
}}<br />
<br />
== Soul Type==<br />
====Determination (Red Soul)====<br />
"Determination is the most basic of human qualities; however, a fallen human, who embodies determination, takes that concept to its illogical extreme. As someone who embodies determination, you never give up, no matter what." <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|con}} score increases by 1.<br />
|trait1= Unbreakable Will<br />
|description1= No matter what pain your mind or body is forced to endure, you stubbornly refuse to give up. Whenever you make a death saving throw you can add your proficiency bonus to the roll.<br />
}}<br />
<br />
====Patience (Light Blue / Cyan Soul)====<br />
"Patience is a very basic virtue, but it's still one of the most important ones. Many believe that good things come to those who wait and you couldn't agree more. As someone who embodies patience, you're not only more likely to live longer, but also make fewer mistakes."<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|wis}} score increases by 1.<br />
|trait1= Cumulative Wisdom<br />
|description1= The wisdom you've gained over the years has made you become much more cautious and skeptical of the world around you. You have {{5e|Advantage}} on {{5a|wis}} saving throws against magic.<br />
}}<br />
<br />
====Bravery (Orange Soul)====<br />
"True bravery has always been a commodity. There are plenty of people who don't realize the real danger of a situation and charge in blindly, but there are also those who only pretend to be brave. As someone who embodies true bravery, you never back down from a challenge, no matter the odds, but you're not reckless either, at least not completely."<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|str}} score increases by 1.<br />
|trait1= Courage<br />
|description1= No matter how terrifying a foe may be, you never falter. You have {{5e|Advantage}} on saving throws against being {{5c|Frightened}}.<br />
|trait2= Go for Broke<br />
|description2= You believe that whoever strikes first will win, so you intend to do just that. While it is still your first turn in combat, you have {{5e|Advantage}} on your first attack roll.<br />
}}<br />
<br />
====Integrity (Blue Soul)====<br />
"Integrity is not something that is easily maintained. Life is full of temptations and difficult decisions; however, those that can keep their integrity intact live their lives with far less guilt and uncertainty. As someone who embodies integrity, you draw strength from it, giving you incredible mental and spiritual strength."<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|wis}} score increases by 1.<br />
|trait1= Moral Strength<br />
|description1= Both peer pressure and magical influences are always around you, but despite that, you stick to your moral code. Your soul resonates with your choice, giving you a clear head and a surge of confidence. You have {{5e|Advantage}} on saving throws against being {{5c|Charmed}}.<br />
|trait2= Mental Fortitude<br />
|description2= By continuing to stand by your moral code, you've strengthened both your mind and soul, giving you resistance to psychic damage.<br />
}}<br />
<br />
====Perseverance (Purple Soul)====<br />
"Perseverance is a trait commonly found in adventurers, but only the greatest of them will ever truly embody it, and the same could be said for any profession. Life is difficult, unfair, and cruel, so only those with the strength to keep moving forward will be able to reach the top. As someone who embodies perseverance, this world will never break you, but that doesn't mean it won't try..."<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|con}} score increases by 1.<br />
|trait1= Second Wind<br />
|description1= Despite what your enemies believe, being knocked down doesn't mean you're finished. Your burning desire to keep moving forward and win resonates deep within your soul. When you are reduced to 0 {{5e|Hit Points}} but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.<br />
}}<br />
<br />
====Kindness (Green Soul)====<br />
"Kindness is a subtle, yet powerful, force. Those who show it to others not only improve their lives but also their own. As someone who embodies kindness, you know this better than anyone. As you continue to make the lives of those around you better, your resolve to keep showing others your kindness only grows stronger." <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|cha}} score increases by 1.<br />
|trait1= Selfless Nature<br />
|description1= When a creature attacks your ally within 10 feet of you, you may use your reaction to move forward and change the target of the attack to you. You will automatically be hit by the enemy's attack, but you will only take half of the resulting damage. You can use this ability a number of times equal to your {{5a|cha}} modifier (minimum of once). You regain any expended uses when you finish a long rest.<br />
}}<br />
<br />
====Justice (Yellow Soul)====<br />
"Justice, and in what degree it should be applied, is easily the most subjective concept on the planet. Everyone's moral standards are shaped by their own unique experiences growing up, as well as, by those they surrounded themselves with. When someone feels like they've been wronged, they desire revenge, and they do so out of their own sense of justice; however, there are those who believe that true justice can only be determined by the law. Either way, humans that have a strong sense of justice feel the need to act. As someone who embodies justice, you refuse to stand aside and let someone wrong you or those you care about, so in one way or another, for better or for worse, you take action." <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|str}} score increases by 1.<br />
|trait1= Vengeance<br />
|description1= You're willing to let some transgressions slide, but when someone hurts those you care about, you feel a strong desire to make them pay for it. When a hostile creature deals damage to an ally within 30 feet of you, you may choose to give yourself {{5e|Advantage}} on your next attack roll against that creature, as well as, the damage roll of that attack. After you use this ability, you can't use it again until you finish a short or long rest.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name= Fallen Human<br />
|feet=4<br />
|inches=8<br />
|heightmod= 2d10<br />
|weight=110<br />
|weightmod=2d4<br />
}}<br />
<br />
----<br />
{{5e Races Breadcrumb}} <br/><br />
{{Copyright Disclaimer|franchise=Undertale|owner=Toby Fox}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Humanoid Type]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Zephyr_(5e_Class)&diff=1029514Zephyr (5e Class)2018-04-09T07:32:31Z<p>Wixoss: /* Creating a Zephyr */</p>
<hr />
<div><br />
<br />
=== Description ===<br />
<br />
A halfling woman rushes through the corridors of a noble's mansion, the guards hot on her tail. She runs up a flight of stairs, where more guards are waiting with their weapons drawn. Before the guards at the top of the stairs can blink, the halfling disappears, and they feel as if they have been struck by blades. The halfling runs out to the balcony, where the sentries aim their crossbows at her. To their surprise, the halfling woman seems to fly into the air over their heads. They aim their weapons at her again, only for the halfling to suddenly drop to the ground like a stone. Soon, she is lost and escapes off the property.<br />
<br />
A human man and his companions are confronted by a lich. The undead beast croaks out a spell that starts to put them all under it's control, and they feel their consciousness slipping. The human blows a wind through his ranks, and they all come to their senses. The lich is infuriated by the failure of it's spell, and throws a bolt of malevolent magic at them. The human waves his arms, and a gust of wind blows that knocks away the evil spell. It is the human's turn to retaliate. He rushes forward, past the lich, who suddenly feels the blaze of fire engulf it's being.<br />
<br />
A dragonborn faces against a horde of hobgoblins. Blows are traded between the dragonborn and his first opponent, until he dashes past and stops in front of another. The hob he stops in front of feels an incredible force hit all over, though only a breeze has blown on his front. The other hobs rush the dragonborn from behind, who thrusts his arms at them all. The hobs are all stopped cold by a powerful wind. The dragonborn has had enough of these jabbering rogues. He raises his arms, and a great wind blows around him. Stronger and stronger the wind blows, until a cyclone has formed, which scatters the hobs in every direction. The wind dies, along with the goblin horde, and the dragonborn continues on his way.<br />
<br />
=== Warriors of Wind ===<br />
<br />
Zephyrs are renowned warriors not necessarily known for their elegance in fighting, but surely for their style. Zephyrs are minor wind elementalists trained not to control the winds completely, but to shape it to their advantage. They are swift but brutal warriors when it comes down to it, flying into their opponents in battle. It is rare to come across a zephyr, considering not many are fond of adopting such a reckless style of fighting. But also because adopting the wind as your ally requires more than you might expect. <br />
<br />
=== Creating a Zephyr ===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
;Why a Zephyr?<br />
How did your character choose the path of becoming a Zephyr? Is it an old family secret? Did they seek out a master as a way of achieving some kind of understanding of the natural world? Were they trying to regain their combat prowess after an accident crippled them?<br />
<br />
;Quick Build<br />
You can make a zephyr quickly by following these suggestions. First, put your highest scores into Dexterity and Constitution second chose the outlander background.<br />
<br />
{{5e Class Features<br />
|name= Zephyr<br />
|summary=A fighter who uses the power of wind to enhance their movements and attacks.<br />
|hd= 10<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor= Light armor, Medium armor<br />
|weapons= Martial Weapons, Longsword, Rapier, Scimitar<br />
|tools= None<br />
|saves= {{5a|cha}}, {{5a|dex}}<br />
|skills= Choose three from Acrobatics, Athletics, History, Intimidation, Perception, Stealth, Sleight of Hand<br />
|item1a= 1 Martial Weapon<br />
|item1b= A Rapier<br />
|item2a= A Quarterstaff<br />
|item2a= A Scimitar<br />
|item2b= Two Simple Weapons<br />
|item3a= A Dungeoneer’s Pack<br />
|item3b= An Explorer’s Pack<br />
|item4a= Padded Armor<br />
|item4b= Leather Armor<br />
|classfeatures1=[[#Wind Surge|Wind Surge]], and [[#Unarmored Defense|Unarmored Defense]]<br />
|classfeatures2=Tailwind<br />
|classfeatures3=Zephyr Path<br />
|classfeatures4=<br />
|classfeatures5=Cross Breeze<br />
|classfeatures6=Wispy Grasp<br />
|classfeatures7=Path Ability<br />
|classfeatures8=<br />
|classfeatures9=Liftoff<br />
|classfeatures10=Quick Drop<br />
|classfeatures11=Path Ability<br />
|classfeatures12=<br />
|classfeatures13=Tailwind Improvement<br />
|classfeatures14=Like the Wind<br />
|classfeatures15=Path Ability<br />
|classfeatures16=<br />
|classfeatures17=Wind of Change<br />
|classfeatures18=Path Ability<br />
|classfeatures19=<br />
|classfeatures20=Last Breath<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name= Surge Dice<br />
|extra1_1=3 + Dex Modifier<br />
|extra1_2=3 + Dex Modifier<br />
|extra1_3=4 + Dex Modifier<br />
|extra1_4=4 + Dex Modifier<br />
|extra1_5=4 + Dex Modifier<br />
|extra1_6=4 + Dex Modifier<br />
|extra1_7=5 + Dex Modifier<br />
|extra1_8=5 + Dex Modifier<br />
|extra1_9=5 + Dex Modifier<br />
|extra1_10=5 + Dex Modifier<br />
|extra1_11=6 + Dex Modifier<br />
|extra1_12=6 + Dex Modifier<br />
|extra1_13=6 + Dex Modifier<br />
|extra1_14=6 + Dex Modifier<br />
|extra1_15=7 + Dex Modifier<br />
|extra1_16=7 + Dex Modifier<br />
|extra1_17=7 + Dex Modifier<br />
|extra1_18=7 + Dex Modifier<br />
|extra1_19=8 + Dex Modifier<br />
|extra1_20=8 + Dex Modifier<br />
}}<br />
<br />
==== Wind Surge ====<br />
<br />
At the 1st level, the Zephyr can empower themselves with surges of force and wind, giving more power to their momentum. As a Bonus Action, you may roll a Surge die once per 10 minutes to increase your own movement speed on the ground for 10 minutes. The Surge Die increase is 1d4 x 5 (5 more feet on a 1, 10 more feet on a 2, etc.) The number of Surge Dice you have is shown in the Zephyr table. You regain expended Surge Dice after you finish a short or long rest. You may end this effect early as a reaction.<br />
<br />
==== Unarmored Defense ====<br />
At the 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. <br />
<br />
==== Tailwind ====<br />
At the 2nd level, as an Action you gain the ability to use the wind to propel yourself in any direction as a dash action for one surge die. Any creature that you move past within 5 feet has to make a Dexterity saving throw of 10 + Proficiency Bonus or take 2d4 + Dexterity Modifier slashing damage. Or take half damage on a successful save. This movement does not trigger opportunity attacks. When you use this as your action you are unable to take a Dash Action. When you reach 13th level, you can use Tailwind again as a free action for one more Surge Die.<br />
<br />
==== Zephyr Path ====<br />
At the 3rd level, a Zephyr must choose which path to take in becoming more adept with their powers. Whichever path you take, you gain abilities at the 3rd, 7th, 11th, 15th and 18th levels.<br />
<br />
==== Ability Score Increase ====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Cross Breeze ====<br />
At the 5th level, you may deflect the path of a non-magical projectile attack as a reaction. You must make a Dexterity saving throw upon using this ability. You take half damage on a failure, and no damage upon success.<br />
<br />
==== Wispy Grasp ====<br />
At the 6th level, you gain proficiency in the Sleight of Hand skill. If you are already proficient in this skill, double your proficiency bonus for it. <br />
<br />
==== Liftoff ====<br />
At the 9th level, you are able to gain temporary flight ability with your Wind Surge. You are now able to propel yourself into the air at a rate of equal to your base speed + your Wind Surge boost. Once in the air, you may glide at a speed of 30. Tailwind can now be used mid-air (Tailwind can not be used to gain height)<br />
<br />
==== Quick Drop ====<br />
At the 10th level, you are able to quickly end the effects of Liftoff and drop to the ground for the use of one Surge Die. You also become immune to fall damage from up to 50 feet. Should you choose to land on top of an enemy, the enemy takes 1d4 + any fall damage you would take from the drop as bludgeoning damage<br />
<br />
==== Like the Wind ====<br />
At the 14th level, you gain advantage on Stealth checks. Your Tailwind ability may now be used to slip past patrols and sentries more easily, and you may choose whether or not it will deal damage to a target.<br />
<br />
==== Wind of Change ====<br />
At the 17th level, the damage from Tailwind now counts as magical for the sake of overcoming resistance.<br />
<br />
==== Last Breath ====<br />
At the 20th level, when you roll for initiative and have no Surge Die left, you gain one additional Surge Die.<br />
<br />
=== Chinook ===<br />
<br />
The Chinook is a warm, gentle wind that blows with a certain magical property. Zephyrs who choose the Path of the Chinook become supportive allies who use their powers to harness magical energies into their gusty attacks.<br />
<br />
'''Spring Breeze'''<br />
<br />
At the 3rd level, a warm, rousing breeze wafts around the Zephyr. For the cost of one Surge Die, all creatures within a 25 foot radius are restored to their senses, becoming cured of Sleep and Charmed status effects.<br />
<br />
'''Magic Waft'''<br />
<br />
At the 7th level, the Zephyr has become attuned to the workings of magic in the air. They are now able to sense if a place or object has been enchanted with a spell, rune, curse, etc. But, only if they are within 15 feet of said place or object.<br />
<br />
'''Wind Screen'''<br />
<br />
At the 11th level, the power of Cross Breeze has been amplified. Now, in addition to deflecting non-magical projectiles, magical projectiles may be deflected as well.<br />
<br />
'''Strange Wind'''<br />
<br />
At the 15th level, the Zephyr has mastered the use of magic with their Tailwind attack. After using Tailwind, another Surge Die may be expended to add one elemental property to the attack. Each element chosen deals 2d6 of your choice of cold, fire, lightning or acid.<br />
<br />
'''Divine Wind'''<br />
<br />
At the 18th level, the Zephyr has learned to harness life-saving properties into their wind. Allies within a 45 foot radius who are hit with attacks that would be fatal can make a Constitution saving throw. On a success, they are left with one HP instead of zero.<br />
<br />
=== Gale ===<br />
<br />
The Gale is a powerful, ravaging force that can sweep away even the mightiest of foes. Zephyrs who choose the Path of the Gale become powerful warriors who have honed their power over wind into devastating strikes.<br />
<br />
'''Great Gust''' <br />
<br />
At the 3rd level, you now have a choice to change the damage of Tailwind to become either piercing or bludgeoning. The damage for the attack is still 2d4 + Dexterity Modifier.<br />
<br />
'''Extra Attack'''<br />
<br />
At the 7th level, you gain the ability to strike twice per Attack action.<br />
<br />
'''Headwind'''<br />
<br />
At the 11th level, the Zephyr has learned how to reverse the effects of Tailwind. For the use of one Surge Die, the Zephyr can blast forth a gust of wind that can stop an enemy of medium size or smaller in their tracks. Enemies of large size or bigger are slowed down by 10 feet.<br />
<br />
'''Slicing Squall'''<br />
<br />
At the 15th level, you are able to stop directly in front of an opponent after using Tailwind to deal 3d4 + Dexterity Modifier slashing damage.<br />
<br />
'''Twister'''<br />
<br />
At the 18th level, you have learned a formidable technique. For the use of three Surge Die, you may conjure a sixty foot tall tornado with a forty foot radius. All enemies caught within take 4d12 damage, and must make a Dexterity saving throw, or be knocked prone. Only opponents who are giant are immune to being knocked prone.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Zephyr class, you must meet these prerequisites: Dexterity 14, Constitution 12<br />
<br />
'''Proficiencies.''' When you multiclass into the Zephyr class, you gain the following proficiencies: Martial Weapons, Light Armor<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Archer,_Variant_(5e_Class)&diff=1029506Archer, Variant (5e Class)2018-04-09T06:05:15Z<p>Wixoss: /* Creating an Archer */</p>
<hr />
<div>==Archer==<br />
<br />
===Elven Archers vs Crossbow Bounty Hunters===<br />
Originally trained by the elven race, these great archers under go a strict training programme. Long days and short nights corrupt these once great minds into rangers and other great ways of living, traditionally the elves used to carve the number of fallen foes into the limb of their very bows. But if fallen in battle dead or alive<br />
they take there own lives in shame to fellow archers.<br />
<br />
The bounty hunters favoured weapon the crossbow, they simply wait long periods of time never loosing sight of their targets. There methods of training were basically drummed in at adolescent stage but there parents and then themselves passing it to the next. These brutal breed stop at nothing to get the job done, and are willing<br />
to stomp over friend or foe for the payout.<br />
<br />
===Creating an Archer===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
;Quick Build<br />
You can make an archer quickly by following these suggestions, First, {{5a|dex}} should be your highest ability score, followed by {{5a|wis}}. Second, choose the Far Traveller background.<br />
<br />
{{5e Class Features<br />
|name= Archer<br />
|summary=Those with unrivaled accuracy with ranged weapons. <br />
|hd=10<br />
|spellcasting=<br />
|armor= Light armor, medium armor<br />
|weapons= Ranged weapons<br />
|tools= One [[5e_SRD:Tools|tool]] proficiency<br />
|saves= {{5a|dex}}, {{5a|int}}<br />
|skills= {{5s|Perception}} and choose one from {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Sleight of Hand}}, and {{5s|Stealth}}<br />
|item1a= a {{5e|Longbow}} and a {{5e|Quiver}} of {{5e|Arrows (20)|20 arrows}}<br />
|item1b= a {{5e|Crossbow, Heavy|heavy crossbow}} and a {{5e|Quiver}} of [[5e SRD:Crossbow Bolts (20)|20 bolts]]<br />
|item2a= a {{5e|Hide (Armor)|Hide}}<br />
|item2b= {{5e|Studded Leather (Armor)|studded leather armor}} <br />
|item2c= <br />
|item3a=a [[5e SRD:Equipment Packs#Dungeoneer's Pack|dungeoneer's pack]]<br />
|item3b=an [[5e SRD:Equipment Packs#Explorer's Pack|explorer's pack]]<br />
|item4a=<br />
|item4b=<br />
|wealth= 4d4 x 10 gp<br />
|classfeatures1= {{inpage|Fighting Style}}, {{inpage|Archery Points}}<br />
|classfeatures2= {{inpage|Overdraw}}<br />
|classfeatures3= {{inpage|Archery Path}}<br />
|classfeatures4= <br />
|classfeatures5= [[#Extra Attack|Extra Attack]]<br />
|classfeatures6= [[#Archery Path|Archery Path feature]]<br />
|classfeatures7= {{inpage|Volley}}<br />
|classfeatures8=<br />
|classfeatures9= {{inpage|Meticulous Observer}}<br />
|classfeatures10= [[#Archery Path|Archery Path feature]]<br />
|classfeatures11= {{inpage|Fighting Style}} (2)<br />
|classfeatures12=<br />
|classfeatures13= {{inpage|Archer's Luck}}<br />
|classfeatures14= {{inpage|Cowardly Gains}}<br />
|classfeatures15= [[#Archery Path|Archery Path feature]] <br />
|classfeatures16= {{inpage|Destructive Aim}}<br />
|classfeatures17= {{inpage|Shot From Afar}}<br />
|classfeatures18= [[#Archery Path|Archery Path feature]]<br />
|classfeatures19= <br />
|classfeatures20= {{inpage|Eagle Eye}}<br />
|extra1_name=Archery Points<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=6<br />
|extra1_12=6<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=6<br />
|extra1_16=6<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=8<br />
|extra1_20=10<br />
}} <br />
<br />
==== Archery Points ====<br />
<br />
At 1st level you unlock a way of using your learnt archery abilities, archery points (AP) is consumed when using class abilities, and can be refreshed after a long rest. The number of points you have is equal to the points shown in the Archery Points column of the Archer table.<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level and again at 11th level, you may 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 later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing light or meduim armor, you gain a +1 bonus to AC.<br />
<br />
;Piercing Shot<br />
You gain a +1 bonus to damage rolls you make with ranged weapons. <br />
<br />
====Overdraw====<br />
<br />
At 2nd level, before you make a ranged weapon attack, you may choose to make it an Overdrawn Shot. Take note that if the attack misses it still takes the use for the ability. you cause the string to be pulled at its limit, allowing the damage die to increase by one size (d8 to d10 etc.). You can use this feature a number of times equal to 1 + 1/2 your {{5a|wis}} modifier rounded up, and you regain all uses of this feature after you finish a short or long rest. If you exhaust your uses of this feature, you can use 1 archery point to use it instead.<br />
<br />
==== Archery Path ====<br />
<br />
At 3rd level, you may choose an subclass that determines what type of archer you are between as. Choose either Crossbow Specialist or Bow Master both are detailed at the end of this class description. Your archetype grants you features at 3rd level and again at 6th, 10th, 15th, and 18th levels.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal you can't increase an ability score above 20 using this feature. <br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the {{5e|Attack Action|Attack}} action on your turn.<br />
<br />
==== Volley ====<br />
<br />
Beginning at 7th level, you can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. If attacking more than 2 targets use 1AP for each additional target after that. That you choose to hit.<br />
<br />
==== Meticulous Observer ====<br />
<br />
Beginning at 9th level, before you make a {{5s|Perception}} or {{5s|Investigation}} check, you may gain advantage on it. You may use this feature once, and may spend an archery point to use it again. You regain use of this feature after you finish a long rest.<br />
<br />
==== Archer's Luck ====<br />
<br />
When you reach 13th level, when you roll a 1 or a 2 for an attack roll, ability check, or saving throw, you can reroll the die once. If you roll a 1 or a 2 on the damage die for ranged weapon, you can reroll the die but after this you can use 1AP per roll.<br />
<br />
==== Cowardly Gains ====<br />
<br />
At the 14th level, you become great at just fading away out of sight, you can now as a bonus action to take the Hide action. You additional gain proficiency in the {{5a|dex}} ({{5s|Stealth}}) skill.<br />
<br />
==== Destructive Aim ====<br />
<br />
At the 16th level, your ability to use a bow becomes worrying for your foes. You critical hits now cause 3 times the damage instead of twice the amount. Each time you score a critical hit, you lose one archery point.<br />
<br />
==== Bowman Meditation ====<br />
<br />
At 17th level, if you have not moved on your turn, as an action, you are able to regain half of your maximum archery points. Your movement speed then becomes 0 until the start of your next turn. You regain use of this feature after you finish a long rest.<br />
<br />
==== Eagle Eye ====<br />
When you reach 20th level, your {{5a|dex}} score increases by 4. Your maximum for this score is now 24. In addition, you may never have disadvantage on attack rolls with ranged weapons and your ranged attacks bypass creature's resistance to magical piercing damage.<br />
<br />
=== Bow Master ===<br />
<br />
;{{#anc:Vault}}<br />
Starting at 3rd level, If a creature comes within 5ft of you, attacking or not. You are able to Vault backwards 5ft and also without causing a reaction or opportunity attack. This can only be used a number of times equal to 1 + 1/2 your {{5a|wis}} modifier rounded down, and you regain all uses of this feature after a long rest. <br />
<br />
;{{#anc:Fletcher}}<br />
Starting at 6th level, you are able to create enchanted arrows that deal 1d6 of the given type on top of your bow damage. you are able to craft 20 arrows with<br />
the right ingredients in 2 hours<br />
<br />
;{{#anc:Favoured Target}}<br />
Starting at 10th level, as an action you are able to target a creature within eye sight and stay with them. For 1 minute, you deal a bonus die of your weapon's damage to that creature. If the target takes the Hide action or goes out of the archer's sight the effect ends. You regain use of this feature after you finish a long rest.<br />
<br />
;{{#anc:Quick Feet}}<br />
Starting at 15th level, your movement speed increases by 10 feet.<br />
<br />
;{{#anc:Legendary Archer}}<br />
Starting at 18th level your ability with Bows is legendary. <br />
<br />
=== Crossbow Specialist ===<br />
You have practiced extensively with crossbows and know how to fire bolts effectively with them.<br />
<br />
;{{#anc:Crossbow Adept}}<br />
Starting at 3rd level, you gain the following benefits due to your training with crossbows:<br />
<br />
* You ignore the loading quality of crossbows with which you are proficient.<br />
* You deal additional damage on your damage rolls with crossbows equal to your proficiency bonus rounded up.<br />
<br />
;{{#anc:Bonus Proficiency}}<br />
When you choose this subclass at 3rd level, you gain proficiency in one of the following skills of your choice: {{5s|Animal Handling}}, {{5s|Athletics}}, or {{5s|Stealth}}. Alternatively, you learn one language of your choice.<br />
<br />
;{{#anc:Extra Munitions}}<br />
Starting at 6th level, you gain extra modified munitions that can only be used with a crossbow.<br />
<br />
;{{#anc:Deadshot}}<br />
Starting at 10th level, your elemental bonus damage made by enchanted bolts now deal 2d6 instead of 1d6.<br />
<br />
;{{#anc:Shielding Defence}}<br />
Starting at 15th level, when you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn.<br />
<br />
;{{#anc:Legendary Crossbowman}}<br />
Starting at 18th level your ability with crossbows is legendary.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the archer class, you must meet these prerequisites: 13 {{5a|dex}}.<br />
<br />
'''Proficiencies.''' When you multiclass into the archer class, you gain the following proficiencies: martial ranged weapons.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Archer,_Variant_(5e_Class)&diff=1029505Archer, Variant (5e Class)2018-04-09T06:01:05Z<p>Wixoss: /* Crossbow Specialist */</p>
<hr />
<div>==Archer==<br />
<br />
===Elven Archers vs Crossbow Bounty Hunters===<br />
Originally trained by the elven race, these great archers under go a strict training programme. Long days and short nights corrupt these once great minds into rangers and other great ways of living, traditionally the elves used to carve the number of fallen foes into the limb of their very bows. But if fallen in battle dead or alive<br />
they take there own lives in shame to fellow archers.<br />
<br />
The bounty hunters favoured weapon the crossbow, they simply wait long periods of time never loosing sight of their targets. There methods of training were basically drummed in at adolescent stage but there parents and then themselves passing it to the next. These brutal breed stop at nothing to get the job done, and are willing<br />
to stomp over friend or foe for the payout.<br />
<br />
===Creating an Archer===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
;Quick Build<br />
You can make an archer quickly by following these suggestions, First, {{5a|dex}} should be your highest ability score, followed by {{5a|wis}}. Second, choose the Far Traveller background.<br />
<br />
{{5e Class Features<br />
|name= Archer<br />
|summary=Those with unrivaled accuracy with ranged weapons. <br />
|hd=8<br />
|spellcasting=<br />
|armor= Light armor, medium armor<br />
|weapons= Ranged weapons<br />
|tools= One [[5e_SRD:Tools|tool]] proficiency<br />
|saves= {{5a|dex}}, {{5a|int}}<br />
|skills= {{5s|Perception}} and choose one from {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Sleight of Hand}}, and {{5s|Stealth}}<br />
|item1a= a {{5e|Longbow}} and a {{5e|Quiver}} of {{5e|Arrows (20)|20 arrows}}<br />
|item1b= a {{5e|Crossbow, Heavy|heavy crossbow}} and a {{5e|Quiver}} of [[5e SRD:Crossbow Bolts (20)|20 bolts]]<br />
|item2a= a {{5e|Hide (Armor)|Hide}}<br />
|item2b= {{5e|Studded Leather (Armor)|studded leather armor}} <br />
|item2c= <br />
|item3a=a [[5e SRD:Equipment Packs#Dungeoneer's Pack|dungeoneer's pack]]<br />
|item3b=an [[5e SRD:Equipment Packs#Explorer's Pack|explorer's pack]]<br />
|item4a=<br />
|item4b=<br />
|wealth= 4d4 x 10 gp<br />
|classfeatures1= {{inpage|Fighting Style}}, {{inpage|Archery Points}}<br />
|classfeatures2= {{inpage|Overdraw}}<br />
|classfeatures3= {{inpage|Archery Path}}<br />
|classfeatures4= <br />
|classfeatures5= [[#Extra Attack|Extra Attack]]<br />
|classfeatures6= [[#Archery Path|Archery Path feature]]<br />
|classfeatures7= {{inpage|Volley}}<br />
|classfeatures8=<br />
|classfeatures9= {{inpage|Meticulous Observer}}<br />
|classfeatures10= [[#Archery Path|Archery Path feature]]<br />
|classfeatures11= {{inpage|Fighting Style}} (2)<br />
|classfeatures12=<br />
|classfeatures13= {{inpage|Archer's Luck}}<br />
|classfeatures14= {{inpage|Cowardly Gains}}<br />
|classfeatures15= [[#Archery Path|Archery Path feature]] <br />
|classfeatures16= {{inpage|Destructive Aim}}<br />
|classfeatures17= {{inpage|Shot From Afar}}<br />
|classfeatures18= [[#Archery Path|Archery Path feature]]<br />
|classfeatures19= <br />
|classfeatures20= {{inpage|Eagle Eye}}<br />
|extra1_name=Archery Points<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=6<br />
|extra1_12=6<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=6<br />
|extra1_16=6<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=8<br />
|extra1_20=10<br />
}} <br />
<br />
==== Archery Points ====<br />
<br />
At 1st level you unlock a way of using your learnt archery abilities, archery points (AP) is consumed when using class abilities, and can be refreshed after a long rest. The number of points you have is equal to the points shown in the Archery Points column of the Archer table.<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level and again at 11th level, you may 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 later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing light or meduim armor, you gain a +1 bonus to AC.<br />
<br />
;Piercing Shot<br />
You gain a +1 bonus to damage rolls you make with ranged weapons. <br />
<br />
====Overdraw====<br />
<br />
At 2nd level, before you make a ranged weapon attack, you may choose to make it an Overdrawn Shot. Take note that if the attack misses it still takes the use for the ability. you cause the string to be pulled at its limit, allowing the damage die to increase by one size (d8 to d10 etc.). You can use this feature a number of times equal to 1 + 1/2 your {{5a|wis}} modifier rounded up, and you regain all uses of this feature after you finish a short or long rest. If you exhaust your uses of this feature, you can use 1 archery point to use it instead.<br />
<br />
==== Archery Path ====<br />
<br />
At 3rd level, you may choose an subclass that determines what type of archer you are between as. Choose either Crossbow Specialist or Bow Master both are detailed at the end of this class description. Your archetype grants you features at 3rd level and again at 6th, 10th, 15th, and 18th levels.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal you can't increase an ability score above 20 using this feature. <br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the {{5e|Attack Action|Attack}} action on your turn.<br />
<br />
==== Volley ====<br />
<br />
Beginning at 7th level, you can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. If attacking more than 2 targets use 1AP for each additional target after that. That you choose to hit.<br />
<br />
==== Meticulous Observer ====<br />
<br />
Beginning at 9th level, before you make a {{5s|Perception}} or {{5s|Investigation}} check, you may gain advantage on it. You may use this feature once, and may spend an archery point to use it again. You regain use of this feature after you finish a long rest.<br />
<br />
==== Archer's Luck ====<br />
<br />
When you reach 13th level, when you roll a 1 or a 2 for an attack roll, ability check, or saving throw, you can reroll the die once. If you roll a 1 or a 2 on the damage die for ranged weapon, you can reroll the die but after this you can use 1AP per roll.<br />
<br />
==== Cowardly Gains ====<br />
<br />
At the 14th level, you become great at just fading away out of sight, you can now as a bonus action to take the Hide action. You additional gain proficiency in the {{5a|dex}} ({{5s|Stealth}}) skill.<br />
<br />
==== Destructive Aim ====<br />
<br />
At the 16th level, your ability to use a bow becomes worrying for your foes. You critical hits now cause 3 times the damage instead of twice the amount. Each time you score a critical hit, you lose one archery point.<br />
<br />
==== Bowman Meditation ====<br />
<br />
At 17th level, if you have not moved on your turn, as an action, you are able to regain half of your maximum archery points. Your movement speed then becomes 0 until the start of your next turn. You regain use of this feature after you finish a long rest.<br />
<br />
==== Eagle Eye ====<br />
When you reach 20th level, your {{5a|dex}} score increases by 4. Your maximum for this score is now 24. In addition, you may never have disadvantage on attack rolls with ranged weapons and your ranged attacks bypass creature's resistance to magical piercing damage.<br />
<br />
=== Bow Master ===<br />
<br />
;{{#anc:Vault}}<br />
Starting at 3rd level, If a creature comes within 5ft of you, attacking or not. You are able to Vault backwards 5ft and also without causing a reaction or opportunity attack. This can only be used a number of times equal to 1 + 1/2 your {{5a|wis}} modifier rounded down, and you regain all uses of this feature after a long rest. <br />
<br />
;{{#anc:Fletcher}}<br />
Starting at 6th level, you are able to create enchanted arrows that deal 1d6 of the given type on top of your bow damage. you are able to craft 20 arrows with<br />
the right ingredients in 2 hours<br />
<br />
;{{#anc:Favoured Target}}<br />
Starting at 10th level, as an action you are able to target a creature within eye sight and stay with them. For 1 minute, you deal a bonus die of your weapon's damage to that creature. If the target takes the Hide action or goes out of the archer's sight the effect ends. You regain use of this feature after you finish a long rest.<br />
<br />
;{{#anc:Quick Feet}}<br />
Starting at 15th level, your movement speed increases by 10 feet.<br />
<br />
;{{#anc:Legendary Archer}}<br />
Starting at 18th level your ability with Bows is legendary. <br />
<br />
=== Crossbow Specialist ===<br />
You have practiced extensively with crossbows and know how to fire bolts effectively with them.<br />
<br />
;{{#anc:Crossbow Adept}}<br />
Starting at 3rd level, you gain the following benefits due to your training with crossbows:<br />
<br />
* You ignore the loading quality of crossbows with which you are proficient.<br />
* You deal additional damage on your damage rolls with crossbows equal to your proficiency bonus rounded up.<br />
<br />
;{{#anc:Bonus Proficiency}}<br />
When you choose this subclass at 3rd level, you gain proficiency in one of the following skills of your choice: {{5s|Animal Handling}}, {{5s|Athletics}}, or {{5s|Stealth}}. Alternatively, you learn one language of your choice.<br />
<br />
;{{#anc:Extra Munitions}}<br />
Starting at 6th level, you gain extra modified munitions that can only be used with a crossbow.<br />
<br />
;{{#anc:Deadshot}}<br />
Starting at 10th level, your elemental bonus damage made by enchanted bolts now deal 2d6 instead of 1d6.<br />
<br />
;{{#anc:Shielding Defence}}<br />
Starting at 15th level, when you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn.<br />
<br />
;{{#anc:Legendary Crossbowman}}<br />
Starting at 18th level your ability with crossbows is legendary.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the archer class, you must meet these prerequisites: 13 {{5a|dex}}.<br />
<br />
'''Proficiencies.''' When you multiclass into the archer class, you gain the following proficiencies: martial ranged weapons.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Archer,_Variant_(5e_Class)&diff=1029504Archer, Variant (5e Class)2018-04-09T06:00:08Z<p>Wixoss: /* Crossbow Specialist */</p>
<hr />
<div>==Archer==<br />
<br />
===Elven Archers vs Crossbow Bounty Hunters===<br />
Originally trained by the elven race, these great archers under go a strict training programme. Long days and short nights corrupt these once great minds into rangers and other great ways of living, traditionally the elves used to carve the number of fallen foes into the limb of their very bows. But if fallen in battle dead or alive<br />
they take there own lives in shame to fellow archers.<br />
<br />
The bounty hunters favoured weapon the crossbow, they simply wait long periods of time never loosing sight of their targets. There methods of training were basically drummed in at adolescent stage but there parents and then themselves passing it to the next. These brutal breed stop at nothing to get the job done, and are willing<br />
to stomp over friend or foe for the payout.<br />
<br />
===Creating an Archer===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
;Quick Build<br />
You can make an archer quickly by following these suggestions, First, {{5a|dex}} should be your highest ability score, followed by {{5a|wis}}. Second, choose the Far Traveller background.<br />
<br />
{{5e Class Features<br />
|name= Archer<br />
|summary=Those with unrivaled accuracy with ranged weapons. <br />
|hd=8<br />
|spellcasting=<br />
|armor= Light armor, medium armor<br />
|weapons= Ranged weapons<br />
|tools= One [[5e_SRD:Tools|tool]] proficiency<br />
|saves= {{5a|dex}}, {{5a|int}}<br />
|skills= {{5s|Perception}} and choose one from {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Sleight of Hand}}, and {{5s|Stealth}}<br />
|item1a= a {{5e|Longbow}} and a {{5e|Quiver}} of {{5e|Arrows (20)|20 arrows}}<br />
|item1b= a {{5e|Crossbow, Heavy|heavy crossbow}} and a {{5e|Quiver}} of [[5e SRD:Crossbow Bolts (20)|20 bolts]]<br />
|item2a= a {{5e|Hide (Armor)|Hide}}<br />
|item2b= {{5e|Studded Leather (Armor)|studded leather armor}} <br />
|item2c= <br />
|item3a=a [[5e SRD:Equipment Packs#Dungeoneer's Pack|dungeoneer's pack]]<br />
|item3b=an [[5e SRD:Equipment Packs#Explorer's Pack|explorer's pack]]<br />
|item4a=<br />
|item4b=<br />
|wealth= 4d4 x 10 gp<br />
|classfeatures1= {{inpage|Fighting Style}}, {{inpage|Archery Points}}<br />
|classfeatures2= {{inpage|Overdraw}}<br />
|classfeatures3= {{inpage|Archery Path}}<br />
|classfeatures4= <br />
|classfeatures5= [[#Extra Attack|Extra Attack]]<br />
|classfeatures6= [[#Archery Path|Archery Path feature]]<br />
|classfeatures7= {{inpage|Volley}}<br />
|classfeatures8=<br />
|classfeatures9= {{inpage|Meticulous Observer}}<br />
|classfeatures10= [[#Archery Path|Archery Path feature]]<br />
|classfeatures11= {{inpage|Fighting Style}} (2)<br />
|classfeatures12=<br />
|classfeatures13= {{inpage|Archer's Luck}}<br />
|classfeatures14= {{inpage|Cowardly Gains}}<br />
|classfeatures15= [[#Archery Path|Archery Path feature]] <br />
|classfeatures16= {{inpage|Destructive Aim}}<br />
|classfeatures17= {{inpage|Shot From Afar}}<br />
|classfeatures18= [[#Archery Path|Archery Path feature]]<br />
|classfeatures19= <br />
|classfeatures20= {{inpage|Eagle Eye}}<br />
|extra1_name=Archery Points<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=6<br />
|extra1_12=6<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=6<br />
|extra1_16=6<br />
|extra1_17=8<br />
|extra1_18=8<br />
|extra1_19=8<br />
|extra1_20=10<br />
}} <br />
<br />
==== Archery Points ====<br />
<br />
At 1st level you unlock a way of using your learnt archery abilities, archery points (AP) is consumed when using class abilities, and can be refreshed after a long rest. The number of points you have is equal to the points shown in the Archery Points column of the Archer table.<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level and again at 11th level, you may 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 later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing light or meduim armor, you gain a +1 bonus to AC.<br />
<br />
;Piercing Shot<br />
You gain a +1 bonus to damage rolls you make with ranged weapons. <br />
<br />
====Overdraw====<br />
<br />
At 2nd level, before you make a ranged weapon attack, you may choose to make it an Overdrawn Shot. Take note that if the attack misses it still takes the use for the ability. you cause the string to be pulled at its limit, allowing the damage die to increase by one size (d8 to d10 etc.). You can use this feature a number of times equal to 1 + 1/2 your {{5a|wis}} modifier rounded up, and you regain all uses of this feature after you finish a short or long rest. If you exhaust your uses of this feature, you can use 1 archery point to use it instead.<br />
<br />
==== Archery Path ====<br />
<br />
At 3rd level, you may choose an subclass that determines what type of archer you are between as. Choose either Crossbow Specialist or Bow Master both are detailed at the end of this class description. Your archetype grants you features at 3rd level and again at 6th, 10th, 15th, and 18th levels.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal you can't increase an ability score above 20 using this feature. <br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the {{5e|Attack Action|Attack}} action on your turn.<br />
<br />
==== Volley ====<br />
<br />
Beginning at 7th level, you can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. If attacking more than 2 targets use 1AP for each additional target after that. That you choose to hit.<br />
<br />
==== Meticulous Observer ====<br />
<br />
Beginning at 9th level, before you make a {{5s|Perception}} or {{5s|Investigation}} check, you may gain advantage on it. You may use this feature once, and may spend an archery point to use it again. You regain use of this feature after you finish a long rest.<br />
<br />
==== Archer's Luck ====<br />
<br />
When you reach 13th level, when you roll a 1 or a 2 for an attack roll, ability check, or saving throw, you can reroll the die once. If you roll a 1 or a 2 on the damage die for ranged weapon, you can reroll the die but after this you can use 1AP per roll.<br />
<br />
==== Cowardly Gains ====<br />
<br />
At the 14th level, you become great at just fading away out of sight, you can now as a bonus action to take the Hide action. You additional gain proficiency in the {{5a|dex}} ({{5s|Stealth}}) skill.<br />
<br />
==== Destructive Aim ====<br />
<br />
At the 16th level, your ability to use a bow becomes worrying for your foes. You critical hits now cause 3 times the damage instead of twice the amount. Each time you score a critical hit, you lose one archery point.<br />
<br />
==== Bowman Meditation ====<br />
<br />
At 17th level, if you have not moved on your turn, as an action, you are able to regain half of your maximum archery points. Your movement speed then becomes 0 until the start of your next turn. You regain use of this feature after you finish a long rest.<br />
<br />
==== Eagle Eye ====<br />
When you reach 20th level, your {{5a|dex}} score increases by 4. Your maximum for this score is now 24. In addition, you may never have disadvantage on attack rolls with ranged weapons and your ranged attacks bypass creature's resistance to magical piercing damage.<br />
<br />
=== Bow Master ===<br />
<br />
;{{#anc:Vault}}<br />
Starting at 3rd level, If a creature comes within 5ft of you, attacking or not. You are able to Vault backwards 5ft and also without causing a reaction or opportunity attack. This can only be used a number of times equal to 1 + 1/2 your {{5a|wis}} modifier rounded down, and you regain all uses of this feature after a long rest. <br />
<br />
;{{#anc:Fletcher}}<br />
Starting at 6th level, you are able to create enchanted arrows that deal 1d6 of the given type on top of your bow damage. you are able to craft 20 arrows with<br />
the right ingredients in 2 hours<br />
<br />
;{{#anc:Favoured Target}}<br />
Starting at 10th level, as an action you are able to target a creature within eye sight and stay with them. For 1 minute, you deal a bonus die of your weapon's damage to that creature. If the target takes the Hide action or goes out of the archer's sight the effect ends. You regain use of this feature after you finish a long rest.<br />
<br />
;{{#anc:Quick Feet}}<br />
Starting at 15th level, your movement speed increases by 10 feet.<br />
<br />
;{{#anc:Legendary Archer}}<br />
Starting at 18th level your ability with Bows is legendary. <br />
<br />
=== Crossbow Specialist ===<br />
You have practiced extensively with crossbows and know how to fire bolts effectively with them.<br />
<br />
;{{#anc:Crossbow Adept}}<br />
Starting at 3rd level, you gain the following benefits due to your training with crossbows:<br />
<br />
* You ignore the loading quality of crossbows with which you are proficient.<br />
* You deal additional damage on your damage rolls with crossbows equal to half your proficiency bonus rounded up.<br />
<br />
;{{#anc:Bonus Proficiency}}<br />
When you choose this subclass at 3rd level, you gain proficiency in one of the following skills of your choice: {{5s|Animal Handling}}, {{5s|Athletics}}, or {{5s|Stealth}}. Alternatively, you learn one language of your choice.<br />
<br />
;{{#anc:Extra Munitions}}<br />
Starting at 6th level, you gain extra modified munitions that can only be used with a crossbow.<br />
<br />
;{{#anc:Deadshot}}<br />
Starting at 10th level, your elemental bonus damage made by enchanted bolts now deal 2d6 instead of 1d6.<br />
<br />
;{{#anc:Shielding Defence}}<br />
Starting at 15th level, when you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn.<br />
<br />
;{{#anc:Legendary Crossbowman}}<br />
Starting at 18th level your ability with crossbows is legendary.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the archer class, you must meet these prerequisites: 13 {{5a|dex}}.<br />
<br />
'''Proficiencies.''' When you multiclass into the archer class, you gain the following proficiencies: martial ranged weapons.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Arcane_Archer_(5e_Class)&diff=1029427Arcane Archer (5e Class)2018-04-09T01:41:36Z<p>Wixoss: /* Magic Bow */</p>
<hr />
<div><br />
== Arcane Archer ==<br />
<br />
An arcane archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, arcane archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.<br />
<br />
=== Creating a Arcane Archer ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane archer quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://i.pinimg.com/474x/50/aa/5f/50aa5f64733af3cabfbcdc5a602b4b7c.jpg|[http://knightandknights.com/post/112158468908/by-%E6%B8%A9%E6%9F%94-%E4%B8%80%E5%88%80 Source]}}<br />
{{5e Class Features<br />
|name=Arcane Archer<br />
|summary=An archer trained to imbue arrows with spells.<br />
|hd=8<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 2 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Magic Marksman<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Magic Marksman Feature<br />
|classfeatures7=Status Resistance, Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Magic Marksman Feature<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Magic Marksman Feature<br />
|classfeatures15=Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Elemental Fury<br />
|classfeatures19=<br />
|classfeatures20=Singular Focus<br />
|extra2_name=Invocations<br>Known<br />
|extra2_1=&mdash;<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=3<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, 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 later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Piercing Shot<br />
You gain a +1 bonus to damage rolls you make with ranged weapons. <br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain two [[Arcane_Archer_(5e_Class)#Arcane_Invocation_List|Arcane Invocations]] of your choice. Your invocation options are detailed at the end of the class description. When you gain certain arcane archer levels, you gain additional invocations of your choice, as shown in the Arcane Invocations column of the arcane archer table.<br />
<br />
You can change what Arcane Invocations you know by spending a total of 24 hours studying for every 1 Invocation you change. You must complete the 24 hours of studying within one week of when you started. If you spend more than 8 hours in one day studying, you must roll a d20 at the end. The DC is equal to the amount of hours spent studying. If you fail the DC check you lose all progress for that day. No modifiers can be added to the roll.<br />
<br />
====Magic Marksman====<br />
At 3rd level, you may pick an subclass from Magic Bowman or Precision Sniper. You gain a feature at 3rd level from taking this subclass and gain additional features at 6th, 10th, and 14th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Status Resistance ====<br />
By 7th level, your use of imbuements and arcane magic has imbued your mind and body with protective magic. You have advantage on saving throws against being {{5c|blinded}}, {{5c|frightened}}, and {{5c|petrified}}.<br />
<br />
==== Foresight ====<br />
Through divination magic you occasionally catch a glimpse of the immediate future. Starting at 15th level, whenever you you must make a saving throw, you gain a bonus to the saving throw equal to half your proficiency bonus rounded down. You must be conscious to grant this bonus. <br />
<br />
====Elemental Fury====<br />
By at 18th level, you gain the ability to enchant a ranged weapon attack with the force of the elements. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 2d8 cold, fire, or lightning damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== Singular Focus ====<br />
By 20th level, you can readily focus down a single target with the help of others. As an action, you can single out the target of Singular Focus within 120 feet of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120 feet of you have advantage on attacks against the target of Singular Focus. You regain the use of this feature after you finish a long rest.<br />
<br />
===Magic Bowman===<br />
Magic bowman are a unique group, despite using bows and other ranged weapons, they prefer to augment they abilities with magic, often leading to deadly combination for foes who fight them. <br />
<br />
====Magic Bow====<br />
By 3rd level, your magic has started to seep into the bows you wield, making them fire projectiles faster. You may add your {{5a|int}} modifier(rounded up) in additional damage to your damage rolls from ranged martial weapons.<br />
<br />
====Well Read====<br />
By 6th level, you have developed a knack for knowing the age-old stories of magicians and searching for clues related to them. You gain advantage on {{5s|History}} and {{5s|Investigation}} skill checks related to magic.<br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attack rolls with ranged weapons ignore any bonuses provided to AC through magic. Your attacks with ranged weapons also deal additional damage equal to your {{5a|int}} modifier if the creature you hit has temporary hit points.<br />
<br />
====Magical Reserves====<br />
By 14th level, you have learned to harness and have gained additional magical capabilities. You gain 3 charges to cast Arcane Invocations. You may spend 1 charge to cast an Arcane Invocation at 1st level, or you may spend more point to cast an Arcane Invocation at a spell slot level equal to the amount of points spent. You regain all uses of this feature after you finish a long rest.<br />
<br />
===Precision Sniper===<br />
This arcane archer strives to take make precise attacks against targets, while evading being pinned down by possible enemies.<br />
<br />
====Targeting====<br />
By 3rd level, you have learned how to calm yourself and ready your attacks against a target. As a bonus action, you may focus on a target within sight. Until the start of your next turn, you have advantage on ranged attack rolls against the target and your ranged weapon attacks deal additional damage equal to your proficiency bonus. You regain use of this feature after you finish a short or long rest.<br />
<br />
====Tracker====<br />
By 6th level, you have gained sufficient experience in tracking to pursue any quarry. You gain proficiency in {{5s|Survival}} skill, if you already have proficiency in it, you can double your proficiency bonus.<br />
<br />
====Fleeting Step====<br />
By 10th level, your speed and evasiveness have reached new levels. Your base walking speed is increased by 10 feet, and may take the [[5e_SRD:Disengage_Action|Disengage]] action as a bonus action.<br />
<br />
====Snipe====<br />
By 14th level, you can hone in on your targets no matter how difficult the shot. When a creature is within the short range of your ranged weapon, you gain a +1 bonus to attack and damage rolls. You also do not have disadvantage on attack rolls when targeting a creature within the long range of a ranged weapon. <br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''absorb elements<ref>D&D 5e XGtE pp.150</ref>, [[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Hunter%27s_Mark|hunter's mark]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Acid Arrow|acid arrow]], [[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], flame arrows<ref>D&D 5e XGtE pp.156</ref>, [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]], lightning arrow<ref>D&D 5e PHB pp.255</ref>, [[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
;— Arrow Return<br />
*''Cantrip''<br />
<br />
As a bonus action, you may return a magical arrow you fired to your hand.<br />
<br />
;— Bolt<br />
*''Requires 1st level spell slot or higher''<br />
<br />
As a reaction, you may shock a creature that has hit you with a melee attack. This creature may make a {{5a|con}} saving throw versus your spell save DC to take half of the 2d8 lightning damage and not lose their reaction. When you cast this invocation using a spell slot of 2th level or higher, the damage increases by 1d8 for each slot level above 1st. <br />
<br />
;— Brute Bane Arrow<br />
*''Requires 2nd level spell slot or higher''<br />
*{{5e|Concentration|Concentration}}, up to 1 minute<br />
<br />
As an bonus action, you charge an arrow with necromantic magic. On hit, the target must make a {{5a|con}} saving throw equal to your spell save DC to take half of the additional 3d10 necrotic damage and to not gain disadvantage on {{5a|con}} saving throws until the start of your next turn. When you cast this invocation using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. <br />
<br />
;— Bursting Shot<br />
*''Requires 2nd level spell slot or higher''<br />
*{{5e|Concentration|Concentration}}, up to 1 minute<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage. When you cast this invocation using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.<br />
<br />
;— Defensive Shot<br />
*''Cantrip''<br />
*{{5e|Concentration|Concentration}}, up to 1 minute<br />
<br />
As a bonus action, you may use abjuration magic to weave a charm that disrupts your enemy’s magic. If your next ranged attack roll hits, the target suffers disadvantage on the next attack roll it makes before the start of your next turn. <br />
<br />
;— Piercing Shot<br />
*''Requires 3rd level spell slot or higher'' <br />
<br />
As an action, you may fire an ethereal arrow that passes through foes and obstacles. This arrow fires forward in a line that is 5 foot wide and 60 feet long. Each creature in the line must make a {{5a|dex}} saving throw versus your spell save DC. On a failed save, the target takes 5d10 piercing damage. On a successful save, a target only takes half as much damage. When you cast this invocation using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.<br />
<br />
;- Quick Shot<br />
*''Requires 2nd level spell slot or higher''<br />
<br />
You unleash a surge of energy within you, allowing you to temporarily act faster. If you took the [[5e SRD:Attack Action|Attack]] action on your turn, you may move 10 feet and make a ranged weapon attack against a creature within 30 feet of you as a bonus action. <br />
<br />
;— Searing Shot<br />
*''Requires 1st level spell slot or higher''<br />
*{{5e|Concentration|Concentration}}, up to 1 minute<br />
<br />
As a bonus action, you may enchant your ranged weapon attacks. On your next ranged weapon that hits, the ammo flares with white-hot intensitity, and the attack deals an additional 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of the target's turns or until the spell ends, the target must make a {{5a|con}} saving throw versus your spell save DC. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. When you cast this invocation using a spell slot of 2th level or higher, both instances of damage increase by 1d8 for each slot level above 1st. <br />
<br />
;— Thicket Shot<br />
*''Requires 1st level spell slot or higher''<br />
*{{5e|Concentration|Concentration}}, up to 1 minute<br />
<br />
As a bonus action, you charge an arrow with poisonous nature energy that wraps around the target. On hit, the target must make a {{5a|con}} saving throw equal to your spell save DC to take half of the 3d6 poison damage, and not have its speed is reduced by 10 feet for 1 minute. If the target or a creature within 5 feet of it, uses an action to remove the brambles with a successful {{5a|str}} ({{5s|Athletics}}) check against your spell save DC, the creature's base move speed is not reduced by 10 feet anymore. When you cast this invocation using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st, and the speed reduction increase by 5 feet for each slot level above 1st.<br />
<br />
;— Windy Rebuke<br />
*''Requires 1st level spell slot or higher''<br />
<br />
As a reaction, you may attempt to push any Large or smaller creature that moves within 5 feet of you. This creature may make a {{5a|str}} saving throw versus your spell save DC to take half of the 3d4 slashing damage and not be pushed away 10 feet away from you. When you cast this invocation using a spell slot of 2th level or higher, the damage increases by 2d4 for each slot level above 1st, and the push distance increases by 5 feet for each slot level above 1st<br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Swordmaster_(5e_Class)&diff=1028106Swordmaster (5e Class)2018-04-05T01:08:30Z<p>Wixoss: /* Sword Hand */</p>
<hr />
<div>{{needsbalance|Uses round counting, among other concerns. See {{t}}.}}<br />
=Swordmaster=<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!https://s-media-cache-ak0.pinimg.com/564x/83/90/67/839067f7b784914b9253d527f9f8b8e7.jpg<br />
|-<br />
|''<br />
|}<br />
<br />
<br />
<br />
<br />
Not many deserve to wield a sword, but most choose the life anyway. The barbarians, they charge at the stranger with heated blood and reckless abandon. The paladins only see their swords as a tool for eradicating evil. And the rangers barely even give the weapon the respect it deserves. There is only one who is truly deserving of such an elegant masterpiece of a weapon: the swordmasters.<br />
<br />
===Creating a Swordmaster===<br />
<br />
First decide how your character came to appreciate a sword so. Did they craft them, and see them as more than a mere tool of war? Were they an exceptional soldier or bodyguard? Was their sword given to them, or a treasure they found? A swordmaster's passions revolve around their sword, first and foremost.<br />
<br />
;Quick Build<br />
You can make a Swordmaster quickly by following these suggestions. First, strength should be your highest ability score, followed by dexterity. Second, choose the soldier background.<br />
<br />
{{5e Class Features<br />
|name= Swordmaster<br />
|summary=Sword wielders that use graceful maneuvers to cull their opposition.<br />
|hd=10<br />
|spellcasting=<br />
|armor= Light armor, Medium armor<br />
|weapons= Simple weapons, Martial weapons<br />
|tools=Artisan’s Tools<br />
|saves= Strength, Dexterity<br />
|skills=Choose two from Acrobatics, Athletics, Intimidation, Sleight of Hand or Survival<br />
|item1a= A scimitar<br />
|item1b= A katana<br />
|item2a= A chain shirt<br />
|item2b= Leather armor<br />
|item3a= Dungeoneer's pack<br />
|item3b= Explorer's pack<br />
|item4a= <br />
|item4b= <br />
|classfeatures1=Sword Hand, Sword Style<br />
|classfeatures2=Sweeper<br />
|classfeatures3=Swordmaster Discipline<br />
|classfeatures4=<br />
|classfeatures5=Extra attack<br />
|classfeatures6=Rising Gale Force<br />
|classfeatures7=Swordmaster Discipline Feature<br />
|classfeatures8=<br />
|classfeatures9=Myrmidon's Eye<br />
|classfeatures10=Artful Dodger <br />
|classfeatures11=Swordmaster Discipline Feature<br />
|classfeatures12=<br />
|classfeatures13=Eye for an Eye<br />
|classfeatures14=Swordsmans Pride<br />
|classfeatures15=Swordmaster Discipline Feature<br />
|classfeatures16=<br />
|classfeatures17=Divine Wind<br />
|classfeatures18=Swordmaster Discipline Feature<br />
|classfeatures19=<br />
|classfeatures20=Perfect Sword<br />
}}<br />
<br />
<br />
<br />
===Sword Hand===<br />
Even as a novice, you handle swords more deftly than most. You gain an extra +1 to your attack bonus, if you are wielding any sword.<br />
<br />
===Sword Style===<br />
You adopt a particular style of swordplay, allowing for interesting maneuvers on the battlefield. Choose one of the following options. You can't take a Sword Style option more than once, even if you later get to choose again.<br />
<br />
====Bravado====<br />
Every attack you make is done with a shocking amount of flair, mocking your enemy’s efforts . When you use an attack action, and you are holding a sword, you may make an intimidation check of DC8 + your charisma modifier against a creature's wisdom. If a hostile creature that can see you within 20 feet fails the check, they focus their attention on you. The creature is then given disadvantage on their next attack if it is not against you.<br />
<br />
====Patience====<br />
If the Swordmaster has ended their turn without moving, they gain +2 AC. If they do not move on the next turn, they gain another +2 to AC for a maximum total of +4. This bonus is negated when the swordmaster moves.<br />
<br />
====Dervish====<br />
Once per turn as a bonus action, the Swordmaster can use a creature within 5ft of Medium size or smaller as a footstool. On an acrobatics check of DC 13, the targeted creature must make a successful DC 10 + Constitution Modifier constitution check, or take 1d4 damage. The swordmaster can then make a leaping attack to a target within 10ft of the creature they leapt from.<br />
<br />
If you fail the Acrobatics Check, the Swordmaster becomes prone where he stood and takes 1d4 damage.<br />
<br />
====Tactician====<br />
Your cunning in battle allows you to make an appropriate knowledge check (Arcana, History, Nature, or Religion) once per encounter against a particular foe. If you beat its amount of Hit Dice/Level (take the highest of the group if there is one of that type that is higher) with your check, you gain insight against that creature type (Aberration, Humanoid, Monstrosity, etc) and your AC, saves, attack, and damage rolls are increased by 1 against those creatures. <br />
<br />
===Sweeper===<br />
Beginning at the 2nd level, as an action the Swordmaster can perform a wide swing in order to attack multiple targets within 5 feet. You must make a separate attack roll for each targeted creature. For each successful attack, the damage dealt is the same as your weapon damage, but without the damage bonus granted by the Sword Hand feature. You must be wielding a sword to use this feature.<br />
<br />
===Swordmaster Discipline===<br />
At 3rd level, you choose a discipline that determines your key role in the battlefield, either as a Skirmisher or an Assassin. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th and 18th level.<br />
<br />
===Ability Score Improvement===<br />
When you reach 4th level, and again at the 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
===Extra Attack=== <br />
<br />
Beginning at the 5th level, you gain an extra attack when using the attack action.<br />
<br />
===Rising Gale Force=== <br />
Beginning at the 6th level, the swordmaster gains immunity to ailments that reduce their speed or stop their movement.<br />
<br />
===Myrmidon's Eye===<br />
Beginning at the 9th level, you automatically succeed on Perception checks against creatures wielding swords that you are able to see. The check must be in some way related to the handling of the sword, or the sword itself.<br />
<br />
===Artful Dodger===<br />
Beginning at the 10th level, the Swordmaster can re-position themself in front of an enemy as an action. When a hostile creature within 5 feet of you attacks, you may use this feature as a reaction to force the opponent to re-roll their attack. If the second roll is lower than their first, the attack misses. You may use this feature a number of times equal to 1 + dexterity modifier (minimum of 1), and regain expended uses upon completing a short or a long rest.<br />
<br />
===Eye for an Eye===<br />
Beginning at the 13th level, you are able to counter opponents. If a hostile creature attacks you with a critical hit, you automatically strike back for half the damage they dealt to you, provided you have not been reduced to zero hit points. You must be wielding a sword in order to use this feature.<br />
<br />
===Swordsmans Pride===<br />
Beginning at the 14th level, your skill at striking with a sword has become almost divine. Now, if you are wielding a sword, you land a critical hit when you roll 19-20.<br />
<br />
===Divine Wind===<br />
Beginning at the 17th level, your will to fight grows profound. Upon reaching 0 hit points, the Swordmaster regains 1d12 + CON modifier hit points and has +2 AC for 2 turns. You may use this feature 1 time, and regain expended uses upon completing a long rest.<br />
<br />
===Perfect Sword===<br />
At 20th level, the Swordmaster reaches the pinnacle of his swordplay and form. Once on each of your turns, you can add your DEX modifier to the attack roll or the damage roll of an attack. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. (If Dex is added already then add it again). You must be wielding a sword in order to use this feature.<br />
<br />
=== Swordmaster Disciplines ===<br />
<br />
====Skirmisher====<br />
The path of the Skirmisher is that of a warrior that functions in a team, and one that can protect fragile allies from harm.<br />
<br />
;Shove<br />
At the 3rd level, if a friendly creature within 5ft of the Swordmaster is attacked, they can choose to be the receiver of the attack instead. However, the attacker will have advantage on their attack action. If the enemy already has disadvantage for this attack, then roll without either advantage or disadvantage.<br />
<br />
;Stalwart Blade<br />
At the 7th level, using Shove no longer puts the incoming attack at an advantage. Also, while using Shove, the Swordmaster gains +1 AC. You must be wielding a sword in order to use this feature.<br />
<br />
;Reflection<br />
At the 11th level, time seems to slow down to a great extent, allowing the Swordmaster to clearly see objects as they move towards them. As a reaction, the Swordmaster can attempt to reflect any non-magical physical or ranged attack back at the attacker, with a DC of 26 - Swordmaster level. A successful roll to determine a hit must still be performed. You must be wielding a sword in order to use this feature.<br />
<br />
;Duel Bladed<br />
At the 15th level, if you are standing within 5 feet of a friendly creature who is holding a sword, whenever you make an attack action, the friendly creature next to you may attack as well, dealing damage equal to their attack bonus. You must be wielding a sword in order to use this feature.<br />
<br />
;Mirror Edge<br />
At the 18th level, you are now able to deflect magical attacks using your equipped weapon, with a DC of 28 - Swordmaster level. You must be wielding a sword in order to use this feature.<br />
<br />
====Assassin====<br />
The path of the Assassin is that of a lone wolf, always seeking its prey. <br />
<br />
;Inevitable<br />
At the 3rd level, the Swordmaster applies a slowing effect to their attack as an action, halving the target creature’s speed. You may use this feature a number of times equal to 1 + dexterity modifier (minimum of 1). You regain expended uses upon completing a short or a long rest.<br />
<br />
;Dishonored<br />
At the 7th level, every attack performed to a creature with its back turned has advantage. Any attack performed using this feature scores a critical hit on an 18-20. You must be wielding a sword in order to use this feature.<br />
<br />
;Dance of Death<br />
At the 11th level, the Swordmaster can leap to a target within the distance equal to his speed, dealing their normal attack damage + Dex modifier. To succeed in performing this action, the Swordmaster must pass an Acrobatics Check of DC 26 - Swordmaster level. You must be wielding a sword in order to use this feature.<br />
<br />
;Ambush<br />
At the 15th level, whenever you make an attack with initiative, your initiative bonus is doubled.<br />
<br />
;Razor’s Edge<br />
At the 18th level, the Swordmaster applies a bleeding effect to any target that they deal weapon damage to. After a creature has been attacked, they take an extra 1d4 bleeding damage for a number of turns equal to your dexterity modifier. You must be wielding a sword in order to use this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Swordmaster class, you must meet these prerequisites: Must have at least 13 Str, 11 Dex.<br />
<br />
<br />
'''Proficiencies.''' When you multi-class into the Swordmaster class, you gain the following proficiencies: Martial weapons, Light armor<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Arcane_Archer_(5e_Class)&diff=1027471Arcane Archer (5e Class)2018-04-03T04:24:23Z<p>Wixoss: /* Magic Bow */</p>
<hr />
<div><br />
== Arcane Archer ==<br />
<br />
An arcane archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, arcane archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.<br />
<br />
=== Creating a Arcane Archer ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane archer quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://i.pinimg.com/474x/50/aa/5f/50aa5f64733af3cabfbcdc5a602b4b7c.jpg|[http://knightandknights.com/post/112158468908/by-%E6%B8%A9%E6%9F%94-%E4%B8%80%E5%88%80 Source]}}<br />
{{5e Class Features<br />
|name=Arcane Archer<br />
|summary=An archer trained to imbue arrows with spells.<br />
|hd=8<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 2 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Magic Marksman<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Magic Marksman Feature<br />
|classfeatures7=Status Resistance, Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Magic Marksman Feature<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Magic Marksman Feature<br />
|classfeatures15=Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Elemental Fury<br />
|classfeatures19=<br />
|classfeatures20=Singular Focus<br />
|extra2_name=Invocations<br>Known<br />
|extra2_1=&mdash;<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=3<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, 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 later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Piercing Shot<br />
You gain a +1 bonus to damage rolls you make with ranged weapons. <br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain two [[Arcane_Archer_(5e_Class)#Arcane_Invocation_List|Arcane Invocations]] of your choice. Your invocation options are detailed at the end of the class description. When you gain certain arcane archer levels, you gain additional invocations of your choice, as shown in the Arcane Invocations column of the arcane archer table.<br />
<br />
You can change what Arcane Invocations you know by spending a total of 24 hours studying for every 1 Invocation you change. You must complete the 24 hours of studying within one week of when you started. If you spend more than 8 hours in one day studying, you must roll a d20 at the end. The DC is equal to the amount of hours spent studying. If you fail the DC check you lose all progress for that day. No modifiers can be added to the roll.<br />
<br />
====Magic Marksman====<br />
At 3rd level, you may pick an subclass from Magic Bowman or Precision Sniper. You gain a feature at 3rd level from taking this subclass and gain additional features at 6th, 10th, and 14th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Status Resistance ====<br />
By 7th level, your use of imbuements and arcane magic has imbued your mind and body with protective magic. You have advantage on saving throws against being {{5c|blinded}}, {{5c|frightened}}, and {{5c|petrified}}.<br />
<br />
==== Foresight ====<br />
Through divination magic you occasionally catch a glimpse of the immediate future. Starting at 15th level, whenever you you must make a saving throw, you gain a bonus to the saving throw equal to half your proficiency bonus rounded down. You must be conscious to grant this bonus. <br />
<br />
====Elemental Fury====<br />
By at 18th level, you gain the ability to enchant a ranged weapon attack with the force of the elements. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 2d8 cold, fire, or lightning damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== Singular Focus ====<br />
By 20th level, you can readily focus down a single target with the help of others. As an action, you can single out the target of Singular Focus within 120 feet of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120 feet of you have advantage on attacks against the target of Singular Focus. You regain the use of this feature after you finish a long rest.<br />
<br />
===Magic Bowman===<br />
Magic bowman are a unique group, despite using bows and other ranged weapons, they prefer to augment they abilities with magic, often leading to deadly combination for foes who fight them. <br />
<br />
====Magic Bow====<br />
By 3rd level, your magic has started to seep into the bows you wield, making them fire projectiles faster. You may add your {{5a|int}} modifier(rounded up) in additional damage to your damage rolls from ranged martial weapons.<br />
<br />
====Well Read====<br />
By 6th level, you have developed a knack for knowing the age-old stories of magicians and searching for clues related to them. You gain advantage on {{5s|History}} and {{5s|Investigation}} skill checks related to magic.<br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attack rolls with ranged weapons ignore any bonuses provided to AC through magic. Your attacks with ranged weapons also deal additional damage equal to your {{5a|int}} modifier if the creature you hit has temporary hit points.<br />
<br />
====Magical Reserves====<br />
By 14th level, you have learned to harness and have gained additional magical capabilities. You gain 3 charges to cast Arcane Invocations. You may spend 1 charge to cast an Arcane Invocation at 1st level, or you may spend more point to cast an Arcane Invocation at a spell slot level equal to the amount of points spent. You regain all uses of this feature after you finish a long rest.<br />
<br />
===Precision Sniper===<br />
This arcane archer strives to take make precise attacks against targets, while evading being pinned down by possible enemies.<br />
<br />
====Targeting====<br />
By 3rd level, you have learned how to calm yourself and ready your attacks. You may spend an action focusing on a target within sight. On your next turn, you have advantage on ranged attack rolls against the target and your ranged weapon deals an additional die worth of damage against them.<br />
<br />
====Tracker====<br />
By 6th level, you have gained sufficient experience in tracking to pursue any quarry. You gain proficiency in {{5s|Survival}} skill, if you already have proficiency in it, you can double your proficiency bonus.<br />
<br />
====Fleeting Step====<br />
By 10th level, your speed and evasiveness have reached new levels. Your base walking speed is increased by 10 feet, and may take the [[5e_SRD:Disengage_Action|Disengage]] action as a bonus action.<br />
<br />
====Snipe====<br />
By 14th level, you can hone in on your targets no matter how difficult the shot. When a creature is within the short range of your ranged weapon, you gain a +1 bonus to attack and damage rolls. You also do not have disadvantage on attack rolls when targeting a creature within the long range of a ranged weapon. <br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''absorb elements<ref>D&D 5e XGtE pp.150</ref>, [[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Hunter%27s_Mark|hunter's mark]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Acid Arrow|acid arrow]], [[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], flame arrows<ref>D&D 5e XGtE pp.156</ref>, [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]], lightning arrow<ref>D&D 5e PHB pp.255</ref>, [[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
;— Arrow Return<br />
*''Cantrip''<br />
<br />
As a bonus action, you may return a magical arrow you fired to your hand.<br />
<br />
;— Bolt<br />
*''Requires 1st level spell slot or higher''<br />
<br />
As a reaction, you may shock a creature that has hit you with a melee attack. This creature may make a {{5a|con}} saving throw versus your spell save DC to take half of the 2d8 lightning damage and not lose their reaction. When you cast this invocation using a spell slot of 2th level or higher, the damage increases by 1d8 for each slot level above 1st. <br />
<br />
;— Brute Bane Arrow<br />
*''Requires 2nd level spell slot or higher''<br />
*{{5e|Concentration|Concentration}}, up to 1 minute<br />
<br />
As an bonus action, you charge an arrow with necromantic magic. On hit, the target must make a {{5a|con}} saving throw equal to your spell save DC to take half of the additional 3d10 necrotic damage and to not gain disadvantage on {{5a|con}} saving throws until the start of your next turn. When you cast this invocation using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. <br />
<br />
;— Bursting Shot<br />
*''Requires 2nd level spell slot or higher''<br />
*{{5e|Concentration|Concentration}}, up to 1 minute<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage. When you cast this invocation using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.<br />
<br />
;— Defensive Shot<br />
*''Cantrip''<br />
*{{5e|Concentration|Concentration}}, up to 1 minute<br />
<br />
As a bonus action, you may use abjuration magic to weave a charm that disrupts your enemy’s magic. If your next ranged attack roll hits, the target suffers disadvantage on the next attack roll it makes before the start of your next turn. <br />
<br />
;— Piercing Shot<br />
*''Requires 3rd level spell slot or higher'' <br />
<br />
As an action, you may fire an ethereal arrow that passes through foes and obstacles. This arrow fires forward in a line that is 5 foot wide and 60 feet long. Each creature in the line must make a {{5a|dex}} saving throw versus your spell save DC. On a failed save, the target takes 5d10 piercing damage. On a successful save, a target only takes half as much damage. When you cast this invocation using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.<br />
<br />
;- Quick Shot<br />
*''Requires 2nd level spell slot or higher''<br />
<br />
You unleash a surge of energy within you, allowing you to temporarily act faster. If you took the [[5e SRD:Attack Action|Attack]] action on your turn, you may move 10 feet and make a ranged weapon attack against a creature within 30 feet of you as a bonus action. <br />
<br />
;— Searing Shot<br />
*''Requires 1st level spell slot or higher''<br />
*{{5e|Concentration|Concentration}}, up to 1 minute<br />
<br />
As a bonus action, you may enchant your ranged weapon attacks. On your next ranged weapon that hits, the ammo flares with white-hot intensitity, and the attack deals an additional 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of the target's turns or until the spell ends, the target must make a {{5a|con}} saving throw versus your spell save DC. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. When you cast this invocation using a spell slot of 2th level or higher, both instances of damage increase by 1d8 for each slot level above 1st. <br />
<br />
;— Thicket Shot<br />
*''Requires 1st level spell slot or higher''<br />
*{{5e|Concentration|Concentration}}, up to 1 minute<br />
<br />
As a bonus action, you charge an arrow with poisonous nature energy that wraps around the target. On hit, the target must make a {{5a|con}} saving throw equal to your spell save DC to take half of the 3d6 poison damage, and not have its speed is reduced by 10 feet for 1 minute. If the target or a creature within 5 feet of it, uses an action to remove the brambles with a successful {{5a|str}} ({{5s|Athletics}}) check against your spell save DC, the creature's base move speed is not reduced by 10 feet anymore. When you cast this invocation using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st, and the speed reduction increase by 5 feet for each slot level above 1st.<br />
<br />
;— Windy Rebuke<br />
*''Requires 1st level spell slot or higher''<br />
<br />
As a reaction, you may attempt to push any Large or smaller creature that moves within 5 feet of you. This creature may make a {{5a|str}} saving throw versus your spell save DC to take half of the 3d4 slashing damage and not be pushed away 10 feet away from you. When you cast this invocation using a spell slot of 2th level or higher, the damage increases by 2d4 for each slot level above 1st, and the push distance increases by 5 feet for each slot level above 1st<br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Nephilim_(5e_Race)&diff=1027313Nephilim (5e Race)2018-04-02T19:17:15Z<p>Wixoss: /* Nephilim Traits */</p>
<hr />
<div>==Nephilim==<br />
<br />
<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
<br />
===Physical Description===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
The Nephili are the children of the Angel Raziel and humans, and as such, are inherently more attractive than an average human but still look fundamentally human. Others looking on a Nephilim, they will see a faint silver-blue aura around the Nephilim, and the Nephilim's eyes and any runes they have on their skin will glow bright silver-blue.<br />
<br />
===History===<br />
In near-ancient times, your ancestor called upon the Angel Raziel, seeking power. The ancestor and the Angel formed a pact, and the Angel bestowed upon the ancestor three artifacts; the Mortal Sword, the Mortal Cup, and the Mortal Mirror.<br />
<br />
===Society===<br />
Nephili communities generally exist across the lands and are generally closer-knit but certainly not cloistered. They are a highly intellectual people and have few qualms about sharing that knowledge. However, Nephili have a general disain and, in extreme cases, outright hatred of races they view as evil, such as tieflings, demons, and fiends.<br />
<br />
===Nephilim Names===<br />
Your name will depend on the ethnicity of your human parents. Choose a name that makes sense.<br />
<br />
===Nephilim Traits===<br />
{{5e Racial Traits<br />
|summary=The children of humans and the Angel Raziel<br />
|abilities= +2 to Dexterity or +2 to Strength, and +1 to Wisdom.<br />
|age= Nephilim age at around the same rate as humans, and are considered adults at the age of 15. Nephilim can live to a max of around 500 years.<br />
|alignment=Nephilim value law and order, and generally are some form of Lawful. But there are some who have gone to follow there own path and morals<br />
|size= Medium<br />
|speed=Your base walking speed is 35 feet<br />
|trait1=Angelic Bloodline<br />
|description1= You are descended from the Angel Raziel and as such are able to withstand the power of Angel Runes written on your skin. Additionally, you can use artifacts and magic items that are angelic or holy in nature. <br />
|trait2=Corrupted Heavenly Glow. <br />
|description2=You can use a bonus action to emit bright light 60 feet. This lasts for one hour or until you fall unconscious. You may also the end effect as a bonus action. You regain usage of this feature after a short or long rest.<br />
|trait3=Stele Training<br />
|description3= You know how to draw an Iratze or healing rune. As an action, you draw the rune on your or another creature's bare skin and the Iratze heals for 1d8 + your {{5a|con}} Modifier, and you may only use it on a Nephilim or an Angel. Using it on any other race would result in that creature taking 1d8 Radiant damage and a permanent scorch mark appearing in the spot the rune was drawn. You regain usage of this feature after a long rest.<br />
|trait4=Darkvision<br />
|description4=You have Darkvision up to 60 feet<br />
|trait5=Sons of the Fallen.<br />
|description5=You are resistant to radiant damage.<br />
|languages=Common, Celestial, Infernal<br />
}}<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Humanoid Type]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Elemental_Assassin_(5e_Subclass)&diff=1027116Elemental Assassin (5e Subclass)2018-04-02T03:57:37Z<p>Wixoss: /* Earth Protection */</p>
<hr />
<div>{{stub|The Sneak Attack and Spellcasting features are not addeqeutly explained. The class also would benefit greatly from a spell list.}}<br />
{{needsbalance|This class has round counting, the Luck of the Wind feature which greatly improves your damage output, and the Elemental Weapon feature which deals too much as well. This class is strictly better than the rouge with a d10 hit die with better sneak attack at lower levels, half spellcasting, and other features which boost your damage output. The class also shouldn't just take its subclasses from the rouge, and overall has too many features.}} {{wording|This class should not use the "per long rest" wording. See [[Help:When to Italicize and Capitalize]] as well.}}<br />
<br />
===Elemental Assassin===<br />
<br />
Elemental Assasssins train for years to become Masters of their art at a Temple of the Elements. There are a few of these dotted around the World, and each has a Master, guiding all who pass the Elemental Gauntlet. This is designed to push each prospective entrant to their absolute limit, with physical and mental challenges along the way. Each Gauntlet differs, according to the residing Master's design.<br />
<br />
You, an Elemental Assassin, have dedicated years to studying the ways of the elements, and creating ways to enhance your natural abilities. Such training takes a long time to master, and has left you highly attuned to the ways of the natural world. As an Elemental Assassin, you can use these skills to slightly enhance weapons, buff yourself, protect yourself from a small amount of damage, and heighten awareness or movement speed.<br />
<br />
All Elemental Assassins have the innate ability to swim (same distance as normal movement), breathe underwater, and to climb 25ft. Fall damage is also halved, and negated once the Elemental Mastery skill is earned.<br />
<br />
===Creating an Elemental Assassin===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
Any race can train to become an Elemental Assassin, providing they have the patient nature to complete their training, and have a high dexterity.<br />
<br />
An Elemental Assassin can have any alignment. Most favour a neutral stance to life, but some have been known to have been corrupted by their Master and turned evil.<br />
<br />
<!--Questions to help player develop character--><br />
'''A few questions to ask yourself when creating your biography''':<br />
* What made you leave your people in pursuit of elemental knowledge?<br />
* Who did you study under, and what is your preferred style?<br />
* Where did you train, and what did you have to go through to get there?<br />
* How did you get to the Temple?<br />
* What is your ultimate goal? Fame? Power? Knowledge? ...Vengeance?<br />
<br />
{{5e Class Features<br />
|name=Elemental Assassin<br />
|summary=As an Elemental Assassin, you have chosen the path of the elements (fire, water, earth and air) to enhance your battle abilities. <br />
|hd=10<br />
|spellcasting=half<br />
|armor=Light Armour<br />
|weapons=Simple Weapons, Blowgun, Shortbow, Longbow, and Shortswords.<br />
|tools=Poisoner's Kit, Thieves Tools<br />
|saves=Dexterity, Intelligence<br />
|skills=Choose 4 skills from the following: Acrobatics, Athletics, Stealth, Arcana, Investigation, Persuasion, Insight, Intimidation, Deception, Sleight of Hand or Perception.<br />
|item1a=Leather Armour, and Two Daggers<br />
|item1b=<br />
|item2a=Trap kit<br />
|item2b=Blowgun<br />
|item3a=A Shortbow and a Quiver of 20 Arrows<br />
|item3b=5 Vials of Moonswift <!--no reference to what this is, needs link--><br />
|item4a=An Explorer's Pack<br />
|item4b=An Adventurer's Pack<br />
|wealth= 4d4 x 10 gp<br />
|classfeatures1=Keen Sense, Sneak Attack<br />
|classfeatures2=Earth Protection, Elemental Weapon<br />
|classfeatures3=Dagger Mastery, rogue archetype<br />
|classfeatures4=<br />
|classfeatures5=Raging Current<br />
|classfeatures6=Improved Keen Sense<br />
|classfeatures7=Fluidity, Improved Dagger Mastery<br />
|classfeatures8=<br />
|classfeatures9=Improved Earth Protection, Improved Elemental Weapon<br />
|classfeatures10=Luck of the Wind<br />
|classfeatures11=Shadowblend<br />
|classfeatures12=<br />
|classfeatures13=Improved Dagger Mastery<br />
|classfeatures14=Improved Earth Protection, Improved Elemental Weapon<br />
|classfeatures15=Improved Keen Sense<br />
|classfeatures16=<br />
|classfeatures17=Improved Raging Current<br />
|classfeatures18=Improved Shadowblend<br />
|classfeatures19=<br />
|classfeatures20=Elemental Mastery, Improved Dagger Mastery<br />
<br />
<br />
|extrasonleft=1<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Sneak Attack<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=2d6<!--The values at each level go here--><br />
|extra1_2=2d6<br />
|extra1_3=2d6<br />
|extra1_4=3d6<br />
|extra1_5=3d6<br />
|extra1_6=3d6<br />
|extra1_7=4d6<br />
|extra1_8=4d6<br />
|extra1_9=4d6<br />
|extra1_10=5d6<br />
|extra1_11=5d6<br />
|extra1_12=5d6<br />
|extra1_13=6d6<br />
|extra1_14=6d6<br />
|extra1_15=6d6<br />
|extra1_16=7d6<br />
|extra1_17=7d6<br />
|extra1_18=7d6<br />
|extra1_19=8d6<br />
|extra1_20=8d6<br />
}}<br />
<br />
===Sneak Attack=== <br />
<br />
At 1st Level, you can take advantage of foes that are incapacitated, prone, dazed, blinded, or otherwise unaware of your presence, to do an extra 2d6 damage on an attack, once per turn. The first attack coming out of stealth will also be a sneak attack. Attacks must be executed with a finesse or ranged weapon. The extra damage increases with level, as shown in the table above. <br />
<br />
===Keen Sense===<br />
<br />
Beginning at 1st Level, your body becomes highly attuned to the wind. You may use this skill as a reaction to push yourself backwards 10ft to escape danger. You can only use this ONCE per short rest. At 6th Level, you may use this skill twice before needing to rest. At 15th Level, the distance you are pushed back doubles to 20ft.<br />
<br />
===Spell Casting Ability===<br />
<br />
Beginning at 2nd Level, you gain the ability to cast elemental spells. These spells must be elemental in nature (Earth, Wind, Fire, Water). You must choose your spells when you gain the level accordingly, and at each new level, may change out one spell for another of the same level. Your spell casting ability is Intelligence.<br />
<br />
===Earth Protection===<br />
<br />
At 2nd Level, you learn to focus your mind on the protective natures of rock.As a reaction for 1d4 rounds, 1d6 damage is negated. At 9th Level, this increases to 2d6 for 1d6 rounds and at 14th Level it increases to 3d6 for 1d8 rounds. You may activate this feature once per long rest.<br />
<br />
===Elemental Weapon===<br />
<br />
At 2nd Level, Your chosen weapon deals an additional 1d4 elemental damage. Roll a 1d4 or decide which element (Lighting 1, Fire 2, Frost 3, Acid 4). At 9th Level the damage increases to 2d6 and at 14th Level your Elemental Weapon increases in damage to 3d6, of the element that you have previously chosen.<br />
*Note Regarding '''Elemental Weapon''': the player can only choose one weapon to become his elemental weapon, or if they are a dualist they can choose two daggers as their chosen weapon. The player must initiate a one hour ritual to bind this weapon to himself. During this ritual the player must have the weapon(s) in hand, and have no interruption. If the ritual is interrupted the player loses focus with the chosen weapon(s). The weapon(s) will explode dealing 1d6 damage plus 1d6 elemental damage.<br />
<br />
===Archetype===<br />
<br />
At 3rd level, choose an archetype from the list on the rogue class in the PHb.<br />
<br />
===Dagger Mastery===<br />
<br />
At 3rd level the damage die of any dagger weapons you use increases by one size. Increases again at level 7, level 13 and level 20<br />
<br />
===Ability Score Improvement===<br />
<br />
At 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.<br />
<br />
===Raging Current===<br />
<br />
At 5th Level, you learn to channel a raging current into your weapon strikes. You land a critical hit with an attack roll between 19-20, dealing an extra die of the damage roll. At 17th Level, this increases to 18-20<br />
<br />
===Fluidity===<br />
<br />
At 7th Level, you learn to move with fluid-like grace, heightening your evasiveness. When certain area of effect spells or abilities allow you to make a Dexterity saving throw to take half damage, a successful throw will negate all damage, and a failed throw will half it.<br />
<br />
===Luck of the Wind===<br />
<br />
At 10th Level, the wind bestows upon you a blessing, allowing you to re-roll on a damage roll if you get a 1 or a 2. You must use the new roll, regardless of value.<br />
<br />
===Shadowblend===<br />
<br />
Beginning at 11th Level, you become one with the shadows, and can remain in stealth, virtually undetectable. This effect last for 1d4 rounds. Anyone that does an perception check of 15 or higher will be able to detect you. Any attack you make ends this effect. At 18th Level this increases to 2d4 rounds, and only a perception check of 17 will break your stealth.<br />
<br />
===Elemental Mastery=== <br />
<br />
At 20th Level, you achieve Elemental Mastery.<br />
<br />
'''- Jetstream''': You feel the speed of the wind rush through you, and are now able to leap twice your movement distance. You may only do this skill once per long rest.<br />
<br />
'''- Life Orb''': Your body is at one with the oceans, and can protect you from all falling damage by breaking your fall with a protective sphere of water.<br />
<br />
'''- Molten Touch''': You learn to channel the pure power of fire, and can now use Molten Touch to melt locks on doors in order to open them. If a trap is connected to the lock, this will trigger it.<br />
<br />
'''- Strength of Rock''': Your body surges with the raw strength of stone, and your carry capacity increases by 25%.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Elemental Assassin class, you must meet these prerequisites: Dexterity 15<br />
<br />
'''Proficiencies.''' When you multiclass into the Elemental Assassin class, you gain the following proficiencies: Stealth<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Elemental_Assassin_(5e_Subclass)&diff=1027113Elemental Assassin (5e Subclass)2018-04-02T03:30:17Z<p>Wixoss: /* Earth Protection */</p>
<hr />
<div>{{stub|The Sneak Attack and Spellcasting features are not addeqeutly explained. The class also would benefit greatly from a spell list.}}<br />
{{needsbalance|This class has round counting, the Luck of the Wind feature which greatly improves your damage output, and the Elemental Weapon feature which deals too much as well. This class is strictly better than the rouge with a d10 hit die with better sneak attack at lower levels, half spellcasting, and other features which boost your damage output. The class also shouldn't just take its subclasses from the rouge, and overall has too many features.}} {{wording|This class should not use the "per long rest" wording. See [[Help:When to Italicize and Capitalize]] as well.}}<br />
<br />
===Elemental Assassin===<br />
<br />
Elemental Assasssins train for years to become Masters of their art at a Temple of the Elements. There are a few of these dotted around the World, and each has a Master, guiding all who pass the Elemental Gauntlet. This is designed to push each prospective entrant to their absolute limit, with physical and mental challenges along the way. Each Gauntlet differs, according to the residing Master's design.<br />
<br />
You, an Elemental Assassin, have dedicated years to studying the ways of the elements, and creating ways to enhance your natural abilities. Such training takes a long time to master, and has left you highly attuned to the ways of the natural world. As an Elemental Assassin, you can use these skills to slightly enhance weapons, buff yourself, protect yourself from a small amount of damage, and heighten awareness or movement speed.<br />
<br />
All Elemental Assassins have the innate ability to swim (same distance as normal movement), breathe underwater, and to climb 25ft. Fall damage is also halved, and negated once the Elemental Mastery skill is earned.<br />
<br />
===Creating an Elemental Assassin===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
Any race can train to become an Elemental Assassin, providing they have the patient nature to complete their training, and have a high dexterity.<br />
<br />
An Elemental Assassin can have any alignment. Most favour a neutral stance to life, but some have been known to have been corrupted by their Master and turned evil.<br />
<br />
<!--Questions to help player develop character--><br />
'''A few questions to ask yourself when creating your biography''':<br />
* What made you leave your people in pursuit of elemental knowledge?<br />
* Who did you study under, and what is your preferred style?<br />
* Where did you train, and what did you have to go through to get there?<br />
* How did you get to the Temple?<br />
* What is your ultimate goal? Fame? Power? Knowledge? ...Vengeance?<br />
<br />
{{5e Class Features<br />
|name=Elemental Assassin<br />
|summary=As an Elemental Assassin, you have chosen the path of the elements (fire, water, earth and air) to enhance your battle abilities. <br />
|hd=10<br />
|spellcasting=half<br />
|armor=Light Armour<br />
|weapons=Simple Weapons, Blowgun, Shortbow, Longbow, and Shortswords.<br />
|tools=Poisoner's Kit, Thieves Tools<br />
|saves=Dexterity, Intelligence<br />
|skills=Choose 4 skills from the following: Acrobatics, Athletics, Stealth, Arcana, Investigation, Persuasion, Insight, Intimidation, Deception, Sleight of Hand or Perception.<br />
|item1a=Leather Armour, and Two Daggers<br />
|item1b=<br />
|item2a=Trap kit<br />
|item2b=Blowgun<br />
|item3a=A Shortbow and a Quiver of 20 Arrows<br />
|item3b=5 Vials of Moonswift <!--no reference to what this is, needs link--><br />
|item4a=An Explorer's Pack<br />
|item4b=An Adventurer's Pack<br />
|wealth= 4d4 x 10 gp<br />
|classfeatures1=Keen Sense, Sneak Attack<br />
|classfeatures2=Earth Protection, Elemental Weapon<br />
|classfeatures3=Dagger Mastery, rogue archetype<br />
|classfeatures4=<br />
|classfeatures5=Raging Current<br />
|classfeatures6=Improved Keen Sense<br />
|classfeatures7=Fluidity, Improved Dagger Mastery<br />
|classfeatures8=<br />
|classfeatures9=Improved Earth Protection, Improved Elemental Weapon<br />
|classfeatures10=Luck of the Wind<br />
|classfeatures11=Shadowblend<br />
|classfeatures12=<br />
|classfeatures13=Improved Dagger Mastery<br />
|classfeatures14=Improved Earth Protection, Improved Elemental Weapon<br />
|classfeatures15=Improved Keen Sense<br />
|classfeatures16=<br />
|classfeatures17=Improved Raging Current<br />
|classfeatures18=Improved Shadowblend<br />
|classfeatures19=<br />
|classfeatures20=Elemental Mastery, Improved Dagger Mastery<br />
<br />
<br />
|extrasonleft=1<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Sneak Attack<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=2d6<!--The values at each level go here--><br />
|extra1_2=2d6<br />
|extra1_3=2d6<br />
|extra1_4=3d6<br />
|extra1_5=3d6<br />
|extra1_6=3d6<br />
|extra1_7=4d6<br />
|extra1_8=4d6<br />
|extra1_9=4d6<br />
|extra1_10=5d6<br />
|extra1_11=5d6<br />
|extra1_12=5d6<br />
|extra1_13=6d6<br />
|extra1_14=6d6<br />
|extra1_15=6d6<br />
|extra1_16=7d6<br />
|extra1_17=7d6<br />
|extra1_18=7d6<br />
|extra1_19=8d6<br />
|extra1_20=8d6<br />
}}<br />
<br />
===Sneak Attack=== <br />
<br />
At 1st Level, you can take advantage of foes that are incapacitated, prone, dazed, blinded, or otherwise unaware of your presence, to do an extra 2d6 damage on an attack, once per turn. The first attack coming out of stealth will also be a sneak attack. Attacks must be executed with a finesse or ranged weapon. The extra damage increases with level, as shown in the table above. <br />
<br />
===Keen Sense===<br />
<br />
Beginning at 1st Level, your body becomes highly attuned to the wind. You may use this skill as a reaction to push yourself backwards 10ft to escape danger. You can only use this ONCE per short rest. At 6th Level, you may use this skill twice before needing to rest. At 15th Level, the distance you are pushed back doubles to 20ft.<br />
<br />
===Spell Casting Ability===<br />
<br />
Beginning at 2nd Level, you gain the ability to cast elemental spells. These spells must be elemental in nature (Earth, Wind, Fire, Water). You must choose your spells when you gain the level accordingly, and at each new level, may change out one spell for another of the same level. Your spell casting ability is Intelligence.<br />
<br />
===Earth Protection===<br />
<br />
At 2nd Level, you learn to focus your mind on the protective natures of rock.With a bonus share for 1d4 rounds, 1d6 damage is negated. At 9th Level, this increases to 2d6 for 1d6 rounds and at 14th Level it increases to 3d6 for 1d8 rounds. You may activate this feature once per long rest.<br />
<br />
===Elemental Weapon===<br />
<br />
At 2nd Level, Your chosen weapon deals an additional 1d4 elemental damage. Roll a 1d4 or decide which element (Lighting 1, Fire 2, Frost 3, Acid 4). At 9th Level the damage increases to 2d6 and at 14th Level your Elemental Weapon increases in damage to 3d6, of the element that you have previously chosen.<br />
*Note Regarding '''Elemental Weapon''': the player can only choose one weapon to become his elemental weapon, or if they are a dualist they can choose two daggers as their chosen weapon. The player must initiate a one hour ritual to bind this weapon to himself. During this ritual the player must have the weapon(s) in hand, and have no interruption. If the ritual is interrupted the player loses focus with the chosen weapon(s). The weapon(s) will explode dealing 1d6 damage plus 1d6 elemental damage.<br />
<br />
===Archetype===<br />
<br />
At 3rd level, choose an archetype from the list on the rogue class in the PHb.<br />
<br />
===Dagger Mastery===<br />
<br />
At 3rd level the damage die of any dagger weapons you use increases by one size. Increases again at level 7, level 13 and level 20<br />
<br />
===Ability Score Improvement===<br />
<br />
At 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.<br />
<br />
===Raging Current===<br />
<br />
At 5th Level, you learn to channel a raging current into your weapon strikes. You land a critical hit with an attack roll between 19-20, dealing an extra die of the damage roll. At 17th Level, this increases to 18-20<br />
<br />
===Fluidity===<br />
<br />
At 7th Level, you learn to move with fluid-like grace, heightening your evasiveness. When certain area of effect spells or abilities allow you to make a Dexterity saving throw to take half damage, a successful throw will negate all damage, and a failed throw will half it.<br />
<br />
===Luck of the Wind===<br />
<br />
At 10th Level, the wind bestows upon you a blessing, allowing you to re-roll on a damage roll if you get a 1 or a 2. You must use the new roll, regardless of value.<br />
<br />
===Shadowblend===<br />
<br />
Beginning at 11th Level, you become one with the shadows, and can remain in stealth, virtually undetectable. This effect last for 1d4 rounds. Anyone that does an perception check of 15 or higher will be able to detect you. Any attack you make ends this effect. At 18th Level this increases to 2d4 rounds, and only a perception check of 17 will break your stealth.<br />
<br />
===Elemental Mastery=== <br />
<br />
At 20th Level, you achieve Elemental Mastery.<br />
<br />
'''- Jetstream''': You feel the speed of the wind rush through you, and are now able to leap twice your movement distance. You may only do this skill once per long rest.<br />
<br />
'''- Life Orb''': Your body is at one with the oceans, and can protect you from all falling damage by breaking your fall with a protective sphere of water.<br />
<br />
'''- Molten Touch''': You learn to channel the pure power of fire, and can now use Molten Touch to melt locks on doors in order to open them. If a trap is connected to the lock, this will trigger it.<br />
<br />
'''- Strength of Rock''': Your body surges with the raw strength of stone, and your carry capacity increases by 25%.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Elemental Assassin class, you must meet these prerequisites: Dexterity 15<br />
<br />
'''Proficiencies.''' When you multiclass into the Elemental Assassin class, you gain the following proficiencies: Stealth<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Mystic_Knight_(5e_Class)&diff=1026885Mystic Knight (5e Class)2018-04-01T09:31:57Z<p>Wixoss: /* Creating a Mystic Knight */</p>
<hr />
<div>==Mystic Knight==<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!http://i50.photobucket.com/albums/f314/angelstar107/ca4be5cc-bca6-45c2-9156-642fed1694b1_zpseizvx60p.jpg<br />
|-<br />
|''<br />
|}<br />
<br />
The world itself is full of color. From the earth underfoot to the heavens above, all things stand apart from each other with the clarity and intensity of the color. Even the softest of colors can shine brightly in a world where the views held by those living in that world are so narrowly defined in black and white. To most people in the world, all things can be defined by two simple views: It is or it isn’t. You either are a gifted artisan or you aren’t. You either have the strength to be a great warrior or you don’t. You either have the talent to be a mage or you don’t. In this world of black and white, it is so easy to forget that there is a third color that gives both white and black it’s clarity: grey. Mystic Knights seem to exist outside of the conventions of traditional understanding. They are neither a gifted mage nor a talented warrior, but in spite of this, they are defined by a single characteristic that defies the understanding of both: They are not what you’d expect and that makes them exceptional. <br />
<br />
'''The Art of Quickening'''<br />
<br />
Both Mages and Warriors have the same view when it comes to their profession: Strength is what matters. Mystic Knights saw to overcome this narrowed viewed and become something more. After adapting a set of monk-like principles, they developed a means to draw upon something deep inside their being, something almost primal. After years of study, they honed their technique into the Art of Quickening, the ability to draw upon that inner reserve of power to cast magic with incredible speed. <br />
<br />
At their core, the Art of Quickening is the base on which the Mystic Knight has built its renowned. Favoring speed and the ability to gain advantage over their foes, they are better positioned to aid their allies and overcome their foes. One only needs to fight by their side once to understand that their title serves two purposes: To inspire awe and let others know that they have a trusted ally at their side. <br />
<br />
<br />
===Creating a Mystic Knight===<br />
<br />
Mystic Knights are often failed mages or warriors who couldn’t balance their interest in magic with their martial profession. Though the study and understanding of various walks of life, the Mystic Knight have developed the ability to adapt both the martial and magical arts in a way that no one had considered and it is has allowed them to be seemingly invisible to others. This wizened view makes them capable diplomats, researchers, loyal friends, and fierce adversaries.<br />
<br />
{{5e Class Features<br />
|name=Mystic Knight<br />
|summary=Mystic Knights are fighters who adapt magic to empower themselves and protect their allies.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Light Armor<br />
|weapons=Simple Weapons, Martial Weapons, Power Rods, Power Staves<br />
|tools=none<br />
|saves=Dexterity and Constitution<br />
|skills=Choose two from Acrobatics, Athletics, Arcana, Insight, Perception, Persuasion, Medicine, and Survival<br />
|item1a=Any Martial Weapon<br />
|item1b=a Longbow with a quiver of 20 Arrows <br />
|item2a=Component Pouch<br />
|item2b=Arcane Focus<br />
|item3a=Leather Armor<br />
|item3b=<br />
|item4a=Scholar's Pack<br />
|item4b=Explorer's Pack<br />
|classfeatures1=Hidden Reserve, Cantrips<br />
|classfeatures2=Spellcasting, Quicken Art<br />
|classfeatures3=The Forward Path<br />
|classfeatures4=<br />
|classfeatures5= <br />
|classfeatures6=Aetherflow<br />
|classfeatures7=Forward Path Feature<br />
|classfeatures8= <br />
|classfeatures9=Improved Quicken Art<br />
|classfeatures10=Forward Path Feature<br />
|classfeatures11=Clear Mind<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Empowered Abjuration<br />
|classfeatures15=Forward Path Feature<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=Forward Path Feature<br />
|classfeatures19=<br />
|classfeatures20=Limiter Release<br />
<br />
|extrasonleft=1<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Arcane Points<br />
|extra1_1=2<!--The values at each level go here--><br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=5<br />
|extra1_9=5<br />
|extra1_10=6<br />
|extra1_11=6<br />
|extra1_12=7<br />
|extra1_13=7<br />
|extra1_14=8<br />
|extra1_15=8<br />
|extra1_16=9<br />
|extra1_17=9<br />
|extra1_18=10<br />
|extra1_19=10<br />
|extra1_20=10<br />
<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra2_name=Cantrips Known<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra2_1=4<!--The values at each level go here--><br />
|extra2_2=4<br />
|extra2_3=4<br />
|extra2_4=5<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=5<br />
|extra2_8=5<br />
|extra2_9=5<br />
|extra2_10=6<br />
|extra2_11=6<br />
|extra2_12=6<br />
|extra2_13=6<br />
|extra2_14=6<br />
|extra2_15=6<br />
|extra2_16=6<br />
|extra2_17=6<br />
|extra2_18=6<br />
|extra2_19=6<br />
|extra2_20=6<br />
|extra3_name=Spells Known<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra3_1=0<!--The values at each level go here--><br />
|extra3_2=2<br />
|extra3_3=3<br />
|extra3_4=3<br />
|extra3_5=4<br />
|extra3_6=4<br />
|extra3_7=5<br />
|extra3_8=5<br />
|extra3_9=6<br />
|extra3_10=6<br />
|extra3_11=7<br />
|extra3_12=7<br />
|extra3_13=8<br />
|extra3_14=8<br />
|extra3_15=9<br />
|extra3_16=9<br />
|extra3_17=10<br />
|extra3_18=10<br />
|extra3_19=11<br />
|extra3_20=11<br />
}}<br />
<br />
<br />
<br />
<br />
====Class Features====<br />
'''Hidden Reserve'''<br />
<br />
As part of your training, you have learned to drawn upon a reservoir of mystical arcane energy to fuel your ability. You start with 2 Arcane Points (AP) and you gain more as you reach higher levels, as shown in the Arcane Points column of the Mystic Knight table. You may never have more AP than shown on the table for your level. You regain all your AP after completing a long rest.<br />
<br />
Abilities that consume AP can be mixed and combined to create a wide variety of options. When utilizing these abilities, be creative and don't be afraid to experiment to find the best combination to meet your needs.<br />
<br />
<br />
'''Spellcasting'''<br />
<br />
You have spent endless hours studying magical arts of all varieties. Your open minded views on magic has allowed you to channel your energy into casting spells from a variety of different spell casting classes. However, even you have their limits. Due to the nature of your profession, you focus only the practice of Abjuration, Conjuration, Evocation, Transmutation, Illusion spells as these magics directly reinforce your role in the world.<br />
<br />
<br />
'''Cantrips'''<br />
<br />
At 1st level, you know five cantrips of your choice from the mystic knight spell list. You learn additional mystic knight cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Mystic Knight table.<br />
<br />
<br />
'''Spell Slots'''<br />
<br />
The Mystic Knight table shows how many spell slots you have to cast spells of 1st level or higher. To cast one of these mystic knight 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 ''burning hands'' and have a 1st and a 2nd level slot slot available, you can cast ''burning hands'' using either slot.<br />
<br />
<br />
'''Spells known of 1st Level and Higher'''<br />
<br />
You learn two 1st-level spells of your choice from the mystic knight spell list at 2nd level. <br />
<br />
The Spells Known column of the Mystic Knight Table shows when you learn more mystic knight spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.<br />
<br />
Additionally, when you gain a level in this class or spend 7 days studying a scroll or under another spellcaster, you can choose one of the mystic knight spells you know and replace it with another spell from the mystic knight spell list, which also must be of a level for which you have spell slots.<br />
<br />
<br />
'''Spellcasting Ability'''<br />
<br />
Intelligence is your spellcasting ability for your mystic knight spells, since the power of your magic relies on your self-discipline and training. <br />
<br />
Your Spell Save DC is equal to '''8 + Prof. Bonus + Intelligence Modifier'''<br />
<br />
Your bonus to hit with Spells is equal to '''Prof. Bonus + Intelligence Modifier'''<br />
<br />
<br />
'''Quicken Art'''<br />
<br />
At 2nd Level, you have learned to quicken the casting of their spells. When using a 'Cast a Spell' action to cast a Cantrip with a cast time of 1 action or longer, you may spend 1 AP to cast it as a Bonus Action instead of its normal cast time. After using Quicken Art, you may not cast any spells until the start of your next turn.<br />
<br />
<br />
'''The Forward Path'''<br />
<br />
At 3rd level, you choose an archetype that reflects your desire for personal development. You may choose to become a Rune Fencer or a Guardian, both of which are detailed in The Forward Path section. The archetype you choose grants you additional class features at 3rd, 7th, 10th, 15th, and 18th level. <br />
<br />
<br />
'''Ability Score Increase'''<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
<br />
'''Aetherflow''' <br />
<br />
At 6th level, you have gained a deeper understanding of your own Hidden Reserve and have learned a technique to replenish it. As an action, you may spend any number of available spell slots to replenish AP equal to the total level of spent spell slots. For example, you may use an action to spend a 1st and 2nd level spell slot to restore 3 AP.<br />
<br />
<br />
'''Improved Quicken Art'''<br />
<br />
At 9th level, you have become adept at utilizing Quicken Art to cast magic. You may now cast spells of 1st level or higher with Quicken Art<br />
<br />
<br />
'''Clear Mind''' <br />
<br />
At 11th level, you can regain your spell slots quicker by entering a relaxed state. Once per day after completing a short rest, you may choose a number of spell slots to recover. The spell slots can have a combined level equal to half your Mystic Knight level (rounded up).<br />
<br />
<br />
'''Empowered Abjuration''' <br />
<br />
At 14th level, you have gained the ability to empower your abjuration magic. When you cast an abjuration spell that requires you to make an ability check as part of casting that spell (as in ''Counterspell'' or ''Dispel Magic''), you may spend 1 AP to add your proficiency bonus to that ability check.<br />
<br />
<br />
'''Limiter Release''' <br />
<br />
All living being have a natural limitation on how much of their strength they can apply at a given time. At 20th level, the result of your training has allowed you to surpass those natural limits by drawing upon the full potential of your Hidden Reserve. As a Bonus Action, you can enter into an Enhanced State that greatly improves your prowess in battle. This effect lasts for 1 minute. While in this state, your body exudes a visual aura of energy. For example, small, harmless sparks of lightning may arc across your body or you could appear as if your body is covered in green flames. While in the Enhanced State, you gains the following benefits:<br />
<br />
*You have Advantage on all Attack Rolls and Saving Throws.<br />
<br />
*You may utilize class features without spending AP.<br />
<br />
*Quicken Arts no longer prevents you from casting additional magic each turn.<br />
<br />
*You may take 1 additional reaction each turn.<br />
<br />
In addition to these bonuses, you gain access to new features that can only be used while in an Enhanced State. These features can only be used once per round.<br />
<br />
;{{#anc:Flash Step}}<br />
As a Move Action, you may teleport from your current location to any other spot within sight. This ability works like ''Dimension Door'' but is limited by the user's line of sight.<br />
<br />
;{{#anc:Resonance}}<br />
When you use Quicken Art to cast Abjuration or Healing Evocation Magic, you may grant their effect to any number of allies within 30 feet.<br />
<br />
After you use Limiter Release, you can not use this feature again until you finish a long rest.<br />
<br />
===The Forward Path===<br />
<br />
Within the Mystic Knights, there is an unspoken rule: Never stop moving forward. Coming from a background of failure and personal redemption, they hold true to the idea that everything in their lives is about becoming better. Although their paths diverge concerning how best to use their skills, the Forward Path is not about making the right choice. It is about being true to your own nature.<br />
<br />
<br />
====Rune Fencer====<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!http://i50.photobucket.com/albums/f314/angelstar107/6451cd40-8834-4c10-a681-9b0212e97bec_zpsh1m5olci.jpg<br />
|-<br />
|''<br />
|}<br />
<br />
Following their Forward Path, Rune Fencers seek to use the Art of Quickening to overwhelm their opponents with speed and vigor. Their use of the Art gives their lives purpose and clarity, allowing their blows to strike truer, stronger, and still carrying the magic they released only seconds before. <br />
<br />
;{{#anc:Magical Clarity}}<br />
You weave your magical and martial prowess into a style that grants you heightened awareness in the heat of battle. After you use Quicken Art, you gain a bonus on all melee attack rolls equal to your Intelligence Modifier. This bonus lasts until the end of your turn.<br />
<br />
<br />
;{{#anc:Extra Attack}}<br />
Beginning at 7th level, you may attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
<br />
;{{#anc:Runic Wreath}}<br />
At 10th level, after using Quicken Art to cast an Evocation spell, your weapon becomes wreathed in magic until the end of your turn. When casting a cantrip or 1st level spell using Quicken Arts, your melee attacks deal an additional 1d4 elemental damage. This damage improves by 1d4 for each spell level beyond 1st. For example, after using Quicken Arts to cast a 3rd level Lightning Bolt, your melee attacks deal an additional 3d4 damage lightning damage. The elemental damage is the same as the type of spell that was cast.<br />
<br />
<br />
;{{#anc:Arcane Resilience}}<br />
At 15th level, your body has grown accustomed to the constant release of magic energy. Every time you successfully cast a spell, you gain Temporary HP equal to three times the level of the spell that was cast. If the spell you cast is interrupted, such as by ''Counterspell'' or ''Dispel Magic'', this feature does not take effect.<br />
<br />
<br />
;{{#anc:Improved Runic Wreath}}<br />
At 18th level, you have have learned how to better capture and reserve magic within your blade. The damage of your Runic Wreath improves to 1d6 elemental damage per level of the spell that was cast.<br />
<br />
====Guardian====<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!http://i50.photobucket.com/albums/f314/angelstar107/a56a6dc6-b96c-488c-beac-1c92a81e9a03_zpsp6blnwh4.jpg<br />
|-<br />
|''<br />
|}<br />
<br />
Following their Forward Path, Guardians seek to put their abilities to work protecting their allies from harm. Using their Art and pure force of will, they have found a different way to channel their energies that are likely to turn the tide of battle in their favor.<br />
<br />
;{{#anc:Phalanx}}<br />
Through the force of will to keep your allies from harm, as an action, you may spend 1 AP to emit a protective aura. While in effect, you and friendly creatures within 30 feet of you have Resistance to non-magical Slashing, Bludgeoning, and Piercing Damage. This effect lasts for a number of rounds equal to your Intelligence Modifier. <br />
<br />
<br />
;{{#anc:White Wind}}<br />
Beginning at 7th level, you learn to channel your energy in order to extend the reach of your magic. When you cast a spell with a range of Touch, you may spend 1 AP to increase the range of that spell to 30ft.<br />
<br />
<br />
;{{#anc:Healing Enhancement}}<br />
At 10th level, you have learned to draw upon your Hidden Reserves to greatly enhance your healing abilities. When you use Quicken Arts to cast a Healing Spell, you double the final result of any die rolls. For example, if you use Quicken Art to cast a Cure Wounds that heals 15 HP, it would instead heal 30 HP. <br />
<br />
<br />
;{{#anc:Defensive Augmentation}}<br />
At 15th level, Abjuration magic now grants you heightened awareness in battle. While under the effect of an Abjuration Spell, you gain a bonus to AC equal to your Intelligence Modifier<br />
<br />
<br />
;{{#anc:Improved Phalanx}}<br />
At 18th level, you have learned to better protect your allies when using your Phalanx ability. Phalanx now also provides Resistance to Acid, Fire, Cold, Lightning, and Thunder damage for the duration of the effect.<br />
<br />
=== Mystic Knight Spell List ===<br />
<br />
;Cantrip<br />
''Acid Splash, Blade Ward, Dancing Lights, Druidcraft, Frostbite, Gust, Light, Mage Hand, Magic Stone, Mending, Message, Minor Illusion, Mold Earth, Poison Spray, Prestidigitation, Primal Savagery, Produce Flame, Ray of Frost, Resistance, Shocking Grasp, Thorn Whip, Thunderclap, Booming Blade, Green-flame Blade, Lightning Lure, Sword Burst''<br />
<br />
;1st Level<br />
''Absorb Elements, Alarm, Armor of Agathys, Burning Hands, Chromatic Orb, Color Spray, Create or Destroy Water, Cure Wounds, Disguise Self, Earth Tremor, Entangle, Expeditious Retreat, Faerie Fire, Feather Fall, Fog Cloud, Grease, Guiding Bolt, Hail of Thorns, Ice Knife, Illusory Script, Jump, Longstrider, Mage Armor, Magic Missle, Protection from Evil and Good, Purify Food and Drink, Sanctuary, Shield, Snare, Tenser's Floating Disk, Thunderwave, Zephyr Strike''<br />
<br />
;2nd level<br />
''Aganazzer's Scorcher, Aid, Alter self, Arcane Lock, Barkskin, Blur, Cloud of Daggers, Continual Flame, Cordon Arrows, Darkness, Darkvision, Dragon's Breath, Dust Devil, Earthbind, Enhance Ability, Enlarge/Reduce, Flame Blade, Flaming Sphere, Gust of Wind, Healing Spirit, Heat Metal, Invisibility, Knock, Lesser Restoration, Levitate, Magic Weapon, Maximillian's Earthen Grasp, Melf's Acid Arrow, Mirror Image, Misty Step, Moonbeam, Nystul's Magic Aura, Pass without Trace, Phantasmal Force, Protection from Poison, Pyrotechnics, Scorching Ray, Shatter, Silence, Snilloc's Snowball Swarm, Spider Climb, Warding Wind, Web''<br />
<br />
;3rd Level<br />
''Aura of Vitality, Beacon of Hope, Blink, Conjure Barrage, Counterspell, Create Food and Water, Daylight, Dispel Magic, Elemental Weapon, Fear, Fireball, Flame Arrows, Fly, Gaseous Form, Gylph of Warding, Haste, Hypnotic Pattern, Leomund's Tiny Hut, Lightning Arrow, Lightning Bolt, Magic Circle, Major Image, Meld into Stone, Melf's Minute Meteors, Nondetection, Phantom Steed, Protection from Energy, Remove Curse, Sleet Storm, Slow, Stinking Cloud, Thunder Step, Wall of Sand, Wall of Water, Water Breathing, Water Walk, Wind Wall''<br />
<br />
;4th level<br />
''Aura of Life, Aura of Purity, Dimension Door, Elemental Bane, Fabricate, Fire Shield, Freedom of Movement, Greater Invisibility, Hallucinatory Terrain, Ice Storm, Leomund's Secret Chest, Mordenkainen's Faithful Hound, Mordenkainen's Private Sanctum, Otiluke's Resilient Sphere, Stone Shape, Stoneskin, Storm Sphere, Vitriolic Sphere, Wall of Fire, Watery Sphere''<br />
<br />
;5th Level<br />
''Circle of Power, Cone of Cold, Conjure Volley, Destructive Wave, Dispel Evil and Good, Far Step, Flame Strike, Greater Restoration, Immolation, Mass Cure Wounds, Mislead, Passwall, Planar Binding, Skill Empowerment, Steel Wind Strike, Swift Quiver, Telekinesis, Teleportation Circle, Wall of Force, Wall of Light, Wall of Stone<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Stormborn_(5e_Race)&diff=1022704Stormborn (5e Race)2018-03-20T16:08:38Z<p>Wixoss: /* Stormborn Traits */</p>
<hr />
<div><br />
==Stormborn==<br />
{{5e Image|float:right|http://i.imgur.com/MgpzFzO.jpg|Chael, Stormborn Warrior [http://imgur.com/MgpzFzO Source]}}<br />
<br />
{{quote|“You do know what you are, correct? You know the story of your kin?”<br />
<br />
Umaroth walked across the stage, looking at each of us in turn. His piercing green eyes met each of ours in turn, his black hair tousled and slightly charged with static.<br />
<br />
The energy was palpable in the air - the calm before the storm.<br />
<br />
He smiled, but it never reached his eyes. <br />
<br />
“I am here with you today to convince you to join me against the lowly humans who suppress us so. As they say, however, actions speak louder than words.” He pulled a white blanket off of a covered chair, revealing a bound and gagged human man, around the age of 30. <br />
<br />
"Let us take action," Umaroth said.<br />
<br />
He raised his hands, and the room was lightning and the thunder of the man’s tortuous screams.|orig=From the journal of Bertrand Flavos, human knight.}}<br />
<br />
<br />
===Born of the Storm===<br />
<br />
Stormborn are nothing more than humans whose bloodlines were touched by the Tempest generations ago, and they are almost indistinguishable from their mundane cousins. A closer look, however, reveals some distinguishing traits. Their eyes are always a piercing blue or green, their hair always stands up on end just slightly, and they always seem light on their feet. The area immediately surrounding a Stormborn is slightly charged with static, and perceptive individuals can smell a hint of ozone that constantly clings to them. The presence of a Stormborn draws attention, as this charged aura of energy seemingly makes them worthy of respect, if not admiration, from their peers.<br />
<br />
===Late Bloomers===<br />
<br />
Until puberty, there is no way of distinguishing a young Stormborn from a regular human. In fact, in some Stormborn, their eyes are just any old color until puberty, when they change to the piercing green or electric blue color that Stormborn most often exhibit. Once Stormborn reach puberty, however, they begin to exhibit signs of their power - they feel light as the wind on their feet, and electricity courses through their veins.<br />
<br />
===Integrated, to a Point===<br />
<br />
Stormborn are mostly integrated into society, but are still sometimes discriminated against. Common discriminators include certain circles of druids, some religious groups, and a few cults and governments, all of whom believe that either the Stormborn are abominations of some sort or that their hubris will lead to them disrupting the government or other just ruling body so as to gain power. Their fears are not entirely unwarranted, as some Stormborn develop a superiority complex and try to unite the race against the other “degenerate” races, or simply against the groups that were discriminating against them before. One example is Umaroth, who brought an entire continent to its knees and became a ruthless dictator until he was slain by his own son, Chael. He is viewed by some as a martyr for the cause of bringing the Stormborn to their rightful place in society - at the forefront. This mindset does not apply to all Stormborn, many of whom desire to fit normally into society and attempt to prove their worth to those that are cautious of them. As such, Stormborn generally tend to fit within one of three mindsets, as described below.<br />
<br />
'''Integrals:''' The Integrals make up the majority of Stormborn. These are the moderates, who seek to lie low, fit into general society, and overall not draw any unwanted attention to themselves or their people. Unfortunately, due to the actions of both of the other two groups, these Stormborn are often subjected to a 'guilt by association' mindset from the other races, and are as such incapable of fully integrating as they wish to do.<br />
<br />
'''Ukongama:''' The Ukongama, meaning 'the supremacists,' are the radicals of the Stormborn. They believe that the Tempest has made them superior to all other races and that they have the divine right of the gods to rule the other races. Ardent Ukongama will point to the supposed existence of a former great Stormborn empire that once spanned the entirety of the world as further evidence, although it is not clear if such an empire ever truly existed. These Ukongawa make their voices heard constantly, and taint the perception of the Stormborn race in the eyes of the other races despite the fact that they make up a relatively small portion of the Stormborn people. In the past, however, these Stormborn have on some occasions moved beyond worlds and attempted to enforce their supremacy. The most famous example was of Umaroth, an Ukongama Stormborn that slew his own father to seize control, becoming an iron-fisted dictator and creating a Stormborn empire of his own. This empire may have ruled for much longer if, in an ironic battle, Umaroth's son Chael slew him and disbanded the empire, allowing freedom to return - for now, at least.<br />
<br />
'''Ekuvezeni:''' The polar opposites of the Ukongama, the Ekuvezeni Stormborn seek to clear the names of their people at any cost and bring true equality to the races of the world. This constant drive for self-improvement and the world's overall benefit make many Ekuvezeni follow an adventuring lifestyle, hoping that by seeking glory and saving those who cannot save themselves they will cast themselves and their people in a more positive light. These Stormborn work tirelessly against the machinations of the Ukongama and will not hesitate to take up arms against their own kind to protect the common folk. However, the tension between the two groups has led to violent conflict between them on several occasions, causing the world's people to see the Stormborn as violent and unstable. Still, though, the Ekuvezeni work for peace in equality, sacrificing their own lives for what they believe to be the greater good.<br />
<br />
===Stormborn Names===<br />
Most Stormborn generally tend to share human names, although some take on names of former kings and rulers to seem more important. These names generally tend to end with "-th" and "-ia," or similar variants. Some examples of these names are described below.<br />
<br />
'''Male:''' Umaroth, Alistoth, Angaroth, Gondoloth<br />
<br />
'''Female:''' Anastasia, Lilith, Ravenica, Marith<br />
<br />
===Stormborn Traits===<br />
{{5e Racial Traits<br />
|summary=Touched by the power of a raging storm, stormborn have powers beyond that of mere humans.<br />
|abilities= +1 in all attributes<br />
|age=Stormborn age at the same rate as humans but live slightly longer, reaching around 150 on average.<br />
|alignment=The tempest raging in the blood of a stormborn typically pushes them toward chaos. They have no preference between good, neutrality, or evil. <br />
|size=Stormborn are generally tall, lean, and wiry. Your size is Medium.<br />
|speed=The winds guide you and lighten your step. Your base walking speed is 35 feet.<br />
|trait1=Born of the Storm<br />
|description1=You have resistance to lightning and thunder damage.<br />
|trait2=Lightning Legacy<br />
|description2=You know the {{5e|Gust}} cantrip. Once you reach 3rd level, you can cast the ''{{5e|Thunderwave}}'' spell once per long rest as a 2nd-level spell. Once you reach 5th level, you can also cast the ''{{5e|Call Lightning}}'' spell once. You regain the ability to cast these spells when you complete a long rest. {{5a|cha}} is your spellcasting ability for these spells.<br />
|languages=You can speak, read, and write Common and Primordial.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Stormborn<br />
|feet=5<br />
|inches=6<br />
|heightmod=2d10<br />
|weight=140<br />
|weightmod=2d4<br />
}}<br />
<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Humanoid Type]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Stormborn_(5e_Race)&diff=1022703Stormborn (5e Race)2018-03-20T16:06:12Z<p>Wixoss: /* Stormborn Traits */</p>
<hr />
<div><br />
==Stormborn==<br />
{{5e Image|float:right|http://i.imgur.com/MgpzFzO.jpg|Chael, Stormborn Warrior [http://imgur.com/MgpzFzO Source]}}<br />
<br />
{{quote|“You do know what you are, correct? You know the story of your kin?”<br />
<br />
Umaroth walked across the stage, looking at each of us in turn. His piercing green eyes met each of ours in turn, his black hair tousled and slightly charged with static.<br />
<br />
The energy was palpable in the air - the calm before the storm.<br />
<br />
He smiled, but it never reached his eyes. <br />
<br />
“I am here with you today to convince you to join me against the lowly humans who suppress us so. As they say, however, actions speak louder than words.” He pulled a white blanket off of a covered chair, revealing a bound and gagged human man, around the age of 30. <br />
<br />
"Let us take action," Umaroth said.<br />
<br />
He raised his hands, and the room was lightning and the thunder of the man’s tortuous screams.|orig=From the journal of Bertrand Flavos, human knight.}}<br />
<br />
<br />
===Born of the Storm===<br />
<br />
Stormborn are nothing more than humans whose bloodlines were touched by the Tempest generations ago, and they are almost indistinguishable from their mundane cousins. A closer look, however, reveals some distinguishing traits. Their eyes are always a piercing blue or green, their hair always stands up on end just slightly, and they always seem light on their feet. The area immediately surrounding a Stormborn is slightly charged with static, and perceptive individuals can smell a hint of ozone that constantly clings to them. The presence of a Stormborn draws attention, as this charged aura of energy seemingly makes them worthy of respect, if not admiration, from their peers.<br />
<br />
===Late Bloomers===<br />
<br />
Until puberty, there is no way of distinguishing a young Stormborn from a regular human. In fact, in some Stormborn, their eyes are just any old color until puberty, when they change to the piercing green or electric blue color that Stormborn most often exhibit. Once Stormborn reach puberty, however, they begin to exhibit signs of their power - they feel light as the wind on their feet, and electricity courses through their veins.<br />
<br />
===Integrated, to a Point===<br />
<br />
Stormborn are mostly integrated into society, but are still sometimes discriminated against. Common discriminators include certain circles of druids, some religious groups, and a few cults and governments, all of whom believe that either the Stormborn are abominations of some sort or that their hubris will lead to them disrupting the government or other just ruling body so as to gain power. Their fears are not entirely unwarranted, as some Stormborn develop a superiority complex and try to unite the race against the other “degenerate” races, or simply against the groups that were discriminating against them before. One example is Umaroth, who brought an entire continent to its knees and became a ruthless dictator until he was slain by his own son, Chael. He is viewed by some as a martyr for the cause of bringing the Stormborn to their rightful place in society - at the forefront. This mindset does not apply to all Stormborn, many of whom desire to fit normally into society and attempt to prove their worth to those that are cautious of them. As such, Stormborn generally tend to fit within one of three mindsets, as described below.<br />
<br />
'''Integrals:''' The Integrals make up the majority of Stormborn. These are the moderates, who seek to lie low, fit into general society, and overall not draw any unwanted attention to themselves or their people. Unfortunately, due to the actions of both of the other two groups, these Stormborn are often subjected to a 'guilt by association' mindset from the other races, and are as such incapable of fully integrating as they wish to do.<br />
<br />
'''Ukongama:''' The Ukongama, meaning 'the supremacists,' are the radicals of the Stormborn. They believe that the Tempest has made them superior to all other races and that they have the divine right of the gods to rule the other races. Ardent Ukongama will point to the supposed existence of a former great Stormborn empire that once spanned the entirety of the world as further evidence, although it is not clear if such an empire ever truly existed. These Ukongawa make their voices heard constantly, and taint the perception of the Stormborn race in the eyes of the other races despite the fact that they make up a relatively small portion of the Stormborn people. In the past, however, these Stormborn have on some occasions moved beyond worlds and attempted to enforce their supremacy. The most famous example was of Umaroth, an Ukongama Stormborn that slew his own father to seize control, becoming an iron-fisted dictator and creating a Stormborn empire of his own. This empire may have ruled for much longer if, in an ironic battle, Umaroth's son Chael slew him and disbanded the empire, allowing freedom to return - for now, at least.<br />
<br />
'''Ekuvezeni:''' The polar opposites of the Ukongama, the Ekuvezeni Stormborn seek to clear the names of their people at any cost and bring true equality to the races of the world. This constant drive for self-improvement and the world's overall benefit make many Ekuvezeni follow an adventuring lifestyle, hoping that by seeking glory and saving those who cannot save themselves they will cast themselves and their people in a more positive light. These Stormborn work tirelessly against the machinations of the Ukongama and will not hesitate to take up arms against their own kind to protect the common folk. However, the tension between the two groups has led to violent conflict between them on several occasions, causing the world's people to see the Stormborn as violent and unstable. Still, though, the Ekuvezeni work for peace in equality, sacrificing their own lives for what they believe to be the greater good.<br />
<br />
===Stormborn Names===<br />
Most Stormborn generally tend to share human names, although some take on names of former kings and rulers to seem more important. These names generally tend to end with "-th" and "-ia," or similar variants. Some examples of these names are described below.<br />
<br />
'''Male:''' Umaroth, Alistoth, Angaroth, Gondoloth<br />
<br />
'''Female:''' Anastasia, Lilith, Ravenica, Marith<br />
<br />
===Stormborn Traits===<br />
{{5e Racial Traits<br />
|summary=Touched by the power of a raging storm, stormborn have powers beyond that of mere humans.<br />
|abilities= +1 all atributtes<br />
|age=Stormborn age at the same rate as humans but live slightly longer, reaching around 150 on average.<br />
|alignment=The tempest raging in the blood of a stormborn typically pushes them toward chaos. They have no preference between good, neutrality, or evil. <br />
|size=Stormborn are generally tall, lean, and wiry. Your size is Medium.<br />
|speed=The winds guide you and lighten your step. Your base walking speed is 35 feet.<br />
|trait1=Born of the Storm<br />
|description1=You have resistance to lightning and thunder damage.<br />
|trait2=Lightning Legacy<br />
|description2=You know the {{5e|Gust}} cantrip. Once you reach 3rd level, you can cast the ''{{5e|Thunderwave}}'' spell once per long rest as a 2nd-level spell. Once you reach 5th level, you can also cast the ''{{5e|Call Lightning}}'' spell once. You regain the ability to cast these spells when you complete a long rest. {{5a|cha}} is your spellcasting ability for these spells.<br />
|languages=You can speak, read, and write Common and Primordial.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Stormborn<br />
|feet=5<br />
|inches=6<br />
|heightmod=2d10<br />
|weight=140<br />
|weightmod=2d4<br />
}}<br />
<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Humanoid Type]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Prismatic_Knight_(5e_Class)&diff=1009774Prismatic Knight (5e Class)2018-02-18T03:05:45Z<p>Wixoss: /* Creating a Prismatic Knight */</p>
<hr />
<div><!--Prismatic Knight--> <br />
{{5e Image|float:right|http://www.videojuegosadiario.com/wp-content/uploads/2012/07/illustration_comic_medieval_avengers.jpg|''A Green Prismatic Knight holding his Prismatic Cube''}}<br />
You are the mortal instrument of your Prismatic Lord or Lady (Red, Orange, Yellow, Green, Blue, Indigo, and Violet). The Power of the Prism courses through your body. Your vision is filled with many colored lines of force and magic. By manipulating the attractive and repulsive forces around you, you can accomplish feats of evocation and conjuration on par with the strongest of wizards. Armed with knowledge and martial skill, you are ready to engage and overcome whatever foes or obstacles stand in your lieges way. <br />
<br />
Deep in the bottom of the Chromatic Keep lies an instrument of immense power known as the Prism. The One True Prism sits on a planar junction tapping into Prismatic Energy. The Lord of Light created the Prism to give his people a tool to harness the unifying energy of the universe. Whether a trick of birth or a matter of will, some can survive the initiation of the Prism. The initiate is brought into the Prism Chamber and must walk the golden path around the immense crystal construct. Those who successfully complete the initiation with out disappearing, dying or spontaneously burning to ash, achieve an attunement to the pervasive power of the Prism. <br />
=== Creating a Prismatic Knight === <br />
<br />
<!--Questions to help player develop character-->When creating a Prismatic Knight, ask yourself the following questions: Why would you risk your life and sanity to become a Prismatic Knight? What brought you into the service of a Prismatic Lord? Is your Prismatic Knight a cool and collected Warrior or a volatile Berserker? Which color do you orient toward? <br />
<br />
How did you get to the Prismatic Realms? Was it an elaborate spell? A planar portal? Or Did Prismatic Knights stumble through a Prismatic Crossing? <br />
<br />
Lastly, what is the shape and nature of your Personal Prism?<br />
<br />
;Quick Build <br />
Prismatic Knights can make a Prismatic Knight quickly by following these suggestions. First, Strength or Charisma should be a Prismatic Knights highest ability score, followed by Charisma or Strength. <br />
<br />
{{5e Class Features <br />
|name=Prismatic Knight <br />
|summary=These Individuals use the power of the Prism to battle their foes.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Light Armor, Medium Armor, Shields<br />
|weapons=Simple, Sword, Lance<br />
|tools=None <br />
|saves=Constitution, Charisma <br />
|skills=Choose 3 from Athletics, Acrobatics, Animal Handling, Arcana, History, Insight, Investigation, Medicine, Persuasion, Perception, Stealth, Survival.<br />
|item1a=A lance <br />
|item1b=2 longsword <br />
|item2a=Personal Prism<br />
|item2b=Prismatic Cube<br />
|item4a=Studded Leather Armor <br />
|item4b=Chain Shirt <br />
|item5a=Explorers Pack <br />
|item5b=Adventurers Pack <br />
|classfeatures1= Prismatic Artifact, Spell Casting <br />
|classfeatures2=Prismatic Guidance, Spellcasting, Prismatic Strike, Fighting Styles <br />
|classfeatures3=Prismatic Archetype Feature<br />
|classfeatures4= Prismatic Sense<br />
|classfeatures5=Extra Attack <br />
|classfeatures6=Prismatic Rest <br />
|classfeatures7=Prismatic Archetype Feature<br />
|classfeatures8=Ability Score Improvement<br />
|classfeatures9=Prismatic Resistance<br />
|classfeatures10=Prismatic Archetype Feature <br />
|classfeatures11=Etra Attack (2), Prismatic Augmentation<br />
|classfeatures12=Ability Score Improvement<br />
|classfeatures13=Prismatic Mind<br />
|classfeatures14=Ability Score Improvement<br />
|classfeatures15=Prismatic Archetype Feature<br />
|classfeatures16=Ability Score Improvement<br />
|classfeatures17=Resilient Prism<br />
|classfeatures18=Prismatic Archetype Feature<br />
|classfeatures19=Ability Score Improvement<br />
|classfeatures20=Prismatic Paragon<br />
|extrasonleft=1 <br />
|extra1_name=Prismatic Range <br />
|extra1_1= 0 ft <br />
|extra1_2= 5 ft <br />
|extra1_3=+5 ft <br />
|extra1_4=+5 ft <br />
|extra1_5=+10 ft <br />
|extra1_6=+10 ft <br />
|extra1_7=+15 ft <br />
|extra1_8=+15 ft <br />
|extra1_9=+20 ft <br />
|extra1_10=+20 ft <br />
|extra1_11=+25 ft <br />
|extra1_12=+25 ft <br />
|extra1_13=+30 ft <br />
|extra1_14=+30 ft <br />
|extra1_15=+35 ft <br />
|extra1_16=+35 ft <br />
|extra1_17=+60 ft <br />
|extra1_18=+60 ft <br />
|extra1_19=+65 ft <br />
|extra1_20=+65 ft <br />
|extra2_name=Cantrips Known <br />
|extra2_1=1<br />
|extra2_2=2 <br />
|extra2_3=2 <br />
|extra2_4=2 <br />
|extra2_5=2 <br />
|extra2_6=2 <br />
|extra2_7=2 <br />
|extra2_8=2 <br />
|extra2_9=2 <br />
|extra2_10=3 <br />
|extra2_11=3 <br />
|extra2_12=3 <br />
|extra2_13=3 <br />
|extra2_14=3 <br />
|extra2_15=3 <br />
|extra2_16=3 <br />
|extra2_17=4 <br />
|extra2_18=4 <br />
|extra2_19=4 <br />
|extra2_20=5<br />
|extra3_name=Spells Known <br />
|extra3_1=-<br />
|extra3_2=2 <br />
|extra3_3=3 <br />
|extra3_4=3 <br />
|extra3_5=4 <br />
|extra3_6=4 <br />
|extra3_7=5 <br />
|extra3_8=5 <br />
|extra3_9=6 <br />
|extra3_10=6 <br />
|extra3_11=7 <br />
|extra3_12=7 <br />
|extra3_13=8 <br />
|extra3_14=8 <br />
|extra3_15=9 <br />
|extra3_16=9 <br />
|extra3_17=11 <br />
|extra3_18=11<br />
|extra3_19=13<br />
|extra3_20=13<br />
}}<br />
<br />
====Prismatic Artifact==== <br />
The Prism is central to a Prismatic Knight's power. Please note that the GM (or DM) must grant a player access to this power source in order for the player to be able to utilize this class and the class abilities. Upon embarking on the Golden Circle Trial the initiate is given a small finger sized sliver of the One True Prism. The shape of the Prism changes as the initiate progresses thru the trial and if successful as the Prismatic Knight grows in Power. All abilities arise from the entanglement of the two. The Prismatic Knight must be in possession of and in contact with their Prism to utilize any Prismatic Knight abilities or spell casting. The Prismatic Knight suffers 6d6 damage should their Prism be destroyed or damaged beyond three-quarters of its total. The Prism in its base form is made of Living Crystal and has 30 "hit points" (it can withstand 30 points of damage).<br />
Looking through their Prism, Prismatic Knights see the world in an assortment of lines of force. Different colors denote different effects. Even in the absence of sight, while holding the Prism they detect magic as a sort of warm feeling, whilst presences without magic register as cold voids. As an action, Prismatic Knights may utilize his or her Prism to ascertain the location of any construct, fiend, or magical creature within 60 ft that isn't behind total cover. Prismatic Knights know the type (construct, fiend, or creature) of any being whose presence Prismatic Knights sense, but not its identity. Within the same radius, Prismatic Knights also detect the presence of any place or object that has been consecrated or desecrated. Prismatic Knights can use this feature a number of times equal to 1 + Prismatic Knight's Charisma modifier. Upon completing a long rest, the Prismatic Knight regains full use of this ability.<br />
<br />
====Spellcasting====<br />
<br />
Starting at 1st level Prismatic Knights can cast spells. They may choose spells from the evocation and abjuration wizard spell lists and use Prismatic Knight spell slots to cast them. Charisma is Prismatic Knight's spell casting ability and DC. Evocation cantrips are available to the Prismatic Knight as well as the ones listed below.<br />
<br />
Charisma is your spellcasting ability for your spells...You use your Charisma whenever a spell refers to your spellcasting ability:<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Charisma modifier<br />
Spell attack modifier = your proficiency bonus + your Charisma modifier<br />
<br />
====Spellcasting Focus====<br />
<br />
You can use your Prism as a spellcasting focus for your Spells.<br />
<br />
====Prismatic Strike==== <br />
Starting at 2nd level, when Prismatic Knights hit a creature with an attack, Prismatic Knights can expend one Prismatic Knight spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a fiend or a construct. <br />
<br />
====Fighting Styles==== <br />
At 2nd level choose a Fighting style from the [[5e SRD:Fighter|Fighter]] class. Prismatic Knights can't take a Fighting Style option more than once.<br />
<br />
====Prismatic Shift==== <br />
At 3rd level, as an action, you can expend a 2cd level or greater spell slot and call upon the power of the Prism to dimensionally shift yourself or a medium sized or smaller creature or object of no more than 350 pounds (see Prismatic Banishment) set distances. Briefly surrounded by a rainbow shimmer, you teleport up to X feet to an unoccupied space that you can see, where X is your Prismatic Range.<br />
<br />
====Prismatic Banishment==== <br />
At 3rd level, as an action, Prismatic Knights can use Prismatic Energy to teleport an opponent. Prismatic Knights can expend a 2cd level or greater spell slot to banish any creature of medium size up to 10 feet plus the Knight's prismatic range to a location within the knight's visual range. The target disappears in a rainbow shimmer. The creature must succeed on a wisdom saving throw versus the knights spell casting DC to avoid being teleported.<br />
<br />
====Ability Score Increase====<br />
<br />
At 4th level, and again at 8th, 12th, 16th and 19th level, Prismatic Knights can increase one ability score of Prismatic Knights choice by 2, or Prismatic Knights can increase two ability scores of Prismatic Knights choice by 1. An ability score can not increase above 20 using this feature.<br />
<br />
====Extra Attack==== <br />
Beginning at level 5, Prismatic Knights can attack twice, instead of once, whenever Prismatic Knights take the Attack action on their turn. <br />
<br />
====Prismatic Stamina==== <br />
At 6th level Prismatic Knights draw stamina from their Prism, now requiring only one hour of meditation in contact with their Prism per day. You have a limited well of stamina from your Prism that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain hit points equal to 1d10 + your Prismatic Knight level.<br />
<br />
Once you use this feature, you must finish a short or Long Rest before you can use it again.<br />
<br />
====Prismatic Resistance==== <br />
At Level 9, Prismatic Knights gain immunity to diseases and poison, and can not be in the poisoned condition.<br />
<br />
====Extra Attack==== <br />
Beginning at level 11, Prismatic Knights can attack three times, instead of once, whenever Prismatic Knights take the Attack action on their turn.<br />
<br />
====Prismatic Augmentation==== <br />
By level 11, continued exposure to Prismatic Energy has strengthened the vitality of the Knight. This energy courses through the Prismatic Knight granting a strong constitution and resistance to magic. The Prismatic Knight's constitution increases by 1 and again at levels 13 and 16 (to a maximum of 20). All saves against magic are made at plus 1. At levels 13 and 16 this bonus increases by 1.<br />
<br />
====Prismatic Mind==== <br />
At level 13, the Prismatic Knights mind has become so bound with the Prism that sleep is not required. Prismatic Knights also gain Immunity to Sleep spells. Prismatic. If the Prismatic Knight meditates in contact with their Prism, the Prismatic Knight gains the advantage on strength checks and saving throws for 1 hour.<br />
<br />
====Bonded Prism==== <br />
At 17th level, the Prismatic Knight's entanglement with their Prism grows, until both are almost one. The Prismatic Knight may now use Prismatic Surge twice per long rest. Furthermore, if the Prism is destroyed or severely damaged the Prismatic Knight takes 10d12 sympathetic damage. Should the Knight survive, the Prism will regrow in the center of the Knight's chest within 24 hours. How or if it is removed will not affect its functionality as long as it is not damaged. The Prism can now be utilized up to 150 ft. away from the Prismatic Knight.<br />
<br />
====Prismatic Paragon====<br />
At level 20, you radiate Prismatic Energy to the point of glowing. You may now take 3 Legendary actions and 3 Legendary Resistance per long rest. <br />
Legendary Action: one action taken after a given creature has taken its turn but before the start of your turn. <br />
Legendary Resistance: If you fail a saving throw, you can choose to succeed instead. You are immune to non-magical melee damage. You no longer need to eat, sleep, or drink. You have become ageless and cannot be magically aged.<br />
<br />
== Prismatic Archetypes ==<br />
The power of the Prism lends itself to many uses both Intrinsic and Extrinsic. Starting at level 3, Prismatic Knights commit to an Extrinsic or Intrinsic specialization in the power of the Prism. Each option offers a variety of different skills. The Prismatic Cavelier focuses the energy of the Prism inward allowing feats of martial prowess. The Prismatic Seer focuses the energy of the Prism outward utilizing it in subtle yet equally as effective means.<br />
Both paths grant abilities at 3rd, 7th, 10th, 15th and 18th level.<br />
<br />
=== Prismatic Cavelier === <br />
<br />
Sitting astride his mount the Prismatic Cavelier surveys the battlefield. A rainbow shimmer flashes across his blade as he draws his weapon. His eyes glow with a deep blue as he charges into battle at breakneck speed.<br />
<br />
Prismatic Cavaliers seek to bring out the physical prowess of their Prism and often put this power to brutal effect on the field of battle:<br />
<br />
====Specialized Martial Training====<br />
You have trained to master the use of heavy armor and practiced extensively with specific weapons, gaining the following benefits:<br />
You gain proficiency with heavy armor.<br />
You gain proficiency with four weapons of your choice. You add your proficiency bonus to damage rolls with these weapons. <br />
<br />
====Mounted Combatant====<br />
You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you gain the following benefits:<br />
You have the advantage on melee attack rolls against any unmounted creature that is smaller than your mount.<br />
You can force an attack targeted at your mount to target you instead.<br />
If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.<br />
<br />
====Prismatic Surge==== <br />
You can push yourself beyond mortal limits for a moment. On Your Turn, you can fill yourself with Prism energy and take one additional action on top of your regular action and a possible Bonus Action. The prismatic energy takes its toll, however, and causes 1d8 damage to you as a consequence. You can use this feature once per long rest.<br />
<br />
====Summon Prismatic Steed====<br />
At 5th level, the Cavalier can cast Summon Prismatic Steed once per long rest.<br />
Summon Prismatic Steed:<br />
Range 30 ft <br />
Components V S <br />
Duration Instantaneous <br />
Casting Time 10 minutes<br />
You summon an unusually intelligent, strong, and loyal steed of your chosen color, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form of a uniquely colored Warhorse. (Your DM might allow Other Animals to be summoned as steeds.) The steed has the Statistics of the chosen form, though it is a celestial instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one Language of your choice that you speak.<br />
Your steed serves you as a mount, both in Combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that Targets only you also target your steed.<br />
When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.<br />
While your steed is within 1 mile of you, you can communicate with it telepathically.<br />
You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.<br />
<br />
====Prismatic Weapon====<br />
At 7th level, The Prismatic Knights may entangle their essence with one weapon that Prismatic Knights are proficient with. To do so, Prismatic Knights must take a short rest to entangle themselves with the weapon. When Prismatic Knight does so, the weapon takes on a magical appearance whenever the Prismatic Cavelier wields it. Whenever Prismatic Cavelier makes an attack with his or her Prismatic weapon it will score a critical on a roll of 19-20. Any other entity using this weapon suffer disadvantage on all attack rolls with it. Prismatic Cavaliers have the capacity to entangle with up to two weapons at a time. Prismatic Knights can create a bond with a new weapon by performing a ritual that takes one hour which will replace the bond of his or her choice.<br />
<br />
====Prismatic Strike Upgrade==== <br />
Starting at 10th level, The Prismatic Knight's strikes deals d10 damage die versus the previous d8.<br />
<br />
====Prismatic Vibroblade====<br />
Starting at 15th level, you naturally focus your Prism's energy through your bonded weapons resulting in any of your bonded weapon's attacks scoring a critical hit on a roll of 18–20 when used by you.<br />
<br />
====Prismatic Strike Upgrade==== <br />
Starting at 18th level, The Prismatic Knight's strikes deals d12 damage die versus the previous d10.<br />
<br />
=== Prismatic Seer === <br />
<br />
The Prismatic Seer peers into the crystal reaching outward to make a connection through the nether. A tentative link comes to life which quickly strengthens into a mind to mind link across the distance.<br />
<br />
====Deeper Learning====<br />
The Prismatic Seer learns two additional cantrips. The Seer also learns one additional spell per level (from 3rd level onward) and gains the access to Conjuration as well Abjuration and Evocation Cantrips and Wizard spells.<br />
<br />
====Ritual Spell Casting ====<br />
The Prismatic Seer may cast any spell with the ritual tag with proper preparation as a ritual. <br />
<br />
====Prismatic Perception==== <br />
At 3rd level, Prismatic Seers can gaze through the reflections of the world, granting Prismatic Seers low-light up to vision 180 feet. If you already posses Darkvision from another source this adds 120 feet onto its range. Additionally, Prismatic Seers adeptness at seeing what is hidden allows you to add your proficiency bonus to perception checks. If you are proficient with the perception skill, instead add one and a half (rounded down) times the proficiency bonus whenever making a perception check. The Prismatic Knight can also sense portals or teleportation within a 60 ft radius.<br />
<br />
====Arcane Recovery====<br />
You have learned to regain some of your Prismatic energy by meditating upon your Prism. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your Prismatic Knight level (rounded up), and none of the slots can be 6th level or higher.<br />
<br />
====Prismatic Sight====<br />
At 7th level, the Prismatic Seer gains the ability to use the clairvoyance spell once per long rest.<br />
<br />
====Improved Prismatic Artifact==== <br />
At 10th level, by feeding on the Prismatic Seer's own energy, his or her Prism has grown in power. The Prism grows to a size of 5 inches in diameter and can withstand up to 100 points of damage. Once per long rest, you may break off a part of the Prism. With concentration, you can communicate telepathically with the person or creature in possession of and in contact with the spawned Prism as per the spell Telepathy.<br />
<br />
====Prismatic Foresight====<br />
At 15th level, once per long rest you may cast Prismatic Foresight.<br />
Range Touch <br />
Components V S M <br />
Material Personal Prism <br />
Duration 8 hours <br />
Casting Time 1 minute<br />
You touch a willing creature with your Prism and bestow a limited ability to see into the immediate future. For the Duration, the target can't be surprised and has advantage on Attack rolls, Ability Checks, and saving throws. Additionally, other creatures have disadvantage on Attack rolls against the target for the Duration. This spell immediately ends if you cast it again before its Duration ends. <br />
<br />
====Prismatic Portal==== <br />
At level 18, you have become so in tune with Prismatic Forces that you have become able to open a Gate to creatures or individuals in possession of and contact with a Spawned Prism. <br />
Range 60 ft <br />
Components V S M <br />
Material A Spawned Crystal Prism from the Seer's Personal Prism<br />
Duration Up to 1 minute <br />
Casting Time 1 action <br />
School Conjuration <br />
Concentration dependent.<br />
<br />
When you open the Gate, you can speak the name of the specific creature (a pseudonym, title, or nickname doesn't work). If that creature is in possession of and in contact with the Spawned Prism, the portal opens in the named creature's immediate vicinity and allows for transit to or from.<br />
<br />
You conjure a portal linking an unoccupied space you can see within range to the precise location on a different or same plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the Duration.<br />
<br />
The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other side, appearing in the unoccupied space nearest to the portal.<br />
<br />
Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. <br />
----<br />
<br />
=== Cantrips === <br />
Prismatic Knights may learn:<br />
<br />
=====Prismatic Weapon=====<br />
Evocation cantrip <br />
Casting Time: 1 action <br />
Range: 5 feet <br />
Components: V, M (a weapon) <br />
Duration: Instantaneous<br />
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and a chromatic shimmer of energy (corresponding to the Prismatic Knights aligned color) augments the damage from the strike. On a successful hit the creature takes base damage including any modification for criticals plus 1d8 plus your spellcasting ability modifier.<br />
<br />
This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 damage to the target, and again by 1d8 at 11th level and 17th level.<br />
<br />
=====Phase Blade=====<br />
Evocation cantrip <br />
Casting Time: 1 action <br />
Range: 5 feet <br />
Components: V, M (a weapon) <br />
Duration: 1 round<br />
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. This spell causes the blade to shift between planes increasing the likelihood to hit and the damage. The spell adds 1 plus your spellcasting ability modifier to the attack roll and on a hit, the target suffers the attack's normal effects plus phase damage equal your spellcasting ability modifier.<br />
<br />
=== Multiclassing ===<br />
<br />
In order to become a Prismatic Knight, you must be sponsored by a Prismatic Lord or Lady who has access to the One True Prism which sits on the nexus of planes. Once there, you must successfully complete the Golden Circle Trial: DC 10 Wisdom check vs disappearing into an unknown plane of existence and a DC 10 Constitution check versus sudden death and a DC 10 Charisma check versus immolation. The difficulty and odds of success are greatly modified by your sponsors degree of attunement to the One True Prism. <br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Prismatic Knight class, you must meet these prerequisites:<br />
Charisma 13, Constitution 13 <br />
<br />
'''Proficiencies.''' When one multi-classes into the Prismatic Knights class, they gain the following proficiencies: simple, long sword and lance weapons as well as shields, light armor, and medium armor.<br />
<br />
<br />
---- <br />
{{5e Classes Breadcrumb}} <br />
[[Category:5e]] <br />
[[Category:User]] <br />
[[Category:Class]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Imperial_Warden_(5e_Class)&diff=1008653Imperial Warden (5e Class)2018-02-15T00:48:19Z<p>Wixoss: /* Imperial Magic */</p>
<hr />
<div>{{needsbalance|see talk page}}<br />
Imperial Wardens are warriors anointed by High-Imperial magic. The blessings of the imperial magic allows them to transcend what normal warriors can perform, as long as they hold true to their liege, and their gods. An aura of power radiates from wardens that make them recognizable when they bring their power to bare. The signs of their power vary from warden from warden, glowing eyes, runic marks, or radiant wings. All wardens however, bind themselves to a weapon that becomes a signature for them. Many wardens will take mundane weapons as theirs, but eventually the weapons become those that are spoken of in legends.<!--Description--><br />
<br />
===Creating an Imperial Warden===<br />
Imperial Wardens proficiencies and their combat focus vary from warden to warden. A warden can focus on the more martial aspects of their training and they could be a tremendous warrior at the cost of being less magically inclined. Otherwise a warden can focus on the spells of their classes and be a long distance power house. The warden above all should be an embodiment of the empire they serve, and thus will usually attune themselves as such.<br />
{{5e Image|float:right|http://www.artofmtg.com/wp-content/uploads/2014/02/Sun-Titan-Art-by-Karl-Kopinski.jpg|High Imperial Warden}}<br />
====Quick Build====<br />
Put your highest stats in Strength (Or Dexterity if you wish to use finesse weapons) and Wisdom. Your next highest stat should be Constitution if you wish to be an Imperial Dreadnought, or put more points into Wisdom if you wish to be an Eldritch Devastator. A Living Weapon will benefit from either Strength or Dexterity.<br />
<br />
{{5e Class Features<br />
|name= Imperial Warden<br />
|summary= Imperial Blessed Warrior.<br />
|hd=10<!--Hit Die (4, 6, 8, 10 or 12)--><br />
|spellcasting=half<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Light, Medium<br />
|weapons=Simple ranged and melee weapons, Martial melee weapons<br />
|tools=Artisan Tools<br />
|saves=Strength and Wisdom<br />
|skills=Choose three from Acrobatics, Arcana, Deception, Insight, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth, and Survival.<br />
|item1a=dungeoneer's pack<!--Items in starting equipment package; 4 items with "a" and "b" being alternatives. Leaving the "b" empty removes the choice. --><br />
|item1b=explorer's pack<br />
|item2a=scale mail<br />
|item2b=leather armor and a longbow with 20 arrows<br />
|item3a=a martial weapon and a shield<br />
|item3b=two martial weapons<br />
|item4a=<br />
|item4b=<br />
|classfeatures1=Weapon Bonding, Fighting Style<!--Names of class features at 1st level--><br />
|classfeatures2=Rune Eyes, Imperial Magic<br />
|classfeatures3=Archetype<br />
|classfeatures4=Ability Score Improvement<br />
|classfeatures5=Imperial Aura, Extra Attack<br />
|classfeatures6=Rune Bonding<br />
|classfeatures7=Arcane Blood Flow<br />
|classfeatures8=Aura of Gravity<br />
|classfeatures9=<br />
|classfeatures10=<br />
|classfeatures11=Extra Attack (2)<br />
|classfeatures12=Weightless Grace<br />
|classfeatures13=Imperial Command<br />
|classfeatures14=Rune Mastery Eyes<br />
|classfeatures15=<br />
|classfeatures16=Imperial Ward<br />
|classfeatures17=<br />
|classfeatures18=Imperial Will<br />
|classfeatures19=<br />
|classfeatures20=Warden Incarnate<br />
}}<br />
<br />
<!--Describe class features in more detail here=--><br />
<br />
==== Weapon Bonding ====<br />
At 1st level you have bonded a weapon to yourself in the past or at start of your character gaining this class. Once you have bonded the weapon, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence,you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. When not in use you can dismiss the weapon to a pocket dimension. At 13th level, the user can bound a second weapon to themselves.<br />
<br />
==== Fighting Style ====<br />
<br />
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style more than once, even if you have the option to choose it from another class.<br />
<br />
;Archery<br />
You gain a +2 bonus with attack rolls you make with ranged weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. <br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you,you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.<br />
<br />
==== Imperial Magic ====<br />
An Imperial Warden can tap into the essence of the empire and call forth unique magics that will allow him to conquer his foes, or undermine his enemies. They derive spells from the Paladin spell list, and like a Paladin must be prepared at the beginning of the day. As the Imperial Warden Grows new magics are learned. The spells specific to an Imperial Warden are equivalent to spell slots, and are always prepared.<br />
{| class="wikitable"<br />
|+Imperial Magic Spell list<br />
|-<br />
|Level of Spell<br />
|Spells Available<br />
|-<br />
|1st<br />
|<br />
;Arcane Blast<br />
At 1st level with bonus action, the user gains the ability to shoot a beam of pure energy 30ft x User Lvl, dealing 2d6+STR force damage. Every spell slot above first adds 1d6 of damage.<br />
<br />
;Will Charge<br />
The user has learned to channel his will into his weapon for a short period of time. With a bonus action, the next weapon attack causes extra damage 1d10 strength. This damage increases by 1d10 for each show slot above first.<br />
|-<br />
|2nd<br />
|<br />
;Eldritch Armor<br />
At 4th level, as an action the user gains the ability summon a glowing set of heavy armor that surrounds their body and clothing, forming a magical barrier between them and incoming attacks. The armor can last through three hits, and adds a +2 AC to the user.<br />
<br />
;Warden's Step<br />
At 4th level, Wardens gain the ability to teleport to a place within 30 ft of eyesight that is a open square as a bonus action. The location the Imperial Warden teleport to needs to only be within sight, if the way to the location is blocked they can still teleport to that square. At 9th level, the distance is increased to 60 ft.<br />
|-<br />
|3rd<br />
|<br />
;Imperial Blight<br />
At 6th Level as an action, Radiant energy washes over a creature of your choice that you can see within range of eye-sight, burning them with pure radiant imperial fire. The target must make a Constitution saving throw with DC equal to (8 + Proficiency Bonus + Wis Mod). The target takes 6d6 radiant damage on a failed save, or half as much damage on a successful one.<br />
<br />
;Chains of Justice<br />
At 6th Level, has an action, moving, golden chains fill a 20-foot square on ground that you can see within range. For the duration, these chains turn the ground in the area into difficult terrain.<br />
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw with DC equal to (8 + Proficiency Bonus + Wis Mod) or take 3d6 bludgeoning damage and be restrained by the chains until the spell ends. A creature that starts its turn in the area and is already restrained by the chains takes 3d6 bludgeoning damage.<br />
A creature restrained by the chains can use its action to make a Strength or Dexterity check (its choice) against your DC. On a success, it frees itself.<br />
|-<br />
|4th<br />
|<br />
;Warden's Volley<br />
At 8th Level, as an action you fire a piece of non-magical ammunition from a ranged weapon or throw a non-magical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw against a DC equal to (8 + Proficiency Bonus + Wis Mod). A creature takes 6d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.<br />
<br />
;Gilded Wave<br />
At 8th Level, as an action you strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw with a DC equal to (8 + Proficiency Bonus + Wis Mod) or take 5d6 thunder damage, as well as 3d6 radiant or force damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.<br />
|-<br />
|5th<br />
|<br />
;Divine Judgement<br />
As an action, flames wreathe one creature you can see within range. The target must make a Dexterity saving throw with a DC equal to (8 + Proficiency Bonus + Wis Mod). It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration which is 1 minute. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 3d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished through non-magical means.<br />
If damage from this spell reduces a target to 0 hit points, the target is turned to ash.<br />
<br />
;Righteous Storm<br />
As an action three pillars of fire erupt on a place of your choosing. The pillars are cylindrical in shape and are ten feet in radius and fifty feet tall. The pillars can not be placed directly on top of one another, but can overlap. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.<br />
The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.<br />
|-<br />
|}<br />
<br />
==== Rune Eyes ====<br />
At 2nd level a rune of power empowers your eyes, you can see normally in non-magical and magical darkness to sixty feet. Furthermore you have advantage on Intelligence(Arcana) checks. The range of your Rune Eyes grows to 120 feet at level 9.<br />
<br />
==== Archetype Feature ====<br />
At 3rd level, you choose an archetype that specializes in the play-style you want: Dreadnought, Living Weapon, or Eldritch Devastator, all detailed at the end of the class description.<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 you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. <br />
<br />
==== Imperial Aura ====<br />
As a bonus action, upon command, arcane magic surrounds the Imperial Warden in 5 foot aura. Wisps of the magic flit through the air around you as the magic begins attacking enemies by breaking apart armor as well as flesh. An Imperial Warden can do this a number of times a day equal to their Wisdom Modifier divided by 2(minimum of 1 use). Enemies within the aura have their AC temporarily reduced by 1, as well as taking 1d4 damage if they end their turn in the aura.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Rune Bonding ====<br />
At 6th level, you learn a ritual that can enhance your bonded weapon. Over the course of one hour you infuse your weapon with yet more magic. You must stay within physical contact of the weapon to infuse the weapon. At the end of the hour you now add bonus damage to your attacks with the weapon equal to half your proficiency rounded down.<br />
<br />
==== Arcane Blood ====<br />
Beginning at 7th level, you gain knowledge of using your own health and blood to empower your magic. You can spend your bonus action to touch the magical core of your being and it absorbs a bit of your own life force to empower your next spells. As a bonus action you can take up to a maximum of 30 damage, and gain damage on your next spell or attack equal to half of the health you sacrificed rounded down. At level 11, you only lose half what you normally would. You can use this feature a number of times equal to your Wisdom Modifier (minimum 1) before you need a Short/Long Rest.<br />
<br />
==== Aura of Gravity ====<br />
At 8th level an Imperial Warden's presence is a weight to their enemies, but keeps their allies grounded. Enemies within ten feet treat your radius as difficult terrain, while allies have advantage against Constitution saves.<br />
<br />
==== Weightless Grace ====<br />
Starting at 12th level, the armor your wearing starts to feel like a second skin and your movement in it seems to be effortless. You do not suffer disadvantage on Dexterity(Stealth) checks if wearing medium or heavy armor, and your movement speed increases by 5.<br />
<br />
==== Imperial Command ====<br />
Beginning at 13th level an Imperial Warden has learned to turn even a furious enemy into an ally, albeit even for a brief few moments. The Imperial Warden has advantage on Charisma checks with a guard, nobleman, or anyone else of a high station. In addition, as a bonus action the Imperial Warden can cast Charm Person, Crown of Madness, and Command a number of times equal to their Wisdom Modifier per long rest. At 17th level the Imperial Warden adds Geas to this list.<br />
<br />
==== Rune Mastery Eyes ====<br />
Starting at 14th level, the rune within your eyes is further empowered and if you are able to see, you are aware of the location of any hidden or invisible creatures within 30 feet of you.<br />
<br />
==== Imperial Ward ====<br />
At the 16th level, you are able to inscribe the imperial rune on objects and creatures. So long as the rune is unbroken, you are always aware of the objects or persons location.<br />
<br />
==== Will of the Empire ====<br />
At 18th level your will is nigh unconquerable. You automatically succeed on any Wisdom saving throw and have advantage on all other saving throws. In addition all allies within 30 feet of you have a bonus to their saving throws equal to your proficiency bonus.<br />
<br />
==== Warden Incarnate ====<br />
At 20th level, your arcane energies tap into the core of the world's arcane energies. During combat you can unlock the world's magic, granting you power unimaginable. Once per long rest you can gain the following effects for up to 1 minute as an action:<br />
You are immune to Necrotic.<br />
Your bound weapon or weapons attacks also deal an additional 2d10 Force damage with every hit.<br />
All spells and attacks with a bound weapon get a +5 on their attack rolls.<br />
Arcane Blood Flow no longer takes health to use as you are tapped directly into the flow of the worlds magic.<br />
<br />
====Imperial Warden Archetypes====<br />
Imperial Wardens can specialize in a few ways, each one detailing the extremities of combat. Choose from the Dreadnought, Eldritch Devastator, or Living Weapon, reflecting what path you wish to take.<br />
<br />
====Dreadnought====<br />
{{5e Image|float:right|https://s17.postimg.org/i60fic4gv/reszie.jpg|Dreadnought}}<br />
<br />
Dreadnoughts are living embodiment's of resilience and endurance, and can take such a punishment that some even wonder if they're any longer mortal. Striding the battlefield outfitted with armor fit for a god the Dreadnought is truly the epitome of physical endurance. <br />
<br />
;Features<br />
Gains profiency in Heavy Armor and Exotic Weapons.<br />
Their class hit dice becomes a d12.<br />
<br />
;Defend<br />
As an action the warden can choose to defend ONE of their allies within five feet. All enemies attacking the target of the warden's defense have disadvantage or must choose to attack the warden. If they continue to attack the target but miss due to the disadvantage, the warden can use their reaction to strike the enemy once, or to knock the enemy back five feet, but nothing else.<br />
;Bound Arsenal<br />
A warden after taking this archetype can now bind weapons, armor, shields, and heavy weaponry such as a ballista to themselves instead of just weapons. When you take this archetype you may bind two of the listed items to you; for the purposes of this your armor counts as one object(for example one weapon and one shield, or a shield and a suit of armor). If a Dreadnought Warden binds a suit of armor or a shield to themselves it is treated as a +1 magical shield or suit. At 9th level, a Dreadnought Warden can bind two additional various items to themselves.<br />
<br />
;Thick Skinned<br />
At 3rd level, a Dreadnought Warden gains 1d12 + Con Mod + 5 in place of their standard health. This bonus is gained again at levels 5, 7, 10, 13, 16, and 20.<br />
<br />
;Unmovable<br />
At 9th level, a Dreadnought Warden has defended against countless sieges and countless more enemies. They can use the Shield Spell a number of times equal to their Constitution Modifier(minimum of once) per long rest. In addition if an effect would move the Dreadnought against their will they can choose to not be moved a number of times a day equal to their Constitution Modifier(minimum of once).<br />
<br />
;Unstoppable <br />
At 13th level, the Dreadnought Warden has learned to use their magic to push past their physical limits. A Dreadnought Warden can add double their proficiency bonus to any Strength checks, or they can choose to double their proficiency bonus for one round on their attacks. This can be used a number of times equal to their Wisdom Modifier. In addition the Dreadnought gains resistance to either bludgeoning, piercing, or slashing damage.<br />
<br />
;Overwhelming Defense <br />
At 17th level, a Dreadnought Warden gains resistance to bludgeoning, piercing, and slashing damage from non-magical weapons(this does not stack with Unmovable). Once per long rest a Dreadnought Warden can make themselves as if they were a mountain, immovable. When they do this they gain resistance to all damage for one minute, but after the minute they do not have their regular resistances until they take a long rest.<br />
<br />
====Eldritch Devastator====<br />
<br />
These warden's have changed their focus of combat towards a spell casting focus with such a degree of intensity that even longtime wizards and scholars are stunned. Nothing is forbidden knowledge to an Eldritch Devastator, and no magic is outside of their reach. Such Eldritch Devastor's have the blessing and power of even their gods.<br />
<br />
;Features<br />
Your Class Hit Dice become a d6<br />
You gain a the ability to craft a phylactery<br />
<br />
;War Magic<br />
An Eldritch Devastator studies the divine magic of the gods, and the magics of wizards. An Eldritch Devastator prepares their spells the same as they always have, but can now prepare from both the Paladin and Wizard spell lists.<br />
<br />
;Phylactery<br />
A Phylactery is a personal magic item that a Eldritch Devastator can craft, this allows the warden to never permanently die so long as their phylactery remains unbroken. Once their phylactery is broken, if the Warden can remain alive for two weeks they can remake it. But if they die without an active phylactery they remain dead. The only way to bring a player back from this is with a Wish or True Resurrection spell. To craft a phylactery, it requires:<br />
Tears of a Griffin,<br />
Flowers grown on top of a warrior's grave,<br />
Blood of a Undead,<br />
Holy Water,<br />
Powder crushed Gems,<br />
Gold Coin dipped in Warden's Blood.<br />
The ritual to craft a phylactery is drawing a runic circle and place all of the items within it. They then channel their magic into the circle for seven days and nights, at the end of which the phylactery is made. <br />
<br />
;Spell Mastery<br />
You gain advantage on all arcana checks, as well as add your Wis Mod on attack rolls with bound weapons and spells<br />
<br />
;Arcane Cannon<br />
At 3rd level the damage dealt by arcane blast is upgraded from d6 to a d10, and to a d12 at 6th level. Also adds a +5 force damage to the spell at level 3, which is replaced by a +10 damage at level 9.<br />
<br />
;Eldritch Tome<br />
At 9th level the manifestation of an Eldritch Devastator's god-given power transforms into a tome of power. The tome grants one learned spell upon a successful Arcana check and one week of study, after which the tome becomes blank for one week afterwards. Text returns to the tome at midnight of the seventh day, and the Eldritch Devastator can attempt to learn a new spell. The DC to learn each spell is higher than the last as their powers are even greater.<br />
;Mystic Explosion<br />
DC 20 Arcana Check to learn. A explosion of power with arcane power behind it. The explosion is the color of the <br />
Warden's personal magic signature. 60ft range, 10ft explosion. 4d10 force damage. As a action to cast it. Dex Save against the user's spell <br />
save. On fail they take the full damage, on save only half. Can only be used up to 5 times a day + Wis Mod before a long rest.<br />
;Eldritch Ballista<br />
DC 25 Arcana check to learn. As a action to cast, 120ft range of attack. 7d12 force damage. Enemies within 5ft of attacking area need to<br />
make dex save against user's spell save or take half damage. On save, no damadge is taken. Can be used 3 times a day + Wis Mod before a <br />
long rest<br />
;Palm of Arcane God<br />
DC 30 Arcana Check to learn. As a action a 40ft area within eyesight is pressed upon by the full Arcane might of the Eldritch <br />
Devastator Warden. 10d12 force damage and all creatures caught need to make a dex save against user's spell save or be knocked prone. Can <br />
only be used twice a day before a long rest.<br />
{{5e Image|float:right|https://s14.postimg.org/4fkhevk81/resize.jpg|Eldritch Devastator}}<br />
;Arcane Decay<br />
At 13th level, as a action you summon a rain of arcane flecks of energy and they begin eroding against the enemies armor. A enemy within eye sight must make wisdom save against user's spell save DC. On a fail their AC is reduced by 5 for one minute, on a success it is reduced by 5 for just your turn.<br />
<br />
;Spell Mastery<br />
At 17th level, you can unleash a flurry of devastation upon your enemies as a action. Your knowledge of the arcane arts is vast enough that you know how to add that special twist on most spells to get the most damage out of them. You are pen-ultimate as Imperial mage warden. If you roll an attack for a spell (like arcane blast) you now score a critical hit if you roll an 18 - 20 with all spells.<br />
<br />
==== Living Weapon ====<br />
<br />
These wardens focus purely on destroying their opponent with any weapon, be it from the simplest knife or cudgel to a masterwork blade. Such wardens are known far and across the empire for being an unstoppable warrior.<br />
<br />
;Features<br />
You gain proficiency in improvised weapons and exotic weapons, as well as all simple and martial weapons. In addition your unarmed strikes deal 1d4, similar to the monk.<br />
<br />
;Fighting Style<br />
When you choose this archetype you may choose one additional fighting style from the list detailed earlier in the Imperial Warden class, but can not take the same one.<br />
<br />
;Extension of Your Body<br />
When you choose this archetype choose one weapon that you master(longsword, shortsword, battleaxe, etc.). You have become so practiced with this weapon it is an extension of you. When you deal damage with this weapon if you roll a 1 you can reroll the damage once per turn. When you reach 9th level in this class you can add both your strength and dexterity modifiers for damage to your mastered weapon.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Imperial Warden class, you must meet these prerequisites:<br />
Cannot be True Neutral<br />
Must have at least 13 Str or Dex, and at least 13 Wisdom.<br />
<br />
'''Proficiencies.''' When you multiclass into the Imperial Warden class, you gain the following proficiencies:<br />
*Light armor, Medium Armor<br />
*One skill from the Imperial Warden skill list<br />
*Artisan Tools<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Imperial_Warden_(5e_Class)&diff=1008652Imperial Warden (5e Class)2018-02-15T00:46:08Z<p>Wixoss: /* Imperial Magic */</p>
<hr />
<div>{{needsbalance|see talk page}}<br />
Imperial Wardens are warriors anointed by High-Imperial magic. The blessings of the imperial magic allows them to transcend what normal warriors can perform, as long as they hold true to their liege, and their gods. An aura of power radiates from wardens that make them recognizable when they bring their power to bare. The signs of their power vary from warden from warden, glowing eyes, runic marks, or radiant wings. All wardens however, bind themselves to a weapon that becomes a signature for them. Many wardens will take mundane weapons as theirs, but eventually the weapons become those that are spoken of in legends.<!--Description--><br />
<br />
===Creating an Imperial Warden===<br />
Imperial Wardens proficiencies and their combat focus vary from warden to warden. A warden can focus on the more martial aspects of their training and they could be a tremendous warrior at the cost of being less magically inclined. Otherwise a warden can focus on the spells of their classes and be a long distance power house. The warden above all should be an embodiment of the empire they serve, and thus will usually attune themselves as such.<br />
{{5e Image|float:right|http://www.artofmtg.com/wp-content/uploads/2014/02/Sun-Titan-Art-by-Karl-Kopinski.jpg|High Imperial Warden}}<br />
====Quick Build====<br />
Put your highest stats in Strength (Or Dexterity if you wish to use finesse weapons) and Wisdom. Your next highest stat should be Constitution if you wish to be an Imperial Dreadnought, or put more points into Wisdom if you wish to be an Eldritch Devastator. A Living Weapon will benefit from either Strength or Dexterity.<br />
<br />
{{5e Class Features<br />
|name= Imperial Warden<br />
|summary= Imperial Blessed Warrior.<br />
|hd=10<!--Hit Die (4, 6, 8, 10 or 12)--><br />
|spellcasting=half<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Light, Medium<br />
|weapons=Simple ranged and melee weapons, Martial melee weapons<br />
|tools=Artisan Tools<br />
|saves=Strength and Wisdom<br />
|skills=Choose three from Acrobatics, Arcana, Deception, Insight, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth, and Survival.<br />
|item1a=dungeoneer's pack<!--Items in starting equipment package; 4 items with "a" and "b" being alternatives. Leaving the "b" empty removes the choice. --><br />
|item1b=explorer's pack<br />
|item2a=scale mail<br />
|item2b=leather armor and a longbow with 20 arrows<br />
|item3a=a martial weapon and a shield<br />
|item3b=two martial weapons<br />
|item4a=<br />
|item4b=<br />
|classfeatures1=Weapon Bonding, Fighting Style<!--Names of class features at 1st level--><br />
|classfeatures2=Rune Eyes, Imperial Magic<br />
|classfeatures3=Archetype<br />
|classfeatures4=Ability Score Improvement<br />
|classfeatures5=Imperial Aura, Extra Attack<br />
|classfeatures6=Rune Bonding<br />
|classfeatures7=Arcane Blood Flow<br />
|classfeatures8=Aura of Gravity<br />
|classfeatures9=<br />
|classfeatures10=<br />
|classfeatures11=Extra Attack (2)<br />
|classfeatures12=Weightless Grace<br />
|classfeatures13=Imperial Command<br />
|classfeatures14=Rune Mastery Eyes<br />
|classfeatures15=<br />
|classfeatures16=Imperial Ward<br />
|classfeatures17=<br />
|classfeatures18=Imperial Will<br />
|classfeatures19=<br />
|classfeatures20=Warden Incarnate<br />
}}<br />
<br />
<!--Describe class features in more detail here=--><br />
<br />
==== Weapon Bonding ====<br />
At 1st level you have bonded a weapon to yourself in the past or at start of your character gaining this class. Once you have bonded the weapon, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence,you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. When not in use you can dismiss the weapon to a pocket dimension. At 13th level, the user can bound a second weapon to themselves.<br />
<br />
==== Fighting Style ====<br />
<br />
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style more than once, even if you have the option to choose it from another class.<br />
<br />
;Archery<br />
You gain a +2 bonus with attack rolls you make with ranged weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. <br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you,you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.<br />
<br />
==== Imperial Magic ====<br />
An Imperial Warden can tap into the essence of the empire and call forth unique magics that will allow him to conquer his foes, or undermine his enemies. They derive spells from the Paladin spell list, and like a Paladin must be prepared at the beginning of the day. As the Imperial Warden Grows new magics are learned. The spells specific to an Imperial Warden are equivalent to spell slots, and are always prepared.<br />
{| class="wikitable"<br />
|+Imperial Magic Spell list<br />
|-<br />
|Level of Spell<br />
|Spells Available<br />
|-<br />
|1st<br />
|<br />
;Arcane Blast<br />
At 1st level with bonus action, the user gains the ability to shoot a beam of pure energy 30ft x User Lvl, dealing 2d6 force damage. Every spell slot above first adds 1d6 of damage.<br />
<br />
;Will Charge<br />
The user has learned to channel his will into his weapon for a short period of time. With a bonus action, the next weapon attack causes extra damage 1d10 strength. This damage increases by 1d10 for each show slot above first.<br />
|-<br />
|2nd<br />
|<br />
;Eldritch Armor<br />
At 4th level, as an action the user gains the ability summon a glowing set of heavy armor that surrounds their body and clothing, forming a magical barrier between them and incoming attacks. The armor can last through three hits, and adds a +2 AC to the user.<br />
<br />
;Warden's Step<br />
At 4th level, Wardens gain the ability to teleport to a place within 30 ft of eyesight that is a open square as a bonus action. The location the Imperial Warden teleport to needs to only be within sight, if the way to the location is blocked they can still teleport to that square. At 9th level, the distance is increased to 60 ft.<br />
|-<br />
|3rd<br />
|<br />
;Imperial Blight<br />
At 6th Level as an action, Radiant energy washes over a creature of your choice that you can see within range of eye-sight, burning them with pure radiant imperial fire. The target must make a Constitution saving throw with DC equal to (8 + Proficiency Bonus + Wis Mod). The target takes 6d6 radiant damage on a failed save, or half as much damage on a successful one.<br />
<br />
;Chains of Justice<br />
At 6th Level, has an action, moving, golden chains fill a 20-foot square on ground that you can see within range. For the duration, these chains turn the ground in the area into difficult terrain.<br />
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw with DC equal to (8 + Proficiency Bonus + Wis Mod) or take 3d6 bludgeoning damage and be restrained by the chains until the spell ends. A creature that starts its turn in the area and is already restrained by the chains takes 3d6 bludgeoning damage.<br />
A creature restrained by the chains can use its action to make a Strength or Dexterity check (its choice) against your DC. On a success, it frees itself.<br />
|-<br />
|4th<br />
|<br />
;Warden's Volley<br />
At 8th Level, as an action you fire a piece of non-magical ammunition from a ranged weapon or throw a non-magical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw against a DC equal to (8 + Proficiency Bonus + Wis Mod). A creature takes 6d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.<br />
<br />
;Gilded Wave<br />
At 8th Level, as an action you strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw with a DC equal to (8 + Proficiency Bonus + Wis Mod) or take 5d6 thunder damage, as well as 3d6 radiant or force damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.<br />
|-<br />
|5th<br />
|<br />
;Divine Judgement<br />
As an action, flames wreathe one creature you can see within range. The target must make a Dexterity saving throw with a DC equal to (8 + Proficiency Bonus + Wis Mod). It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration which is 1 minute. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 3d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished through non-magical means.<br />
If damage from this spell reduces a target to 0 hit points, the target is turned to ash.<br />
<br />
;Righteous Storm<br />
As an action three pillars of fire erupt on a place of your choosing. The pillars are cylindrical in shape and are ten feet in radius and fifty feet tall. The pillars can not be placed directly on top of one another, but can overlap. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.<br />
The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.<br />
|-<br />
|}<br />
<br />
==== Rune Eyes ====<br />
At 2nd level a rune of power empowers your eyes, you can see normally in non-magical and magical darkness to sixty feet. Furthermore you have advantage on Intelligence(Arcana) checks. The range of your Rune Eyes grows to 120 feet at level 9.<br />
<br />
==== Archetype Feature ====<br />
At 3rd level, you choose an archetype that specializes in the play-style you want: Dreadnought, Living Weapon, or Eldritch Devastator, all detailed at the end of the class description.<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 you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. <br />
<br />
==== Imperial Aura ====<br />
As a bonus action, upon command, arcane magic surrounds the Imperial Warden in 5 foot aura. Wisps of the magic flit through the air around you as the magic begins attacking enemies by breaking apart armor as well as flesh. An Imperial Warden can do this a number of times a day equal to their Wisdom Modifier divided by 2(minimum of 1 use). Enemies within the aura have their AC temporarily reduced by 1, as well as taking 1d4 damage if they end their turn in the aura.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Rune Bonding ====<br />
At 6th level, you learn a ritual that can enhance your bonded weapon. Over the course of one hour you infuse your weapon with yet more magic. You must stay within physical contact of the weapon to infuse the weapon. At the end of the hour you now add bonus damage to your attacks with the weapon equal to half your proficiency rounded down.<br />
<br />
==== Arcane Blood ====<br />
Beginning at 7th level, you gain knowledge of using your own health and blood to empower your magic. You can spend your bonus action to touch the magical core of your being and it absorbs a bit of your own life force to empower your next spells. As a bonus action you can take up to a maximum of 30 damage, and gain damage on your next spell or attack equal to half of the health you sacrificed rounded down. At level 11, you only lose half what you normally would. You can use this feature a number of times equal to your Wisdom Modifier (minimum 1) before you need a Short/Long Rest.<br />
<br />
==== Aura of Gravity ====<br />
At 8th level an Imperial Warden's presence is a weight to their enemies, but keeps their allies grounded. Enemies within ten feet treat your radius as difficult terrain, while allies have advantage against Constitution saves.<br />
<br />
==== Weightless Grace ====<br />
Starting at 12th level, the armor your wearing starts to feel like a second skin and your movement in it seems to be effortless. You do not suffer disadvantage on Dexterity(Stealth) checks if wearing medium or heavy armor, and your movement speed increases by 5.<br />
<br />
==== Imperial Command ====<br />
Beginning at 13th level an Imperial Warden has learned to turn even a furious enemy into an ally, albeit even for a brief few moments. The Imperial Warden has advantage on Charisma checks with a guard, nobleman, or anyone else of a high station. In addition, as a bonus action the Imperial Warden can cast Charm Person, Crown of Madness, and Command a number of times equal to their Wisdom Modifier per long rest. At 17th level the Imperial Warden adds Geas to this list.<br />
<br />
==== Rune Mastery Eyes ====<br />
Starting at 14th level, the rune within your eyes is further empowered and if you are able to see, you are aware of the location of any hidden or invisible creatures within 30 feet of you.<br />
<br />
==== Imperial Ward ====<br />
At the 16th level, you are able to inscribe the imperial rune on objects and creatures. So long as the rune is unbroken, you are always aware of the objects or persons location.<br />
<br />
==== Will of the Empire ====<br />
At 18th level your will is nigh unconquerable. You automatically succeed on any Wisdom saving throw and have advantage on all other saving throws. In addition all allies within 30 feet of you have a bonus to their saving throws equal to your proficiency bonus.<br />
<br />
==== Warden Incarnate ====<br />
At 20th level, your arcane energies tap into the core of the world's arcane energies. During combat you can unlock the world's magic, granting you power unimaginable. Once per long rest you can gain the following effects for up to 1 minute as an action:<br />
You are immune to Necrotic.<br />
Your bound weapon or weapons attacks also deal an additional 2d10 Force damage with every hit.<br />
All spells and attacks with a bound weapon get a +5 on their attack rolls.<br />
Arcane Blood Flow no longer takes health to use as you are tapped directly into the flow of the worlds magic.<br />
<br />
====Imperial Warden Archetypes====<br />
Imperial Wardens can specialize in a few ways, each one detailing the extremities of combat. Choose from the Dreadnought, Eldritch Devastator, or Living Weapon, reflecting what path you wish to take.<br />
<br />
====Dreadnought====<br />
{{5e Image|float:right|https://s17.postimg.org/i60fic4gv/reszie.jpg|Dreadnought}}<br />
<br />
Dreadnoughts are living embodiment's of resilience and endurance, and can take such a punishment that some even wonder if they're any longer mortal. Striding the battlefield outfitted with armor fit for a god the Dreadnought is truly the epitome of physical endurance. <br />
<br />
;Features<br />
Gains profiency in Heavy Armor and Exotic Weapons.<br />
Their class hit dice becomes a d12.<br />
<br />
;Defend<br />
As an action the warden can choose to defend ONE of their allies within five feet. All enemies attacking the target of the warden's defense have disadvantage or must choose to attack the warden. If they continue to attack the target but miss due to the disadvantage, the warden can use their reaction to strike the enemy once, or to knock the enemy back five feet, but nothing else.<br />
;Bound Arsenal<br />
A warden after taking this archetype can now bind weapons, armor, shields, and heavy weaponry such as a ballista to themselves instead of just weapons. When you take this archetype you may bind two of the listed items to you; for the purposes of this your armor counts as one object(for example one weapon and one shield, or a shield and a suit of armor). If a Dreadnought Warden binds a suit of armor or a shield to themselves it is treated as a +1 magical shield or suit. At 9th level, a Dreadnought Warden can bind two additional various items to themselves.<br />
<br />
;Thick Skinned<br />
At 3rd level, a Dreadnought Warden gains 1d12 + Con Mod + 5 in place of their standard health. This bonus is gained again at levels 5, 7, 10, 13, 16, and 20.<br />
<br />
;Unmovable<br />
At 9th level, a Dreadnought Warden has defended against countless sieges and countless more enemies. They can use the Shield Spell a number of times equal to their Constitution Modifier(minimum of once) per long rest. In addition if an effect would move the Dreadnought against their will they can choose to not be moved a number of times a day equal to their Constitution Modifier(minimum of once).<br />
<br />
;Unstoppable <br />
At 13th level, the Dreadnought Warden has learned to use their magic to push past their physical limits. A Dreadnought Warden can add double their proficiency bonus to any Strength checks, or they can choose to double their proficiency bonus for one round on their attacks. This can be used a number of times equal to their Wisdom Modifier. In addition the Dreadnought gains resistance to either bludgeoning, piercing, or slashing damage.<br />
<br />
;Overwhelming Defense <br />
At 17th level, a Dreadnought Warden gains resistance to bludgeoning, piercing, and slashing damage from non-magical weapons(this does not stack with Unmovable). Once per long rest a Dreadnought Warden can make themselves as if they were a mountain, immovable. When they do this they gain resistance to all damage for one minute, but after the minute they do not have their regular resistances until they take a long rest.<br />
<br />
====Eldritch Devastator====<br />
<br />
These warden's have changed their focus of combat towards a spell casting focus with such a degree of intensity that even longtime wizards and scholars are stunned. Nothing is forbidden knowledge to an Eldritch Devastator, and no magic is outside of their reach. Such Eldritch Devastor's have the blessing and power of even their gods.<br />
<br />
;Features<br />
Your Class Hit Dice become a d6<br />
You gain a the ability to craft a phylactery<br />
<br />
;War Magic<br />
An Eldritch Devastator studies the divine magic of the gods, and the magics of wizards. An Eldritch Devastator prepares their spells the same as they always have, but can now prepare from both the Paladin and Wizard spell lists.<br />
<br />
;Phylactery<br />
A Phylactery is a personal magic item that a Eldritch Devastator can craft, this allows the warden to never permanently die so long as their phylactery remains unbroken. Once their phylactery is broken, if the Warden can remain alive for two weeks they can remake it. But if they die without an active phylactery they remain dead. The only way to bring a player back from this is with a Wish or True Resurrection spell. To craft a phylactery, it requires:<br />
Tears of a Griffin,<br />
Flowers grown on top of a warrior's grave,<br />
Blood of a Undead,<br />
Holy Water,<br />
Powder crushed Gems,<br />
Gold Coin dipped in Warden's Blood.<br />
The ritual to craft a phylactery is drawing a runic circle and place all of the items within it. They then channel their magic into the circle for seven days and nights, at the end of which the phylactery is made. <br />
<br />
;Spell Mastery<br />
You gain advantage on all arcana checks, as well as add your Wis Mod on attack rolls with bound weapons and spells<br />
<br />
;Arcane Cannon<br />
At 3rd level the damage dealt by arcane blast is upgraded from d6 to a d10, and to a d12 at 6th level. Also adds a +5 force damage to the spell at level 3, which is replaced by a +10 damage at level 9.<br />
<br />
;Eldritch Tome<br />
At 9th level the manifestation of an Eldritch Devastator's god-given power transforms into a tome of power. The tome grants one learned spell upon a successful Arcana check and one week of study, after which the tome becomes blank for one week afterwards. Text returns to the tome at midnight of the seventh day, and the Eldritch Devastator can attempt to learn a new spell. The DC to learn each spell is higher than the last as their powers are even greater.<br />
;Mystic Explosion<br />
DC 20 Arcana Check to learn. A explosion of power with arcane power behind it. The explosion is the color of the <br />
Warden's personal magic signature. 60ft range, 10ft explosion. 4d10 force damage. As a action to cast it. Dex Save against the user's spell <br />
save. On fail they take the full damage, on save only half. Can only be used up to 5 times a day + Wis Mod before a long rest.<br />
;Eldritch Ballista<br />
DC 25 Arcana check to learn. As a action to cast, 120ft range of attack. 7d12 force damage. Enemies within 5ft of attacking area need to<br />
make dex save against user's spell save or take half damage. On save, no damadge is taken. Can be used 3 times a day + Wis Mod before a <br />
long rest<br />
;Palm of Arcane God<br />
DC 30 Arcana Check to learn. As a action a 40ft area within eyesight is pressed upon by the full Arcane might of the Eldritch <br />
Devastator Warden. 10d12 force damage and all creatures caught need to make a dex save against user's spell save or be knocked prone. Can <br />
only be used twice a day before a long rest.<br />
{{5e Image|float:right|https://s14.postimg.org/4fkhevk81/resize.jpg|Eldritch Devastator}}<br />
;Arcane Decay<br />
At 13th level, as a action you summon a rain of arcane flecks of energy and they begin eroding against the enemies armor. A enemy within eye sight must make wisdom save against user's spell save DC. On a fail their AC is reduced by 5 for one minute, on a success it is reduced by 5 for just your turn.<br />
<br />
;Spell Mastery<br />
At 17th level, you can unleash a flurry of devastation upon your enemies as a action. Your knowledge of the arcane arts is vast enough that you know how to add that special twist on most spells to get the most damage out of them. You are pen-ultimate as Imperial mage warden. If you roll an attack for a spell (like arcane blast) you now score a critical hit if you roll an 18 - 20 with all spells.<br />
<br />
==== Living Weapon ====<br />
<br />
These wardens focus purely on destroying their opponent with any weapon, be it from the simplest knife or cudgel to a masterwork blade. Such wardens are known far and across the empire for being an unstoppable warrior.<br />
<br />
;Features<br />
You gain proficiency in improvised weapons and exotic weapons, as well as all simple and martial weapons. In addition your unarmed strikes deal 1d4, similar to the monk.<br />
<br />
;Fighting Style<br />
When you choose this archetype you may choose one additional fighting style from the list detailed earlier in the Imperial Warden class, but can not take the same one.<br />
<br />
;Extension of Your Body<br />
When you choose this archetype choose one weapon that you master(longsword, shortsword, battleaxe, etc.). You have become so practiced with this weapon it is an extension of you. When you deal damage with this weapon if you roll a 1 you can reroll the damage once per turn. When you reach 9th level in this class you can add both your strength and dexterity modifiers for damage to your mastered weapon.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Imperial Warden class, you must meet these prerequisites:<br />
Cannot be True Neutral<br />
Must have at least 13 Str or Dex, and at least 13 Wisdom.<br />
<br />
'''Proficiencies.''' When you multiclass into the Imperial Warden class, you gain the following proficiencies:<br />
*Light armor, Medium Armor<br />
*One skill from the Imperial Warden skill list<br />
*Artisan Tools<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Imperial_Warden_(5e_Class)&diff=1008651Imperial Warden (5e Class)2018-02-15T00:43:53Z<p>Wixoss: /* Imperial Magic */</p>
<hr />
<div>{{needsbalance|see talk page}}<br />
Imperial Wardens are warriors anointed by High-Imperial magic. The blessings of the imperial magic allows them to transcend what normal warriors can perform, as long as they hold true to their liege, and their gods. An aura of power radiates from wardens that make them recognizable when they bring their power to bare. The signs of their power vary from warden from warden, glowing eyes, runic marks, or radiant wings. All wardens however, bind themselves to a weapon that becomes a signature for them. Many wardens will take mundane weapons as theirs, but eventually the weapons become those that are spoken of in legends.<!--Description--><br />
<br />
===Creating an Imperial Warden===<br />
Imperial Wardens proficiencies and their combat focus vary from warden to warden. A warden can focus on the more martial aspects of their training and they could be a tremendous warrior at the cost of being less magically inclined. Otherwise a warden can focus on the spells of their classes and be a long distance power house. The warden above all should be an embodiment of the empire they serve, and thus will usually attune themselves as such.<br />
{{5e Image|float:right|http://www.artofmtg.com/wp-content/uploads/2014/02/Sun-Titan-Art-by-Karl-Kopinski.jpg|High Imperial Warden}}<br />
====Quick Build====<br />
Put your highest stats in Strength (Or Dexterity if you wish to use finesse weapons) and Wisdom. Your next highest stat should be Constitution if you wish to be an Imperial Dreadnought, or put more points into Wisdom if you wish to be an Eldritch Devastator. A Living Weapon will benefit from either Strength or Dexterity.<br />
<br />
{{5e Class Features<br />
|name= Imperial Warden<br />
|summary= Imperial Blessed Warrior.<br />
|hd=10<!--Hit Die (4, 6, 8, 10 or 12)--><br />
|spellcasting=half<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Light, Medium<br />
|weapons=Simple ranged and melee weapons, Martial melee weapons<br />
|tools=Artisan Tools<br />
|saves=Strength and Wisdom<br />
|skills=Choose three from Acrobatics, Arcana, Deception, Insight, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth, and Survival.<br />
|item1a=dungeoneer's pack<!--Items in starting equipment package; 4 items with "a" and "b" being alternatives. Leaving the "b" empty removes the choice. --><br />
|item1b=explorer's pack<br />
|item2a=scale mail<br />
|item2b=leather armor and a longbow with 20 arrows<br />
|item3a=a martial weapon and a shield<br />
|item3b=two martial weapons<br />
|item4a=<br />
|item4b=<br />
|classfeatures1=Weapon Bonding, Fighting Style<!--Names of class features at 1st level--><br />
|classfeatures2=Rune Eyes, Imperial Magic<br />
|classfeatures3=Archetype<br />
|classfeatures4=Ability Score Improvement<br />
|classfeatures5=Imperial Aura, Extra Attack<br />
|classfeatures6=Rune Bonding<br />
|classfeatures7=Arcane Blood Flow<br />
|classfeatures8=Aura of Gravity<br />
|classfeatures9=<br />
|classfeatures10=<br />
|classfeatures11=Extra Attack (2)<br />
|classfeatures12=Weightless Grace<br />
|classfeatures13=Imperial Command<br />
|classfeatures14=Rune Mastery Eyes<br />
|classfeatures15=<br />
|classfeatures16=Imperial Ward<br />
|classfeatures17=<br />
|classfeatures18=Imperial Will<br />
|classfeatures19=<br />
|classfeatures20=Warden Incarnate<br />
}}<br />
<br />
<!--Describe class features in more detail here=--><br />
<br />
==== Weapon Bonding ====<br />
At 1st level you have bonded a weapon to yourself in the past or at start of your character gaining this class. Once you have bonded the weapon, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence,you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. When not in use you can dismiss the weapon to a pocket dimension. At 13th level, the user can bound a second weapon to themselves.<br />
<br />
==== Fighting Style ====<br />
<br />
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style more than once, even if you have the option to choose it from another class.<br />
<br />
;Archery<br />
You gain a +2 bonus with attack rolls you make with ranged weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. <br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you,you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.<br />
<br />
==== Imperial Magic ====<br />
An Imperial Warden can tap into the essence of the empire and call forth unique magics that will allow him to conquer his foes, or undermine his enemies. They derive spells from the Paladin spell list, and like a Paladin must be prepared at the beginning of the day. As the Imperial Warden Grows new magics are learned. The spells specific to an Imperial Warden are equivalent to spell slots, and are always prepared.<br />
{| class="wikitable"<br />
|+Imperial Magic Spell list<br />
|-<br />
|Level of Spell<br />
|Spells Available<br />
|-<br />
|1st<br />
|<br />
;Arcane Blast<br />
At 1st level with bonus action, the user gains the ability to shoot a beam of pure energy 30ft x User Lvl, dealing 2d6 force damage. Every spell slot above first adds 1d6 of damage.<br />
<br />
;Will Charge<br />
The user has learned to channel his will into his weapon for a short period of time. With a bonus action, the next weapon attack, extra damage of 1d10 strength. This damage increases by 1d10 for each show slot above first.<br />
|-<br />
|2nd<br />
|<br />
;Eldritch Armor<br />
At 4th level, as an action the user gains the ability summon a glowing set of heavy armor that surrounds their body and clothing, forming a magical barrier between them and incoming attacks. The armor can last through three hits, and adds a +2 AC to the user.<br />
<br />
;Warden's Step<br />
At 4th level, Wardens gain the ability to teleport to a place within 30 ft of eyesight that is a open square as a bonus action. The location the Imperial Warden teleport to needs to only be within sight, if the way to the location is blocked they can still teleport to that square. At 9th level, the distance is increased to 60 ft.<br />
|-<br />
|3rd<br />
|<br />
;Imperial Blight<br />
At 6th Level as an action, Radiant energy washes over a creature of your choice that you can see within range of eye-sight, burning them with pure radiant imperial fire. The target must make a Constitution saving throw with DC equal to (8 + Proficiency Bonus + Wis Mod). The target takes 6d6 radiant damage on a failed save, or half as much damage on a successful one.<br />
<br />
;Chains of Justice<br />
At 6th Level, has an action, moving, golden chains fill a 20-foot square on ground that you can see within range. For the duration, these chains turn the ground in the area into difficult terrain.<br />
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw with DC equal to (8 + Proficiency Bonus + Wis Mod) or take 3d6 bludgeoning damage and be restrained by the chains until the spell ends. A creature that starts its turn in the area and is already restrained by the chains takes 3d6 bludgeoning damage.<br />
A creature restrained by the chains can use its action to make a Strength or Dexterity check (its choice) against your DC. On a success, it frees itself.<br />
|-<br />
|4th<br />
|<br />
;Warden's Volley<br />
At 8th Level, as an action you fire a piece of non-magical ammunition from a ranged weapon or throw a non-magical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw against a DC equal to (8 + Proficiency Bonus + Wis Mod). A creature takes 6d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.<br />
<br />
;Gilded Wave<br />
At 8th Level, as an action you strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw with a DC equal to (8 + Proficiency Bonus + Wis Mod) or take 5d6 thunder damage, as well as 3d6 radiant or force damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.<br />
|-<br />
|5th<br />
|<br />
;Divine Judgement<br />
As an action, flames wreathe one creature you can see within range. The target must make a Dexterity saving throw with a DC equal to (8 + Proficiency Bonus + Wis Mod). It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration which is 1 minute. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 3d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished through non-magical means.<br />
If damage from this spell reduces a target to 0 hit points, the target is turned to ash.<br />
<br />
;Righteous Storm<br />
As an action three pillars of fire erupt on a place of your choosing. The pillars are cylindrical in shape and are ten feet in radius and fifty feet tall. The pillars can not be placed directly on top of one another, but can overlap. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.<br />
The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.<br />
|-<br />
|}<br />
<br />
==== Rune Eyes ====<br />
At 2nd level a rune of power empowers your eyes, you can see normally in non-magical and magical darkness to sixty feet. Furthermore you have advantage on Intelligence(Arcana) checks. The range of your Rune Eyes grows to 120 feet at level 9.<br />
<br />
==== Archetype Feature ====<br />
At 3rd level, you choose an archetype that specializes in the play-style you want: Dreadnought, Living Weapon, or Eldritch Devastator, all detailed at the end of the class description.<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 you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. <br />
<br />
==== Imperial Aura ====<br />
As a bonus action, upon command, arcane magic surrounds the Imperial Warden in 5 foot aura. Wisps of the magic flit through the air around you as the magic begins attacking enemies by breaking apart armor as well as flesh. An Imperial Warden can do this a number of times a day equal to their Wisdom Modifier divided by 2(minimum of 1 use). Enemies within the aura have their AC temporarily reduced by 1, as well as taking 1d4 damage if they end their turn in the aura.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Rune Bonding ====<br />
At 6th level, you learn a ritual that can enhance your bonded weapon. Over the course of one hour you infuse your weapon with yet more magic. You must stay within physical contact of the weapon to infuse the weapon. At the end of the hour you now add bonus damage to your attacks with the weapon equal to half your proficiency rounded down.<br />
<br />
==== Arcane Blood ====<br />
Beginning at 7th level, you gain knowledge of using your own health and blood to empower your magic. You can spend your bonus action to touch the magical core of your being and it absorbs a bit of your own life force to empower your next spells. As a bonus action you can take up to a maximum of 30 damage, and gain damage on your next spell or attack equal to half of the health you sacrificed rounded down. At level 11, you only lose half what you normally would. You can use this feature a number of times equal to your Wisdom Modifier (minimum 1) before you need a Short/Long Rest.<br />
<br />
==== Aura of Gravity ====<br />
At 8th level an Imperial Warden's presence is a weight to their enemies, but keeps their allies grounded. Enemies within ten feet treat your radius as difficult terrain, while allies have advantage against Constitution saves.<br />
<br />
==== Weightless Grace ====<br />
Starting at 12th level, the armor your wearing starts to feel like a second skin and your movement in it seems to be effortless. You do not suffer disadvantage on Dexterity(Stealth) checks if wearing medium or heavy armor, and your movement speed increases by 5.<br />
<br />
==== Imperial Command ====<br />
Beginning at 13th level an Imperial Warden has learned to turn even a furious enemy into an ally, albeit even for a brief few moments. The Imperial Warden has advantage on Charisma checks with a guard, nobleman, or anyone else of a high station. In addition, as a bonus action the Imperial Warden can cast Charm Person, Crown of Madness, and Command a number of times equal to their Wisdom Modifier per long rest. At 17th level the Imperial Warden adds Geas to this list.<br />
<br />
==== Rune Mastery Eyes ====<br />
Starting at 14th level, the rune within your eyes is further empowered and if you are able to see, you are aware of the location of any hidden or invisible creatures within 30 feet of you.<br />
<br />
==== Imperial Ward ====<br />
At the 16th level, you are able to inscribe the imperial rune on objects and creatures. So long as the rune is unbroken, you are always aware of the objects or persons location.<br />
<br />
==== Will of the Empire ====<br />
At 18th level your will is nigh unconquerable. You automatically succeed on any Wisdom saving throw and have advantage on all other saving throws. In addition all allies within 30 feet of you have a bonus to their saving throws equal to your proficiency bonus.<br />
<br />
==== Warden Incarnate ====<br />
At 20th level, your arcane energies tap into the core of the world's arcane energies. During combat you can unlock the world's magic, granting you power unimaginable. Once per long rest you can gain the following effects for up to 1 minute as an action:<br />
You are immune to Necrotic.<br />
Your bound weapon or weapons attacks also deal an additional 2d10 Force damage with every hit.<br />
All spells and attacks with a bound weapon get a +5 on their attack rolls.<br />
Arcane Blood Flow no longer takes health to use as you are tapped directly into the flow of the worlds magic.<br />
<br />
====Imperial Warden Archetypes====<br />
Imperial Wardens can specialize in a few ways, each one detailing the extremities of combat. Choose from the Dreadnought, Eldritch Devastator, or Living Weapon, reflecting what path you wish to take.<br />
<br />
====Dreadnought====<br />
{{5e Image|float:right|https://s17.postimg.org/i60fic4gv/reszie.jpg|Dreadnought}}<br />
<br />
Dreadnoughts are living embodiment's of resilience and endurance, and can take such a punishment that some even wonder if they're any longer mortal. Striding the battlefield outfitted with armor fit for a god the Dreadnought is truly the epitome of physical endurance. <br />
<br />
;Features<br />
Gains profiency in Heavy Armor and Exotic Weapons.<br />
Their class hit dice becomes a d12.<br />
<br />
;Defend<br />
As an action the warden can choose to defend ONE of their allies within five feet. All enemies attacking the target of the warden's defense have disadvantage or must choose to attack the warden. If they continue to attack the target but miss due to the disadvantage, the warden can use their reaction to strike the enemy once, or to knock the enemy back five feet, but nothing else.<br />
;Bound Arsenal<br />
A warden after taking this archetype can now bind weapons, armor, shields, and heavy weaponry such as a ballista to themselves instead of just weapons. When you take this archetype you may bind two of the listed items to you; for the purposes of this your armor counts as one object(for example one weapon and one shield, or a shield and a suit of armor). If a Dreadnought Warden binds a suit of armor or a shield to themselves it is treated as a +1 magical shield or suit. At 9th level, a Dreadnought Warden can bind two additional various items to themselves.<br />
<br />
;Thick Skinned<br />
At 3rd level, a Dreadnought Warden gains 1d12 + Con Mod + 5 in place of their standard health. This bonus is gained again at levels 5, 7, 10, 13, 16, and 20.<br />
<br />
;Unmovable<br />
At 9th level, a Dreadnought Warden has defended against countless sieges and countless more enemies. They can use the Shield Spell a number of times equal to their Constitution Modifier(minimum of once) per long rest. In addition if an effect would move the Dreadnought against their will they can choose to not be moved a number of times a day equal to their Constitution Modifier(minimum of once).<br />
<br />
;Unstoppable <br />
At 13th level, the Dreadnought Warden has learned to use their magic to push past their physical limits. A Dreadnought Warden can add double their proficiency bonus to any Strength checks, or they can choose to double their proficiency bonus for one round on their attacks. This can be used a number of times equal to their Wisdom Modifier. In addition the Dreadnought gains resistance to either bludgeoning, piercing, or slashing damage.<br />
<br />
;Overwhelming Defense <br />
At 17th level, a Dreadnought Warden gains resistance to bludgeoning, piercing, and slashing damage from non-magical weapons(this does not stack with Unmovable). Once per long rest a Dreadnought Warden can make themselves as if they were a mountain, immovable. When they do this they gain resistance to all damage for one minute, but after the minute they do not have their regular resistances until they take a long rest.<br />
<br />
====Eldritch Devastator====<br />
<br />
These warden's have changed their focus of combat towards a spell casting focus with such a degree of intensity that even longtime wizards and scholars are stunned. Nothing is forbidden knowledge to an Eldritch Devastator, and no magic is outside of their reach. Such Eldritch Devastor's have the blessing and power of even their gods.<br />
<br />
;Features<br />
Your Class Hit Dice become a d6<br />
You gain a the ability to craft a phylactery<br />
<br />
;War Magic<br />
An Eldritch Devastator studies the divine magic of the gods, and the magics of wizards. An Eldritch Devastator prepares their spells the same as they always have, but can now prepare from both the Paladin and Wizard spell lists.<br />
<br />
;Phylactery<br />
A Phylactery is a personal magic item that a Eldritch Devastator can craft, this allows the warden to never permanently die so long as their phylactery remains unbroken. Once their phylactery is broken, if the Warden can remain alive for two weeks they can remake it. But if they die without an active phylactery they remain dead. The only way to bring a player back from this is with a Wish or True Resurrection spell. To craft a phylactery, it requires:<br />
Tears of a Griffin,<br />
Flowers grown on top of a warrior's grave,<br />
Blood of a Undead,<br />
Holy Water,<br />
Powder crushed Gems,<br />
Gold Coin dipped in Warden's Blood.<br />
The ritual to craft a phylactery is drawing a runic circle and place all of the items within it. They then channel their magic into the circle for seven days and nights, at the end of which the phylactery is made. <br />
<br />
;Spell Mastery<br />
You gain advantage on all arcana checks, as well as add your Wis Mod on attack rolls with bound weapons and spells<br />
<br />
;Arcane Cannon<br />
At 3rd level the damage dealt by arcane blast is upgraded from d6 to a d10, and to a d12 at 6th level. Also adds a +5 force damage to the spell at level 3, which is replaced by a +10 damage at level 9.<br />
<br />
;Eldritch Tome<br />
At 9th level the manifestation of an Eldritch Devastator's god-given power transforms into a tome of power. The tome grants one learned spell upon a successful Arcana check and one week of study, after which the tome becomes blank for one week afterwards. Text returns to the tome at midnight of the seventh day, and the Eldritch Devastator can attempt to learn a new spell. The DC to learn each spell is higher than the last as their powers are even greater.<br />
;Mystic Explosion<br />
DC 20 Arcana Check to learn. A explosion of power with arcane power behind it. The explosion is the color of the <br />
Warden's personal magic signature. 60ft range, 10ft explosion. 4d10 force damage. As a action to cast it. Dex Save against the user's spell <br />
save. On fail they take the full damage, on save only half. Can only be used up to 5 times a day + Wis Mod before a long rest.<br />
;Eldritch Ballista<br />
DC 25 Arcana check to learn. As a action to cast, 120ft range of attack. 7d12 force damage. Enemies within 5ft of attacking area need to<br />
make dex save against user's spell save or take half damage. On save, no damadge is taken. Can be used 3 times a day + Wis Mod before a <br />
long rest<br />
;Palm of Arcane God<br />
DC 30 Arcana Check to learn. As a action a 40ft area within eyesight is pressed upon by the full Arcane might of the Eldritch <br />
Devastator Warden. 10d12 force damage and all creatures caught need to make a dex save against user's spell save or be knocked prone. Can <br />
only be used twice a day before a long rest.<br />
{{5e Image|float:right|https://s14.postimg.org/4fkhevk81/resize.jpg|Eldritch Devastator}}<br />
;Arcane Decay<br />
At 13th level, as a action you summon a rain of arcane flecks of energy and they begin eroding against the enemies armor. A enemy within eye sight must make wisdom save against user's spell save DC. On a fail their AC is reduced by 5 for one minute, on a success it is reduced by 5 for just your turn.<br />
<br />
;Spell Mastery<br />
At 17th level, you can unleash a flurry of devastation upon your enemies as a action. Your knowledge of the arcane arts is vast enough that you know how to add that special twist on most spells to get the most damage out of them. You are pen-ultimate as Imperial mage warden. If you roll an attack for a spell (like arcane blast) you now score a critical hit if you roll an 18 - 20 with all spells.<br />
<br />
==== Living Weapon ====<br />
<br />
These wardens focus purely on destroying their opponent with any weapon, be it from the simplest knife or cudgel to a masterwork blade. Such wardens are known far and across the empire for being an unstoppable warrior.<br />
<br />
;Features<br />
You gain proficiency in improvised weapons and exotic weapons, as well as all simple and martial weapons. In addition your unarmed strikes deal 1d4, similar to the monk.<br />
<br />
;Fighting Style<br />
When you choose this archetype you may choose one additional fighting style from the list detailed earlier in the Imperial Warden class, but can not take the same one.<br />
<br />
;Extension of Your Body<br />
When you choose this archetype choose one weapon that you master(longsword, shortsword, battleaxe, etc.). You have become so practiced with this weapon it is an extension of you. When you deal damage with this weapon if you roll a 1 you can reroll the damage once per turn. When you reach 9th level in this class you can add both your strength and dexterity modifiers for damage to your mastered weapon.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Imperial Warden class, you must meet these prerequisites:<br />
Cannot be True Neutral<br />
Must have at least 13 Str or Dex, and at least 13 Wisdom.<br />
<br />
'''Proficiencies.''' When you multiclass into the Imperial Warden class, you gain the following proficiencies:<br />
*Light armor, Medium Armor<br />
*One skill from the Imperial Warden skill list<br />
*Artisan Tools<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Imperial_Warden_(5e_Class)&diff=1008650Imperial Warden (5e Class)2018-02-15T00:42:35Z<p>Wixoss: /* Imperial Magic */</p>
<hr />
<div>{{needsbalance|see talk page}}<br />
Imperial Wardens are warriors anointed by High-Imperial magic. The blessings of the imperial magic allows them to transcend what normal warriors can perform, as long as they hold true to their liege, and their gods. An aura of power radiates from wardens that make them recognizable when they bring their power to bare. The signs of their power vary from warden from warden, glowing eyes, runic marks, or radiant wings. All wardens however, bind themselves to a weapon that becomes a signature for them. Many wardens will take mundane weapons as theirs, but eventually the weapons become those that are spoken of in legends.<!--Description--><br />
<br />
===Creating an Imperial Warden===<br />
Imperial Wardens proficiencies and their combat focus vary from warden to warden. A warden can focus on the more martial aspects of their training and they could be a tremendous warrior at the cost of being less magically inclined. Otherwise a warden can focus on the spells of their classes and be a long distance power house. The warden above all should be an embodiment of the empire they serve, and thus will usually attune themselves as such.<br />
{{5e Image|float:right|http://www.artofmtg.com/wp-content/uploads/2014/02/Sun-Titan-Art-by-Karl-Kopinski.jpg|High Imperial Warden}}<br />
====Quick Build====<br />
Put your highest stats in Strength (Or Dexterity if you wish to use finesse weapons) and Wisdom. Your next highest stat should be Constitution if you wish to be an Imperial Dreadnought, or put more points into Wisdom if you wish to be an Eldritch Devastator. A Living Weapon will benefit from either Strength or Dexterity.<br />
<br />
{{5e Class Features<br />
|name= Imperial Warden<br />
|summary= Imperial Blessed Warrior.<br />
|hd=10<!--Hit Die (4, 6, 8, 10 or 12)--><br />
|spellcasting=half<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Light, Medium<br />
|weapons=Simple ranged and melee weapons, Martial melee weapons<br />
|tools=Artisan Tools<br />
|saves=Strength and Wisdom<br />
|skills=Choose three from Acrobatics, Arcana, Deception, Insight, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth, and Survival.<br />
|item1a=dungeoneer's pack<!--Items in starting equipment package; 4 items with "a" and "b" being alternatives. Leaving the "b" empty removes the choice. --><br />
|item1b=explorer's pack<br />
|item2a=scale mail<br />
|item2b=leather armor and a longbow with 20 arrows<br />
|item3a=a martial weapon and a shield<br />
|item3b=two martial weapons<br />
|item4a=<br />
|item4b=<br />
|classfeatures1=Weapon Bonding, Fighting Style<!--Names of class features at 1st level--><br />
|classfeatures2=Rune Eyes, Imperial Magic<br />
|classfeatures3=Archetype<br />
|classfeatures4=Ability Score Improvement<br />
|classfeatures5=Imperial Aura, Extra Attack<br />
|classfeatures6=Rune Bonding<br />
|classfeatures7=Arcane Blood Flow<br />
|classfeatures8=Aura of Gravity<br />
|classfeatures9=<br />
|classfeatures10=<br />
|classfeatures11=Extra Attack (2)<br />
|classfeatures12=Weightless Grace<br />
|classfeatures13=Imperial Command<br />
|classfeatures14=Rune Mastery Eyes<br />
|classfeatures15=<br />
|classfeatures16=Imperial Ward<br />
|classfeatures17=<br />
|classfeatures18=Imperial Will<br />
|classfeatures19=<br />
|classfeatures20=Warden Incarnate<br />
}}<br />
<br />
<!--Describe class features in more detail here=--><br />
<br />
==== Weapon Bonding ====<br />
At 1st level you have bonded a weapon to yourself in the past or at start of your character gaining this class. Once you have bonded the weapon, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence,you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. When not in use you can dismiss the weapon to a pocket dimension. At 13th level, the user can bound a second weapon to themselves.<br />
<br />
==== Fighting Style ====<br />
<br />
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style more than once, even if you have the option to choose it from another class.<br />
<br />
;Archery<br />
You gain a +2 bonus with attack rolls you make with ranged weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. <br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you,you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.<br />
<br />
==== Imperial Magic ====<br />
An Imperial Warden can tap into the essence of the empire and call forth unique magics that will allow him to conquer his foes, or undermine his enemies. They derive spells from the Paladin spell list, and like a Paladin must be prepared at the beginning of the day. As the Imperial Warden Grows new magics are learned. The spells specific to an Imperial Warden are equivalent to spell slots, and are always prepared.<br />
{| class="wikitable"<br />
|+Imperial Magic Spell list<br />
|-<br />
|Level of Spell<br />
|Spells Available<br />
|-<br />
|1st<br />
|<br />
;Arcane Blast<br />
At 1st level with bonus action, the user gains the ability to shoot a beam of pure energy 30ft x User Lvl, dealing 2d6 force damage. Every spell slot above first adds 1d6 of damage.<br />
<br />
;Will Charge<br />
The user has learned to channel his will into his weapon for a short period of time. With a bonus action, the next weapon attack, making a world hunger, 1d10 strength. This damage increases by 1d10 for each show slot above first.<br />
|-<br />
|2nd<br />
|<br />
;Eldritch Armor<br />
At 4th level, as an action the user gains the ability summon a glowing set of heavy armor that surrounds their body and clothing, forming a magical barrier between them and incoming attacks. The armor can last through three hits, and adds a +2 AC to the user.<br />
<br />
;Warden's Step<br />
At 4th level, Wardens gain the ability to teleport to a place within 30 ft of eyesight that is a open square as a bonus action. The location the Imperial Warden teleport to needs to only be within sight, if the way to the location is blocked they can still teleport to that square. At 9th level, the distance is increased to 60 ft.<br />
|-<br />
|3rd<br />
|<br />
;Imperial Blight<br />
At 6th Level as an action, Radiant energy washes over a creature of your choice that you can see within range of eye-sight, burning them with pure radiant imperial fire. The target must make a Constitution saving throw with DC equal to (8 + Proficiency Bonus + Wis Mod). The target takes 6d6 radiant damage on a failed save, or half as much damage on a successful one.<br />
<br />
;Chains of Justice<br />
At 6th Level, has an action, moving, golden chains fill a 20-foot square on ground that you can see within range. For the duration, these chains turn the ground in the area into difficult terrain.<br />
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw with DC equal to (8 + Proficiency Bonus + Wis Mod) or take 3d6 bludgeoning damage and be restrained by the chains until the spell ends. A creature that starts its turn in the area and is already restrained by the chains takes 3d6 bludgeoning damage.<br />
A creature restrained by the chains can use its action to make a Strength or Dexterity check (its choice) against your DC. On a success, it frees itself.<br />
|-<br />
|4th<br />
|<br />
;Warden's Volley<br />
At 8th Level, as an action you fire a piece of non-magical ammunition from a ranged weapon or throw a non-magical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw against a DC equal to (8 + Proficiency Bonus + Wis Mod). A creature takes 6d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.<br />
<br />
;Gilded Wave<br />
At 8th Level, as an action you strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw with a DC equal to (8 + Proficiency Bonus + Wis Mod) or take 5d6 thunder damage, as well as 3d6 radiant or force damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.<br />
|-<br />
|5th<br />
|<br />
;Divine Judgement<br />
As an action, flames wreathe one creature you can see within range. The target must make a Dexterity saving throw with a DC equal to (8 + Proficiency Bonus + Wis Mod). It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration which is 1 minute. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 3d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished through non-magical means.<br />
If damage from this spell reduces a target to 0 hit points, the target is turned to ash.<br />
<br />
;Righteous Storm<br />
As an action three pillars of fire erupt on a place of your choosing. The pillars are cylindrical in shape and are ten feet in radius and fifty feet tall. The pillars can not be placed directly on top of one another, but can overlap. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.<br />
The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.<br />
|-<br />
|}<br />
<br />
==== Rune Eyes ====<br />
At 2nd level a rune of power empowers your eyes, you can see normally in non-magical and magical darkness to sixty feet. Furthermore you have advantage on Intelligence(Arcana) checks. The range of your Rune Eyes grows to 120 feet at level 9.<br />
<br />
==== Archetype Feature ====<br />
At 3rd level, you choose an archetype that specializes in the play-style you want: Dreadnought, Living Weapon, or Eldritch Devastator, all detailed at the end of the class description.<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 you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. <br />
<br />
==== Imperial Aura ====<br />
As a bonus action, upon command, arcane magic surrounds the Imperial Warden in 5 foot aura. Wisps of the magic flit through the air around you as the magic begins attacking enemies by breaking apart armor as well as flesh. An Imperial Warden can do this a number of times a day equal to their Wisdom Modifier divided by 2(minimum of 1 use). Enemies within the aura have their AC temporarily reduced by 1, as well as taking 1d4 damage if they end their turn in the aura.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Rune Bonding ====<br />
At 6th level, you learn a ritual that can enhance your bonded weapon. Over the course of one hour you infuse your weapon with yet more magic. You must stay within physical contact of the weapon to infuse the weapon. At the end of the hour you now add bonus damage to your attacks with the weapon equal to half your proficiency rounded down.<br />
<br />
==== Arcane Blood ====<br />
Beginning at 7th level, you gain knowledge of using your own health and blood to empower your magic. You can spend your bonus action to touch the magical core of your being and it absorbs a bit of your own life force to empower your next spells. As a bonus action you can take up to a maximum of 30 damage, and gain damage on your next spell or attack equal to half of the health you sacrificed rounded down. At level 11, you only lose half what you normally would. You can use this feature a number of times equal to your Wisdom Modifier (minimum 1) before you need a Short/Long Rest.<br />
<br />
==== Aura of Gravity ====<br />
At 8th level an Imperial Warden's presence is a weight to their enemies, but keeps their allies grounded. Enemies within ten feet treat your radius as difficult terrain, while allies have advantage against Constitution saves.<br />
<br />
==== Weightless Grace ====<br />
Starting at 12th level, the armor your wearing starts to feel like a second skin and your movement in it seems to be effortless. You do not suffer disadvantage on Dexterity(Stealth) checks if wearing medium or heavy armor, and your movement speed increases by 5.<br />
<br />
==== Imperial Command ====<br />
Beginning at 13th level an Imperial Warden has learned to turn even a furious enemy into an ally, albeit even for a brief few moments. The Imperial Warden has advantage on Charisma checks with a guard, nobleman, or anyone else of a high station. In addition, as a bonus action the Imperial Warden can cast Charm Person, Crown of Madness, and Command a number of times equal to their Wisdom Modifier per long rest. At 17th level the Imperial Warden adds Geas to this list.<br />
<br />
==== Rune Mastery Eyes ====<br />
Starting at 14th level, the rune within your eyes is further empowered and if you are able to see, you are aware of the location of any hidden or invisible creatures within 30 feet of you.<br />
<br />
==== Imperial Ward ====<br />
At the 16th level, you are able to inscribe the imperial rune on objects and creatures. So long as the rune is unbroken, you are always aware of the objects or persons location.<br />
<br />
==== Will of the Empire ====<br />
At 18th level your will is nigh unconquerable. You automatically succeed on any Wisdom saving throw and have advantage on all other saving throws. In addition all allies within 30 feet of you have a bonus to their saving throws equal to your proficiency bonus.<br />
<br />
==== Warden Incarnate ====<br />
At 20th level, your arcane energies tap into the core of the world's arcane energies. During combat you can unlock the world's magic, granting you power unimaginable. Once per long rest you can gain the following effects for up to 1 minute as an action:<br />
You are immune to Necrotic.<br />
Your bound weapon or weapons attacks also deal an additional 2d10 Force damage with every hit.<br />
All spells and attacks with a bound weapon get a +5 on their attack rolls.<br />
Arcane Blood Flow no longer takes health to use as you are tapped directly into the flow of the worlds magic.<br />
<br />
====Imperial Warden Archetypes====<br />
Imperial Wardens can specialize in a few ways, each one detailing the extremities of combat. Choose from the Dreadnought, Eldritch Devastator, or Living Weapon, reflecting what path you wish to take.<br />
<br />
====Dreadnought====<br />
{{5e Image|float:right|https://s17.postimg.org/i60fic4gv/reszie.jpg|Dreadnought}}<br />
<br />
Dreadnoughts are living embodiment's of resilience and endurance, and can take such a punishment that some even wonder if they're any longer mortal. Striding the battlefield outfitted with armor fit for a god the Dreadnought is truly the epitome of physical endurance. <br />
<br />
;Features<br />
Gains profiency in Heavy Armor and Exotic Weapons.<br />
Their class hit dice becomes a d12.<br />
<br />
;Defend<br />
As an action the warden can choose to defend ONE of their allies within five feet. All enemies attacking the target of the warden's defense have disadvantage or must choose to attack the warden. If they continue to attack the target but miss due to the disadvantage, the warden can use their reaction to strike the enemy once, or to knock the enemy back five feet, but nothing else.<br />
;Bound Arsenal<br />
A warden after taking this archetype can now bind weapons, armor, shields, and heavy weaponry such as a ballista to themselves instead of just weapons. When you take this archetype you may bind two of the listed items to you; for the purposes of this your armor counts as one object(for example one weapon and one shield, or a shield and a suit of armor). If a Dreadnought Warden binds a suit of armor or a shield to themselves it is treated as a +1 magical shield or suit. At 9th level, a Dreadnought Warden can bind two additional various items to themselves.<br />
<br />
;Thick Skinned<br />
At 3rd level, a Dreadnought Warden gains 1d12 + Con Mod + 5 in place of their standard health. This bonus is gained again at levels 5, 7, 10, 13, 16, and 20.<br />
<br />
;Unmovable<br />
At 9th level, a Dreadnought Warden has defended against countless sieges and countless more enemies. They can use the Shield Spell a number of times equal to their Constitution Modifier(minimum of once) per long rest. In addition if an effect would move the Dreadnought against their will they can choose to not be moved a number of times a day equal to their Constitution Modifier(minimum of once).<br />
<br />
;Unstoppable <br />
At 13th level, the Dreadnought Warden has learned to use their magic to push past their physical limits. A Dreadnought Warden can add double their proficiency bonus to any Strength checks, or they can choose to double their proficiency bonus for one round on their attacks. This can be used a number of times equal to their Wisdom Modifier. In addition the Dreadnought gains resistance to either bludgeoning, piercing, or slashing damage.<br />
<br />
;Overwhelming Defense <br />
At 17th level, a Dreadnought Warden gains resistance to bludgeoning, piercing, and slashing damage from non-magical weapons(this does not stack with Unmovable). Once per long rest a Dreadnought Warden can make themselves as if they were a mountain, immovable. When they do this they gain resistance to all damage for one minute, but after the minute they do not have their regular resistances until they take a long rest.<br />
<br />
====Eldritch Devastator====<br />
<br />
These warden's have changed their focus of combat towards a spell casting focus with such a degree of intensity that even longtime wizards and scholars are stunned. Nothing is forbidden knowledge to an Eldritch Devastator, and no magic is outside of their reach. Such Eldritch Devastor's have the blessing and power of even their gods.<br />
<br />
;Features<br />
Your Class Hit Dice become a d6<br />
You gain a the ability to craft a phylactery<br />
<br />
;War Magic<br />
An Eldritch Devastator studies the divine magic of the gods, and the magics of wizards. An Eldritch Devastator prepares their spells the same as they always have, but can now prepare from both the Paladin and Wizard spell lists.<br />
<br />
;Phylactery<br />
A Phylactery is a personal magic item that a Eldritch Devastator can craft, this allows the warden to never permanently die so long as their phylactery remains unbroken. Once their phylactery is broken, if the Warden can remain alive for two weeks they can remake it. But if they die without an active phylactery they remain dead. The only way to bring a player back from this is with a Wish or True Resurrection spell. To craft a phylactery, it requires:<br />
Tears of a Griffin,<br />
Flowers grown on top of a warrior's grave,<br />
Blood of a Undead,<br />
Holy Water,<br />
Powder crushed Gems,<br />
Gold Coin dipped in Warden's Blood.<br />
The ritual to craft a phylactery is drawing a runic circle and place all of the items within it. They then channel their magic into the circle for seven days and nights, at the end of which the phylactery is made. <br />
<br />
;Spell Mastery<br />
You gain advantage on all arcana checks, as well as add your Wis Mod on attack rolls with bound weapons and spells<br />
<br />
;Arcane Cannon<br />
At 3rd level the damage dealt by arcane blast is upgraded from d6 to a d10, and to a d12 at 6th level. Also adds a +5 force damage to the spell at level 3, which is replaced by a +10 damage at level 9.<br />
<br />
;Eldritch Tome<br />
At 9th level the manifestation of an Eldritch Devastator's god-given power transforms into a tome of power. The tome grants one learned spell upon a successful Arcana check and one week of study, after which the tome becomes blank for one week afterwards. Text returns to the tome at midnight of the seventh day, and the Eldritch Devastator can attempt to learn a new spell. The DC to learn each spell is higher than the last as their powers are even greater.<br />
;Mystic Explosion<br />
DC 20 Arcana Check to learn. A explosion of power with arcane power behind it. The explosion is the color of the <br />
Warden's personal magic signature. 60ft range, 10ft explosion. 4d10 force damage. As a action to cast it. Dex Save against the user's spell <br />
save. On fail they take the full damage, on save only half. Can only be used up to 5 times a day + Wis Mod before a long rest.<br />
;Eldritch Ballista<br />
DC 25 Arcana check to learn. As a action to cast, 120ft range of attack. 7d12 force damage. Enemies within 5ft of attacking area need to<br />
make dex save against user's spell save or take half damage. On save, no damadge is taken. Can be used 3 times a day + Wis Mod before a <br />
long rest<br />
;Palm of Arcane God<br />
DC 30 Arcana Check to learn. As a action a 40ft area within eyesight is pressed upon by the full Arcane might of the Eldritch <br />
Devastator Warden. 10d12 force damage and all creatures caught need to make a dex save against user's spell save or be knocked prone. Can <br />
only be used twice a day before a long rest.<br />
{{5e Image|float:right|https://s14.postimg.org/4fkhevk81/resize.jpg|Eldritch Devastator}}<br />
;Arcane Decay<br />
At 13th level, as a action you summon a rain of arcane flecks of energy and they begin eroding against the enemies armor. A enemy within eye sight must make wisdom save against user's spell save DC. On a fail their AC is reduced by 5 for one minute, on a success it is reduced by 5 for just your turn.<br />
<br />
;Spell Mastery<br />
At 17th level, you can unleash a flurry of devastation upon your enemies as a action. Your knowledge of the arcane arts is vast enough that you know how to add that special twist on most spells to get the most damage out of them. You are pen-ultimate as Imperial mage warden. If you roll an attack for a spell (like arcane blast) you now score a critical hit if you roll an 18 - 20 with all spells.<br />
<br />
==== Living Weapon ====<br />
<br />
These wardens focus purely on destroying their opponent with any weapon, be it from the simplest knife or cudgel to a masterwork blade. Such wardens are known far and across the empire for being an unstoppable warrior.<br />
<br />
;Features<br />
You gain proficiency in improvised weapons and exotic weapons, as well as all simple and martial weapons. In addition your unarmed strikes deal 1d4, similar to the monk.<br />
<br />
;Fighting Style<br />
When you choose this archetype you may choose one additional fighting style from the list detailed earlier in the Imperial Warden class, but can not take the same one.<br />
<br />
;Extension of Your Body<br />
When you choose this archetype choose one weapon that you master(longsword, shortsword, battleaxe, etc.). You have become so practiced with this weapon it is an extension of you. When you deal damage with this weapon if you roll a 1 you can reroll the damage once per turn. When you reach 9th level in this class you can add both your strength and dexterity modifiers for damage to your mastered weapon.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Imperial Warden class, you must meet these prerequisites:<br />
Cannot be True Neutral<br />
Must have at least 13 Str or Dex, and at least 13 Wisdom.<br />
<br />
'''Proficiencies.''' When you multiclass into the Imperial Warden class, you gain the following proficiencies:<br />
*Light armor, Medium Armor<br />
*One skill from the Imperial Warden skill list<br />
*Artisan Tools<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Imperial_Warden_(5e_Class)&diff=1008649Imperial Warden (5e Class)2018-02-15T00:37:32Z<p>Wixoss: /* Imperial Magic */</p>
<hr />
<div>{{needsbalance|see talk page}}<br />
Imperial Wardens are warriors anointed by High-Imperial magic. The blessings of the imperial magic allows them to transcend what normal warriors can perform, as long as they hold true to their liege, and their gods. An aura of power radiates from wardens that make them recognizable when they bring their power to bare. The signs of their power vary from warden from warden, glowing eyes, runic marks, or radiant wings. All wardens however, bind themselves to a weapon that becomes a signature for them. Many wardens will take mundane weapons as theirs, but eventually the weapons become those that are spoken of in legends.<!--Description--><br />
<br />
===Creating an Imperial Warden===<br />
Imperial Wardens proficiencies and their combat focus vary from warden to warden. A warden can focus on the more martial aspects of their training and they could be a tremendous warrior at the cost of being less magically inclined. Otherwise a warden can focus on the spells of their classes and be a long distance power house. The warden above all should be an embodiment of the empire they serve, and thus will usually attune themselves as such.<br />
{{5e Image|float:right|http://www.artofmtg.com/wp-content/uploads/2014/02/Sun-Titan-Art-by-Karl-Kopinski.jpg|High Imperial Warden}}<br />
====Quick Build====<br />
Put your highest stats in Strength (Or Dexterity if you wish to use finesse weapons) and Wisdom. Your next highest stat should be Constitution if you wish to be an Imperial Dreadnought, or put more points into Wisdom if you wish to be an Eldritch Devastator. A Living Weapon will benefit from either Strength or Dexterity.<br />
<br />
{{5e Class Features<br />
|name= Imperial Warden<br />
|summary= Imperial Blessed Warrior.<br />
|hd=10<!--Hit Die (4, 6, 8, 10 or 12)--><br />
|spellcasting=half<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Light, Medium<br />
|weapons=Simple ranged and melee weapons, Martial melee weapons<br />
|tools=Artisan Tools<br />
|saves=Strength and Wisdom<br />
|skills=Choose three from Acrobatics, Arcana, Deception, Insight, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth, and Survival.<br />
|item1a=dungeoneer's pack<!--Items in starting equipment package; 4 items with "a" and "b" being alternatives. Leaving the "b" empty removes the choice. --><br />
|item1b=explorer's pack<br />
|item2a=scale mail<br />
|item2b=leather armor and a longbow with 20 arrows<br />
|item3a=a martial weapon and a shield<br />
|item3b=two martial weapons<br />
|item4a=<br />
|item4b=<br />
|classfeatures1=Weapon Bonding, Fighting Style<!--Names of class features at 1st level--><br />
|classfeatures2=Rune Eyes, Imperial Magic<br />
|classfeatures3=Archetype<br />
|classfeatures4=Ability Score Improvement<br />
|classfeatures5=Imperial Aura, Extra Attack<br />
|classfeatures6=Rune Bonding<br />
|classfeatures7=Arcane Blood Flow<br />
|classfeatures8=Aura of Gravity<br />
|classfeatures9=<br />
|classfeatures10=<br />
|classfeatures11=Extra Attack (2)<br />
|classfeatures12=Weightless Grace<br />
|classfeatures13=Imperial Command<br />
|classfeatures14=Rune Mastery Eyes<br />
|classfeatures15=<br />
|classfeatures16=Imperial Ward<br />
|classfeatures17=<br />
|classfeatures18=Imperial Will<br />
|classfeatures19=<br />
|classfeatures20=Warden Incarnate<br />
}}<br />
<br />
<!--Describe class features in more detail here=--><br />
<br />
==== Weapon Bonding ====<br />
At 1st level you have bonded a weapon to yourself in the past or at start of your character gaining this class. Once you have bonded the weapon, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence,you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. When not in use you can dismiss the weapon to a pocket dimension. At 13th level, the user can bound a second weapon to themselves.<br />
<br />
==== Fighting Style ====<br />
<br />
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style more than once, even if you have the option to choose it from another class.<br />
<br />
;Archery<br />
You gain a +2 bonus with attack rolls you make with ranged weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. <br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you,you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.<br />
<br />
==== Imperial Magic ====<br />
An Imperial Warden can tap into the essence of the empire and call forth unique magics that will allow him to conquer his foes, or undermine his enemies. They derive spells from the Paladin spell list, and like a Paladin must be prepared at the beginning of the day. As the Imperial Warden Grows new magics are learned. The spells specific to an Imperial Warden are equivalent to spell slots, and are always prepared.<br />
{| class="wikitable"<br />
|+Imperial Magic Spell list<br />
|-<br />
|Level of Spell<br />
|Spells Available<br />
|-<br />
|1st<br />
|<br />
;Arcane Blast<br />
At 1st level with bonus action, the user gains the ability to shoot a beam of pure energy 30ft x User Lvl, dealing 2d6 force damage. Every spell slot above first adds 1d6 of damage.<br />
<br />
;Will Charge<br />
The user has learned to channel their will into their weapon for a short amount of time. After using this spell the next weapon attack the user makes deals an additional 1d10 of force damage. This damage increases by 1d10 for each spell slot above first.<br />
|-<br />
|2nd<br />
|<br />
;Eldritch Armor<br />
At 4th level, as an action the user gains the ability summon a glowing set of heavy armor that surrounds their body and clothing, forming a magical barrier between them and incoming attacks. The armor can last through three hits, and adds a +2 AC to the user.<br />
<br />
;Warden's Step<br />
At 4th level, Wardens gain the ability to teleport to a place within 30 ft of eyesight that is a open square as a bonus action. The location the Imperial Warden teleport to needs to only be within sight, if the way to the location is blocked they can still teleport to that square. At 9th level, the distance is increased to 60 ft.<br />
|-<br />
|3rd<br />
|<br />
;Imperial Blight<br />
At 6th Level as an action, Radiant energy washes over a creature of your choice that you can see within range of eye-sight, burning them with pure radiant imperial fire. The target must make a Constitution saving throw with DC equal to (8 + Proficiency Bonus + Wis Mod). The target takes 6d6 radiant damage on a failed save, or half as much damage on a successful one.<br />
<br />
;Chains of Justice<br />
At 6th Level, has an action, moving, golden chains fill a 20-foot square on ground that you can see within range. For the duration, these chains turn the ground in the area into difficult terrain.<br />
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw with DC equal to (8 + Proficiency Bonus + Wis Mod) or take 3d6 bludgeoning damage and be restrained by the chains until the spell ends. A creature that starts its turn in the area and is already restrained by the chains takes 3d6 bludgeoning damage.<br />
A creature restrained by the chains can use its action to make a Strength or Dexterity check (its choice) against your DC. On a success, it frees itself.<br />
|-<br />
|4th<br />
|<br />
;Warden's Volley<br />
At 8th Level, as an action you fire a piece of non-magical ammunition from a ranged weapon or throw a non-magical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw against a DC equal to (8 + Proficiency Bonus + Wis Mod). A creature takes 6d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.<br />
<br />
;Gilded Wave<br />
At 8th Level, as an action you strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw with a DC equal to (8 + Proficiency Bonus + Wis Mod) or take 5d6 thunder damage, as well as 3d6 radiant or force damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.<br />
|-<br />
|5th<br />
|<br />
;Divine Judgement<br />
As an action, flames wreathe one creature you can see within range. The target must make a Dexterity saving throw with a DC equal to (8 + Proficiency Bonus + Wis Mod). It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration which is 1 minute. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 3d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished through non-magical means.<br />
If damage from this spell reduces a target to 0 hit points, the target is turned to ash.<br />
<br />
;Righteous Storm<br />
As an action three pillars of fire erupt on a place of your choosing. The pillars are cylindrical in shape and are ten feet in radius and fifty feet tall. The pillars can not be placed directly on top of one another, but can overlap. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.<br />
The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.<br />
|-<br />
|}<br />
<br />
==== Rune Eyes ====<br />
At 2nd level a rune of power empowers your eyes, you can see normally in non-magical and magical darkness to sixty feet. Furthermore you have advantage on Intelligence(Arcana) checks. The range of your Rune Eyes grows to 120 feet at level 9.<br />
<br />
==== Archetype Feature ====<br />
At 3rd level, you choose an archetype that specializes in the play-style you want: Dreadnought, Living Weapon, or Eldritch Devastator, all detailed at the end of the class description.<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 you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. <br />
<br />
==== Imperial Aura ====<br />
As a bonus action, upon command, arcane magic surrounds the Imperial Warden in 5 foot aura. Wisps of the magic flit through the air around you as the magic begins attacking enemies by breaking apart armor as well as flesh. An Imperial Warden can do this a number of times a day equal to their Wisdom Modifier divided by 2(minimum of 1 use). Enemies within the aura have their AC temporarily reduced by 1, as well as taking 1d4 damage if they end their turn in the aura.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Rune Bonding ====<br />
At 6th level, you learn a ritual that can enhance your bonded weapon. Over the course of one hour you infuse your weapon with yet more magic. You must stay within physical contact of the weapon to infuse the weapon. At the end of the hour you now add bonus damage to your attacks with the weapon equal to half your proficiency rounded down.<br />
<br />
==== Arcane Blood ====<br />
Beginning at 7th level, you gain knowledge of using your own health and blood to empower your magic. You can spend your bonus action to touch the magical core of your being and it absorbs a bit of your own life force to empower your next spells. As a bonus action you can take up to a maximum of 30 damage, and gain damage on your next spell or attack equal to half of the health you sacrificed rounded down. At level 11, you only lose half what you normally would. You can use this feature a number of times equal to your Wisdom Modifier (minimum 1) before you need a Short/Long Rest.<br />
<br />
==== Aura of Gravity ====<br />
At 8th level an Imperial Warden's presence is a weight to their enemies, but keeps their allies grounded. Enemies within ten feet treat your radius as difficult terrain, while allies have advantage against Constitution saves.<br />
<br />
==== Weightless Grace ====<br />
Starting at 12th level, the armor your wearing starts to feel like a second skin and your movement in it seems to be effortless. You do not suffer disadvantage on Dexterity(Stealth) checks if wearing medium or heavy armor, and your movement speed increases by 5.<br />
<br />
==== Imperial Command ====<br />
Beginning at 13th level an Imperial Warden has learned to turn even a furious enemy into an ally, albeit even for a brief few moments. The Imperial Warden has advantage on Charisma checks with a guard, nobleman, or anyone else of a high station. In addition, as a bonus action the Imperial Warden can cast Charm Person, Crown of Madness, and Command a number of times equal to their Wisdom Modifier per long rest. At 17th level the Imperial Warden adds Geas to this list.<br />
<br />
==== Rune Mastery Eyes ====<br />
Starting at 14th level, the rune within your eyes is further empowered and if you are able to see, you are aware of the location of any hidden or invisible creatures within 30 feet of you.<br />
<br />
==== Imperial Ward ====<br />
At the 16th level, you are able to inscribe the imperial rune on objects and creatures. So long as the rune is unbroken, you are always aware of the objects or persons location.<br />
<br />
==== Will of the Empire ====<br />
At 18th level your will is nigh unconquerable. You automatically succeed on any Wisdom saving throw and have advantage on all other saving throws. In addition all allies within 30 feet of you have a bonus to their saving throws equal to your proficiency bonus.<br />
<br />
==== Warden Incarnate ====<br />
At 20th level, your arcane energies tap into the core of the world's arcane energies. During combat you can unlock the world's magic, granting you power unimaginable. Once per long rest you can gain the following effects for up to 1 minute as an action:<br />
You are immune to Necrotic.<br />
Your bound weapon or weapons attacks also deal an additional 2d10 Force damage with every hit.<br />
All spells and attacks with a bound weapon get a +5 on their attack rolls.<br />
Arcane Blood Flow no longer takes health to use as you are tapped directly into the flow of the worlds magic.<br />
<br />
====Imperial Warden Archetypes====<br />
Imperial Wardens can specialize in a few ways, each one detailing the extremities of combat. Choose from the Dreadnought, Eldritch Devastator, or Living Weapon, reflecting what path you wish to take.<br />
<br />
====Dreadnought====<br />
{{5e Image|float:right|https://s17.postimg.org/i60fic4gv/reszie.jpg|Dreadnought}}<br />
<br />
Dreadnoughts are living embodiment's of resilience and endurance, and can take such a punishment that some even wonder if they're any longer mortal. Striding the battlefield outfitted with armor fit for a god the Dreadnought is truly the epitome of physical endurance. <br />
<br />
;Features<br />
Gains profiency in Heavy Armor and Exotic Weapons.<br />
Their class hit dice becomes a d12.<br />
<br />
;Defend<br />
As an action the warden can choose to defend ONE of their allies within five feet. All enemies attacking the target of the warden's defense have disadvantage or must choose to attack the warden. If they continue to attack the target but miss due to the disadvantage, the warden can use their reaction to strike the enemy once, or to knock the enemy back five feet, but nothing else.<br />
;Bound Arsenal<br />
A warden after taking this archetype can now bind weapons, armor, shields, and heavy weaponry such as a ballista to themselves instead of just weapons. When you take this archetype you may bind two of the listed items to you; for the purposes of this your armor counts as one object(for example one weapon and one shield, or a shield and a suit of armor). If a Dreadnought Warden binds a suit of armor or a shield to themselves it is treated as a +1 magical shield or suit. At 9th level, a Dreadnought Warden can bind two additional various items to themselves.<br />
<br />
;Thick Skinned<br />
At 3rd level, a Dreadnought Warden gains 1d12 + Con Mod + 5 in place of their standard health. This bonus is gained again at levels 5, 7, 10, 13, 16, and 20.<br />
<br />
;Unmovable<br />
At 9th level, a Dreadnought Warden has defended against countless sieges and countless more enemies. They can use the Shield Spell a number of times equal to their Constitution Modifier(minimum of once) per long rest. In addition if an effect would move the Dreadnought against their will they can choose to not be moved a number of times a day equal to their Constitution Modifier(minimum of once).<br />
<br />
;Unstoppable <br />
At 13th level, the Dreadnought Warden has learned to use their magic to push past their physical limits. A Dreadnought Warden can add double their proficiency bonus to any Strength checks, or they can choose to double their proficiency bonus for one round on their attacks. This can be used a number of times equal to their Wisdom Modifier. In addition the Dreadnought gains resistance to either bludgeoning, piercing, or slashing damage.<br />
<br />
;Overwhelming Defense <br />
At 17th level, a Dreadnought Warden gains resistance to bludgeoning, piercing, and slashing damage from non-magical weapons(this does not stack with Unmovable). Once per long rest a Dreadnought Warden can make themselves as if they were a mountain, immovable. When they do this they gain resistance to all damage for one minute, but after the minute they do not have their regular resistances until they take a long rest.<br />
<br />
====Eldritch Devastator====<br />
<br />
These warden's have changed their focus of combat towards a spell casting focus with such a degree of intensity that even longtime wizards and scholars are stunned. Nothing is forbidden knowledge to an Eldritch Devastator, and no magic is outside of their reach. Such Eldritch Devastor's have the blessing and power of even their gods.<br />
<br />
;Features<br />
Your Class Hit Dice become a d6<br />
You gain a the ability to craft a phylactery<br />
<br />
;War Magic<br />
An Eldritch Devastator studies the divine magic of the gods, and the magics of wizards. An Eldritch Devastator prepares their spells the same as they always have, but can now prepare from both the Paladin and Wizard spell lists.<br />
<br />
;Phylactery<br />
A Phylactery is a personal magic item that a Eldritch Devastator can craft, this allows the warden to never permanently die so long as their phylactery remains unbroken. Once their phylactery is broken, if the Warden can remain alive for two weeks they can remake it. But if they die without an active phylactery they remain dead. The only way to bring a player back from this is with a Wish or True Resurrection spell. To craft a phylactery, it requires:<br />
Tears of a Griffin,<br />
Flowers grown on top of a warrior's grave,<br />
Blood of a Undead,<br />
Holy Water,<br />
Powder crushed Gems,<br />
Gold Coin dipped in Warden's Blood.<br />
The ritual to craft a phylactery is drawing a runic circle and place all of the items within it. They then channel their magic into the circle for seven days and nights, at the end of which the phylactery is made. <br />
<br />
;Spell Mastery<br />
You gain advantage on all arcana checks, as well as add your Wis Mod on attack rolls with bound weapons and spells<br />
<br />
;Arcane Cannon<br />
At 3rd level the damage dealt by arcane blast is upgraded from d6 to a d10, and to a d12 at 6th level. Also adds a +5 force damage to the spell at level 3, which is replaced by a +10 damage at level 9.<br />
<br />
;Eldritch Tome<br />
At 9th level the manifestation of an Eldritch Devastator's god-given power transforms into a tome of power. The tome grants one learned spell upon a successful Arcana check and one week of study, after which the tome becomes blank for one week afterwards. Text returns to the tome at midnight of the seventh day, and the Eldritch Devastator can attempt to learn a new spell. The DC to learn each spell is higher than the last as their powers are even greater.<br />
;Mystic Explosion<br />
DC 20 Arcana Check to learn. A explosion of power with arcane power behind it. The explosion is the color of the <br />
Warden's personal magic signature. 60ft range, 10ft explosion. 4d10 force damage. As a action to cast it. Dex Save against the user's spell <br />
save. On fail they take the full damage, on save only half. Can only be used up to 5 times a day + Wis Mod before a long rest.<br />
;Eldritch Ballista<br />
DC 25 Arcana check to learn. As a action to cast, 120ft range of attack. 7d12 force damage. Enemies within 5ft of attacking area need to<br />
make dex save against user's spell save or take half damage. On save, no damadge is taken. Can be used 3 times a day + Wis Mod before a <br />
long rest<br />
;Palm of Arcane God<br />
DC 30 Arcana Check to learn. As a action a 40ft area within eyesight is pressed upon by the full Arcane might of the Eldritch <br />
Devastator Warden. 10d12 force damage and all creatures caught need to make a dex save against user's spell save or be knocked prone. Can <br />
only be used twice a day before a long rest.<br />
{{5e Image|float:right|https://s14.postimg.org/4fkhevk81/resize.jpg|Eldritch Devastator}}<br />
;Arcane Decay<br />
At 13th level, as a action you summon a rain of arcane flecks of energy and they begin eroding against the enemies armor. A enemy within eye sight must make wisdom save against user's spell save DC. On a fail their AC is reduced by 5 for one minute, on a success it is reduced by 5 for just your turn.<br />
<br />
;Spell Mastery<br />
At 17th level, you can unleash a flurry of devastation upon your enemies as a action. Your knowledge of the arcane arts is vast enough that you know how to add that special twist on most spells to get the most damage out of them. You are pen-ultimate as Imperial mage warden. If you roll an attack for a spell (like arcane blast) you now score a critical hit if you roll an 18 - 20 with all spells.<br />
<br />
==== Living Weapon ====<br />
<br />
These wardens focus purely on destroying their opponent with any weapon, be it from the simplest knife or cudgel to a masterwork blade. Such wardens are known far and across the empire for being an unstoppable warrior.<br />
<br />
;Features<br />
You gain proficiency in improvised weapons and exotic weapons, as well as all simple and martial weapons. In addition your unarmed strikes deal 1d4, similar to the monk.<br />
<br />
;Fighting Style<br />
When you choose this archetype you may choose one additional fighting style from the list detailed earlier in the Imperial Warden class, but can not take the same one.<br />
<br />
;Extension of Your Body<br />
When you choose this archetype choose one weapon that you master(longsword, shortsword, battleaxe, etc.). You have become so practiced with this weapon it is an extension of you. When you deal damage with this weapon if you roll a 1 you can reroll the damage once per turn. When you reach 9th level in this class you can add both your strength and dexterity modifiers for damage to your mastered weapon.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Imperial Warden class, you must meet these prerequisites:<br />
Cannot be True Neutral<br />
Must have at least 13 Str or Dex, and at least 13 Wisdom.<br />
<br />
'''Proficiencies.''' When you multiclass into the Imperial Warden class, you gain the following proficiencies:<br />
*Light armor, Medium Armor<br />
*One skill from the Imperial Warden skill list<br />
*Artisan Tools<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Imperial_Warden_(5e_Class)&diff=1008648Imperial Warden (5e Class)2018-02-15T00:23:11Z<p>Wixoss: /* Imperial Magic */</p>
<hr />
<div>{{needsbalance|see talk page}}<br />
Imperial Wardens are warriors anointed by High-Imperial magic. The blessings of the imperial magic allows them to transcend what normal warriors can perform, as long as they hold true to their liege, and their gods. An aura of power radiates from wardens that make them recognizable when they bring their power to bare. The signs of their power vary from warden from warden, glowing eyes, runic marks, or radiant wings. All wardens however, bind themselves to a weapon that becomes a signature for them. Many wardens will take mundane weapons as theirs, but eventually the weapons become those that are spoken of in legends.<!--Description--><br />
<br />
===Creating an Imperial Warden===<br />
Imperial Wardens proficiencies and their combat focus vary from warden to warden. A warden can focus on the more martial aspects of their training and they could be a tremendous warrior at the cost of being less magically inclined. Otherwise a warden can focus on the spells of their classes and be a long distance power house. The warden above all should be an embodiment of the empire they serve, and thus will usually attune themselves as such.<br />
{{5e Image|float:right|http://www.artofmtg.com/wp-content/uploads/2014/02/Sun-Titan-Art-by-Karl-Kopinski.jpg|High Imperial Warden}}<br />
====Quick Build====<br />
Put your highest stats in Strength (Or Dexterity if you wish to use finesse weapons) and Wisdom. Your next highest stat should be Constitution if you wish to be an Imperial Dreadnought, or put more points into Wisdom if you wish to be an Eldritch Devastator. A Living Weapon will benefit from either Strength or Dexterity.<br />
<br />
{{5e Class Features<br />
|name= Imperial Warden<br />
|summary= Imperial Blessed Warrior.<br />
|hd=10<!--Hit Die (4, 6, 8, 10 or 12)--><br />
|spellcasting=half<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Light, Medium<br />
|weapons=Simple ranged and melee weapons, Martial melee weapons<br />
|tools=Artisan Tools<br />
|saves=Strength and Wisdom<br />
|skills=Choose three from Acrobatics, Arcana, Deception, Insight, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth, and Survival.<br />
|item1a=dungeoneer's pack<!--Items in starting equipment package; 4 items with "a" and "b" being alternatives. Leaving the "b" empty removes the choice. --><br />
|item1b=explorer's pack<br />
|item2a=scale mail<br />
|item2b=leather armor and a longbow with 20 arrows<br />
|item3a=a martial weapon and a shield<br />
|item3b=two martial weapons<br />
|item4a=<br />
|item4b=<br />
|classfeatures1=Weapon Bonding, Fighting Style<!--Names of class features at 1st level--><br />
|classfeatures2=Rune Eyes, Imperial Magic<br />
|classfeatures3=Archetype<br />
|classfeatures4=Ability Score Improvement<br />
|classfeatures5=Imperial Aura, Extra Attack<br />
|classfeatures6=Rune Bonding<br />
|classfeatures7=Arcane Blood Flow<br />
|classfeatures8=Aura of Gravity<br />
|classfeatures9=<br />
|classfeatures10=<br />
|classfeatures11=Extra Attack (2)<br />
|classfeatures12=Weightless Grace<br />
|classfeatures13=Imperial Command<br />
|classfeatures14=Rune Mastery Eyes<br />
|classfeatures15=<br />
|classfeatures16=Imperial Ward<br />
|classfeatures17=<br />
|classfeatures18=Imperial Will<br />
|classfeatures19=<br />
|classfeatures20=Warden Incarnate<br />
}}<br />
<br />
<!--Describe class features in more detail here=--><br />
<br />
==== Weapon Bonding ====<br />
At 1st level you have bonded a weapon to yourself in the past or at start of your character gaining this class. Once you have bonded the weapon, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence,you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. When not in use you can dismiss the weapon to a pocket dimension. At 13th level, the user can bound a second weapon to themselves.<br />
<br />
==== Fighting Style ====<br />
<br />
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style more than once, even if you have the option to choose it from another class.<br />
<br />
;Archery<br />
You gain a +2 bonus with attack rolls you make with ranged weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. <br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you,you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.<br />
<br />
==== Imperial Magic ====<br />
An Imperial Warden can tap into the essence of the empire and call forth unique magics that will allow him to conquer his foes, or undermine his enemies. They derive spells from the Paladin spell list, and like a Paladin must be prepared at the beginning of the day. As the Imperial Warden Grows new magics are learned. The spells specific to an Imperial Warden are equivalent to spell slots, and are always prepared.<br />
{| class="wikitable"<br />
|+Imperial Magic Spell list<br />
|-<br />
|Level of Spell<br />
|Spells Available<br />
|-<br />
|1st<br />
|<br />
;Arcane Blast<br />
At 1st level with a bonus action, the user gains the ability to shoot a beam of pure energy 30ft x User Lvl, dealing 2d6 force damage. Every spell slot above first adds 1d6 of damage.<br />
<br />
;Will Charge<br />
The user has learned to channel their will into their weapon for a short amount of time. After using this spell the next weapon attack the user makes deals an additional 1d10 of force damage. This damage increases by 1d10 for each spell slot above first.<br />
|-<br />
|2nd<br />
|<br />
;Eldritch Armor<br />
At 4th level, as an action the user gains the ability summon a glowing set of heavy armor that surrounds their body and clothing, forming a magical barrier between them and incoming attacks. The armor can last through three hits, and adds a +2 AC to the user.<br />
<br />
;Warden's Step<br />
At 4th level, Wardens gain the ability to teleport to a place within 30 ft of eyesight that is a open square as a bonus action. The location the Imperial Warden teleport to needs to only be within sight, if the way to the location is blocked they can still teleport to that square. At 9th level, the distance is increased to 60 ft.<br />
|-<br />
|3rd<br />
|<br />
;Imperial Blight<br />
At 6th Level as an action, Radiant energy washes over a creature of your choice that you can see within range of eye-sight, burning them with pure radiant imperial fire. The target must make a Constitution saving throw with DC equal to (8 + Proficiency Bonus + Wis Mod). The target takes 6d6 radiant damage on a failed save, or half as much damage on a successful one.<br />
<br />
;Chains of Justice<br />
At 6th Level, has an action, moving, golden chains fill a 20-foot square on ground that you can see within range. For the duration, these chains turn the ground in the area into difficult terrain.<br />
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw with DC equal to (8 + Proficiency Bonus + Wis Mod) or take 3d6 bludgeoning damage and be restrained by the chains until the spell ends. A creature that starts its turn in the area and is already restrained by the chains takes 3d6 bludgeoning damage.<br />
A creature restrained by the chains can use its action to make a Strength or Dexterity check (its choice) against your DC. On a success, it frees itself.<br />
|-<br />
|4th<br />
|<br />
;Warden's Volley<br />
At 8th Level, as an action you fire a piece of non-magical ammunition from a ranged weapon or throw a non-magical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw against a DC equal to (8 + Proficiency Bonus + Wis Mod). A creature takes 6d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.<br />
<br />
;Gilded Wave<br />
At 8th Level, as an action you strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw with a DC equal to (8 + Proficiency Bonus + Wis Mod) or take 5d6 thunder damage, as well as 3d6 radiant or force damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.<br />
|-<br />
|5th<br />
|<br />
;Divine Judgement<br />
As an action, flames wreathe one creature you can see within range. The target must make a Dexterity saving throw with a DC equal to (8 + Proficiency Bonus + Wis Mod). It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration which is 1 minute. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 3d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished through non-magical means.<br />
If damage from this spell reduces a target to 0 hit points, the target is turned to ash.<br />
<br />
;Righteous Storm<br />
As an action three pillars of fire erupt on a place of your choosing. The pillars are cylindrical in shape and are ten feet in radius and fifty feet tall. The pillars can not be placed directly on top of one another, but can overlap. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.<br />
The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.<br />
|-<br />
|}<br />
<br />
==== Rune Eyes ====<br />
At 2nd level a rune of power empowers your eyes, you can see normally in non-magical and magical darkness to sixty feet. Furthermore you have advantage on Intelligence(Arcana) checks. The range of your Rune Eyes grows to 120 feet at level 9.<br />
<br />
==== Archetype Feature ====<br />
At 3rd level, you choose an archetype that specializes in the play-style you want: Dreadnought, Living Weapon, or Eldritch Devastator, all detailed at the end of the class description.<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 you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. <br />
<br />
==== Imperial Aura ====<br />
As a bonus action, upon command, arcane magic surrounds the Imperial Warden in 5 foot aura. Wisps of the magic flit through the air around you as the magic begins attacking enemies by breaking apart armor as well as flesh. An Imperial Warden can do this a number of times a day equal to their Wisdom Modifier divided by 2(minimum of 1 use). Enemies within the aura have their AC temporarily reduced by 1, as well as taking 1d4 damage if they end their turn in the aura.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Rune Bonding ====<br />
At 6th level, you learn a ritual that can enhance your bonded weapon. Over the course of one hour you infuse your weapon with yet more magic. You must stay within physical contact of the weapon to infuse the weapon. At the end of the hour you now add bonus damage to your attacks with the weapon equal to half your proficiency rounded down.<br />
<br />
==== Arcane Blood ====<br />
Beginning at 7th level, you gain knowledge of using your own health and blood to empower your magic. You can spend your bonus action to touch the magical core of your being and it absorbs a bit of your own life force to empower your next spells. As a bonus action you can take up to a maximum of 30 damage, and gain damage on your next spell or attack equal to half of the health you sacrificed rounded down. At level 11, you only lose half what you normally would. You can use this feature a number of times equal to your Wisdom Modifier (minimum 1) before you need a Short/Long Rest.<br />
<br />
==== Aura of Gravity ====<br />
At 8th level an Imperial Warden's presence is a weight to their enemies, but keeps their allies grounded. Enemies within ten feet treat your radius as difficult terrain, while allies have advantage against Constitution saves.<br />
<br />
==== Weightless Grace ====<br />
Starting at 12th level, the armor your wearing starts to feel like a second skin and your movement in it seems to be effortless. You do not suffer disadvantage on Dexterity(Stealth) checks if wearing medium or heavy armor, and your movement speed increases by 5.<br />
<br />
==== Imperial Command ====<br />
Beginning at 13th level an Imperial Warden has learned to turn even a furious enemy into an ally, albeit even for a brief few moments. The Imperial Warden has advantage on Charisma checks with a guard, nobleman, or anyone else of a high station. In addition, as a bonus action the Imperial Warden can cast Charm Person, Crown of Madness, and Command a number of times equal to their Wisdom Modifier per long rest. At 17th level the Imperial Warden adds Geas to this list.<br />
<br />
==== Rune Mastery Eyes ====<br />
Starting at 14th level, the rune within your eyes is further empowered and if you are able to see, you are aware of the location of any hidden or invisible creatures within 30 feet of you.<br />
<br />
==== Imperial Ward ====<br />
At the 16th level, you are able to inscribe the imperial rune on objects and creatures. So long as the rune is unbroken, you are always aware of the objects or persons location.<br />
<br />
==== Will of the Empire ====<br />
At 18th level your will is nigh unconquerable. You automatically succeed on any Wisdom saving throw and have advantage on all other saving throws. In addition all allies within 30 feet of you have a bonus to their saving throws equal to your proficiency bonus.<br />
<br />
==== Warden Incarnate ====<br />
At 20th level, your arcane energies tap into the core of the world's arcane energies. During combat you can unlock the world's magic, granting you power unimaginable. Once per long rest you can gain the following effects for up to 1 minute as an action:<br />
You are immune to Necrotic.<br />
Your bound weapon or weapons attacks also deal an additional 2d10 Force damage with every hit.<br />
All spells and attacks with a bound weapon get a +5 on their attack rolls.<br />
Arcane Blood Flow no longer takes health to use as you are tapped directly into the flow of the worlds magic.<br />
<br />
====Imperial Warden Archetypes====<br />
Imperial Wardens can specialize in a few ways, each one detailing the extremities of combat. Choose from the Dreadnought, Eldritch Devastator, or Living Weapon, reflecting what path you wish to take.<br />
<br />
====Dreadnought====<br />
{{5e Image|float:right|https://s17.postimg.org/i60fic4gv/reszie.jpg|Dreadnought}}<br />
<br />
Dreadnoughts are living embodiment's of resilience and endurance, and can take such a punishment that some even wonder if they're any longer mortal. Striding the battlefield outfitted with armor fit for a god the Dreadnought is truly the epitome of physical endurance. <br />
<br />
;Features<br />
Gains profiency in Heavy Armor and Exotic Weapons.<br />
Their class hit dice becomes a d12.<br />
<br />
;Defend<br />
As an action the warden can choose to defend ONE of their allies within five feet. All enemies attacking the target of the warden's defense have disadvantage or must choose to attack the warden. If they continue to attack the target but miss due to the disadvantage, the warden can use their reaction to strike the enemy once, or to knock the enemy back five feet, but nothing else.<br />
;Bound Arsenal<br />
A warden after taking this archetype can now bind weapons, armor, shields, and heavy weaponry such as a ballista to themselves instead of just weapons. When you take this archetype you may bind two of the listed items to you; for the purposes of this your armor counts as one object(for example one weapon and one shield, or a shield and a suit of armor). If a Dreadnought Warden binds a suit of armor or a shield to themselves it is treated as a +1 magical shield or suit. At 9th level, a Dreadnought Warden can bind two additional various items to themselves.<br />
<br />
;Thick Skinned<br />
At 3rd level, a Dreadnought Warden gains 1d12 + Con Mod + 5 in place of their standard health. This bonus is gained again at levels 5, 7, 10, 13, 16, and 20.<br />
<br />
;Unmovable<br />
At 9th level, a Dreadnought Warden has defended against countless sieges and countless more enemies. They can use the Shield Spell a number of times equal to their Constitution Modifier(minimum of once) per long rest. In addition if an effect would move the Dreadnought against their will they can choose to not be moved a number of times a day equal to their Constitution Modifier(minimum of once).<br />
<br />
;Unstoppable <br />
At 13th level, the Dreadnought Warden has learned to use their magic to push past their physical limits. A Dreadnought Warden can add double their proficiency bonus to any Strength checks, or they can choose to double their proficiency bonus for one round on their attacks. This can be used a number of times equal to their Wisdom Modifier. In addition the Dreadnought gains resistance to either bludgeoning, piercing, or slashing damage.<br />
<br />
;Overwhelming Defense <br />
At 17th level, a Dreadnought Warden gains resistance to bludgeoning, piercing, and slashing damage from non-magical weapons(this does not stack with Unmovable). Once per long rest a Dreadnought Warden can make themselves as if they were a mountain, immovable. When they do this they gain resistance to all damage for one minute, but after the minute they do not have their regular resistances until they take a long rest.<br />
<br />
====Eldritch Devastator====<br />
<br />
These warden's have changed their focus of combat towards a spell casting focus with such a degree of intensity that even longtime wizards and scholars are stunned. Nothing is forbidden knowledge to an Eldritch Devastator, and no magic is outside of their reach. Such Eldritch Devastor's have the blessing and power of even their gods.<br />
<br />
;Features<br />
Your Class Hit Dice become a d6<br />
You gain a the ability to craft a phylactery<br />
<br />
;War Magic<br />
An Eldritch Devastator studies the divine magic of the gods, and the magics of wizards. An Eldritch Devastator prepares their spells the same as they always have, but can now prepare from both the Paladin and Wizard spell lists.<br />
<br />
;Phylactery<br />
A Phylactery is a personal magic item that a Eldritch Devastator can craft, this allows the warden to never permanently die so long as their phylactery remains unbroken. Once their phylactery is broken, if the Warden can remain alive for two weeks they can remake it. But if they die without an active phylactery they remain dead. The only way to bring a player back from this is with a Wish or True Resurrection spell. To craft a phylactery, it requires:<br />
Tears of a Griffin,<br />
Flowers grown on top of a warrior's grave,<br />
Blood of a Undead,<br />
Holy Water,<br />
Powder crushed Gems,<br />
Gold Coin dipped in Warden's Blood.<br />
The ritual to craft a phylactery is drawing a runic circle and place all of the items within it. They then channel their magic into the circle for seven days and nights, at the end of which the phylactery is made. <br />
<br />
;Spell Mastery<br />
You gain advantage on all arcana checks, as well as add your Wis Mod on attack rolls with bound weapons and spells<br />
<br />
;Arcane Cannon<br />
At 3rd level the damage dealt by arcane blast is upgraded from d6 to a d10, and to a d12 at 6th level. Also adds a +5 force damage to the spell at level 3, which is replaced by a +10 damage at level 9.<br />
<br />
;Eldritch Tome<br />
At 9th level the manifestation of an Eldritch Devastator's god-given power transforms into a tome of power. The tome grants one learned spell upon a successful Arcana check and one week of study, after which the tome becomes blank for one week afterwards. Text returns to the tome at midnight of the seventh day, and the Eldritch Devastator can attempt to learn a new spell. The DC to learn each spell is higher than the last as their powers are even greater.<br />
;Mystic Explosion<br />
DC 20 Arcana Check to learn. A explosion of power with arcane power behind it. The explosion is the color of the <br />
Warden's personal magic signature. 60ft range, 10ft explosion. 4d10 force damage. As a action to cast it. Dex Save against the user's spell <br />
save. On fail they take the full damage, on save only half. Can only be used up to 5 times a day + Wis Mod before a long rest.<br />
;Eldritch Ballista<br />
DC 25 Arcana check to learn. As a action to cast, 120ft range of attack. 7d12 force damage. Enemies within 5ft of attacking area need to<br />
make dex save against user's spell save or take half damage. On save, no damadge is taken. Can be used 3 times a day + Wis Mod before a <br />
long rest<br />
;Palm of Arcane God<br />
DC 30 Arcana Check to learn. As a action a 40ft area within eyesight is pressed upon by the full Arcane might of the Eldritch <br />
Devastator Warden. 10d12 force damage and all creatures caught need to make a dex save against user's spell save or be knocked prone. Can <br />
only be used twice a day before a long rest.<br />
{{5e Image|float:right|https://s14.postimg.org/4fkhevk81/resize.jpg|Eldritch Devastator}}<br />
;Arcane Decay<br />
At 13th level, as a action you summon a rain of arcane flecks of energy and they begin eroding against the enemies armor. A enemy within eye sight must make wisdom save against user's spell save DC. On a fail their AC is reduced by 5 for one minute, on a success it is reduced by 5 for just your turn.<br />
<br />
;Spell Mastery<br />
At 17th level, you can unleash a flurry of devastation upon your enemies as a action. Your knowledge of the arcane arts is vast enough that you know how to add that special twist on most spells to get the most damage out of them. You are pen-ultimate as Imperial mage warden. If you roll an attack for a spell (like arcane blast) you now score a critical hit if you roll an 18 - 20 with all spells.<br />
<br />
==== Living Weapon ====<br />
<br />
These wardens focus purely on destroying their opponent with any weapon, be it from the simplest knife or cudgel to a masterwork blade. Such wardens are known far and across the empire for being an unstoppable warrior.<br />
<br />
;Features<br />
You gain proficiency in improvised weapons and exotic weapons, as well as all simple and martial weapons. In addition your unarmed strikes deal 1d4, similar to the monk.<br />
<br />
;Fighting Style<br />
When you choose this archetype you may choose one additional fighting style from the list detailed earlier in the Imperial Warden class, but can not take the same one.<br />
<br />
;Extension of Your Body<br />
When you choose this archetype choose one weapon that you master(longsword, shortsword, battleaxe, etc.). You have become so practiced with this weapon it is an extension of you. When you deal damage with this weapon if you roll a 1 you can reroll the damage once per turn. When you reach 9th level in this class you can add both your strength and dexterity modifiers for damage to your mastered weapon.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Imperial Warden class, you must meet these prerequisites:<br />
Cannot be True Neutral<br />
Must have at least 13 Str or Dex, and at least 13 Wisdom.<br />
<br />
'''Proficiencies.''' When you multiclass into the Imperial Warden class, you gain the following proficiencies:<br />
*Light armor, Medium Armor<br />
*One skill from the Imperial Warden skill list<br />
*Artisan Tools<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Battlemind_(5e_Class)&diff=1008142Battlemind (5e Class)2018-02-13T09:17:42Z<p>Wixoss: /* Iron Guardian */</p>
<hr />
<div>===Battlemind===<br />
<br />
The mind is deadlier than the sword, this is the creed of all Battleminds. Battleminds are warriors who seek to test their skill against the mightiest and most dangerous opponents. These warriors possess a potent combination of psionic and physical skill, allowing them to use their minds to manipulate and deceive their foes even as their fighting skill lets them carve a swath through enemy ranks. Your mind is as deadly as your weapon and with the aid of your psionic prowess, your body can turn aside attacks as effectively as a suit of plate armor. Let those who would stand against your might quiver in terror when you approach, for you are a battlemind and supremacy in combat is your birthright.<br />
<br />
===Creating a Battlemind===<br />
<br />
As you create your battlemind, think about how your character unlocked their psionic capabilities. Was it through some chance event, or forged through continued discipline? Battleminds tend to be bold and sometimes arrogant, an attitude earned through both their physical and mental aptitude. Does your character have the arrogance of your fellow Battleminds? And if so, did it come from a specific battle you fought?<br />
<br />
{{5e Class Features<br />
|name=Battlemind<br />
|summary=These warriors possess a potent combination of psionic and physical skill.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=All armor<br />
|weapons=Simple weapons, martial weapons<br />
|tools=None<br />
|saves=Strength and Intelligence<br />
|skills=Choose two skills from Athletics, Arcana, Insight, Intimidation, Investigation, Perception, Religion and Medicine.<br />
|item1a=Chainmail<br />
|item1b=Leather, a longbow and a quiver of 20 arrows<br />
|item2a=A martial weapon and a shield<br />
|item2b=Two martial weapons<br />
|item3a=An explorer's pack<br />
|item3b=<br />
|classfeatures1=Weapon Bonding, Blurred Step, Mind's Eye<br />
|classfeatures2=Fighting Style, Spellcasting, Intellect Hammer<br />
|classfeatures3=Mental Discipline, Mental Agility<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Aspect of Elevated Harmony<br />
|classfeatures7=Mental Discipline Feature<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Aspect of Luminous Thought<br />
|classfeatures11=Improved Intellect Hammer<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Psionic Expulsion<br />
|classfeatures15=Mental Discipline Feature<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=Aspect of Luminous Thought Improvement<br />
|classfeatures19=<br />
|classfeatures20=Mental Discipline Feature<br />
}}<br />
<br />
'''Weapon Bonding'''<br />
<br />
:At 1st level, you can connect with a weapon. This weapon can be turned off with a free thought to a dimension of your mind as a free action, and if the weapon is on the same ground plane by a free action summons it. You can have only two weapons connected.<br />
<br />
'''Blurred Step'''<br />
<br />
:Your psychically charged mind creates a force that can propel you forward and move your allies in a damaging way. With a bonus action you can teleport a number of feet equal to your Level x 5. Or instead with an action bonus can move an ally the same number of teleport feet.<br />
<br />
'''Mind's Eye'''<br />
<br />
:Your mind is capable of perceiving objects on a molecular level. As an action, you can open your Mind’s Eye. Until the end of your next turn, you have advantage on Intelligence (Investigation) checks made to determine if something is an illusion or otherwise unnatural. In addition you automatically know if a creature has been transformed by some means. For example, while your Mind’s Eye is active, a druid cannot disguise itself from you by using Wild Shape. You can use this feature a number of times equal to 1 + your Intelligence modifier. When you finish a long rest, you regain all expended uses.<br />
<br />
'''Fighting Style'''<br />
<br />
:At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
''Defense''<br />
:While you are wearing armor, you gain a +1 bonus to AC. <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 />
''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. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
''Protection''<br />
:When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.<br />
<br />
'''Spellcasting'''<br />
<br />
:By 2nd level, you have learned to draw on psionic magic through meditation and focus to cast spells. <br />
<br />
''Preparing and Casting Spells''<br />
<br />
:The Battlemind table shows how many spell slots you have to cast your spells. To cast one of your battlemind spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of battlemind spells that are available for you to cast, choosing from the battlemind spell list. When you do so, choose a number of paladin spells equal to your Intelligence modifier + half your battlemind level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of battlemind spells requires time spent in focus: at least 1 minute per spell level for each spell on your list.<br />
<br />
''Spellcasting Ability''<br />
<br />
:Intelligence is your spellcasting ability for your battlemind spells, since their power derives from the strength of your mind. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a battlemind spell you cast and when making an attack roll with one.<br />
<br />
:Spell save DC = 8 + your proficiency bonus + Intelligence Modifier. <br />
:Spell attack modifier = your proficiency bonus + Intelligence Modifier.<br />
<br />
'''Intellect Hammer'''<br />
<br />
:Starting at 2nd level, when a creature you can see hits with a melee weapon attack, you can expend one battlemind spell slot to deal psychic damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 6d8.<br />
<br />
'''Mental Agility'''<br />
<br />
:By 3rd level, your powerful mind allows you to pick up new talents quickly. It takes half as long and costs half as much to train yourself in a new skill or tool.<br />
<br />
'''Mental Discipline'''<br />
:At 3rd level, you choose a mental discipline that shapes the nature of your psionic powers. Choose the Iron Guardian or Zephyr Blade. All are detailed at the end of the class description. Your choice grants you features at 3rd, 7th, 15th and 20th levels. Those features include Mental Discipline spells and the Augmentation feature.<br />
<br />
''Mental Discipline Spells''<br />
:Each mental discipline has a list of associated spells. You gain access to these spells at the levels specified in the mental discipline description. Once you gain access to a discipline spell, you always have it prepared. Discipline spells don’t count against the number of spells you can prepare each day. If you gain a discipline spell that doesn’t appear on the battlemind spell list, the spell is nonetheless a battlemind spell for you.<br />
''Augmentation''<br />
:Your mental discipline allows you to augment your psionic energy to fuel magical effects. Each Augmentation option provided by your mental discipline explains how to use it. When you use your Augmentation, you choose which option to use. You must then finish a short or long rest to use your Augmentation again. Some Augmentation effects require saving throws. When you use such an effect from this class, the DC equals your battlemind spell save DC.<br />
<br />
'''Ability Score Improvement'''<br />
<br />
:When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.<br />
<br />
'''Extra Attack'''<br />
<br />
:Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
'''Aspect of Elevated Harmony'''<br />
<br />
:Starting at 6th level, whenever you or a friendly creature within 10 feet of you takes damage for the first time in a round, reduce the damage by your Intelligence modifier + half your battlemind level. You must be conscious to grant this bonus. At 18th level, the range of this aspect increases to 30 feet.<br />
<br />
'''Aspect of Luminous Thought'''<br />
<br />
:Starting at 10th level, you and friendly creatures within 10 feet have advantage on saving throws against effects that blind, deafen or deal psychic damage, so long as you are conscious. At 18th level, the range of this aspect increases to 30 feet.<br />
<br />
'''Improved Intellect Hammer'''<br />
<br />
:By 11th level, your body is so synchronized with your mind that all your melee weapon strikes carry psionic power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 psychic damage. If you also use your Intellect Hammer with an attack, you add this damage to the extra damage of your Intellect Hammer.<br />
<br />
'''Psionic Expulsion'''<br />
<br />
:Beginning at 14th level, you can use your action to remove one spell or condition from yourself. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain expended uses when you finish a long rest.<br />
<br />
===Mental Discipline===<br />
<br />
====Iron Guardian====<br />
<br />
:The mind is more powerful than the body, and none demonstrate this principle better than the Iron Guardians. The Iron Guardian discipline is a path of invincibility in the face of even the mightiest foes. As you enter augmentation, you body becomes an immovable object and your mind an unstoppable force.<br />
<br />
'''Discipline Spells'''<br />
<br />
:You gain discipline spells at the battlemind levels listed.<br />
<br />
:3rd level: [[5e SRD:Shield|''shield'']], ''earth tremor''<br />
:5th level: [[5e SRD:Heat Metal|''heat metal'']], [[5e SRD:Shatter|''shatter'']]<br />
:9th level: [[5e SRD:Fear|''fear'']], ''erupting earth''<br />
:13th level: [[5e SRD:Stoneskin|''stoneskin'']], [[5e SRD:Death Ward|''death ward'']]<br />
:17th level: [[5e SRD:Wall of Stone|''wall of stone'']], [[5e SRD:Wall of Force|''wall of force'']]<br />
<br />
'''Augmentation'''<br />
<br />
When you take this discipline at 3rd level, you gain the following two Augmentation options.<br />
<br />
''Battle Resilience''<br />
:As a bonus action on your turn, you imbue your body with protective psionic energy. For 1 minute, you have resistance to all damage and +1 bonus to your AC and all saving throws.<br />
''Iron Mind''<br />
:As an action, You use your powerful mind to telepathically sense a creatures motives. You focus on a creature, and learn one of the following pieces of information:<br />
*The creature’s alignment<br />
*The creature’s current emotional state<br />
*The creature’s motives<br />
*Any one of the creature’s personality traits, bonds, ideals or flaws.<br />
*The creature type<br />
<br />
<br />
'''Aspect of the Iron Guardian'''<br />
<br />
:Starting at 7th level, When a friendly creatures within 10 feet of you takes damage, you can use a reaction to redirect the damage to you instead. At 18th level, the range of this aspect increases to 30 feet.<br />
<br />
'''Impenetrable Iron'''<br />
<br />
:At 15th level, your iron skin no longer has any weak points. Any critical hit scored against you is instead a normal hit.<br />
<br />
'''Steel Mind'''<br />
<br />
:At 20th level, you can assume the form of the Steel Mind, taking on an appearance you choose.<br />
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:<br />
<br />
*At the start of each of your turns, you regain 10 hit points.<br />
*Whenever an enemy creature of your size or smaller starts it’s turn within 5 feet of you, it must succeed on a Strength saving throw or be knocked prone.<br />
*Enemy creatures within 10 feet of you have disadvantage on attack rolls against targets other than you.<br />
<br />
:Once you use this feature, you can’t use it again until you finish a long rest.<br />
<br />
====Zephyr Blade====<br />
<br />
:When a Zephyr Blade fights, the breeze whips up into a storm, lending new strength to their attacks. Zephyr Blades move with unparalleled speed and maneuverability.<br />
<br />
'''Discipline Spells'''<br />
<br />
:You gain discipline spells at the battlemind levels listed.<br />
<br />
:3rd level: [[5e SRD:Feather Fall|''feather fall'']], [[5e SRD:Jump|''jump'']]<br />
:5th level: [[5e SRD:Gust of Wind|''gust of wind'']], [[5e SRD:Blur|''blur'']]<br />
:9th level: [[5e SRD:Wind Wall|''wind wall'']], [[5e SRD:Haste|''haste'']]<br />
:13th level: [[5e SRD:Freedom of Movement|''freedom of movement'']], [[5e SRD:Greater Invisibility|''greater invisibility'']]<br />
:17th level: ''control winds'', ''maelstrom''<br />
<br />
'''Augmentation'''<br />
:When you take this discipline at 3rd level, you gain the following two Augmentation options.<br />
<br />
''Speed of Thought''<br />
:When you are about to roll initiative, you can use this augmentation feature to add your Intelligence modifier to the roll and move up to your speed.<br />
''Mental Zephyr''<br />
:As an action, your body becomes enveloped in powerful psionic wind. You become incorporeal and can move through creatures and objects. If you end your turn in another creature or object’s space, you are pushed into the closest unoccupied space and take 1d6 force damage for each 5 feet you are pushed this way. This effect lasts until the start of your next turn or until you attack or cast a spell.<br />
<br />
'''Aspect of the Zephyr Blade'''<br />
:Starting at 7th level, friendly creatures within 10 feet of you gain a bonus to AC against opportunity attacks equal to your Intelligence modifier, so long as you are conscious. At 18th level, the range of this aspect increases to 30 feet.<br />
<br />
'''Speed of The Wind'''<br />
:At 15th level, when you cast one of your discipline spells that has a casting time of 1 action, you can cast it as a bonus action instead. After you use this feature, it can’t be used again until you finish a long rest.<br />
<br />
'''Storm Dance'''<br />
:At 20th level, you can become a screaming gale, encircling and buffeting your foes. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:<br />
<br />
*you gain a flying speed of 60 feet.<br />
*When you take the attack action, you can target two creatures with a single attack. They must both be within your weapons reach.<br />
*As an action, you can make a push attack against any number of creatures within 15 feet of you.<br />
<br />
:Once you use this feature, you can’t use it again until you finish a long rest.<br />
<br />
=== Battlemind Spells ===<br />
<br />
'''''Level 1'''''<br />
:[[5e SRD:Shield|''shield'']], [[5e SRD:Mage Armor|''mage armor'']], [[5e SRD:Command|''command'']], ''compelled duel'', [[5e SRD:Detect Magic|''detect magic'']], [[Mind Spike, Variant (5e Spell)|''mind spike'']], ''dissonant whispers'', [[5e SRD:Hideous Laughter|''hideous laughter'']], [[5e SRD:Charm Person|''charm person'']], [[5e SRD:Comprehend Languages|''comprehend languages'']], [[5e SRD:Disguise Self|''disguise self'']], [[5e SRD:Faerie Fire|''faerie fire'']], [[5e SRD:Identify|''identify'']], [[5e SRD:Jump|''jump'']], [[5e SRD:Heal wounds|''Heal wounds'']]<br />
<br />
'''''Level 2'''''<br />
:[[Psionic Anchor (5e Spell)|''psionic anchor'']], [[5e SRD:Detect Thoughts|''detect thoughts'']], [[5e SRD:Gust of Wind|''gust of wind'']], [[5e SRD:Invisibility|''invisibility'']], [[5e SRD:See Invisibility|''see invisibility'']], [[5e SRD:Silence|''silence'']], [[5e SRD:Suggestion|''suggestion'']], ''phantasmal force'', [[5e SRD:Mirror Image|''mirror image'']], [[5e SRD:Locate Object|''locate object'']]<br />
<br />
'''''Level 3'''''<br />
:[[5e SRD:Clairvoyance|''clairvoyance'']], [[5e SRD:Sending|''sending'']], [[5e SRD:Dispel Magic|''dispel magic'']], [[5e SRD:Counterspell|''counterspell'']], [[Persistent Harrier (5e Spell)|''persistent harrier'']], [[5e SRD:Nondetection|''nondetection'']], [[5e SRD:Protection from Energy|''protection from energy'']]<br />
<br />
'''''Level 4'''''<br />
:[[5e SRD:Dominate Beast|''dominate beast'']], [[5e SRD:Locate Creature|''locate creature'']], [[5e SRD:Dimension Door|''dimension door'']], [[5e SRD:Freedom of Movement|''freedom of movement'']], [[5e SRD:Greater Invisibility|''greater invisibility'']], [[Wild Focus (5e Spell)|''wild focus'']]<br />
<br />
'''''Level 5'''''<br />
:[[5e SRD:Dominate Person|''dominate person'']], [[5e SRD:Telekinesis|''telekinesis'']], [[5e SRD:Modify Memory|''modify memory'']], [[5e SRD:Scrying|''scrying'']], [[Lightning Rush (5e Spell)|''lightning rush'']]<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the battlemind class, you must meet these prerequisites: STR 13 and INT 13<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Wixosshttps://www.dandwiki.com/w/index.php?title=Battlemind_(5e_Class)&diff=1008139Battlemind (5e Class)2018-02-13T08:44:55Z<p>Wixoss: /* Creating a Battlemind */</p>
<hr />
<div>===Battlemind===<br />
<br />
The mind is deadlier than the sword, this is the creed of all Battleminds. Battleminds are warriors who seek to test their skill against the mightiest and most dangerous opponents. These warriors possess a potent combination of psionic and physical skill, allowing them to use their minds to manipulate and deceive their foes even as their fighting skill lets them carve a swath through enemy ranks. Your mind is as deadly as your weapon and with the aid of your psionic prowess, your body can turn aside attacks as effectively as a suit of plate armor. Let those who would stand against your might quiver in terror when you approach, for you are a battlemind and supremacy in combat is your birthright.<br />
<br />
===Creating a Battlemind===<br />
<br />
As you create your battlemind, think about how your character unlocked their psionic capabilities. Was it through some chance event, or forged through continued discipline? Battleminds tend to be bold and sometimes arrogant, an attitude earned through both their physical and mental aptitude. Does your character have the arrogance of your fellow Battleminds? And if so, did it come from a specific battle you fought?<br />
<br />
{{5e Class Features<br />
|name=Battlemind<br />
|summary=These warriors possess a potent combination of psionic and physical skill.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=All armor<br />
|weapons=Simple weapons, martial weapons<br />
|tools=None<br />
|saves=Strength and Intelligence<br />
|skills=Choose two skills from Athletics, Arcana, Insight, Intimidation, Investigation, Perception, Religion and Medicine.<br />
|item1a=Chainmail<br />
|item1b=Leather, a longbow and a quiver of 20 arrows<br />
|item2a=A martial weapon and a shield<br />
|item2b=Two martial weapons<br />
|item3a=An explorer's pack<br />
|item3b=<br />
|classfeatures1=Weapon Bonding, Blurred Step, Mind's Eye<br />
|classfeatures2=Fighting Style, Spellcasting, Intellect Hammer<br />
|classfeatures3=Mental Discipline, Mental Agility<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Aspect of Elevated Harmony<br />
|classfeatures7=Mental Discipline Feature<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Aspect of Luminous Thought<br />
|classfeatures11=Improved Intellect Hammer<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Psionic Expulsion<br />
|classfeatures15=Mental Discipline Feature<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=Aspect of Luminous Thought Improvement<br />
|classfeatures19=<br />
|classfeatures20=Mental Discipline Feature<br />
}}<br />
<br />
'''Weapon Bonding'''<br />
<br />
:At 1st level, you can connect with a weapon. This weapon can be turned off with a free thought to a dimension of your mind as a free action, and if the weapon is on the same ground plane by a free action summons it. You can have only two weapons connected.<br />
<br />
'''Blurred Step'''<br />
<br />
:Your psychically charged mind creates a force that can propel you forward and move your allies in a damaging way. With a bonus action you can teleport a number of feet equal to your Level x 5. Or instead with an action bonus can move an ally the same number of teleport feet.<br />
<br />
'''Mind's Eye'''<br />
<br />
:Your mind is capable of perceiving objects on a molecular level. As an action, you can open your Mind’s Eye. Until the end of your next turn, you have advantage on Intelligence (Investigation) checks made to determine if something is an illusion or otherwise unnatural. In addition you automatically know if a creature has been transformed by some means. For example, while your Mind’s Eye is active, a druid cannot disguise itself from you by using Wild Shape. You can use this feature a number of times equal to 1 + your Intelligence modifier. When you finish a long rest, you regain all expended uses.<br />
<br />
'''Fighting Style'''<br />
<br />
:At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
''Defense''<br />
:While you are wearing armor, you gain a +1 bonus to AC. <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 />
''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. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
''Protection''<br />
:When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.<br />
<br />
'''Spellcasting'''<br />
<br />
:By 2nd level, you have learned to draw on psionic magic through meditation and focus to cast spells. <br />
<br />
''Preparing and Casting Spells''<br />
<br />
:The Battlemind table shows how many spell slots you have to cast your spells. To cast one of your battlemind spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of battlemind spells that are available for you to cast, choosing from the battlemind spell list. When you do so, choose a number of paladin spells equal to your Intelligence modifier + half your battlemind level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of battlemind spells requires time spent in focus: at least 1 minute per spell level for each spell on your list.<br />
<br />
''Spellcasting Ability''<br />
<br />
:Intelligence is your spellcasting ability for your battlemind spells, since their power derives from the strength of your mind. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a battlemind spell you cast and when making an attack roll with one.<br />
<br />
:Spell save DC = 8 + your proficiency bonus + Intelligence Modifier. <br />
:Spell attack modifier = your proficiency bonus + Intelligence Modifier.<br />
<br />
'''Intellect Hammer'''<br />
<br />
:Starting at 2nd level, when a creature you can see hits with a melee weapon attack, you can expend one battlemind spell slot to deal psychic damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 6d8.<br />
<br />
'''Mental Agility'''<br />
<br />
:By 3rd level, your powerful mind allows you to pick up new talents quickly. It takes half as long and costs half as much to train yourself in a new skill or tool.<br />
<br />
'''Mental Discipline'''<br />
:At 3rd level, you choose a mental discipline that shapes the nature of your psionic powers. Choose the Iron Guardian or Zephyr Blade. All are detailed at the end of the class description. Your choice grants you features at 3rd, 7th, 15th and 20th levels. Those features include Mental Discipline spells and the Augmentation feature.<br />
<br />
''Mental Discipline Spells''<br />
:Each mental discipline has a list of associated spells. You gain access to these spells at the levels specified in the mental discipline description. Once you gain access to a discipline spell, you always have it prepared. Discipline spells don’t count against the number of spells you can prepare each day. If you gain a discipline spell that doesn’t appear on the battlemind spell list, the spell is nonetheless a battlemind spell for you.<br />
''Augmentation''<br />
:Your mental discipline allows you to augment your psionic energy to fuel magical effects. Each Augmentation option provided by your mental discipline explains how to use it. When you use your Augmentation, you choose which option to use. You must then finish a short or long rest to use your Augmentation again. Some Augmentation effects require saving throws. When you use such an effect from this class, the DC equals your battlemind spell save DC.<br />
<br />
'''Ability Score Improvement'''<br />
<br />
:When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.<br />
<br />
'''Extra Attack'''<br />
<br />
:Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
'''Aspect of Elevated Harmony'''<br />
<br />
:Starting at 6th level, whenever you or a friendly creature within 10 feet of you takes damage for the first time in a round, reduce the damage by your Intelligence modifier + half your battlemind level. You must be conscious to grant this bonus. At 18th level, the range of this aspect increases to 30 feet.<br />
<br />
'''Aspect of Luminous Thought'''<br />
<br />
:Starting at 10th level, you and friendly creatures within 10 feet have advantage on saving throws against effects that blind, deafen or deal psychic damage, so long as you are conscious. At 18th level, the range of this aspect increases to 30 feet.<br />
<br />
'''Improved Intellect Hammer'''<br />
<br />
:By 11th level, your body is so synchronized with your mind that all your melee weapon strikes carry psionic power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 psychic damage. If you also use your Intellect Hammer with an attack, you add this damage to the extra damage of your Intellect Hammer.<br />
<br />
'''Psionic Expulsion'''<br />
<br />
:Beginning at 14th level, you can use your action to remove one spell or condition from yourself. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain expended uses when you finish a long rest.<br />
<br />
===Mental Discipline===<br />
<br />
====Iron Guardian====<br />
<br />
:The mind is more powerful than the body, and none demonstrate this principle better than the Iron Guardians. The Iron Guardian discipline is a path of invincibility in the face of even the mightiest foes. As you enter augmentation, you body becomes an immovable object and your mind an unstoppable force.<br />
<br />
'''Discipline Spells'''<br />
<br />
:You gain discipline spells at the battlemind levels listed.<br />
<br />
:3rd level: [[5e SRD:Shield|''shield'']], ''earth tremor''<br />
:5th level: [[5e SRD:Heat Metal|''heat metal'']], [[5e SRD:Shatter|''shatter'']]<br />
:9th level: [[5e SRD:Fear|''fear'']], ''erupting earth''<br />
:13th level: [[5e SRD:Stoneskin|''stoneskin'']], [[5e SRD:Death Ward|''death ward'']]<br />
:17th level: [[5e SRD:Wall of Stone|''wall of stone'']], [[5e SRD:Wall of Force|''wall of force'']]<br />
<br />
'''Augmentation'''<br />
<br />
When you take this discipline at 3rd level, you gain the following two Augmentation options.<br />
<br />
''Battle Resilience''<br />
:As a bonus action on your turn, you imbue your body with protective psionic energy. For 1 minute, you have resistance to all damage and +1 bonus to your AC and all saving throws.<br />
''Iron Mind''<br />
:As an action, You use your powerful mind to telepathically sense a creatures motives. You focus on a creature, and learn one of the following pieces of information:<br />
*The creature’s alignment<br />
*The creature’s current emotional state<br />
*The creature’s motives<br />
*Any one of the creature’s personality traits, bonds, ideals or flaws.<br />
<br />
<br />
'''Aspect of the Iron Guardian'''<br />
<br />
:Starting at 7th level, When a friendly creatures within 10 feet of you takes damage, you can use a reaction to redirect the damage to you instead. At 18th level, the range of this aspect increases to 30 feet.<br />
<br />
'''Impenetrable Iron'''<br />
<br />
:At 15th level, your iron skin no longer has any weak points. Any critical hit scored against you is instead a normal hit.<br />
<br />
'''Steel Mind'''<br />
<br />
:At 20th level, you can assume the form of the Steel Mind, taking on an appearance you choose.<br />
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:<br />
<br />
*At the start of each of your turns, you regain 10 hit points.<br />
*Whenever an enemy creature of your size or smaller starts it’s turn within 5 feet of you, it must succeed on a Strength saving throw or be knocked prone.<br />
*Enemy creatures within 10 feet of you have disadvantage on attack rolls against targets other than you.<br />
<br />
:Once you use this feature, you can’t use it again until you finish a long rest.<br />
<br />
====Zephyr Blade====<br />
<br />
:When a Zephyr Blade fights, the breeze whips up into a storm, lending new strength to their attacks. Zephyr Blades move with unparalleled speed and maneuverability.<br />
<br />
'''Discipline Spells'''<br />
<br />
:You gain discipline spells at the battlemind levels listed.<br />
<br />
:3rd level: [[5e SRD:Feather Fall|''feather fall'']], [[5e SRD:Jump|''jump'']]<br />
:5th level: [[5e SRD:Gust of Wind|''gust of wind'']], [[5e SRD:Blur|''blur'']]<br />
:9th level: [[5e SRD:Wind Wall|''wind wall'']], [[5e SRD:Haste|''haste'']]<br />
:13th level: [[5e SRD:Freedom of Movement|''freedom of movement'']], [[5e SRD:Greater Invisibility|''greater invisibility'']]<br />
:17th level: ''control winds'', ''maelstrom''<br />
<br />
'''Augmentation'''<br />
:When you take this discipline at 3rd level, you gain the following two Augmentation options.<br />
<br />
''Speed of Thought''<br />
:When you are about to roll initiative, you can use this augmentation feature to add your Intelligence modifier to the roll and move up to your speed.<br />
''Mental Zephyr''<br />
:As an action, your body becomes enveloped in powerful psionic wind. You become incorporeal and can move through creatures and objects. If you end your turn in another creature or object’s space, you are pushed into the closest unoccupied space and take 1d6 force damage for each 5 feet you are pushed this way. This effect lasts until the start of your next turn or until you attack or cast a spell.<br />
<br />
'''Aspect of the Zephyr Blade'''<br />
:Starting at 7th level, friendly creatures within 10 feet of you gain a bonus to AC against opportunity attacks equal to your Intelligence modifier, so long as you are conscious. At 18th level, the range of this aspect increases to 30 feet.<br />
<br />
'''Speed of The Wind'''<br />
:At 15th level, when you cast one of your discipline spells that has a casting time of 1 action, you can cast it as a bonus action instead. After you use this feature, it can’t be used again until you finish a long rest.<br />
<br />
'''Storm Dance'''<br />
:At 20th level, you can become a screaming gale, encircling and buffeting your foes. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:<br />
<br />
*you gain a flying speed of 60 feet.<br />
*When you take the attack action, you can target two creatures with a single attack. They must both be within your weapons reach.<br />
*As an action, you can make a push attack against any number of creatures within 15 feet of you.<br />
<br />
:Once you use this feature, you can’t use it again until you finish a long rest.<br />
<br />
=== Battlemind Spells ===<br />
<br />
'''''Level 1'''''<br />
:[[5e SRD:Shield|''shield'']], [[5e SRD:Mage Armor|''mage armor'']], [[5e SRD:Command|''command'']], ''compelled duel'', [[5e SRD:Detect Magic|''detect magic'']], [[Mind Spike, Variant (5e Spell)|''mind spike'']], ''dissonant whispers'', [[5e SRD:Hideous Laughter|''hideous laughter'']], [[5e SRD:Charm Person|''charm person'']], [[5e SRD:Comprehend Languages|''comprehend languages'']], [[5e SRD:Disguise Self|''disguise self'']], [[5e SRD:Faerie Fire|''faerie fire'']], [[5e SRD:Identify|''identify'']], [[5e SRD:Jump|''jump'']], [[5e SRD:Heal wounds|''Heal wounds'']]<br />
<br />
'''''Level 2'''''<br />
:[[Psionic Anchor (5e Spell)|''psionic anchor'']], [[5e SRD:Detect Thoughts|''detect thoughts'']], [[5e SRD:Gust of Wind|''gust of wind'']], [[5e SRD:Invisibility|''invisibility'']], [[5e SRD:See Invisibility|''see invisibility'']], [[5e SRD:Silence|''silence'']], [[5e SRD:Suggestion|''suggestion'']], ''phantasmal force'', [[5e SRD:Mirror Image|''mirror image'']], [[5e SRD:Locate Object|''locate object'']]<br />
<br />
'''''Level 3'''''<br />
:[[5e SRD:Clairvoyance|''clairvoyance'']], [[5e SRD:Sending|''sending'']], [[5e SRD:Dispel Magic|''dispel magic'']], [[5e SRD:Counterspell|''counterspell'']], [[Persistent Harrier (5e Spell)|''persistent harrier'']], [[5e SRD:Nondetection|''nondetection'']], [[5e SRD:Protection from Energy|''protection from energy'']]<br />
<br />
'''''Level 4'''''<br />
:[[5e SRD:Dominate Beast|''dominate beast'']], [[5e SRD:Locate Creature|''locate creature'']], [[5e SRD:Dimension Door|''dimension door'']], [[5e SRD:Freedom of Movement|''freedom of movement'']], [[5e SRD:Greater Invisibility|''greater invisibility'']], [[Wild Focus (5e Spell)|''wild focus'']]<br />
<br />
'''''Level 5'''''<br />
:[[5e SRD:Dominate Person|''dominate person'']], [[5e SRD:Telekinesis|''telekinesis'']], [[5e SRD:Modify Memory|''modify memory'']], [[5e SRD:Scrying|''scrying'']], [[Lightning Rush (5e Spell)|''lightning rush'']]<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the battlemind class, you must meet these prerequisites: STR 13 and INT 13<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Wixoss