diff --git a/content/About/Books.md b/content/About/Books.md new file mode 100644 index 0000000..7f434d2 --- /dev/null +++ b/content/About/Books.md @@ -0,0 +1,3 @@ +_Always remember to support the original creators! These are here for player convenience._ + +[[ToV - Players Guide.pdf]] diff --git a/content/Adventuring Gear/Armor.md b/content/Adventuring Gear/Armor.md new file mode 100644 index 0000000..9177b2d --- /dev/null +++ b/content/Adventuring Gear/Armor.md @@ -0,0 +1,22 @@ + The Armor table shows the cost, weight, and other properties of the armor found in this chapter. + +- **Dragonscale Armor.** This armor can be light, medium, or heavy, depending on its manufacture. Few sets of armor prove as deadly to produce as dragonscale armor. The reward for such dangerous work is armor that grants resistance to the element corresponding to the dragon it was made from (ask GM for the **Damage Resistance by Dragon Type** Table).  +- **Winged Armor.** This armor can be made light, medium, or heavy and is generally only made for Humanoids. The armor isn’t winged itself but is rather built for warriors who have wings and adjustable for different wing sizes. A non-winged character would feel less protected in winged armor with two large holes in the back.  + In addition to allowing winged Humanoids to wear armor, winged armor is built to help fliers stabilize when they’re hit in midair. When an attack or effect would cause you to fall prone in midair, you have advantage on saves against that effect. +- **Kite Shield.** Favored by mounted warriors, this shield’s leaf-like shape protects the rider’s legs and the mount’s flanks. When you use a kite shield while mounted, the shield’s bonus to AC applies to the mount’s AC as well as your AC. +- **Manica**. This shield consists of overlapping metal segments fastened to leather straps and wrapped around the upper and lower arm. You can don or doff a manica as an action. Though the manica provides less protection than other shields, it allows you free use of your shield hand. You can’t gain the manica’s bonus to AC while wielding a weapon in that hand, and, as normal, you can benefit from only one shield at a time. +- **Lantern Shield.** Attached to this buckler is a lightweight lantern. It can be lit like any other lantern by mundane or magical means. The lantern swings from the shield, shedding bright light in a 10-foot radius and dim light for an additional 20 feet. + +As a bonus action while the lantern is lit, you can swing your shield toward an opponent within 5 feet of you in an attempt to blind them with the light. Your opponent must succeed on a **DC** 13 **CON** save or be blinded until the start of its next turn. + +- **Spiked Shield.** Note that this shield has the Light weapon property. You can use a spiked shield as a weapon and can use it in two-weapon fighting. On a successful melee attack with it, you deal 1d4 + your **STR** modifier piercing damage. + +| **Armor** | **Cost** | **Armour Class (AC)** | **Weight** | **Properties** | +| ----------------- | --------- | --------------------- | ---------- | ----------------- | +| Dragonscale armor | +5,000 gp | Matches type | +10 lb | Natural Materials | +| Winged armor | +200 gp | Matches type | +10 lb. | (as armor) | +| **Shield** | | | | | +| Kite shield | 15 gp | +2 | 10 lb. | | +| Manica | 6 gp | +1 | 4 lb. | | +| Lantern shield | 30 gp | +2 | 8 lb. | | +| Spiked shield | 100 gp | +2 | 8 lb. | Light | \ No newline at end of file diff --git a/content/Adventuring Gear/Firearms.md b/content/Adventuring Gear/Firearms.md new file mode 100644 index 0000000..0074ece --- /dev/null +++ b/content/Adventuring Gear/Firearms.md @@ -0,0 +1,45 @@ +Gunpowder and firearms typically appear in fantasy settings that gravitate toward late-medieval or renaissance periods or to swashbuckling themes, though they can appear in any setting where alchemists or tinkerers have access to sulfur, charcoal, and saltpeter. Presented here are rules for incorporating gunpowder and firearms into your game. + +The first gunpowder weapons included pistols, muskets, and blunderbusses, among others. These early firearms were matchlock, muzzle-loaded weapons. A curved lever held a burning slow match or length of cording. When the trigger was pulled, the lever dropped into the firing chamber, igniting the gunpowder and propelling the ball down the barrel of the firearm. + +The firearms in this book use the Loading and Gunpowder properties. You can find the statistics for the firearms and the details for the Gunpowder property in the following sections.  + +- **Loading a Firearm.** Early firearms use a paper “cartridge,” a paper cylinder packed with an iron or lead ball, gunpowder, and a primer. To load a firearm, the wielder opens the paper cartridge, pours the gunpowder into the end of the barrel, followed by the ball and the paper. A rod is used to ram the ball and paper down the barrel. Hit or miss, ammunition from a firearm is destroyed once expended. +- **Obvious Weapons.** More than almost any other weapon, firearms draw attention when they are used, and they are loud. When a character makes a ranged attack with a firearm, the firearm releases a thunderous boom audible out to the weapon’s maximum range. In addition, firearms release a small puff of smoke when fired. PCs hoping to move or fight undetected would be wise to use other weapons. GMs need to be aware of the sight, sound, and smell of firearms and the possibility of such effects alerting nearby creatures, but also be aware these effects are just as likely to startle or scare away creatures as it is to draw them. +- **Proficiency.** A “firearm” is any ranged weapon with the Gunpowder weapon property. Firearms are designated as simple or martial ranged weapons similar to crossbows and other ranged weapons. A PC with simple or martial weapon proficiency also has proficiency with simple or martial firearms, respectively. However, it is up to the GM if gunpowder and firearms are available in the campaign setting or in a region to which the PC has access. If gunpowder and firearms aren’t available in the campaign, a character can’t use firearms, regardless of the PC’s weapon proficiencies + +**Weapon Options** + +This section offers an additional weapon option compatible with certain firearms. For the full list of weapon options and weapon option rules, see the Player’s Guide. + +- **Harmless Fusillade. When you make an attack with this weapon, you can harmlessly discharge the weapon instead of dealing damage while aiming at a creature within the weapon’s normal range. On a successful hit, the target must succeed on a **CON** save or have disadvantage on the next concentration check it makes before the start of your next turn.** + +# Weapon Properties + +The following section includes a new weapon property unique to the firearm weapons described in this doc. For the full list of weapon properties and their rules, see the Player’s Guide. + +- **Gunpowder.** Gunpowder is an often-unpredictable substance. As such, firearms and other weapons and items utilizing gunpowder have the potential to deal significant damage. If you roll the highest possible number on an individual damage die (such as a 6 on a d6 or a 12 on a d12) when you attack with this weapon, you can roll that die again and add the result to the total. For example, if your 2d4 roll resulted in a 3 and 4, you can reroll the 4, adding the result to the current total of 7. When a damage die results in the highest possible number on the die, it is called a “burst.” + If you roll the highest possible number again, you can roll the damage die again and add the result to the total, further increasing the weapon’s damage. Any of the damage dice for this weapon, including extra dice such as from a critical hit or sneak attack, can burst and result in a reroll. For each attack you make with this weapon, you can reroll only a number of burst dice equal to your proficiency bonus, regardless of how many damage dice result in the highest possible number. + If a single attack with a weapon or item with this property hits multiple targets, the damage is treated as one attack or effect for the purposes of determining how many times the damage can experience a burst, regardless of how many targets take the damage. +- **Magazine.** Weapons with this property can be loaded with multiple pieces of ammunition, allowing a character to fire the weapon without having to reload between shots—as long as at least one piece of unspent ammunition is in the magazine. Weapons with this property have a number listed next to this property specifying the maximum pieces of ammunition the magazine can hold. For example, a property listed as “Magazine (8)” indicates that weapon’s magazine can hold up to eight pieces of ammunition at one time. + +|**Weapon**|**Cost**|**Damage**|**Weight**|**Weapon Options**|**Properties**| +|---|---|---|---|---|---| +|_**Simple Ranged Weapons**_|||||| +|Pistol|25 gp|1d6 piercing|5 lb.|Harmless Fusillade|Ammunition (range 30/120), Gunpowder, Light, Loading| +|_**Martial Ranged Weapons**_|||||| +|Arquebus|100 gp|2d6 piercing|20 lb.|Harmless Fusillade|Ammunition (range 25/100), Gunpowder, Heavy, Loading, Two-Handed| +|Blunderbuss|75 gp|2d4 piercing|12 lb.|—-|Ammunition (see Special Weapon entry), Gunpowder, Loading, Two-Handed| +|Musket|60 gp|1d10 piercing|10 lb.|Harmless Fusillade|Ammunition (range 80/320), Gunpowder, Loading, Two-Handed| +|Revolving Musket|200 gp|1d8 piercing|12 lb.|Harmless Fusillade|Ammunition (range 80/320), Gunpowder, Magazine (8), Two-Handed| + +# Special Weapons + +Various firearms are detailed here. + +- **Arquebus.** This very heavy barreled firearm fires solid metal balls and deals devastating damage at short range. +- **Blunderbuss.** This firearm features a flared muzzle. When you fire the weapon, it releases bullets in a 15-foot cone. Each creature in that area must make a **DC** 13 **DEX** save, taking 2d4 piercing damage on a failed save, or half as much damage on a successful one. Each time you use the blunderbuss, it expends 5 pieces of ammunition, and, as with all firearms, the ammunition can’t be recovered at the end of battle. Firing a blunderbuss releases a thunderous boom that is audible out to 200 feet. +- **Musket.** This long-barreled firearm comes in different styles. Its wooden handle often features engravings and other decorative embellishments that have significance to the owner or the original craftsperson. +- **Pistol.** This small firearm fits easily in one hand, and its wooden handle often features unique engravings, similar to those found on muskets. + +**Revolving Musket.** This long-barreled firearm holds a removable, metal, cylindrical magazine, which allows the firearm to be fired multiple times before needing to be reloaded. The attached magazine must have at least one paper cartridge loaded into it to make a ranged attack with this weapon. diff --git a/content/Adventuring Gear/Martial Arts Weapons.md b/content/Adventuring Gear/Martial Arts Weapons.md new file mode 100644 index 0000000..a0a226a --- /dev/null +++ b/content/Adventuring Gear/Martial Arts Weapons.md @@ -0,0 +1,45 @@ +The weapon your character uses not only affects their actions and their role in combat, it adds flavor to their concept. Branching out from traditional Western fantasy weapons adds a wealth of interesting options to give your character a distinct style.  + +The weapons detailed here are in addition to the weapons described in the core rules. The boomerang, nunchaku, sai and tonfa can be considered monk weapons for purposes of the monk’s Martial Arts class feature. + +The Martial Arts Weapons table shows the weapons found in this section, including their price, damage, weight, associated weapon options, and properties. This table is also split by the proficiencies required (simple or martial) to wield the weapons effectively. For descriptions of new weapon options, see the Weapon Options section.  + +# Weapon Properties + +Some of these martial arts weapons have new properties, described here: + +- **Hooked.** This weapon has one or more hooks or prongs used for catching and trapping an opponent’s weapon. +- **Shielding.** A weapon with the shielding property is helpful for both blocking and attacking. If you take the Dodge action while wielding a weapon with this property, you gain a +1 bonus to your AC until the beginning of your next turn. + +|**Weapon**|**Cost**|**Damage**|**Weight**|**Weapon Options**|**Properties**| +|---|---|---|---|---|---| +|_Simple Melee Weapons_|||||| +|Nunchaku|2 sp|1d6 bludgeoning|2 lb.|Whirling Distraction|Finesse| +|Sai|2 gp|1d4 piercing|2 lb.|Disarming Parry, Disarming Twist, Hook and Pivot, Weapon Trap|Finesse, Hooked, Light| +|Tonfa|2 sp|1d4 bludgeoning||Disarming Parry, Disarming Twist, Forearm Block, Hook and Pivot, Weapon Trap|Finesse, Hooked, Light, Shielding, Special| +|Boomerang|5 sp|1d4 bludgeoning|1 lb.|Misdirect|Thrown (range 20/60 ft.)| +|_**Simple Ranged Weapons**_|||||| +|Shuriken|5 cp|1d4 piercing|1/8 lb.|Misdirect|Finesse, Thrown (range 30/60)| +|_Martial Melee Weapons_|||||| +|Butterfly sword|10 gp|1d6 slashing|2 lb.|Disarming Parry, Disarming Twist, Hook and Pivot, Weapon Trap|Finesse, Hooked, Light| +|Ji|15 gp|1d10 piercing|6 lb|Disarming Parry, Disarming Twist, Hook and Pivot, Weapon Trap|Heavy, Hooked, Reach, Two-handed| +|Hook sword|15 gp|1d6 slashing|3 lb.|Disarming Parry, Disarming Twist, Hook and Pivot, Weapon Trap|Hooked, Light, Special, Versatile (1d8)| +|Rope dart|5 sp|1d6 bludgeoning||Ensnare, Twine, Whirling Distraction|Finesse, Reach, Two-handed| +|Lasso|5 sp|1d4 bludgeoning|10 lb|—|Thrown (range 20/60 ft.)| + +# Special Weapons + +Various weapons with special properties are detailed here. + +- **Hook Sword.** A hook sword is a long blade with a flanged hook on the end, a sharpened end of the hilt, and a pointed, crescent-shaped crossguard. Typically wielded as a pair, a hook sword’s shape makes it handy for tripping an enemy, catching their weapons, and deflecting their blows.  + +As a bonus action, you can link or unlink two hook swords you are wielding by locking their hooked ends together to form a longer, flail-like slashing weapon. When wielding linked hook swords, you gain a reach of 10 feet, and the linked swords function as a single two-handed weapon that deals 1d10 slashing damage. + +- **Tonfa.** A tonfa resembles a wooden club, roughly the length of the wielder’s forearm, with a perpendicular handle. This shape allows for versatility in combat, and the weapon can be used as a club for striking, can be gripped by the shaft for hooking and tripping, or can be tucked in along the forearm for blocking or for hard, precise jabs. Tonfa are typically wielded in pairs.  + +You can make unarmed strikes while wielding one tonfa in each hand.  + +- **Boomerang.** When you throw this weapon and hit, the weapon bounces off your target and returns to your hand. If you miss, the weapon sails past your target, then turns around to strike again. Make a second attack roll. On a miss, the weapon returns to your hand. On a hit, the weapon deals damage to your target, but then falls to the ground. +- **Lasso.** A Large or smaller creature hit by a lasso is grappled. A lasso has no effect on creatures that are formless or creatures that are at least two sizes larger than the wielder.  + + A creature can attempt to break itself or another creature free from the lasso’s grapple with a contested **STR** check against you. Dealing 8 slashing damage to the lasso (AC 10) also frees a grappled creature without harming it and destroys the lasso. When you attack with a lasso, you can make only one attack with the weapon regardless of how many attacks you normally have in a round. As an action, you can pull a creature grappled by your lasso toward you a number of feet equal to your **STR** score. diff --git a/content/Adventuring Gear/Misc Adventuring Gear.md b/content/Adventuring Gear/Misc Adventuring Gear.md new file mode 100644 index 0000000..03dcc73 --- /dev/null +++ b/content/Adventuring Gear/Misc Adventuring Gear.md @@ -0,0 +1,173 @@ +Useful equipment that isn’t armor or weapons is called Adventuring Gear. The Adventuring Gear table lists the price and weight of items commonly available for purchase. Items that have special rules or require further explanation are listed in the Special Gear section. + +|**Item**|**Cost**|**Weight**| +|---|---|---| +|Air Bladder|3 gp|1 lb.| +|Alchemical Bolts (5)|5 gp|½ lb.| +|Bandolier|1 sp|—-| +|_Bombs_||| +|Fireorb|100 gp|½ lb.| +|Handheld|60 gp|1 lb| +|Mining|150 gp|10 lb.| +|Cartridge Pouch|1 gp|1 lb.| +|Clockwork Badger|400 gp|40 lb.| +|Clockwork Canary|100 gp|½ lb.| +|Color-Changing Parchment|2 gp|½ lb.| +|Drill, Adamantine|1,000 gp|60 lb.| +|Drill, Iron|200 gp|30 lb.| +|_Elemental Bottles_||| +|Acid|25 gp|1 lb.| +|Cold|50 gp|1 lb.| +|Fire|50 gp|1 lb.| +|Lightning|100 gp|1 lb.| +|Poison|100 gp|1 lb.| +|Thunder|75 gp|1 lb.| +|Elven adaptive leaves|100 gp|3 lb.| +|Ether|25 gp|¼ lb.| +|Garrote|5 sp|½ lb.| +|Glide Cloak|200 gp|2  lb.| +|Glow Worm|1 gp|½ lb.| +|Grappling Hook|20 gp|4 lb.| +|Grappling rod|200 gp|10 lb.| +|_Gunpowder_||| +|Barrel|125 gp|100 lb.| +|Horn|3 gp|1 lb.| +|Keg|65 gp|50 lb.| +|Ounce|1 sp|—-| +|Helmet, mining|10 gp|2 lb.| +|Jar of Leeches|20 gp|2 lb.| +|Magazine|1 gp|1 lb.| +|_Mantlet_||| +|Heavy large|100 gp|100 lb.| +|Heavy Personal|50 gp|50 lb.| +|Light Personal|25 gp|15 lb.| +|Paper Cartridges (10)|2 gp|1 lb.| +|Phosphorescent fungi|1 gp|½ lb.| +|Pulley|50 gp|10 lb.| +|Saddle, secure|30 gp|35 lb.| +|Sapper tar|50 gp|1 lb.| +|Silt mask|5 gp|½ lb.| +|Slughide dissolvent, cylinder|350 gp|1 ½ lb.| +|Slughide dissolvent, sphere|75 gp|1 lb.| +|Smokeball|10 gp|1 lb.| +|Surgery kit|50 gp|4 lb.| +|Trip sphere|100 gp|1 lb.| +|Undersuit|5 sp|1 lb.| +|Wormsilk rope (50 feet)|20 gp|4 lb.| +|Wormsilk Net|60 gp|2 lb| + +# Special Gear + +This section describes items that have special rules or require further explanation. + +**Air Bladder.** You can fill this leather sack with air and reseal it to make it airtight. The bladder has a tube you can extend to breathe the air within it, providing 30 minutes of air to a Small or Medium creature. You can also use an air-filled bladder for flotation, and the bag typically has straps for this purpose. You don’t need to take any action to remain afloat, but it is taxing. After 8 hours afloat, a creature must make **CON** checks to avoid suffering exhaustion, as the forced march rules in the Player’s Guide. + +**Alchemical Bolt.** As an action, you can fill this bulb-headed crossbow bolt with any alchemical liquid, such as alchemist’s fire or holy water. When you hit a creature with this bolt, it deals damage as normal then shatters, releasing the alchemical liquid inside it onto the target. The target is then subjected to the substance. + +**Bandolier.** This leather, cross-body shoulder belt contains loops and several small pockets. It can hold up to 20 paper cartridges and up to 3 pistols. + +**Bombs.** Bombs are explosive devices. Though they are made in a variety of ways and styles, they each involve gunpowder. As such, bombs have the gunpowder weapon property (see the Firearms section). As an action, you can ignite and throw a bomb up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the bomb as an improvised weapon. On a hit, the target takes damage (and any additional effect), depending on the type of bomb. + +- **Fireorb.** These ornately engraved metal spheres are favored by dwarves. On a hit, this bomb deals 1d4 piercing damage plus 1d6 fire damage to the target, and each creature within 5 feet of the target must succeed on a **DC** 12 Dexterity saving throw or take 1d6 fire damage. +- **Handheld.** These small bombs are the most common and deal 1d6 fire damage on a hit. +- **Mining.** Miners often make bombs to help clear out large amounts of stone and ore; however, the bombs also can be used against structures or to destabilize foundations. These heavy bombs must be placed and ignited rather than thrown. After you light a mining bomb’s fuse, it explodes at the end of your next turn. Each creature within 10 feet of the mining bomb when it explodes must make a **DC** 12 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. A non-magical object or structure in the area that isn’t being worn or carried takes 4d6 fire damage instead.  + +**Cartridge Pouch.** This leather belt pouch can hold 30 paper cartridges. The pouch is painted with a retardant material and has resistance to fire damage. + +**Clockwork Badger.** This copper clockwork device made for digging looks like a Small badger. It has 1 charge.  + +The clockwork badger has a burrowing speed of 10 feet and can be set to dig a furrow up to 5 feet deep in a 20-foot square, or a 5-foot-wide hole measuring 100 feet deep. The device has AC 12 and 33 HP. A creature can use the clockwork badger as an improvised weapon, dealing 1d6 slashing damage with its claws. A creature can rewind the key on the badger to recharge it during a short or long rest. + +**Clockwork Canary.** This clockwork safety device is made to look like a feathered canary and includes functional wings. It is made to signal to miners if the air has gone foul. It can operate for 8 hours.  + +The clockwork canary has a flying speed of 30 feet. Its yellow color changes to orange and its chirping changes from high and upbeat to low and slow to indicate the presence of toxic or flammable fumes within 30 feet of it. The bird flies in a predictable pattern and can avoid obstacles, allowing others to follow it to safety. The clockwork canary also has a toggle to silence it. The device has AC 14 and 12 HP. After 8 hours, the clockwork canary falls silent and lands. A creature can rewind the key on the canary to recharge it for another 8 hours during a short or long rest.  + +**Color-Changing Parchment.** This alchemically treated paper blackens when exposed to poisonous or flammable gases and gradually lightens when the exposure ends. Devious owners of this parchment use it to send hidden messages by exposing the parchment to a gas that provokes its color change. + +**Drill.** A drill is a hand-cranked device that bores a hole through wood or stone. The hole measures one inch wide by up to ten inches deep. A creature can drill through 1 inch of wood in one round and 1 inch of stone in three rounds. An iron drill dulls relatively quickly, requiring a successful **DC** 10 **INT** (Construction Tools) check to resharpen it after a month of use. An adamantine drill functionally never needs sharpening. Drills can be noisy and attract unwanted attention when used carelessly. + +**Elemental Bottle.** As an action, you can throw this bottle up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the elemental bottle as an improvised weapon. On a hit, the target takes damage (and any additional effect), depending on the type of liquid in the bottle. + +- **Acid**. A target hit by this bottle takes 2d6 acid damage. +- **Cold.** A target hit by this bottle takes 1d4 cold damage and its speed is halved for 1 minute. At the end of each of its turns, the target can make a **DC** 10 Constitution saving throw, ending the effect on itself on a success. +- **Fire.** A target hit by this bottle takes 1d4 fire damage and catches fire. Until a creature takes an action to douse the fire, the target takes 1d4 fire damage at the start of each of its turns. +- **Lightning.** A target hit by this bottle takes 1d6 lightning damage and must succeed on a **DC** 10 Constitution saving throw or be paralyzed until the end of its next turn. +- **Poison.** A target hit by this bottle takes 1d4 poison damage and is poisoned for 1 minute. At the end of each of its turns, the target can make a **DC** 10 Constitution saving throw, ending the condition on itself on a success +- **Thunder.** A target hit by this bottle takes 1d4 thunder damage and is deafened for 1 minute. At the end of each of its turns, the target can make a **DC** 10 Constitution saving throw, ending the condition on itself on a success. + +**Elven Adaptive Leaves.** These adhesive leather leaves are dyed in hues of green, brown, and gray and can cover one suit of armor or set of clothing of a Medium or smaller creature or one shield for 24 hours. Applying the leaves takes 10 minutes. When you wear armor or clothing or wield a shield covered in these leaves, you have advantage on Dexterity (Stealth) checks made to hide in a forest or other terrain with ample vegetation. When the duration ends, the leaves fall off one by one, and they can’t be reused. + +**Ether.** Ether and similar alchemical substances are designed to knock out a target. Industrious souls proficient with alchemist tools can craft bottles of ether with a successful **DC** 13 **INT** (Alchemist Tools) check.  + +To use ether, you must take an action to douse a rag in the contents of a vial. The fumes fade quickly and lose effectiveness after 1 minute. During this time, you must succeed in grappling a creature that breathes, who then must make a **DC** 13 **CON** save over a number of turns. As long as you maintain the grapple, the creature must make a new **CON** save at the start of each of your turns. Creatures who are surprised during the grapple attempt have disadvantage on the save. + +Once a creature accumulates 3 failures, it falls unconscious for 1 hour or until it takes damage. If a save fails by 5 or more, treat it as two failures toward the total. After three successes, the ether has no effect.  + +**Garrote.** A garrote is a wire or thin rope about a foot or two in length, often attached to handles for grip. Acquiring one is rarely legal. The purpose of this grim tool is to strangle a creature with maximum efficiency. Anyone proficient with thieves’ tools is proficient with a garrote.  + +You must successfully grapple a creature to effectively use a garrote. Instead of making a **STR** (Athletics) check for the grapple, you can make a **DEX** (Thieves’ Tools) check. You have disadvantage on the check if you are sensed by your target. While attempting to garrote a target, attackers have advantage to hit you and you have disadvantage on **DEX** saves. + +Grappled creatures begin suffocating immediately, having no time to draw breath. See Player’s Guide for rules on suffocating. + +**Glidecloak.** You can loop your hands and feet into specially designed loops at the sides and bottom of this finely woven cloak to create a wing-like surface to facilitate gliding through the air. While wearing a glidecloak and falling, you can use an action each turn to glide half of your falling speed in the horizontal direction of your choice. If you succeed on a **DC** 15 Dexterity (Acrobatics) check before striking the ground, you can land without taking falling damage. The glidecloak has no effect if the falling distance is less than 15 feet. + +**Glow Worm.** Glow worms are giant fire beetle larvae that produce a gentle glow until they mature. With minimal care, a glow worm provides a constant light source, equivalent to a candle, for three months. Afterward, the larva reaches maturity and becomes a fire beetle. A glow worm has AC 8 and 2 HP.  + +**Grappling Hook.** This metal device has two or three prongs and a ring through which you can tie a rope. Simpler versions are generally part of a climber’s kit (see Player’s Guide), but a creature using a purpose-built grappling hook has advantage on a **STR** (Athletics) check when climbing. + +**Grappling Rod.** A miniature grappling hook sits in the hollow of this wooden rod, attached to a drum holding a spool of 100 feet of strong rope. Two buttons on the rod activate the clockwork mechanism inside. As an action, you can press one button to launch the hook at a point you can see within 100 feet of you. The hook latches onto a ledge, rock, battlement, or other protrusion at the location, securing the rope. You can launch the hook at a point you can’t see if it is an obvious location, such as a leaf-shrouded tree branch or the lip of a ledge above you. At the GM’s discretion, some locations, such as narrow battlements or a steep roof, might require an attack roll or Dexterity check to successfully launch the hook at them or might not have the appropriate features for securing the hook.  + +As a bonus action, you can press the second button on the rod to cause the rope to retract on its spool at a rate of 50 feet per round. If the grappling hook is secured to a location and you are holding this grappling rod, you and anything you are wearing or carrying are pulled toward the hook at the same rate of speed. The grappling rod can hold up to 500 pounds. + +**Gunpowder.** Gunpowder is a black, granular, alchemical mixture of sulfur, charcoal, and saltpeter, giving the substance it’s more common name of “black powder.” It is a necessary ingredient in the paper cartridges used by firearms. Igniting an ounce of gunpowder causes it to burn for 1 round, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. Gunpowder in larger quantities can have more devastating effects. When used as a weapon or explosive device, gunpowder has the Gunpowder weapon property: + +- **Barrel.** A barrel contains enough gunpowder to fill approximately 40 gunpowder horns. Igniting a full barrel of gunpowder causes it to explode at the end of the next round. Each creature within 15 feet of the keg must make a **DC** 12 Dexterity saving throw, taking 2d4 piercing plus 5d6 fire damage on a failed save, or half as much damage on a successful one. +- **Horn.** A horn contains enough gunpowder to create 30 paper cartridges. Igniting a full horn of gunpowder causes it to explode immediately. Each creature within 5 feet of the horn must make a **DC** 12 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. +- **Keg.** A keg contains enough gunpowder to fill approximately 20 gunpowder horns. Igniting a full keg of gunpowder causes it to explode at the end of the next round. Each creature within 10 feet of the keg must make a **DC** 12 Dexterity saving throw, taking 1d4 piercing plus 3d6 fire damage on a failed save, or half as much damage on a successful one. + +**Mining Helmet.** While wearing this helmet, you have advantage on a save against damage during cave-ins or collapses. After the helmet’s effect has been used once, it is nonfunctional until repaired. + +**Jar of Leeches.** This small, glass jar is filled with leeches. As an action, you can throw this jar up to 20 feet, shattering it on impact. Make a ranged attack against a creature, treating the jar of leeches as an improvised weapon. If the jar hits a creature that isn’t a construct or undead, the target takes 1d4 piercing damage, and at the start of each of its turns, it takes 1 piercing damage as the leeches stick to the target and continue biting it. A spellcaster covered in leeches has disadvantage on Constitution saving throws to maintain concentration on spells. A creature can end this effect by using its action to make a **DC** 10 Dexterity check to scrape off the leeches. + +Alternatively, the leeches can be used to aid in medical procedures. The leeches have ten uses. When you make a Wisdom (Medicine) check, you can expend one use of this jar to give yourself advantage on the check, provided the check involves blood and wounds, stabilizing, or treating a disease or poison. If the jar has five or fewer uses remaining, you can’t make an attack with it. + +**Magazine.** This empty magazine can hold an amount of ammunition for a weapon with the Magazine property up to the value noted in parenthesis on that property.  + +**Mantlet.** This portable, miniature wall is typically made of wood or wicker, is “U” or “L” shaped, and provides protection to those behind it. A mantlet can have spikes on the bottom for planting it in the ground or wheels for rolling it along the ground. You can move and set a mantlet as part of your movement, but you move at half your speed. A damaged mantlet can be repaired during a long rest, provided it isn’t destroyed and you have woodcarver’s tools.  + +- **Heavy Large.** This large, wooden mantlet has three wheels and is designed to protect multiple creatures on a battlefield, allowing soldiers to steadily gain ground on their opponents. This mantlet can protect up to two Medium or smaller creatures or one Large creature. A creature protected by this mantlet has three-quarters cover from attacks on the other side of the mantlet. A heavy large mantlet has 25 hit points, an Armor Class of 15, and a damage threshold of 5. +- **Heavy Personal.** This wooden mantlet has three wheels and is considerably heavier than its wicker counterpart. It can’t be folded, but it provides superior protection. A Medium or smaller creature behind this mantlet has three-quarters cover from attacks on the other side of the mantlet. A heavy personal mantlet has 20 hit points, an Armor Class of 15, and a damage threshold of 2. +- **Light Personal.** This wicker mantlet has spikes for planting it into the ground, and it can be folded for easy transportation in a backpack or slung over a shoulder. It can be folded or unfolded as an action. A Medium or smaller creature behind this mantlet has half cover from attacks on the other side of the mantlet. A light personal mantlet has 15 hit points and an Armor Class of 13. + +**Paper Cartridge.** This small tube of beeswax-coated paper contains gunpowder and a metal bullet, and it is the primary ammunition for weapons with the Gunpowder property.  + +**Phosphorescent Fungi.** These underground fungi provide a constant light source, equivalent to a candle. They glow in a number of eerie colors. If these fungi are your only source of light for 8 hours, you must succeed on a **DC** 10 **WIS** save each hour afterward or suffer a random, short-term dread effect (see Dread in Game Master’s Guide) or confusion spell effect for 1 minute. + +**Pulley.** This simple machine has a wheel that can be mounted to a surface. A coil of rope can then be supported by the wheel, allowing you to pull on the rope and move or lift heavy objects, up to your lifting capacity (30 times your Strength score). Using a second pulley doubles the amount you can lift. + +**Secure Saddle.** Some underground mounts have unusual movement styles, requiring extra precaution when the mounts start climbing walls or burrowing into stone. This cumbersome saddle requires two rounds to properly secure on a mount. Once the saddle is ready, you have advantage on checks or saves you make to remain mounted. + +**Sapper Tar.** This viscous alchemical liquid softens earth and stone. As an action, you can smear the contents of this jar onto a non-magical object or structure made of earth or stone, weakening it up to a 1-foot cube of it for 1 minute. For the duration, the object or structure’s damage threshold is reduced by 5, and the weakened stone is pliable, becoming the consistency of firm clay. While the stone is softened in this way, you can write symbols in the stone, pull shackles or door hinges free from a wall, soundlessly embed a piton, or similar. + +Alternatively, you can use an action to pour the tar onto a construct or elemental made of earth or stone within 5 feet of you or throw it at such a creature within 20 feet of you, shattering the tar’s container on impact. In either case, make a ranged attack against the creature, treating the tar as an improvised weapon. On a hit, the structural integrity of the earthen or stone creature is weakened, reducing the creature’s Armor Class by 2 for 1 minute. At the end of each of its turns, the creature can make a **DC** 12 Constitution saving throw, ending the effect on itself on a success. + +**Silt Mask.** This covering keeps sand and other irritants out of the respiratory tract. Creatures wearing a silt mask have advantage on saving throws against effects that are delivered through breathing. Casting a spell with verbal components while wearing a silt mask requires a **DC** 10 Constitution check. On a failure, the spell slot is expended without effect. + +**Slughide Dissolvent.** This clear, gelatinous liquid is kept in specially prepared porcelain spheres or in brass and crystal cylinders to be released in a spray. + +- **Cylinder.** As an action, you can press the plunger on the bottom of the cylinder, expelling its contents out through the cylinder in a 30-foot line that is 5 feet wide. Each creature in that area must make a **DC** 13 Dexterity saving throw, taking 2d6 acid damage on a failed save, or half as much damage on a successful one. A creature that failed the saving throw takes 1d4 acid damage at the start of each of its turns. The creature can make a **DC** 13 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Dousing the creature in a gallon of wine immediately ends the effect. The cylinder can’t be used again until reloaded with dissolvent, which costs 75 gp. +- **Sphere.** As an action, you can throw the sphere up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the sphere as an improvised weapon. On a hit, the target takes 1d6 acid damage and is covered in acid. The creature takes 1d4 acid damage at the start of each of its turns. It can make a **DC** 13 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Dousing the creature in a gallon of wine immediately ends the effect. + +**Smokeball.** This pellet or pouch filled with alchemical substances releases sudden, powerful smoke after a strong impact, such as striking the ground. A character proficient with alchemist tools can craft smokeballs with a successful **DC** 15 **INT** (Alchemist Tools) check.  + +As an action, you can throw a smokeball at a point up to 30 feet away from you. This heavily obscures a 10-foot radius area around that point until the start of your next turn. A favorite tactic of many rogues is to throw a smokeball, move to where the line of sight is broken, and then hide using the Cunning Action feature. + +**Surgery Kit.** This leather roll-up can be fastened with an attached cord for storage. It contains all the tools a surgeon needs to pursue their craft, including several sharp scalpels, a whetstone, a small mirror, sponges, bandages, several needles, a small box of soap, and a bobbin of strong silk thread. In addition, this kit can be used in the same way as a healer’s kit, and it contains enough consumable material for 10 uses. If you expend one use of this kit to treat an injured creature during a short rest and the creature uses a Hit Die to recover hit points, it can treat any 1 or 2 it rolls as a 3 instead. The consumable portion of the kit can be replaced for 25 gp. + +**Trip Sphere.** This apple-sized iron sphere contains gunpowder in an alchemical solution. As an action, you can throw this sphere up to 30 feet. It detonates with concussive force on impact and is destroyed. Each creature within 5 feet of where the sphere landed must succeed on a **DC** 10 Dexterity saving throw or be knocked prone.  + +**Undersuit.** You wear this form-fitting suit under your clothing. It keeps you dry and warm in damp, chilly conditions. When wearing it, you have advantage on saves to resist the effects of natural cold hazards. + +**Wormsilk Rope.** Wormsilk rope has 4 hit points and can be burst or detached with a **DC** 20 Strength check. + +**Wormsilk Net.** A wormsilk net is a lighter, more durable variant of a standard net and can be thrown (range 10/20). A creature restrained by a wormsilk net must succeed on a **DC** 14 Strength check to free itself. In addition, a wormsilk net has AC 12 and 10 hit points. diff --git a/content/Adventuring Gear/Misc Weapons.md b/content/Adventuring Gear/Misc Weapons.md new file mode 100644 index 0000000..359f2c5 --- /dev/null +++ b/content/Adventuring Gear/Misc Weapons.md @@ -0,0 +1,47 @@ +The Weapons table shows the weapons found in this chapter, including their price, weight, any damage they deal when they hit, and any special properties they possess. Some of those special properties are new and are described here. + +**Weapon Properties** + +The following section includes a new weapon property unique to the firearm weapons described in this book. For the full list of weapon properties and their rules, see the Player’s Guide.  + +- **Double-Headed.** This weapon has a head on either end of it. You can use two-weapon fighting with this weapon, provided you are using only this weapon and no others for your attacks, even if this weapon doesn’t have the light property. When you use two-weapon fighting with this weapon, you must use the opposite head for the bonus attack. The damage value in parenthesis is the damage for the opposite head of the weapon when used as part of two-weapon fighting. If the opposite head’s damage type is different from the weapon’s base damage type, it is noted in the weapon’s description. +- **Magazine.** Weapons with this property can be loaded with multiple pieces of ammunition, allowing a character to fire the weapon without having to reload between shots—as long as at least one piece of unspent ammunition is in the magazine. Weapons with this property have a number listed next to this property specifying the maximum pieces of ammunition the magazine can hold. For example, a property listed as “Magazine (8)” indicates that weapon’s magazine can hold up to eight pieces of ammunition at one time. + +|**Weapon**|**Cost**|**Damage**|**Weight**|**Weapon Options**|**Properties**| +|---|---|---|---|---|---| +|_Simple Melee Weapons_|||||| +|Stone rake|5 gp|1d8 piercing|5 lb.|Disarm|Two-handed| +|Frying Pan|3 sp|1d6 Bludgeoning|6 lb.|Bash|Versatile (1d8), Special| +|Umbrella|5 sp|1d4 Bludgeoning|2 lb.|Trip|Finesse, Special| +|_Simple Ranged Weapons_|||||| +|Clockwork crossbow|100 gp|1d8 piercing|8 lb.|—-|Ammunition (60/240), Magazine (6), Two-handed| +|_Martial Melee Weapons_|||||| +|Axe-spear|25 gp|1d8 slashing|8 lb.|Disarm, Hamstring|Double-headed (1d4), Two-handed| +|Bladed Scarf|100 gp|1d4 slashing|3 lb.|Pull, Trip|Finesse, Reach, Special| +|Double Axe|50 gp|1d8 slashing|10 lb.|Disarm, Hamstring|Double-headed (1d6), Heavy, Two-handed| +|Chain Hook|15 gp|1d6 slashing|3 lb.|Pull|Reach, Special, Thrown (range 10/20)| +|Chakram|15gp|1d6 slashing|1 lb.|Hamstring|Thrown (range 20/60)| +|Dwarven Axe|15 gp|2d4 slashing|6 lb.|Disarm, Hamstring|Special, Versatile (1d10)| +|Joining Dirks|50 gp|1d6 slashing|2 lb.|Disarm|Finesse, Light, Special| +|_Martial Ranged Weapons_|||||| +|Bolas|5 gp|—-|2 lb.|—-|Special, thrown (range 10/20)| +|Hand trebuchet|4 gp|—-|3 lb.|—-|Ammunition (range 60/240), special| + +# Special Weapons + +Various weapons with special properties are detailed here. + +- **Axespear.** This weapon features an iron-banded wooden haft with an axe blade on one end and a spear point on the other. This weapon is balanced so that the axe head is the primary head. If you utilize this weapon’s double-headed property, the spear deals piercing damage equal to the amount indicated in parenthesis. +- **Bladed Scarf.** If you use one of your attacks to grapple a creature while wielding a bladed scarf, you can use a bonus action to make an attack against the grappled creature with the scarf. +- **Bolas.** This ranged weapon consists of two small weights tied together. A Medium or smaller creature hit by a bolas has its speed reduced to 0 until it is freed, and it must succeed on a **DC** 10 Strength saving throw or fall prone. A set of bolas has no effect on formless creatures or creatures that are Large or larger. A creature can use its action to make a **DC** 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the bolas (AC 10) also frees the creature without harming it, ending the effect and destroying the bolas. +- **Chain Hook.** This weapon consists of a 20-foot, hefty chain that terminates in an iron weight set with a bladed hook. After you throw the chain hook, you can use a bonus action to bring the bladed hook back to your hand.  +- **Chakram.** This metal weapon is a large ring with the interior edge dulled to rest comfortably in the hand. +- **Clockwork Crossbow.** This weapon resembles a traditional light crossbow but with a removable, wooden and clockwork magazine. Though this crossbow is lighter and less powerful than a heavy crossbow, its magazine allows for faster volleys. The attached magazine must have at least one bolt loaded into it to make a ranged attack with this weapon. +- **Double Axe.** This brutal weapon consists of a sturdy, wooden haft mounted with a double-sided axe head on each end of it. +- **Dwarven Axe.** Popularized by dwarves, this sturdy axe has a shorter haft than a standard battle axe, a reinforced spike on the head, and a heavy, counterweighted pommel. Many warriors fighting in close quarters prefer the dwarven axe, and its prominent spike occasionally serves as a makeshift guidon for units in areas with lower ceilings, like tunnels. When you use the dwarven axe to attack, you can choose to use the axe head, which deals slashing damage, or the spike, which deals piercing damage. +- **Frying Pan.** When wielding a frying pan, you can use your bonus action to add a +1 bonus to your AC until the end of your next turn. You can’t gain this benefit while wielding a shield. +- **Hand Trebuchet.** The metal pocket of a hand trebuchet can be loaded with a small container of acid, alchemist’s fire, holy water, or other liquid. See the appropriate entry for the ammunition used to determine damage and other effects. As a melee weapon, a hand trebuchet deals damage as a club. +- **Joining Dirks.** Interlocking pommels cap this pair of blades. As a bonus action, you can interlock the pommels to create a single weapon with a blade on each end, and you can use a bonus action while holding the joined blade to separate it into the two blades again. When the blades are joined, this weapon has the double-headed (1d6) and two-handed properties, and it loses the light property. When the blades are separate, you have advantage on Dexterity (Sleight of Hand) checks to hide them on your person. +- **Stone Rake.** Settlers use stone rakes to remove rocks and other obstructions from the soil prior to planting or building structures. Though stone rakes aren’t built with combat in mind, more than a few settlers have fended off wild animals with them. + +**Umbrella.** Whenever you take falling damage while wielding an umbrella, you can use your reaction to reduce the damage by a number equal to twice your proficiency bonus. diff --git a/content/Adventuring Gear/Poisons.md b/content/Adventuring Gear/Poisons.md new file mode 100644 index 0000000..f541392 --- /dev/null +++ b/content/Adventuring Gear/Poisons.md @@ -0,0 +1,61 @@ +_In addition to what’s in the [[ToV - Players Guide.pdf]]…_ + +# Poison Types + +Poisons come in the following four types.  + +- **Contact.** Contact poison is smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects. +- **Ingested.** A creature must swallow a full dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You might decide that a partial dose has a reduced effect, such as having advantage on the save or dealing half damage on a failed save. +- **Inhaled.** These poisons are powders or gases that take effect when breathed in. Blowing powder or releasing gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body. +- **Injury.** Injury poison can be applied to weapons, ammunition, traps, and objects that deal piercing or slashing damage. Once applied to a weapon or piece of ammunition, the poison remains potent for 1 minute, or until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. + +|**Poison**|**Type**|**Price per Dose**| +|---|---|---| +|Assassin’s Blood|Ingested|150 gp| +|Bee venom|Injury|550 gp| +|Burnt Othur Fumes|Inhaled|500 gp| +|Dark dream|Inhaled|250 gp| +|Drow Poison|Injury|200 gp| +|Ghoul Saliva paste|Injury|100 gp| +|Gu|Ingested|1,800 gp| +|Karaskara powder|Inhaled|600 gp| +|Maddening blindness|Contact or Injury|500 gp| +|Malice|Inhaled|250 gp| +|Monkshood resin|Injury|400 gp| +|Oil of Taggit|Contact|400 gp| +|Pale Tincture|Ingested|250 gp| +|Purple Worm Poison|Injury|2,000 gp| +|Serpent Venom|Injury|200 gp| +|Shadowmaker|Injury|1,000 gp| +|Sweet vengeance|Ingested|1,500 gp| +|Torpor|Ingested|600 gp| +|Truth Serum|Ingested|150 gp| +|Upas sap|Contact|350 gp| +|Wyvern Poison|Injury|1,200 gp| + +# Poison Descriptions + +Each type of poison has its own debilitating effects.  + +- **Assassin’s Blood (Ingested).** A creature subjected to this poison must make a **DC** 10 **CON** save. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t poisoned. +- **Bee Venom (Injury).** This poison must be harvested from living giant bees. A creature subjected to this poison must succeed on a **DC** 15 Constitution saving throw or take 10 (3d6) poison damage and be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. +- **Burnt Othur Fumes (Inhaled).** A creature subjected to this poison must succeed on a **DC** 13 **CON** save or take 10 (3d6) poison damage. Regardless of the result, it must repeat the save at the start of each of its turns. On each failed save, the creature takes 3 (1d6) poison damage. After three successful saves, the effect ends. +- **Dark Dream (Inhaled).** Dark dream is a gas created by distilling a rare, subterranean fungus with necrotic energy. Created and favoured by the derro, the resulting mixture causes unconsciousness when inhaled by creatures other than derro. As an action, you can unseal or throw the glass bottle up to 20 feet, shattering it on impact. In either case, each breathing creature within 10 feet of the unsealed or shattered bottle is subjected to this poison and must succeed on a **DC** 13 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is unconscious. It can repeat the saving throw at the end of each minute, ending the effect on itself on a success. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. +- **Drow Poison (Injury).** This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a **DC** 13 **CON** save or be poisoned for 1 hour. If the save fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. +- **Ghoul Saliva Paste (Injury).** This is a pungent and unsavoury mash of meat and tissue, pre-chewed by ghouls and soaked in their saliva. Unscrupulous individuals apply it to weapons to incapacitate their targets for a few moments. A creature subjected to this poison must succeed on a **DC** 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Holding ammunition or a weapon coated in this poison gives you disadvantage on Stealth checks against creatures that have the Keen Smell trait.  +- **Gu (Ingested).** Gu poison is distilled from the combined venom of specific vipers, centipedes, scorpions, toads, and spiders. When properly concocted, this vile brew surprisingly has no taste or odor. A creature that ingests gu poison suffers no effect for 1d4 days. Any effect that can end the poisoned condition can remove this poison from the creature’s body. If the poison is still present when that time expires, the creature’s organs swell and burst. It must make a **DC** 19 Constitution saving throw, taking 55 (10d10) poison damage on a failed save, or half as much damage on a successful one. +- **Karaskara Powder (Inhaled).** Seeds of the snake branch tree can be ground into a silvery powder that causes great pain and severe muscle convulsions when inhaled. A creature subjected to this poison must succeed on a **DC** 13 Constitution saving throw or take 10 (3d6) poison damage and become incapacitated for 1 minute. An incapacitated creature takes 3 (1d6) poison damage at the start of each of its turns. It can repeat the saving throw at the end of each of its turns, ending the effect on itself after three successful saves. +- **Maddening Blindness (Contact or Injury).** This poisonous paste is a mixture of the crushed spores of bioluminescent fungi. A creature subjected to this poison must succeed on a **DC** 15 Constitution saving throw or be blinded for 1d4 hours. The poison lingers in the creature’s body even after the blindness fades, causing the creature to have nightmares the next time it rests. The creature must repeat the saving throw when it finishes its next long rest. On a failed save, the creature gains only the benefits of a short rest instead. +- **Malice (Inhaled).** A creature subjected to this poison must succeed on a **DC** 15 **CON** save or be poisoned for 1 hour. While poisoned in this way, the creature is also blinded.  +- **Monkshood Resin (Injury).** This poison is a thick syrup extracted from the petals of monkshood flowers. A creature subjected to this poison must succeed on a **DC** 13 Constitution saving throw or take 14 (4d6) poison damage. If the saving throw fails by 5 or more, the creature also loses the use of a single limb for 1 minute. The GM determines which limb and the effect of its temporary loss. The creature can repeat the saving throw at the end of each of its turns, regaining the use of its limb on a success. +- **Oil of Taggit (Contact).** A creature subjected to this poison must succeed on a **DC** 13 **CON** save or be poisoned for 24 hours. While poisoned in this way, the creature is also unconscious, but it wakes up if it takes damage. +- **Pale Tincture (Ingested).** A creature subjected to this poison must succeed on a **DC** 16 **CON** save or take 3 (1d6) poison damage and be poisoned. The poisoned creature must repeat the save every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. After seven successful saves, the effect ends, and the creature can heal normally. +- **Purple Worm Poison (Injury).** This poison must be harvested from a purple worm. A creature subjected to this poison must make a **DC** 19 **CON** save, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. +- **Serpent Venom (Injury).** This poison must be harvested from a giant poisonous snake. A creature subjected to this poison must succeed on a **DC** 11 **CON** save, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. +- **Shadowmaker (Injury).** This thin, black oil is extracted from plants killed by necrotic damage or other supernatural blight. A creature subjected to this poison must succeed on a **DC** 19 Constitution saving throw or be poisoned for 8 hours. While poisoned in this way, the creature’s Strength score is reduced by 1d3 at the end of each hour. It then can repeat the saving throw, ending the poisoned effect on itself on a success. The creature dies if this reduces its Strength to 0, and a humanoid that dies from this poison rises 1d4 hours later as a shadow. Otherwise, the reduction lasts until the creature finishes a long rest after it is no longer poisoned. +- **Sweet Vengeance (Ingested).** This sweet poison is distilled over a long time and requires a great deal of the venom produced by worker bees. It is indistinguishable from honey in taste. A creature that ingests this poison must make a **DC** 17 Constitution saving throw. If the saving throw fails by 5 or more, the creature crystalizes and is instantly petrified. Otherwise, a creature that fails the save begins to turn to crystalized honey and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.  +- **Torpor (Ingested).** A creature subjected to this poison must succeed on a **DC** 15 **CON** save or be poisoned for 4d6 hours. While poisoned in this way, the creature is incapacitated. +- **Truth Serum (Ingested).** A creature subjected to this poison must succeed on a **DC** 11 **CON** save or be poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a zone of truth spell. +- **Upas Sap (Contact).** This rare poison is harvested from vines found in deep jungles. A creature subjected to this poison must succeed on a **DC** 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is suffocating and unable to breathe, speak, or cast spells with verbal components as its throat swells. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + +**Wyvern Poison (Injury).** This poison must be harvested from a wyvern. A creature subjected to this poison must make a **DC** 15 **CON** save. On a failure, the creature takes 18 (4d8) poison damage and is poisoned for 1 minute. On a success, the creature takes half the damage and isn’t poisoned.x diff --git a/content/Adventuring Gear/Tools.md b/content/Adventuring Gear/Tools.md new file mode 100644 index 0000000..41d24ad --- /dev/null +++ b/content/Adventuring Gear/Tools.md @@ -0,0 +1,61 @@ +_In addition to what’s in the [[ToV - Players Guide.pdf]]…_ + +|||_Artisan’s Tools_| +|---|---|---| +|Beekeeper’s tools|50 gp|10 lb.| +|Chandler’s tools|20 gp|6 lb.| +|Gunsmith’s tools|50 gp|8 lb.| + +# Beekeeper’s Tools.  + +Beekeeper’s tools are used to establish, maintain, and harvest beehives. Tending hives requires space and regular maintenance.  + +**Associated Abilities:** **DEX**, **WIS**.  + +**Components.** This tool kit includes protective gear, a smoker, hive tools, a bee brush, and extracting equipment. + +**Harvest Honey.** If you spend at least 1 hour each day maintaining and tending to a beehive, you can harvest 2 pounds of honey from it each week. + +**Beekeeper’s Tools Example Tasks** + +||**Tasks                                                                                          **DC****| +|---|---| +|Identify flowers and stinging insects|10| +|Harvesting Bee Venom from living Giant Bees|15| +|Safely deal with a Removing a giant beehive|20| + +# Chandler’s Tools.  + +Chandler’s Tools are used to make candles from beeswax and other materials. Candle making (or chandlering) requires access to raw materials and storage space to cure but can be a lucrative profession.  + +**Associated Abilities:** **DEX**, **INT**.  + +**Components.** This tool kit includes storage containers, wicks, molds, essential oils, and a cauldron.  + +**Make Candles.** If you have access to the proper materials, you can make 100 tapered candles each week. + +**Chandler’s tools Example Tasks** + +||**Tasks                                                                                          **DC****| +|---|---| +|Identify the properties of wax, soaps, oils, and similar materials|10| +|Create scented oils for candles from plants|15| +|Create a candle with magical materials|20| + +# Gunsmith’s Tools.  + +Gunsmith’s Tools are used to analyze, repair, or craft firearms. Crafting Firearms  requires access to raw materials and gunpowder for paper cartridges.  + +**Associated Abilities:** **DEX**, **INT**.  + +**Components.** This tool kit includes calipers, files, hammers, a set of iron pin punches, a pair of pliers, and a cleaning kit. + +**Craft Items.** Gunsmith’s Tools can be used to make firearms with the crafting downtime activity (see Downtime Activities in Chapter 6). + +**Gunsmith’s tools Example Tasks** + +||**Tasks                                                                                          **DC****| +|---|---| +|Identify a Firearm from a Distance|10| +|Repair a damaged Firearm|15| +|Create a Blueprint for a new Firearm|20| \ No newline at end of file diff --git a/content/Backgrounds/Adherent.md b/content/Backgrounds/Adherent.md new file mode 100644 index 0000000..6b6b36c --- /dev/null +++ b/content/Backgrounds/Adherent.md @@ -0,0 +1,40 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/085721cc8d12c3fb80fb33a4e2113161_MD5.jpg|371x269]] + +Before you began adventuring, you committed yourself to a faith, belief, or cause. The exacting tasks required of this commitment—daily prayers, holy rites, or cryptic ceremonies—instilled in you a sense of duty and purpose. + +Perhaps you were a hopeful inductee into the war god’s clergy, a priest excommunicated from a fiend-worshipping sect, or a lifelong member of a secret society with global reach. In any case, you still carry the teachings and traditions of your devotion. + +# Skill Proficiencies + +Choose two from History, Investigation, Religion, or Persuasion + +# Additional Proficiencies + +Gain proficiency with artist’s tools and an additional tool of your choice. + +# Equipment + +A prayer book or ceremonial dagger, a holy symbol, a block of fragrant incense, vestments, a set of common clothes, and a pouch containing 10 gp. + +# Talent + +You devoted yourself to an array of highly specific tasks and teachings known only to your order, each of which demanded mental and emotional precision. Choose a talent from this list to represent your experience: Field Medic, Mental Fortitude, or Ritualist. + +# Adventuring Motivation + +Many adherents don’t stray far from the object of their devotion. Those who roam often do so for reasons specific to their order. When you begin your adventures, consider what tempted—or perhaps called—your character to step into the unknown. + +| d8 | Adventuring Motivation | +| --- | ------------------------------------------------------------------------------------------------------------ | +| 1 | I can test the limits of my devotion out in the wider world through adventuring. | +| 2 | Adventuring allows me to learn about and report on other religions and orders. | +| 3 | Adventuring frees me to practice more unorthodox methods of worship. | +| 4 | I may find others sworn to my order when I am out adventuring. | +| 5 | Encountering new people while adventuring lets me share my faith with heretics, pagans, and the uninitiated. | +| 6 | When I triumph through adventuring, I will bring glory and notoriety to my order. | +| 7 | Adventuring furnishes me with the tithe my order deserves. | +| 8 | Staying on the move keeps me from being dragged back to the order from which I narrowly escaped. | \ No newline at end of file diff --git a/content/Backgrounds/Alchemist.md b/content/Backgrounds/Alchemist.md new file mode 100644 index 0000000..da691fd --- /dev/null +++ b/content/Backgrounds/Alchemist.md @@ -0,0 +1,39 @@ +--- +source: Players Guide 2 +--- + +You’ve discovered how to concoct extraordinary wonders, combining natural and alchemical components to create something greater than the sum of its parts.  + +You might have learned to transform one substance into another through careful study, had the secrets of poisons and potions passed down to you from a mentor, or stumbled onto alchemical formulas while trying to survive in harsh circumstances. Once you mastered the alchemical arts, you might have offered your knowledge to all or sequestered yourself to search for new truths, might have become a resource to those in need or offered your creations to the highest bidder. Whatever the outcome of your work, you gained an understanding along the way of how the essences of the world could be distilled, combined, and transformed. + +# Skill Proficiencies + + Choose two from Arcana, Investigation, Nature, or Perception. + +# Additional Proficiencies + + Gain proficiency with alchemist tools and one of the following: charlatan tools, herbalist tools, or provisioner tools. + +# Equipment + + A set of common clothes, a set of alchemist tools, a pair of stained but sturdy gloves, a flask of alchemist’s fire, a belt filled with glass collection vials, and a coin purse that holds 5 gp and several coin-shaped pieces of metal and wood. + +# Talent + +You’ve learned how to change the nature of the world by combining its elements to create something new. Choose a talent to represent this experience: Alchemy Adept, Elemental Savant*, or Learned Researcher. + +# Adventuring Motivation + +The services of alchemists are sought far and wide, even by those who do not fully understand (or believe) what the power of alchemy can do. As you begin your own adventures, determine how your alchemical talents brought you to this part of your life. + +| Adventuring Motivation | | +| ---------------------- | ------------------------------------------------------------------------------------------------------------------------------ | +| d8 | Adventuring Motivation | +| 1 | Adventuring is the best way to earn coin to buy new materials for my work. | +| 2 | After supplying so many adventurers for their journeys, I felt compelled to go on some of my own. | +| 3 | I created a substance for someone who used it in a way I never intended. Adventuring gives me a way to atone for my mistake. | +| 4 | I found a secret so dangerous that other alchemists placed a bounty on my head. Adventuring might help me escape with my life. | +| 5 | I was asked to deliver one of my creations to a dangerous battlefield and found myself drawn to the challenge of adventure. | +| 6 | The things I encounter while adventuring give me inspiration for new discoveries and creations. | +| 7 | There is a rare substance that I need to create my crowning achievement, and adventuring can get me closer to it. | +| 8 | While experimenting with alchemy, I altered myself. The adventurers’ life is the only one that fits the new me. | \ No newline at end of file diff --git a/content/Backgrounds/Archaeologist.md b/content/Backgrounds/Archaeologist.md new file mode 100644 index 0000000..66a8f8a --- /dev/null +++ b/content/Backgrounds/Archaeologist.md @@ -0,0 +1,39 @@ +--- +source: "Campaign Builder: Dungeons and Ruins" +--- + +Before you began adventuring, you sought wisdom in the ruins that the past left for you to find. You learn more about ancient cultures and abandoned sites by exploring their remnants firsthand. + +Perhaps you were an educator in search of artifacts that would unlock new knowledge, a fortune hunter who used your work to find treasures that would make you rich, an artisan who wished to improve your craft by learning age-old techniques, or a solitary wanderer more at home with the ghosts of the past than the places of the present. Whatever drove your passion for this work, you rely on your ability to survive and your knack for piecing together knowledge from fragments of information to propel your path forward. + +# Skill Proficiencies + +History and choose one from Arcana, Athletics, Investigation, or Survival. + +# Additional Proficiencies + +Learn one additional language of your choice and gain proficiency with one tool of your choice. + +# Equipment + +A backpack, a book of artifacts and writing implement of your choice, a lamp, a shovel, a magnifying glass, 10 sheets of parchment, 10 days of rations, and 50 feet of rope. + +# Talent + +As an archaeologist, you thrived in remote locations, puzzling out the nature of objects long removed from their use. Choose a talent from the following list to represent this experience: Artifact Expertise, Dungeoneer, or Scrutinous. + +# Adventuring Motivation + +While archaeologists and adventurers have much in common, many who choose the former path prefer to work alone, making discoveries at their own pace and for their own purpose. When you begin your adventures, consider why you left this lifestyle behind for one of exploration and camaraderie. + +| ADVENTURING MOTIVATION | | +| ---------------------- | ---------------------------------------------------------------------------------------------------------------- | +| d8 | Adventuring Motivation | +| 1 | Adventuring allows me to make practical use of the knowledge I’ve learned in my research. | +| 2 | Adventuring gives me a more well-rounded understanding of the world that I can take back to my research. | +| 3 | Adventuring helps me find new hidden places that I can explore in the future. | +| 4 | Adventuring helps to fund my next expedition. | +| 5 | Adventuring is atonement for a mistake I made that forever destroyed a historic site. | +| 6 | Adventuring is the only way to stay ahead of the work of a long-time rival with unlimited resources. | +| 7 | Adventuring means that I always have someone watching my back in case I run into danger. | +| 8 | I stole a powerful artifact from one of my sites. Adventuring keeps the consequences of that decision behind me. | \ No newline at end of file diff --git a/content/Backgrounds/Artist.md b/content/Backgrounds/Artist.md new file mode 100644 index 0000000..34795f9 --- /dev/null +++ b/content/Backgrounds/Artist.md @@ -0,0 +1,53 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/715f1c23676d7c812dae16ef66a27a67_MD5.jpg|Levelviolet|374x305]] + +You doggedly practiced artistic pursuits before taking up the adventuring life. Countless hours of practice, reflection, and expression altered the way you see the world, and demand for your artistic expression grew + +Perhaps you began an acrobat honing your body, a shadow puppeteer hungry for monstrous material, a dour thespian in search of a patron to admire your dark performances, or a bubbly singer enraptured by the applause of strangers. No matter what form your expression has taken, you still thrive where an audience waits to be entertained, frightened, or inspired. + +# Skill Proficiencies + +Choose two from Acrobatics, Insight, Performance, or Persuasion + +# Additional Proficiencies + +Learn one additional language of your choice and gain proficiency with one tool representative of your artistic pursuits. + +# Equipment + +A musical instrument or tool you are proficient with, a steel mirror, a set of fine clothes, an ink pen and bottle of ink, and a coin purse containing 4 gp. + +# ARTISTIC EXPRESSION + +|d10|Artistic Expression| +|---|---| +|1|Painting| +|2|Sculpture| +|3|Poetry| +|4|Storytelling| +|5|Acting| +|6|Dancing| +|7|Juggling| +|8|Puppetry| +|9|Music| +|10|Gymnastics| + +# Talent + +You have developed the skills and talents required to delight the masses and capture the imaginations of even nobility. Choose a talent from this list to represent your experience: Quick, Scrutinous, or Trade Skills + +# Adventuring Motivation + +| d8 | Adventuring Motivation | +| --- | --------------------------------------------------------------------------------------------------- | +| 1 | Adventuring secures my fortune while my art secures my reputation. | +| 2 | Adventuring inspires me by allowing me to meet new people and experience new places. | +| | The thrills and terror of adventuring make me far more comfortable in front of even hostile crowds. | +| 4 | Adventuring develops skills for me to use when entertaining a crowd. | +| | Adventuring puts me out of reach of the patron I’ve neglected. | +| 6 | My mentor was an adventurer. If their travels made them a master, it may work for me as well! | +| 7 | Adventuring is how I will find someone who appreciates my art as much as it deserves. | +| 8 | Tales of heroism born from adventuring will make my fans hungry for more of my art. | \ No newline at end of file diff --git a/content/Backgrounds/Ascetic.md b/content/Backgrounds/Ascetic.md new file mode 100644 index 0000000..8834162 --- /dev/null +++ b/content/Backgrounds/Ascetic.md @@ -0,0 +1,41 @@ +--- +source: Book of Blades +--- + +You gave up wealth in pursuit of spiritual or philosophical truths after the realization that material possessions tie you to this existence and stifle your inner growth. You own little—often only what you need to survive—and quickly give away any coin that comes into your possession. + +Most ascetics follow quiet lives of contemplation and reflection, abstaining from physical pleasures and forfeiting all wealth. Some take a vow of non-violence, and others extend that vow to all creatures, large and small. They may be known in their village as a sage of wisdom and enlightenment or may wander from place to place, refusing even the comfort of a hometown. + + You have learned to go for long periods of time with little to eat and no roof above your head. You do not require the comforts and luxuries many others take for granted. Such things are distractions. Whatever your life was before, you left it behind, shedding your old identity along with your assets. + +# Skill Proficiencies + + Choose two from Medicine, Nature, Religion, and Survival. + +# Additional Proficiencies + + Gain proficiency with herbalist tools. + +# Equipment + + A dried and pressed flower, a small knife, a set of common clothes, a pouch containing 5 cp. + +# Talent + +A life of renunciation has given you useful insight. Choose a talent from this list to represent your experience: Mental Fortitude, Physical Fortitude, Hard Target. + +# Adventuring Motivation + +Though some are born into the life of an ascetic, you chose to renounce your former lifestyle and rid yourself of your wealth and material possessions. Choose from the table below or roll to determine the enlightening event that caused you to choose a new path.  + +| ADVENTURING MOTIVATION | | +| ---------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | +| d8 | Adventuring Motivation | +| 1 | I was addicted to a particular drug and saw someone close to me die of the same addiction. I renounced the drug and my former life for an adventuring life. | +| 2 | I watched a beggar die from winter’s cold, and I realized the cruelty of the world. I took up adventuring to find a deeper truth and quiet my own guilt. | +| 3 | My gambling landed me in trouble with the wrong crowd. I barely made it out with my life. I’ve sworn off everything that could lead me back to temptation and taken to the adventuring life. | +| 4 | Though I never wanted for anything and enjoyed many luxuries, my existence felt hollow and empty. Now I adventure in search of fulfillment. | +| 5 | I had a moment of cosmic connection while partaking in psychedelic substances. I interpreted the experience as a call to enlightenment and left my old life behind for adventuring. | +| 6 | Adventuring is a way of denying myself comfort and safety, which leads to deeper understanding. | +| 7 | A spirit came to me in my dreams and convinced me to give up a life of wealth for one of adventuring as a path toward enlightenment. | +| 8 | I lost a loved one and my old life seemed meaningless. I adventure now to regain the peace I lost. | \ No newline at end of file diff --git a/content/Backgrounds/Avatar.md b/content/Backgrounds/Avatar.md new file mode 100644 index 0000000..07189a3 --- /dev/null +++ b/content/Backgrounds/Avatar.md @@ -0,0 +1,55 @@ +--- +source: Book of Blades +--- + +Prophetic signs heralded your birth, or at least that is what you’ve always been told. From the moment you first drew breath, your deity singled you out as their mortal vessel and gave you a martial destiny as their mighty avatar.  + +Throughout your childhood and training, you were taught to honor your god and always to strive to deserve the blessings bestowed upon you. Where others might crumble under the great weight of this responsibility, your status as the burgeoning incarnation of a god uplifts your spirit and constantly reminds you of your close connection with your divine self. As long as you stay true and keep your faith strong, you know your arm will never waver and none can stand against you. + +# Skill Proficiencies + + Choose two from Acrobatics, History, Intimidation, or Religion. + +# Additional Proficiencies + + Celestial or Abyssal, and one other language of your choice. + +# Equipment + + A martial weapon, a set of fine clothes, a silver sigil denoting your place in the hierarchy of your god’s church or temple, a prayer book or prayer wheel, a belt pouch containing 20 gp. + +# The Hand of the Divine + +You are the blade of your deity, the fist of the god, and the arbiter of divine justice or retribution on the mortal plane. As an avatar, you have been chosen for a martial destiny, but this glory can come in many forms. Choose the style of your divine purpose or roll a d8 and consult the table below. + +| Martial Purpose | | +| --------------- | ------------------------------------------------------------------------------ | +| d8 | Martial Purpose | +| 1 | I am the secret dagger, death from the shadows. | +| 2 | I am the standard-bearer, leading a glorious army to victory. | +| 3 | I am the axe’s edge, hewing down the foes of my god. | +| 4 | I am the emblazoned shield, standing firm against the strikes of the unworthy. | +| 5 | I am the poisoned cup, delivering pain unseen. | +| 6 | I am the iron maul, crushing the wicked. | +| 7 | I am the yew bow, the soaring arrow plunging into the heart. | +| 8 | I am the closed fist, breaking the bones of those rebuked by the divine. | + +# Talent + +Your ordained role comes with certain capabilities, either divinely granted or a product of your intense devotion. Choose a talent from this list to represent your experience: Psycanist, Touch of Luck, or Vanguard. + +# Adventuring Motivation + +Though some are born into the life of an ascetic, you chose to renounce your former lifestyle and rid yourself of your wealth and material possessions. Choose from the table below or roll to determine the enlightening event that caused you to choose a new path.  + +| ADVENTURING MOTIVATION | | +| ---------------------- | ------------------------------------------------------------------------------------------------- | +| d8 | Adventuring Motivation | +| 1 | Only by testing myself against other warriors in adventure can I prove I am worthy. | +| 2 | The voice of my god urges (or berates) me to go adventuring. | +| 3 | I doubt my destiny and my faith. Experience gained through adventuring will settle those doubts. | +| 4 | Divinity has graced me with power to protect others, so I go adventuring to fulfill the calling. | +| 5 | There is only judgment for heretics and infidels. Adventuring allows me to deliver it personally. | +| 6 | My success in adventuring demonstrates the truth and power of my god. | +| 7 | By my example will others rise to glory. I must go to spread the example to more people. | +| 8 | Adventuring leads me ever closer to the secret I know is out there. | \ No newline at end of file diff --git a/content/Backgrounds/Battle Academician.md b/content/Backgrounds/Battle Academician.md new file mode 100644 index 0000000..c302ee1 --- /dev/null +++ b/content/Backgrounds/Battle Academician.md @@ -0,0 +1,39 @@ +--- +source: Book of Blades +--- + +What started as an academic career researching the tactics used in famous historic battles took a turn the first time you ventured into the field. Your accumulated knowledge of strategic history has prepared you for small melees and larger campaigns. + +Perhaps you found a taste for adventure and wanted to put your knowledge to the test. Or maybe you studied family histories detailing great tacticians from whom you descended. You might be in the employ of a university or royal court or a scholar of military history in your own right. You might choose to focus on building defenses, small-group tactics, or even navel battles, but regardless of your specialty, testing the practical applications of your theories makes you well-suited for advising leaders or devising plans. + +# Skill Proficiencies + + Choose two from History, Insight, Investigation, or Survival.  + +# Additional Proficiencies + + You gain proficiency with construction tools or navigator tools and a vehicle appropriate to your area of focus. + +# Equipment + +  A bottle of ink, a quill, three sheets of paper, a historical work of military tactics, a set of common clothes, and a pouch containing 10 gp. + +# Talent + +You have focused on devising strategies and tactics to help you and your allies in battle. Choose a talent to represent this experience: Aware, Comrade, or Vanguard. + +# Adventuring Motivation + +Most battle academicians take up an adventuring life to witness new tactics from distant lands or to test their own strategies in the field. Consider why you chose to leave the library. + +| ADVENTURING MOTIVATION | | +| ---------------------- | ---------------------------------------------------------------------------------------------- | +| d8 | Adventuring Motivation | +| 1 | My strategies are superior. I just need a party to test them in the field. | +| 2 | Reading about the great battles is fine, but I want to see the ancient battlefields in person. | +| 3 | I will become a legendary tactician. | +| 4 | My mentor is missing and I need to find them. | +| 5 | My liege ordered me to gather and lead heroes to defend the realm. | +| 6 | I am searching for a fabled treatise on tactics. | +| 7 | One of my ancestors lost a famous battle. Avenging them drives me. | +| 8 | Armies cost a lot, but adventuring will pay for it. | \ No newline at end of file diff --git a/content/Backgrounds/Caravan Raider.md b/content/Backgrounds/Caravan Raider.md new file mode 100644 index 0000000..5375e09 --- /dev/null +++ b/content/Backgrounds/Caravan Raider.md @@ -0,0 +1,38 @@ +--- +source: Midgard Lineages & Heritages +--- + +![[assets/ca376d4ce814638726220277f0559021_MD5.jpg|Wangle Torn]] + +You are the scourge of caravans and merchants, taking what you want with swift tactics to overwhelm your targets. Whether you act alone or with a gang of others, you have studied and tracked the trade routes between towns, cities, or kingdoms, plundering its riches. As a caravan raider, you have lived a life of ruthless means, combining careful scouting with crushing might to pillage the wealth you so rightfully deserve from those foolish enough to travel unprepared and unprotected. + +# SkillProficiencies + +Choose two from Athletics, Intimidation, Investigation, or Perception. + +# Additional Proficiencies + +Gain proficiency with cartographer’s tools and one type of tool or gaming set of your choice. + +# Equipment + +A bag of caltrops, a hand drawn map highlighting popular caravan routes within your home region, a trinket of unknown value that you kept from your latest raid, a set of traveler’s clothes, and a belt pouch containing 10 gp. + +# Talent + +As a caravan raider, you are no stranger to violence and taking advantage of your target’s weaknesses. Choose a talent from the following list to represent your strategic and physical tact: Opportunist, Quick, or Scrutinous. + +# Adventuring Motivation + +Caravan raiders take advantage of trundling caravans and attack using swift and brutal tactics. As such, they are used to staying on the move and traveling when the money moves elsewhere, or when the local authorities are on their trail. When beginning your adventures, determine why you are on the move and if you are after something, or something is after you. + +| **d8** | **Adventuring Motivation** | +| ------ | ------------------------------------------------------------------------------------ | +| 1 | Adventuring is the gateway to even more riches. | +| 2 | Adventuring is a good cover for my true intentions. | +| 3 | Adventuring allows me to distance myself from those who pursue me. | +| 4 | Adventuring allows me to travel to new places whose caravans aren’t expecting me. | +| 5 | Adventuring lets me expand my influence and increase my raiding turf. | +| 6 | Adventuring helps me forget the cruelty I used to inflict. | +| 7 | Adventuring keeps me from being captured by the gang I recently backstabbed. | +| 8 | Adventuring helps me hone my skills and gives me new tools to raid more effectively. | \ No newline at end of file diff --git a/content/Backgrounds/Cartographer.md b/content/Backgrounds/Cartographer.md new file mode 100644 index 0000000..6bb884c --- /dev/null +++ b/content/Backgrounds/Cartographer.md @@ -0,0 +1,39 @@ +--- +source: "Campaign Builder: Dungeons and Ruins" +--- + +You traveled far and wide with a singular purpose: documenting the landscapes and locations of the world so that others could safely follow in your footsteps.  + +Perhaps you were a war strategist whose maps informed the military movements of your nation, a storyteller whose maps were accompanied by tales of everyday life, an artist who earned more as a mapmaker than they ever could painting landscapes, or an academic who wished to fully document every aspect of the physical world. Regardless of your reasons, you were both adaptable and precise, able to survive your journeys off the beaten path and bring back a reliable record of the world around you. + +# Skill Proficiencies + + Perception and choose one from Investigation, Nature, or Survival. + +# Additional Proficiencies + + Gain proficiency with artist tools and navigator tools. + +# Equipment + +Artist tools for your cartography style of choice, backpack, bedroll, map case, lamp, navigator tools, spyglass, a set of traveler’s clothes, waterskin, and 10 days of rations. + +# Talent + +As a cartographer, you turn your observations of the world into a resource that others can use. Choose a talent from the following list to represent this experience: Eidetic Memory, Far Traveler, or Scrutinous. + +# Adventuring Motivation + +Cartographers generally focus on documenting the world around them rather than affecting it directly. When you begin your adventures, consider why you decided to adventure while you work on your craft (or instead of it). + +| ADVENTURING MOTIVATION | | +| ---------------------- | --------------------------------------------------------------------------------------------------------------------- | +| d8 | Adventuring Motivation | +| 1 | Adventuring gives me a chance to get closer to dangerous places on the map I might not otherwise be able to document. | +| 2 | Adventuring lets me be part of the changes happening in the world instead of simply observing them. | +| 3 | Adventuring pays better than cartography ever could. | +| 4 | An error I made on a map caused great harm to an innocent; I hope that adventuring allows me to atone. | +| 5 | I am becoming less talented as a cartographer as I age; adventuring is a new opportunity to see the world. | +| 6 | I mapped everything I ever wanted to; adventuring is a new challenge. | +| 7 | My approach to cartography requires on-the-ground knowledge that an adventurer’s life provides. | +| 8 | My life has been solitary. I want to travel the world again, but this time with companions. | \ No newline at end of file diff --git a/content/Backgrounds/Chronicler.md b/content/Backgrounds/Chronicler.md new file mode 100644 index 0000000..9ad1566 --- /dev/null +++ b/content/Backgrounds/Chronicler.md @@ -0,0 +1,39 @@ +--- +source: Players Guide 2 +--- + +You once spent your days documenting the world around you, listening to others’ stories, and preserving the details of eventful moments in their lives for posterity. + +Perhaps you worked for a local authority, keeping records of transactions or property as part of your work. Perhaps you investigated stories that seemed larger than life to determine what was truth and what was falsehood. Perhaps you tried to capture the feeling of daily life, whether in a city or a warzone. Whatever the content of your chronicles, you enjoyed capturing the truth of the world around you, as a way of understanding it, and recording it for others to know.  + +# Skill Proficiencies + + Choose two from History, Investigation, Perception, or Persuasion. + +# Additional Proficiencies + + Learn one additional language of your choice and gain proficiency in one of the following: artist tools, navigator tools, or provisioner tools. + +# Equipment + + A set of tools you are proficient with from the above list, an ink pen and bottle of ink, 25 sheets of paper, a bedroll, a set of common clothes, and a coin purse containing 3 gp, broken into small denominations. + +# Talent + +You were able to gain the trust of many different sources and faithfully share their experiences with others. Choose a talent from the following list to represent this experience: Learned Researcher, Polyglot*, or Spell Recall. + +# Adventuring Motivation + +A chronicler is an observer, often more comfortable in documenting the actions of others than in engaging directly. As you begin your own adventures, consider why you decided to gain more first-hand experience. + +| Adventuring Motivation | | +| ---------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------- | +| d8 | Adventuring Motivation | +| 1 | A chronicler I don’t respect has switched to the adventuring life. I know I could do it better | +| 2 | I chronicled a story so upsetting that I knew I had to get involved in changing things. | +| 3 | I upset the wrong powerful person with a recent chronicle. I need to make myself scarce and come back ready to handle the threat. | +| 4 | I want to write a chronicle of my own life, but so far, it just isn’t that interesting. Adventuring should add some spice. | +| 5 | I’ve been accused of making up some of my chronicles. My adventures will prove that it could have happened exactly the way I said. | +| 6 | My client list has dried up, and no one is hiring. With a higher profile, I might find steady work again. | +| 7 | My writing isn’t coming to life the way I’d like. I need some real-life experience to do a better job of describing the adventuring lifestyle. | +| 8 | One of my most trusted sources disappeared. I’m hoping that I’ll figure out what happened to them during my journey. | \ No newline at end of file diff --git a/content/Backgrounds/Conscript.md b/content/Backgrounds/Conscript.md new file mode 100644 index 0000000..4a481ae --- /dev/null +++ b/content/Backgrounds/Conscript.md @@ -0,0 +1,39 @@ +--- +source: Book of Blades +--- + +You were forced into military service. Perhaps it was punishment for a crime, part of your realm’s compulsory service, to pay off a debt, or due to a wartime effort to bolster forces. Whatever the reason, it was not the life you would have chosen.  + +Thrust into the world of the military, you quickly learned to follow orders, wield your weapons with confidence, and hold the line against enemy forces. Though you are strong, your true strength isn’t physical. You’ve survived on a mixture of mental fortitude and blessings from the gods of luck. + +# Skill Proficiencies + + Choose two from Acrobatics, Athletics, Insight, or Medicine. + +# Additional Proficiencies + + Choose one from trapper tools, provisioner tools, or smithing tools. In addition, you know a language of your choice associated with an enemy you fought against. + +# Equipment + + One martial weapon of your choice, a suit of medium armor, a military-issue boot knife, a set of military-issue common clothes, a pouch containing 10 gp. + +# Talent + +Having war thrust upon you made you adapt quickly and brought your natural talents out into the sunlight. Choose a talent to represent this experience: Armor Training, Combat Casting, or Combat Conditioning. + +# Adventuring Motivation + +Conscripts can come from a variety of backgrounds and lifestyles, but all have one thing in common: they did not choose this path. Whatever the reason for their forced service, conscripts had other plans and dreams to pursue before they ended up in war. Whether you have since found a new home among your fellow soldiers or resent every moment of your service, your time in the military fundamentally changed you. + +| ADVENTURING MOTIVATION | | +| ---------------------- | ---------------------------------------------------------------------------------------------------------- | +| d8 | Adventuring Motivation | +| 1 | War is hell, but I’m already damned. Adventuring’s not much different. | +| 2 | I love the thrill of the fight now. Put me in front of an enemy so I can feel alive. | +| 3 | I loved my time in the military, and the comradery of adventuring is the closest thing that feels like it. | +| 4 | The money I need to pay my debt will come once I adventure enough to get it. | +| 5 | I have a list of people who have wronged me. I’ll cross them off as I grow more powerful. | +| 6 | Adventuring gets me far away from the military I deserted. | +| 7 | I’m part of something bigger, and adventuring teaches me what that bigger thing is. | +| 8 | No one should be forced into a life they don’t want. Adventuring is my road to freedom. | \ No newline at end of file diff --git a/content/Backgrounds/Courtier.md b/content/Backgrounds/Courtier.md new file mode 100644 index 0000000..79478f3 --- /dev/null +++ b/content/Backgrounds/Courtier.md @@ -0,0 +1,40 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/57702a07cf2e683cb04f1b2849c0ef0f_MD5.jpg|Heartleaf Games]] + +You spent a great deal of time in a royal court. Lessons of decorum and expectations of duty and honor granted expert understanding of the world and your place within it, as well as the station and manner of others. + +Perhaps you were a dignitary from a far-off land, a master of spies working at the queen’s bidding, a constable tasked with capturing fugitives, or a noble stricken with wanderlust. Regardless of your courtly appointment, your life was one of leadership, service, or privilege, driven by the expectations of others and your own ambitions. You still carry these with you. + +# Skill Proficiencies + +Choose two from History, Religion, Insight, or Deception. + +# Additional Proficiencies + +Learn one additional language of your choice and gain proficiency with either artist’s tools or navigator’s tools and a musical instrument of your choice. + +# Equipment + +A writ of nobility or patronage from a noble, signet ring, a set of fine clothes, and a coin purse containing 12 gp. + +# Talent + +You have intimate knowledge of people and experience with courtly ceremony and propriety. Choose a talent from this list to represent your experience: Combat Conditioning, Mental Fortitude, or Polyglot. + +# Adventuring Motivation + +Courtiers travel for any number of purposes, but most return to court as quickly as possible. When you begin your adventures, consider why your character chose—or was made to—eschew the courtly life. + +| d8 | Adventuring Motivation | +| --- | ----------------------------------------------------------------------------------------------------- | +| 1 | Adventuring allows me to experience the world firsthand, without court drama. | +| 2 | Adventuring is how I will attain glory and stand apart from others of my station. | +| | Adventuring is a means to amass power and influence, which I’ll use to found my own kingdom. | +| 4 | I have been cast out from royal court in disgrace. Adventuring is my best way to find redemption. | +| 5 | Danger is my obsession, and adventure is how I’ll slake my thirst for it. | +| 6 | I have been ordered to adventure by royal decree, and so I shall, until summoned back to court. | +| 7 | Through adventuring, I shall forge new alliances for the benefit of the realm. | +| 8 | I wish to destroy another member of the court—perhaps adventuring will provide me the means to do so. | \ No newline at end of file diff --git a/content/Backgrounds/Criminal.md b/content/Backgrounds/Criminal.md new file mode 100644 index 0000000..e95d6b5 --- /dev/null +++ b/content/Backgrounds/Criminal.md @@ -0,0 +1,61 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/791fc5f48c254a0f0896d5b0d3bdd45f_MD5.jpeg|Jordan Kerbow|442x291]] + +You were a cutpurse, grifter, thief, or assassin. Surviving in the criminal underworld while plying your nefarious trade taught you patience, resourcefulness, and careful planning + +Perhaps you were a pickpocket jailed one too many times, a con artist hoping to fleece nobles out of their ill-gotten gains, or an assassin ready to turn over a new leaf after being left for dead. Regardless, a life of crime has left you tied to society’s underbelly. + +# Skill Proficiencies + +Choose two from Stealth, Investigation, Insight, or Deception. + +# Additional Proficiencies + +You know Thieves’ Cant. If you already know this language, you learn a different language of your choice. Gain proficiency with a tool and a vehicle. + +# Equipment + +Five pieces of chalk, a grappling hook, a set of dark common clothes or a costume, and a pouch containing 10 gp + +# Talent + +You have eked out a living on the fringes of lawful society. Choose a talent from this list to represent your experience: Covert, Scrutinous, or Touch of Luck. + +# Secret + +Criminals collect secrets as often as coin during their life of crime. Roll on the Criminal Secret table to determine such a secret, choose one, or create your own. This secret is known only to your closest allies and fiercest enemies at the start of your adventuring career + +|**d12**|**Secret**| +|---|---| +|1|I inherited a massive fortune but lost it all.| +|2|My closest friend wants me dead, and I deserve it.| +|3|I am not who I claim to be. I borrowed this life from a dying criminal.| +|4|I have a rare terminal illness, and it’s making me reckless.| +|5|My loving family regularly sends me messages begging me to come home.| +|6|I only pretend to be a criminal to make life exciting.| +|7|I sometimes make mistakes on purpose just so things will turn violent.| +|8|I am terrified of the person I was becoming and pray that I can still change.| +|9|I used to be a royal spy until my sovereign betrayed me.| +|10|I plan to manipulate adventurers who trust me into destroying the enemies of my guild.| +|11|My family doesn’t know I am a criminal, and I’ll kill to keep that secret.| +|12|I am a celebrity in some parts of the world.| + +# Adventuring Motivation + +Most criminals are content with life in a guild or gang, trusting a select few and staying near their next mark. At the start of your adventuring career, decide what—or who— made your character step away to face a less certain life. + +1d8 + +| **d8** | **Adventuring Motivation** | +| ------ | ----------------------------------------------------------------------------------------------------------- | +| 1 | The bounty on my head is too high! I adventure to keep ahead of those who seek to claim it. | +| 2 | An adventurer got me out of prison, and I’ll never go back. | +| 3 | My allies turned on me and left me for dead. Adventuring will help me build a new life. | +| 4 | Adventuring is easy coin, nothing more. | +| 5 | Adventuring tests the limits of my skills, something crime hasn’t done in years. | +| 6 | I’ve done too many dark things to ever sleep well, but adventuring might help me make amends. | +| 7 | It’s time to dismantle the criminal guild I helped create, and adventuring will give me the power to do so. | +| 8 | A dogged constable is after me, but even they won’t go where adventuring will take me. | \ No newline at end of file diff --git a/content/Backgrounds/Cult Escapee.md b/content/Backgrounds/Cult Escapee.md new file mode 100644 index 0000000..d1c542b --- /dev/null +++ b/content/Backgrounds/Cult Escapee.md @@ -0,0 +1,61 @@ +--- +source: Labyrinth Worldbook +--- + +You were once a member of a cult but have since escaped from its clutches and become free of its influence—at least for now. The cult could be one of the major villainous factions described in the Labyrinth Worldbook, a lesser void cult, or a sect dedicated to an arch-devil, demon lord, celestial, or other powerful entity.  + +You may have joined the cult voluntarily without quite realising what you were getting yourself into, or you might have been indoctrinated by a charismatic cult leader. Perhaps your parents were fanatical cult members and brought you into the fold at an early age, or maybe you mistakenly believed the cult’s doctrine would help you make sense of the world. + +Whatever your reason for joining the cult, after a time you realised that you needed to get out—either because its beliefs and rituals had become repellent or worthless to you, or because belonging to the cult was stopping you doing what you wanted with your life. The cult’s leaders and members didn’t want you to leave, so escaping may have involved slipping away in the dead of night, or perhaps you needed to use force. You may still have friends or relatives in the cult who tried to persuade you to stay, or they may also have wanted to leave and remained trapped. Regardless, you are on the run from the cult. If they find out where you are, you will surely be punished for your betrayal.  + +# Skill Proficiencies + + Choose two from Arcana, Deception, History, or Religion. + +# Additional Proficiencies + + Learn an additional language of your choice and gain proficiency with a tool or a musical instrument. + +# Equipment + + Hooded robes, a curved knife, a block of incense, five candles, a cult tattoo hidden somewhere on your body, and a pouch containing 10 gp. + +# Talent + +Attending cult rituals has taught you several useful skills, including the importance of keeping a low profile and remaining calm in the face of strange creatures or happenings. Choose a talent from this list to represent your experience: Covert, Mental Fortitude, or Ritualist.  + +# Cult + +**GM Note**: This assumes you’re from the Labyrinth, but you can make up any backstory cult you want. Let’s collaborate! + +Choose or roll on the Labyrinth Cult table to determine which cult you escaped from. Alternatively, roll on the Void Cult Name table in the Labyrinth Worldbook. + +| LABYRINTH CULT | | +| -------------- | -------------------------------------------------- | +| d10 | Cult Name | +| 1 | Blessed Disciples of the Shining Host (archangels) | +| 2 | Children of the Golden Duke (Mammon) | +| 3 | Cult of the Black Goat | +| 4 | Followers of the Unsated God (Vardesain) | +| 5 | Great Chantry of the Voidmother | +| 6 | Harbingers of the Yawning Void | +| 7 | Last Cathedral | +| 8 | Learned Circle of Enlightenment (Parzelon) | +| 9 | Servants of Nidhogg | +| 10 | Wings of Alquam | + +# Adventuring Motivation + +Most cultists remain with their sect for life, either because they are fanatically devoted to its beliefs or because they are too scared to leave. Consider what made your character escape the cult and take up adventuring. + +| ADVENTURING MOTIVATION | | +| ---------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------- | +| d8 | Adventuring Motivation | +| 1 | I was forced to take part in a vile ritual and became an adventurer so that I never have to do anything like that again. | +| 2 | Adventuring allows me to put many miles between me and the cult I belonged to. | +| 3 | After a while, I began to find the cult’s rituals pointless. Adventuring offers me the excitement I crave. | +| 4 | Adventuring means I can fight against the evils of the cult I once belonged to and others like it. | +| 5 | I saw something terrifying in my last cult ceremony that still gives me nightmares. Adventuring will allow me to forget. | +| 6 | I hope to amass enough magic and power during my adventures that I can return and free my parents from the cult’s clutches. | +| 7 | I could feel the corruption of the Void beginning to take hold of my mind and change my body. I will find how to reverse this through adventuring. | +| 8 | I can discover more forbidden knowledge on my adventures than I ever learned as a cultist. | \ No newline at end of file diff --git a/content/Backgrounds/Forest Dweller.md b/content/Backgrounds/Forest Dweller.md new file mode 100644 index 0000000..1949b21 --- /dev/null +++ b/content/Backgrounds/Forest Dweller.md @@ -0,0 +1,38 @@ +--- +source: Old Margreve +--- + +![[assets/e95a2f867e818d78e5960a1e63a61fdc_MD5.jpg|352x281]] + +You are a creature of the forest, spending your days hunting and lounging under a canopy of green. You expected to live all your days in the forest, at one with the green things of the world, until an unforeseen occurrence, traumatic or transformative, drove you from your familiar home and into the larger world. Civilization is strange to you, the open sky unfamiliar, and the bizarre ways of the so-called civilized world run counter to the truths of the forest. Forest dwellers tend toward solitude, introspection, and self-sufficiency. You keep your own council, and you are more likely to watch from a distance than get involved in the affairs of others. You are wary, slow to trust, and cautious of depending on outsiders. + +# Skill Proficiencies + +Survival and choose from Animal Handling, Nature, or Stealth + +# Additional Proficiencies + +You know Dryad, and you gain proficiency with one of the following: construction tools, herbalist tools, or trapper tools. + +# Equipment + +A hunting trap, a wood staff, a set of fur-lined traveler’s clothes, one set of tools you are proficient with, and a pouch containing 5 gp. + +# Talent + +Your experience living, hunting, and foraging in the woods gives you a wealth of experience to draw upon when you are traveling the wilds. Choose a talent from this list to represent your experience: Athletic, Forest Denizen, or Relentless Hunter. + +# Adventuring Motivation + +You have lived a simple life deep in the sheltering boughs of the Old Forests, be it as a trapper, farmer, or villager eking out a simple existence in the forest. But something happened that set you on a different path and marked you for adventure. Choose or randomly determine a defining event that caused you to leave your home for the wider world. + +| **d8** | **Adventuring Motivation** | +| ------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | +| 1 | You were living within [[Sullenrim]] when the cesspools of magical refuse expanded and drove away the game that sustained you. You had to move to avoid the prospect of a long, slow demise via starvation. | +| 2 | Your village was razed by a contingent of Void Knights. For reasons of its own, the [[Blazeshire]] protected and hid you from their raid. | +| 3 | Mindless undead have been attacking from the North. A roving band of skeletons and zombies attacked your family while you were hunting. | +| 4 | You are an ardent believer in the Old Ways. When the people of your village abandoned those beliefs, you were cast out. | +| 5 | One day, you stumbled upon a fey holding a strange flower. After breathing in its pollen, you stumbled through the forest in a delirious haze for what felt like weeks. You have since lost many of your memories, especially of your youth. You have faint memories of a village and the sound of that Weird’s laughter. | +| 6 | You were your village’s premier hunter. They relied on you for game and without your contributions their survival in the winter was questionable. Upon returning from your last hunt, you found your village in ruins, as if decades had passed overnight. | +| 7 | Your quiet, peaceful, and solitary existence has been interrupted with dreams of the forest’s destruction, and the urge to leave your home compels you to seek answers. | +| 8 | Once in a hidden glen, you danced with golden fey and forgotten gods. Nothing in your life since approaches that transcendent moment, cursing you with a wanderlust to seek something that could. | \ No newline at end of file diff --git a/content/Backgrounds/Grave Keeper.md b/content/Backgrounds/Grave Keeper.md new file mode 100644 index 0000000..8583497 --- /dev/null +++ b/content/Backgrounds/Grave Keeper.md @@ -0,0 +1,39 @@ +--- +source: Book of Blades +--- + +You have spent your life tending to the dead and helping the living celebrate memories of the departed. Whether you spent time conducting the funerary rites of one culture or many, you intuitively understand loss and the many ways mortal creatures cope with death.  + +You are familiar with all aspects of laying the dead to rest, including preparing corpses, performing burials, conducting memorial services, and maintaining gravesites. If you come from a small or remote community, you may have been the sole conductor of all those services. + +# Skill Proficiencies + + Choose two from History, Insight, Medicine, or Religion. + +# Additional Proficiencies + + Learn two languages of your choice. + +# Equipment + + Two blocks of incense, a set of traveler’s clothes, a shovel, a tinderbox, a trinket that once belonged to someone close to you who died, vestments, and a pouch containing 25 gp. + +# Talent + +You’re not necessarily a healer, but you’ve picked up a few tricks as you laid people to rest. Choose a talent to represent this experience: Combat Conditioning, Field Medic, or Physical Fortitude.  + +# Adventuring Motivation + +Grave keepers are among the rare people willing to confront the mysteries of death daily. It takes a deep commitment to transform the ugly realities of decay and loss into something that comforts the living. Whether your commitment comes from religious faith, compassion for those left behind, or something else, your convictions carry you through even the darkest moments. + +| ADVENTURING MOTIVATION | | +| ---------------------- | ---------------------------------------------------------------------------------------------------------------------- | +| d8 | Adventuring Motivation | +| 1 | I go adventuring to learn more about the nature and variety of life and death. | +| 2 | I’m on a long sabbatical as an adventurer, trying something different as a change of pace. | +| 3 | I am part of a religious or humanitarian organization that brings rest to the dead and forgotten, wherever they are. | +| 4 | Adventuring brings me to new people whom I can comfort by giving a reverent burial to their loved ones. | +| 5 | I continue the line of my ancestors by adventuring. | +| 6 | Adventuring gives me clues to solve the mystery of death permanently. | +| 7 | The vagaries of life have resulted in so much death. When I go adventuring, I can mitigate some of the pain and chaos. | +| 8 | Adventuring allows me to live my life to the fullest, the best repudiation of death. | \ No newline at end of file diff --git a/content/Backgrounds/Gravedigger.md b/content/Backgrounds/Gravedigger.md new file mode 100644 index 0000000..170ec0c --- /dev/null +++ b/content/Backgrounds/Gravedigger.md @@ -0,0 +1,39 @@ +--- +source: Players Guide 2 +--- + +After a body dies, it goes somewhere. Often, it went to you. Not for the work of consecrating the spirit or recounting the great deeds of the deceased but for the task of putting it into the ground.  + +Perhaps you thought of digging graves as a way to build your physical prowess or viewed the work as steady employment. You might have held deeply spiritual beliefs about your work, believing it was a way to fight against the threat of undeath, or used it to pocket the goods of those whose families who never came to claim their remains. You might have worked for a city or town or been forced to make your way into dangerous crypts and secluded burial grounds. Whatever your reasons for digging graves, you became accustomed to hard labor and gained a perspective on life that few share. + +# Skill Proficiencies + + Choose two from Athletics, Insight, Nature, or Religion. + +# Additional Proficiencies + + Gain proficiency with construction tools and either scythes or thieves’ tools. + +# Equipment + + A set of common clothes, a set of construction tools, a flask of holy water, a small shovel, a keepsake from a specific burial, and 2 gp worth of copper and silver coins. + +# Talent + +You worked your body to the bone in the service of giving others a final rest, despite the stigma often associated with your work. Choose a talent to represent this experience: Empathetic, Hardy, and Mental Fortitude*. + +# Adventuring Motivation + +Gravediggers often only encounter the downside of the adventuring life, burying those whose travels were cut short. As you begin your own adventures, determine why you left the graveyard behind. + +| Adventuring Motivation | | +| ---------------------- | -------------------------------------------------------------------------------------------------------------------------------------- | +| d8 | Adventuring Motivation | +| 1 | Adventuring lets me leave behind a legacy that outlasts my physical form. | +| 2 | I found something on a corpse that I must understand, no matter how far it takes me. | +| 3 | I know better than most that we all die alone, but I don’t want to live that way. Adventuring lets me travel in the company of others. | +| 4 | I know the truth that a certain burial was meant to cover up. A life of adventure will keep me ahead of those who now pursue me. | +| 5 | I was caught stealing from the dead. Adventuring is the only way I can pay back the debt. | +| 6 | I’m convinced I could do better as an adventurer than the corpses I have put into the ground. | +| 7 | The spirit of someone I buried has asked me to carry on their adventure. I will honor their wish. | +| 8 | Where I’m from, they now build funeral pyres instead of graveyards. Adventuring offers me a new profession. | \ No newline at end of file diff --git a/content/Backgrounds/Healer.md b/content/Backgrounds/Healer.md new file mode 100644 index 0000000..897c20d --- /dev/null +++ b/content/Backgrounds/Healer.md @@ -0,0 +1,39 @@ +--- +source: Players Guide 2 +--- + +You used your knowledge of herbal remedies and traditional lore to care for your community. You might have been referred to as a sage or elder, but whatever your title, you used your manifold talents to serve others as a healer, protector, and guide.  + +Perhaps you used your knowledge of herbology to help those in need of mending or curing small ailments. Perhaps you created potions and charms that your neighbors and friends used for healing or strength. Perhaps you found ways to keep crops safe or protect homes from outsiders. However you expressed your abilities, you focused on compassion as a tool to help those around you live better and more comfortable lives. + +# Skill Proficiencies + + Choose two from Arcana, Insight, Medicine, or Survival. + +# Additional Proficiencies + + Gain proficiency with herbalist tools and an additional tool of your choice. + +# Equipment + + A set of herbalist tools, a healer’s kit, candle, assorted potion bottles, a set of common clothes, and 5 days of rations. + +# Talent + +As a healer, you have a variety of skills, practices, and lore that you can rely on in tricky situations. Choose a talent from the following list to represent this experience: Empathetic, Field Medic*, or Ritualist*. + +# Adventuring Motivation + +A healer is tied to the community they call home, using their skills to help friends, neighbors, and anyone nearby in need. As you begin your own adventures, consider why you decide to head to places farther afield. + +| Adventuring Motivation | | +| ---------------------- | --------------------------------------------------------------------------------------------------------------------------- | +| d8 | Adventuring Motivation | +| 1 | A disease ran rampant through my town, and my healing couldn’t do enough. I want to learn more. | +| 2 | A hedge mage that I greatly respect is taking on students, but only if they’ve proved their worth. I hope this proves mine. | +| 3 | Adventuring lets me pick up materials that I can take back home and improve my craft. | +| 4 | I am seeking vengeance on the person whose actions ruined the home that I love. | +| 5 | I’m getting bored of the same old people and complaints. Adventuring helps me to broaden my horizons. | +| 6 | I’ve been caught up in a local scandal, and no one here trusts me. A grand adventure could rebuild my name. | +| 7 | My talents are bigger than this town. Time to take them on the road. | +| 8 | The money from adventuring provides much-needed supplies for my hometown. | \ No newline at end of file diff --git a/content/Backgrounds/Homesteader.md b/content/Backgrounds/Homesteader.md new file mode 100644 index 0000000..5bc0d06 --- /dev/null +++ b/content/Backgrounds/Homesteader.md @@ -0,0 +1,36 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/539419ff8925e6d41072441a24a6f955_MD5.jpg]] + +You forged a livelihood in the places between civilization and the unknown hinterlands. The demands of frontier life calloused you, but you understand the wilderness and your place in it. + +Perhaps you were a weather-beaten frontiersman done with the lumber camps behind, a hermit who wished to quit your seclusion, or a young hunter ready to test your mettle on more dangerous prey. No matter, you forged your own path in a harsh wilderness, and those skills will only help you forge ahead. + +# Skill Proficiencies + +Survival and choose one from Athletics, Animal Handling, or Intimidation. + +# Additional Proficiencies + +Gain proficiency with navigator’s tools and with one tool or vehicle of your choice. + +# Talent + +You have pitted yourself against danger in far-flung places few have ever seen. Choose a talent from this list to represent your experience: Aware, Dungeoneer, or Far Traveler. + +# Adventuring Motivation + +Most homesteaders have already answered their call to adventure. It led them into the wilds in the first place. When you begin your adventures, consider what tempted— or forced—your character to step away from their previous life in exchange for another grand adventure. + +| **d8** | **Adventuring Motivation** | +| ------ | ------------------------------------------------------------------------------------------------------ | +| 1 | Adventuring will give me new challenges to overcome without the expectation of settling down. | +| 2 | I’ve been alone for too long. Adventuring will allow me to f ind companionship. | +| 3 | My name is all I have, and adventuring will help it grow into something to be proud of. | +| 4 | Adventuring will take me to exotic places where I may start my next, or last, expedition. | +| 5 | Hopefully adventuring will give me enough coin to buy back the camp that was stolen from me. | +| 6 | Settling down didn’t work for me, so adventuring is how I find thrills. | +| 7 | I accompany travelers on their adventure for pay—promises, gold, or favors. | +| 8 | I’ve yet to find anyone as skilled and reliable in the wilds as I am, but adventuring may change that. | \ No newline at end of file diff --git a/content/Backgrounds/Investigator.md b/content/Backgrounds/Investigator.md new file mode 100644 index 0000000..ba1b95f --- /dev/null +++ b/content/Backgrounds/Investigator.md @@ -0,0 +1,39 @@ +--- +source: Players Guide 2 +--- + +You never met a problem that you didn’t want to solve. Why not make a living at it? + +You might have been paid for your work as an investigator by a centralized authority, looking to protect the vulnerable, or you might have helped a group centralize its power by digging up dirt on its enemies. Perhaps you worked for yourself, moving from one investigation to the next as it suited you, or focusing on a particular type of investigation, like reuniting families or exposing charlatans. However you plied your trade, you had to be quick-witted, savvy in understanding the motivations of others, and adept at following the right leads. + +# Skill Proficiencies + + Choose two from Deception, Insight, Investigation, or Perception. + +# Additional Proficiencies + + Gain proficiency with charlatan tools and thieves’ tools. + +# Equipment + +  A set of common clothes, a set of fine clothes, a set of charlatan or thieves’ tools (your choice), a letter of reference from an impressive contact, a magnifying glass, a pen and notebook, a memento from a case, and two coin purses with 5 gp each. + +# Talent + +You unraveled the truth amid the many motivations and deceptions of others. Choose a talent to represent this experience: Scrutinous*, Situational Awareness, or Sleuth. + +# Adventuring Motivation + +Investigators often work on the sidelines, examining the aftermath of others’ actions, not getting directly involved. As you begin your own adventures, consider what led to you taking up the mantle.  + +| Adventuring Motivation | | +| ---------------------- | ----------------------------------------------------------------------------------------------------------------------------------------- | +| d8 | Adventuring Motivation | +| 1 | Adventuring gives me the opportunity to investigate things I’d never encounter in my daily life. | +| 2 | Adventuring pays much better than investigative work ever could. | +| 3 | I believe that several of my investigations are related, but I don’t know how. I hope adventuring helps me figure out the bigger picture. | +| 4 | I made a mistake during an investigation that I can never take back. Adventuring might help me make it right. | +| 5 | I went undercover as an adventurer once and found my true calling. | +| 6 | I’m haunted by an investigation I can’t solve. Adventuring keeps me busy enough to put it out of my mind. | +| 7 | My work has been blocked by the powerful and connected. Adventuring puts me beyond their reach. | +| 8 | The investigator’s life can be a lonely one. Adventuring makes me feel like I’m part of a community. | \ No newline at end of file diff --git a/content/Backgrounds/Judicial Champion.md b/content/Backgrounds/Judicial Champion.md new file mode 100644 index 0000000..fe3671b --- /dev/null +++ b/content/Backgrounds/Judicial Champion.md @@ -0,0 +1,41 @@ +--- +source: Book of Blades +--- + +You serve the law, acting as judge, jury, and executioner in matters of trial by combat for your village, town, or city. Or perhaps you roam the realm, hearing cases and presiding over trials in more remote areas of the countryside where you act as the voice of the regime, meting out justice as you see fit. You’ve studied history and law as much as you’ve learned to wield your weapon, and you consider yourself the authority in such matters.  + +Additional responsibilities include protecting judges and court officials, detention and transport of prisoners, and delivering summons and warrants. Trials by combat, public f loggings, and even literal executions might also fall to you. + +The court expects you to uphold your duties and act lawfully when you display or announce your position. Still, judicial champions face moral quandaries, such as upholding sentences they feel are unjust and criminals attempting to work the system through bribery and extortion. + +# Skill Proficiencies + + Choose two from History, Intimidation, Perception, or Insight. + +# Additional Proficiencies + + Choose any two tools or language proficiencies.  + +# Equipment + +  A brooch identifying you as a judicial champion of the local court, a writ of authority from your government, a set of fine clothes, a set of manacles, a key to the local jail, and a pouch containing 15 gp. + +# Talent + +Meting out justice through combat has been an excellent teacher. Choose a talent to represent this experience: Combat Casting, Scrutinous, or Weapon Option Specialist. + +# Adventuring Motivation + +Judicial Champions may serve a crown, a parliament, or answer directly to the people. Their loyalties may lie with their ruler, the law, or themselves. Their motivations may differ, but all judicial champions hold the fate of multitudes in their hands. While some try to keep to the path of righteousness, others may fall to corruption and greed.  + +| ADVENTURING MOTIVATION | | +| ---------------------- | -------------------------------------------------------------------------------------------------------------------------- | +| d8 | Adventuring Motivation | +| 1 | Law is the highest goal and honor, so I bring it to the lawless through adventuring. | +| 2 | Vengeance is outside the law, but adventuring gives me the opportunity to find it on the side. | +| 3 | Adventuring is a great excuse to bring “justice” to places that can share their gold with me. | +| 4 | Combat separates the righteous from the immoral. A time spent adventuring will weed out a few more of those immoral types. | +| 5 | I was wronged as a child by someone who remains at large. I’ll bring justice to that crime once I find them. | +| 6 | The common folk are the heart of every community. Adventuring is how I will bring them justice. | +| 7 | I will dispense law wherever adventuring takes me. | +| 8 | After a disagreement in legal interpretation led to my dismissal, adventuring is the way that I’ll regain my standing. | \ No newline at end of file diff --git a/content/Backgrounds/Maker.md b/content/Backgrounds/Maker.md new file mode 100644 index 0000000..f97953f --- /dev/null +++ b/content/Backgrounds/Maker.md @@ -0,0 +1,40 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/464bfa5b66130f2bba7758d878f1ac30_MD5.jpg|TamLin123|330x318]] + +You pursued a unique, often profitable craft and became an expert. Those with an eye for quality might seek your work out among hundreds of other crafters. + +Perhaps you were the disgraced scion of an illustrious family of jewelers, a famous swordsmith ready to test your finest work, or a toy maker who manufactured clockwork monstrosities. No matter what your artform, you worked so fervently that it stays a part of you wherever you go. + +# Skill Proficiencies + +Investigation and one skill of your choice from the following: History, Performance, or Sleight of Hand. + +# Additional Proficiencies + +Gain proficiency with one tool. Double your **PB** when you make a check using that tool. + +# Equipment + +A tool you are proficient with; a wax seal, ink stamp, or chisel of your personal emblem; a set of common clothes, and a pouch containing 10 gp worth of gold shavings or silver dust. + +# Talent + +You have invested time in perfecting a singular craft, securing patronage, and learning from trial and error or under the watchful guidance of a master craftsperson. Choose a talent from this list to represent your experience: Artillerist, School Specialization, or Trade Skills. + +# Adventuring Motivation + +Rare is the maker who abandons their shop and supplies in favor of the long road. When you begin your adventures, decide why your character chose—or was driven—to leave their workshop, peers, and accustomed surroundings to venture into the unknown. + +| **d8** | **Adventuring Motivation** | +| ------ | ------------------------------------------------------------------------------------------------------- | +| 1 | I seek inspiration so divine or perilous that only adventuring may provide it. | +| 2 | Adventuring allows me to test my creations to the fullest. | +| 3 | Adventuring aids me in discovering rare and otherwise unknown ingredients. | +| 4 | Jealousy drove my peers to chase me from my workshop, but adventuring may secure my fortune once again. | +| 5 | Adventuring is how I make the coin required to fund my artifice to its fullest. | +| 6 | I have yet to find an equal in my craft, and I hope that in adventuring one will cross my path. | +| 7 | Adventuring is the only way to grow my fame, as my craft is too unique or obscure for common minds. | +| 8 | Adventuring is the only way I might find someone worthy of possessing my greatest work. | \ No newline at end of file diff --git a/content/Backgrounds/Outcast.md b/content/Backgrounds/Outcast.md new file mode 100644 index 0000000..1de4412 --- /dev/null +++ b/content/Backgrounds/Outcast.md @@ -0,0 +1,40 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/e6ca3ca4bc14a2e40a651f7d6fe408c1_MD5.jpg|Tangle Torn]] + +You spent your life surviving on scraps and taking what you could. Living on the streets sometimes left you on the wrong side of the law, but you were instilled with skills to survive, overcome, and prosper. + +Perhaps you were an urchin chased from your stomping grounds, a pickpocket who tried to make ends meet, or a bandit who left the life, wanting to make amends. Whatever your circumstances, the thrills and misfortunes of life outside polite society will never leave you. + +# Skill Proficiencies + +Choose two from Deception, Insight, Sleight of Hand, or Stealth. + +# Additional Proficiencies + +You gain proficiency with one type of game set and one of the following: charlatan’s tools, herbalism tools, or thieves’ tools. + +# Equipment + +A dark cloak and a set of dark, common clothes, a silver coin given to you by a kind stranger, and a pouch containing 10 gp. + +# Talent + +You developed skills and physical abilities to survive on the streets. Choose a talent from this list to represent your experience: Aware, Opportunist, or Quick. + +# Adventuring Motivation + +Outcasts like you are familiar with the hardships adventurers face, but think about how your own history of hardship shapes your relationships and reasons to travel to unfamiliar places. When you begin your adventures, consider why your character chose—or was forced—to leave an unglamorous, but safe routine for a life of exploration and bravura. + +| **d8** | **Adventuring Motivation** | +| ------ | ----------------------------------------------------------------------------------------------- | +| 1 | Adventuring is a way to stay ahead of the law, I hope. | +| 2 | Adventuring is how I’ll finally earn (or seize) my fortune. | +| 3 | I will amass power and influence by adventuring before I return home. | +| 4 | Adventuring is how I’ll make amends for a life of wrongdoing. | +| 5 | I can master my skills through adventuring without fear of ending up in a cell. | +| 6 | Adventuring will give me the clout to make a name for myself that will be feared and respected. | +| 7 | I’ll track down the person who ruined my life while I’m adventuring. | +| 8 | Adventuring is a way to find a crew I can trust. | \ No newline at end of file diff --git a/content/Backgrounds/Prodigal.md b/content/Backgrounds/Prodigal.md new file mode 100644 index 0000000..32e692e --- /dev/null +++ b/content/Backgrounds/Prodigal.md @@ -0,0 +1,39 @@ +--- +source: Book of Blades +--- + +You could have come from any comfortable walk of life, but one truth has resonated in you from the start—you don’t fit in. Maybe you were raised among the halls of wealth and privilege but yearned for the thrills of the streets. Maybe you grew up among modest, hardworking folk, but the idea of one big windfall always kept you dreaming. Regardless of the exact nature of your disconnect, you’ve been a thorn in the side of your conservative peers and elders for some time. When you took to the road, it surprised few (which isn’t to say it hurt no one). Now only you hold the reins of your destiny. + +Consider your roots and your dreams. What are you running away from and what are you running toward? What aspects of the past do you find intolerable? What do you miss? What was the last straw or the first big opportunity that pulled you away? If you’ve been on the road for a while, how’s that worked out for you so far? Is it everything you dreamed of, or have you had to learn some harsh lessons in the real world? + +# Skill Proficiencies + + Choose two from Deception, Insight, Perception, or Sleight of Hand. + +# Additional Proficiencies + + Choose one from artist tools, musical instruments, gaming sets, or any vehicle. Then choose one language of your choice. + +# Equipment + +  Artist tools, a musical instrument, or gaming set of your choice; a set of traveler’s clothes; a token or trinket from your past life; and a purse containing 15 gp. + +# Talent + +Getting out has been your dream for so long, and you worked, often in secret, to develop the capacity you needed to make it happen. Choose a talent to represent this experience: Athletic, Covert, or Mental Fortitude. + +# Adventuring Motivation + +Prodigals are taking their first steps toward achieving their dreams but always have one eye looking back. Your path ahead is shaped and defined by what you’re running from. Consider how that duality will impact your choices and roleplaying, and how much of your past you want interrupting your future plans. + +| ADVENTURING MOTIVATION | | +| ---------------------- | ------------------------------------------------------------------------------ | +| d8 | Adventuring Motivation | +| 1 | Adventuring deeply excites me due to my sheltered upbringing. | +| 2 | I’ll show them my worth when I come back triumphant from adventuring. | +| 3 | An older sibling left before I did, and I’m going to find them by adventuring. | +| 4 | I won’t ever be held down again. Adventuring will make sure of it. | +| 5 | I belong somewhere in the world. I’ll find my place by adventuring. | +| 6 | I love to prove my hard-earned skills by adventuring. | +| 7 | I promised myself to change my lot, and I’m doing it by adventuring. | +| 8 | I’m constantly in search of new thrills. Adventuring fits the bill. | \ No newline at end of file diff --git a/content/Backgrounds/Rebel.md b/content/Backgrounds/Rebel.md new file mode 100644 index 0000000..e133589 --- /dev/null +++ b/content/Backgrounds/Rebel.md @@ -0,0 +1,39 @@ +--- +source: Players Guide 2 +--- + +You were driven to change the world around you, to fight for your beliefs and values.  + +You might have worked to bring others to your cause with persuasive words and stirring imagery, or you might have looked for opportunities to create change from the shadows with targeted strikes on the status quo. You might have been known for your beliefs and desires, your name becoming synonymous with your cause. You might have been a small part of a larger movement, or you might have taken individual action without caring who followed in your footsteps. Whether you were part of a successful revolution or failed to achieve the change you sought, you put your principles first and were willing to act in defense of your beliefs, regardless of the consequences. + +# Skill Proficiencies + +  Choose two from History, Insight, Performance, or Persuasion. + +# Additional Proficiencies + + Gain proficiency with either artist tools or alchemist tools and one of the following: provisioner tools, a musical instrument of your choice, or one language of your choice (which can include Thieves’ Cant). + +# Equipment + +  A set of common clothes, a set of artist or alchemist tools (whichever you gained proficiency with from above), a flag or banner, a stack of pamphlets, a flask of alchemist’s fire, and a bag with 3 gp in smaller coin denominations. + +# Talent + +You worked toward change in the world, even in the face of entrenched beliefs and dogged opposition. Choose a talent to represent this experience: Brave, Comrade*, or Hard to Kill. + +# Adventuring Motivation + +Rebels are driven by passion to advocate for their beliefs. As you begin your own adventures, decide why this is now the path to help you meet your goals. + +| Adventuring Motivation | | +| ---------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------- | +| d8 | Adventuring Motivation | +| 1 | Rebels are driven by passion to advocate for their beliefs. As you begin your own adventures, decide why this is now the path to help you meet your goals. | +| 2 | I am ready to lead a new revolution. Adventuring helps me find those in need of my skills. | +| 3 | I love being part of a group while seeking something truly important. Adventure is right up my alley. | +| 4 | I need more power to help the revolution achieve its goals. Adventuring can help me get there. | +| 5 | I use adventuring to funnel resources to the revolution I leave behind. | +| 6 | I’ve become disillusioned with the daily struggle. Adventuring helps me remember why I fight and who I fight for. | +| 7 | The revolution I was a part of failed. Adventuring keeps me safe from the aftermath. | +| 8 | The revolution I was a part of succeeded, and I miss the adrenaline rush. Adventuring presents a new challenge. | \ No newline at end of file diff --git a/content/Backgrounds/Ruin Watcher.md b/content/Backgrounds/Ruin Watcher.md new file mode 100644 index 0000000..cfe37db --- /dev/null +++ b/content/Backgrounds/Ruin Watcher.md @@ -0,0 +1,39 @@ +--- +source: "Campaign Builder: Dungeons and Ruins" +--- + +r years, you watched over a fallen city, crumbling temple, ancient village, or other set of ruins. You dedicated your life to protecting it against those who would rob it, destroy it, or seek its power. + +Perhaps you were the sole survivor of a tragedy that destroyed your home, one of a group of stalwarts who protected a single site for generations, a traveler who found a place that resonated with you, or an acolyte of a god or religion that viewed a particular place as a holy site. Whatever you chose to protect, you have a deep knowledge of the importance of the past and how to survive in the present. + +# Skill Proficiencies + + Choose two from Acrobatics, History, Religion, or Survival. + +# Additional Proficiencies + + Gain proficiency with either construction or tinker tools and one additional tool of your choice.  + +# Equipment + + Basic hunting trap, bedroll, construction and/or tinker tools, lamp, 10 pitons, two-person tent, and 50 feet of rope.  + +# Talent + +You know how to protect what is important to you. Choose a talent from the following list to represent this experience: Hard Target, Mental Fortitude, Stalwart. + +# Adventuring Motivation + +Ruin wardens are usually tied to a specific location and have dedicated their lives to its protection. When you begin your adventures, determine what has made you leave this place for the adventuring life.  + +| ADVENTURING MOTIVATION | | +| ---------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------- | +| d8 | Adventuring Motivation | +| 1 | After nearly losing the place I was protecting to outside forces, I want adventuring to help me become a better guardian. | +| 2 | I believe the place I once guarded is hiding a secret that adventuring will give me the means to uncover. | +| 3 | I have the chance for vengeance on the forces that originally destroyed the place I guarded. I’ve chosen adventuring to get the resources I need. | +| 4 | I want to visit places like the one I guarded and learn from those who fill a similar role. | +| 5 | I was thrown out of the place I guarded by those I trusted. I’ve sworn to prove myself to regain my position. | +| 6 | I’ve gotten bored of guarding the same old places and want to adventure to new and exciting locations. | +| 7 | The place that I swore to protect has been lost to me. I hope adventuring gives me a new sense of purpose. | +| 8 | Years of guarding an isolated site made me feel lonely; I want the companionship of an adventuring party. | \ No newline at end of file diff --git a/content/Backgrounds/Rustic.md b/content/Backgrounds/Rustic.md new file mode 100644 index 0000000..5eb2ce4 --- /dev/null +++ b/content/Backgrounds/Rustic.md @@ -0,0 +1,40 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/edae24134c07260b70569bb0c9bbbcf7_MD5.jpg|439x303]] + +You spent most of your life as no one of consequence. Years of hard work gave you an unshakeable resolve, but your past is no mystery and affords you no grand understanding of the world. + +Perhaps you were the blacksmith’s child who preferred to wear the armor, a shepherd who watched her flock devoured by ogres, or an elderly dwarf miner who wanted to see the world before the end. Wherever you come from, whoever you were, even a perilous future seems better than the doldrums of your past. + +# Skill Proficiencies + +Choose two from Athletics, Acrobatics, Investigation, or Medicine. + +# Additional Proficiencies + +Gain proficiency with vehicles (land) and one of the following: a martial weapon, a musical instrument, a tool, or one type of armor. + +# Equipment + +A backpack, a bedroll, a warm blanket woven by a friend or family member, three candles, a set of common clothes, and a pouch containing 20 sp. + +# Talent + +You spent your life working to put food on the table and squeeze out a better living than those who came before you. Choose a talent from this list to represent your experience: Comrade, Hand to Hand, or Physical Fortitude. + +# Adventuring Motivation + +Most commoners accept their lot in life, despite the tedium. W hen you begin your adventures, determine why your character took the opportunity to—happily or regrettably— leave their fellows behind for a life of uncertainty. + +| **d8** | **Adventuring Motivation** | +| ------ | -------------------------------------------------------------------------------------------------- | +| 1 | Adventuring gives me thrills I never experienced back home. | +| 2 | Adventuring supplies coin that will secure a better future—if not for me, for my family. | +| 3 | I’d rather risk my life adventuring than waste it in obscurity. | +| 4 | Adventuring will give me such stories to tell around the fire when it’s time to settle down again. | +| 5 | I can’t face my friends after what I did—not until I make a name for myself through adventuring. | +| 6 | Maybe adventuring can teach me the skills I need to become a noble. | +| 7 | I was blamed for the ill fate that befell my home. Maybe by adventuring, I can make things right. | +| 8 | An adventurer saved my life, and I won’t rest until I do the same for others. | \ No newline at end of file diff --git a/content/Backgrounds/Scholar.md b/content/Backgrounds/Scholar.md new file mode 100644 index 0000000..0e7a91e --- /dev/null +++ b/content/Backgrounds/Scholar.md @@ -0,0 +1,40 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/d67bc69c2133a4a1236c23d9781c0b13_MD5.jpg|386x251]] + +You spent years researching a branch of study. Time spent in academic pursuits honed your mind, allowing you to view the world through an intellectual lens afforded to few. + +Perhaps you were only recently a student eager to learn outside the classroom, a teacher who retired but wasn’t ready to stop hands-on learning, or a discredited researcher expelled but driven to prove your theories. Regardless, your way has always been lit by your keen mind, and you retain a desire to know more. + +# Skill Proficiencies + +Choose two from Arcana, History, Nature, or Religion. + +# Additional Proficiencies + +Learn two additional languages of your choice or gain proficiency with a tool or vehicle relevant to your field of study. + +# Equipment + +A bottle of ink, a quill, a small knife, a reference book on a highly specific subject, a set of common clothes, and a pouch containing 10 gp. + +# Talent + +You have spent time researching particular academic subjects at an institute of learning or under a knowledgeable teacher. Choose a talent from this list to represent your experience: Polyglot, Ritualist, or School Specialization. + +# Adventuring Motivation + +Most scholars spend their lives cloistered within libraries, laboratories, and workshops, immersed in academia. When you begin your adventures, consider why your character chose—or was driven—to leave a traditional lifestyle and brave the unknown. + +| **d8** | **Adventuring Motivation** | +| ------ | ------------------------------------------------------------------------------------------------- | +| 1 | The coin I need for my research comes from adventuring. | +| 2 | Adventuring provides valuable field experience relevant to my study. | +| 3 | I will prove those fools wrong with my discoveries made through adventuring. | +| 4 | Adventuring pays the bills until I can prove the validity of my theories. | +| 5 | I can uncover lost or forbidden knowledge by adventuring for it. No institution can provide that! | +| 6 | Adventuring is the best way to collect data for my patron or employer. | +| 7 | Adventuring will lead me to the answers I desperately seek. | +| 8 | Adventuring is a way to escape a life of academia I never wanted. | \ No newline at end of file diff --git a/content/Backgrounds/Servant.md b/content/Backgrounds/Servant.md new file mode 100644 index 0000000..02d1975 --- /dev/null +++ b/content/Backgrounds/Servant.md @@ -0,0 +1,39 @@ +--- +source: Players Guide 2 +--- + +You worked for someone else, earning coin by doing the various tasks they couldn’t or didn’t want to do themselves. You might have helped to maintain a residence, raise a child, or ensure the comfort or safety of whoever employed you. Perhaps you were the trusted companion to one employer for years at a time, worked for a service that sent you on many different jobs, or were part of the living machinery of a large household, business, or government. + +With behind-the-scenes access to those you work for, you might have guarded their privacy and information like it was your own or used your position to take their possessions and share their secrets. However and whoever you served, you excelled at anticipating the needs of those around you and achieving them with subtlety and poise.  + +# Skill Proficiencies + + Choose two from Insight, Perception, Sleight of Hand, or Stealth. + +# Additional Proficiencies + + Gain proficiency with two of the following: clothier tools, provisioner tools, thieves’ tools, tinker tools, or a musical instrument of your choice. + +# Equipment + +  A set of common clothes, sturdy shoes, a set of tools you are proficient with from the above list, a notebook and pen, a waist pouch containing something your employer could not live without, and a coin pouch with 3 gp. + +# Talent + +You performed your job without drawing focus away from your employer, and you learned a great deal about those you worked for in the process. Choose a talent to represent this experience: Hardy, Quick*, or Tag Team. + +# Adventuring Motivation + +Servants work for others, often putting the needs of those they serve ahead of their own ambitions. As you begin your own adventures, determine what led you to strike out in a new direction. + +| Adventuring Motivation | | +| ---------------------- | ---------------------------------------------------------------------------------------------------------------- | +| d8 | Adventuring Motivation | +| 1 | Adventuring earns me the money I need to thrive. | +| 2 | After serving a few adventurers, I could tell I’d be at least as good at it as they were. | +| 3 | I escaped an unjust service contract by volunteering for a dangerous adventure. Now, I must follow through. | +| 4 | I like being part of a well-oiled machine. Adventuring lets me use my skills for my own benefit alongside others | +| 5 | I served an adventurer and learned enough to follow in their footsteps. | +| 6 | I wanted something other than a servant’s life. Adventuring seemed like an easy way to a new future. | +| 7 | I was treated badly by my employers. Adventuring brings me the status I need for payback. | +| 8 | If I do well enough adventuring, I can get servants of my own. | \ No newline at end of file diff --git a/content/Backgrounds/Smuggler.md b/content/Backgrounds/Smuggler.md new file mode 100644 index 0000000..96db909 --- /dev/null +++ b/content/Backgrounds/Smuggler.md @@ -0,0 +1,39 @@ +--- +source: Players Guide 2 +--- + +You procured and transported goods on behalf of your clients, ensuring the contraband’s delivery to places where it was frowned upon, forbidden, or illegal. + +Perhaps you ferried illicit substances across long distances in search of profit. Perhaps you hid information under the noses of the powerful, moving among throngs of people in a crowded urban center. Perhaps you helped those caught behind enemy lines move to new locations in the dark of night. Whatever your reasons or client list, you’ve always been able to use a combination of personality and information gathering to ensure that your operations succeed … more or less. + +# Skill Proficiencies + + Choose two from Deception, Persuasion, Sleight of Hand, or Stealth. + +# Additional Proficiencies + + Learn Thieves’ Cant. If you already know this language, you learn a different language of your choice. Gain proficiency with navigator tools and a vehicle of your choice. + +# Equipment + +  A set of navigator tools, a magnifying glass, a merchant’s scale, a set of common clothes, a set of fine clothes, a dark cloak with a hood, a lantern, a set of empty pouches, and a coin purse containing 10 gp. + +# Talent + +You know how to acquire goods and to travel to places others can only dream of. Choose a talent from the following list to represent this experience: Covert*, Escamotage, or Slippery.  + +# Adventuring Motivation + +Smugglers operate in the shadows—generally being known only to their clients—and focus on a singular mission: finding and transferring goods. As you begin your own adventures, consider why you have decided to take on a broader, more visible role.  + +| Adventuring Motivation | | +| ---------------------- | -------------------------------------------------------------------------------------------------------------------------------- | +| d8 | Adventuring Motivation | +| 1 | Adventuring is just a cover for some of my continued smuggling work. | +| 2 | After getting caught in a run, I was given a choice: prison or adventure. I chose adventure. | +| 3 | Another smuggler blocked me off from the routes I need to move goods. Adventuring will help me clear them. | +| 4 | I smuggled something that hurt someone and want to make up for it. | +| 5 | I want to create the world’s most comprehensive map of secret passages and hidden byways. Adventuring should help me f ind them. | +| 6 | I want to smuggle higher-end goods. Adventuring will get me the money I need to get started. | +| 7 | I was doing low-level smuggling when I stumbled across a much bigger conspiracy. The right adventure might help me learn more. | +| 8 | There’s an item I’ve been trying to get my hands on that seems impossible to find. Adventuring should gain me better access. | \ No newline at end of file diff --git a/content/Backgrounds/Soldier.md b/content/Backgrounds/Soldier.md new file mode 100644 index 0000000..daecaaa --- /dev/null +++ b/content/Backgrounds/Soldier.md @@ -0,0 +1,40 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/50d91f8b6c9cd2ea90f978cd0dae2895_MD5.jpg|359x341]] + +You spent a significant amount of time risking your life to defend others. You survived through rigorous training, discipline, and sacrificing comforts that most people take for granted. + +Perhaps you were a veteran who washed out, a deserter who ran from the atrocities of war, or a fresh-faced patriot who went looking for new ways to fight for your cause. Whatever course you took, you remain forever changed having borne the weight of duty. + +# Skill Proficiencies + +Choose two from Animal Handling, Athletics, Medicine, or Survival. + +# Additional Proficiencies + +Gain proficiency with a tool and a vehicle of your choice. + +# Equipment + +A symbol of rank (like a letter, badge, or identification tags), a mess kit, a pack of playing cards or a set of dice, a set of common clothes, and a pouch containing 10 gp. + +# Talent + +You have received special training or honed natural capabilities that kept you safe during your service. Choose a talent from this list to represent your experience: Combat Casting, Combat Conditioning, or Field Medic. + +# Adventuring Motivation + +You know the dangers and demands of an adventurer’s lifestyle, but consider how your military responsibilities have altered to accommodate your new path. When you begin your adventures, consider why your character’s duties as a soldier ended—or changed—to allow for less regimented pursuits. + +| **d8** | **Adventuring Motivation** | +| ------ | ----------------------------------------------------------------------------------------------- | +| 1 | After a dishonorable discharge, adventuring is the way I make a living. | +| 2 | Adventuring is a way to continue fighting, even though the war is over. | +| 3 | Adventuring is a way to keep protecting others, since those I used to protect are gone. | +| 4 | Adventuring lets me use the skills I learned without having to give my life to the military. | +| 5 | I perform special missions for those I serve when I go adventuring. | +| 6 | When I go adventuring, I take justice into my own hands without concern for policy or politics. | +| 7 | Adventuring is the return to action I’ve craved since my retirement. | +| 8 | Adventuring is a way to keep my skills sharp before I can return to duty. | \ No newline at end of file diff --git a/content/Backgrounds/Spy.md b/content/Backgrounds/Spy.md new file mode 100644 index 0000000..603ff0e --- /dev/null +++ b/content/Backgrounds/Spy.md @@ -0,0 +1,36 @@ +--- +source: Midgard Lineages & Heritages +--- + +![[assets/116be3150e608923f085ad44185e64c0_MD5.jpg]] + +You have trained in the ways of subterfuge and deception, selling your skills to those who want details on their enemies. Information is your stock in trade, and you know how to gather and take advantage of it. + +# Skill Proficiencies + +Choose two from Deception, Investigation, Persuasion, or Stealth. + +# Additional Proficiencies + +Gain proficiency with the disguise kit and a language of your choice. + +# Equipment + +A grappling hook, documents to support the existence of a false identity, a dossier containing information from your latest job, a set of fancy clothes, a set of dark traveler’s clothes including a hood and cowl, and a belt pouch containing 10 gp. + +# Talent + +As a spy, you take advantage of your natural resources to learn what others wish to stay secret. Choose a talent from the following list to represent your flexibility in gathering information and being where you are not supposed to be: Aware, Covert, or Polyglot. + +# Adventuring Motivation + +| **d8** | **Adventuring Motivation** | +| ------ | ---------------------------------------------------------------------------------------------------- | +| 1 | Adventuring is an excellent cover for my covert occupation. | +| 2 | Adventuring gives me access to people and powers that I would otherwise have a hard time contacting. | +| 3 | Adventuring serves as a healthy bankroll for the materials and favors I need. | +| 4 | Adventuring often reveals long-lost secrets from times past. | +| 5 | Adventuring is an excuse to stay on the move if things get too hot. | +| 6 | Adventuring keeps me from getting too attached to any one target or location. | +| 7 | Adventuring is my way of trying to live a more honest life. | +| 8 | Adventuring is my opportunity to be my true self. | \ No newline at end of file diff --git a/content/Backgrounds/Tracker.md b/content/Backgrounds/Tracker.md new file mode 100644 index 0000000..c6eb610 --- /dev/null +++ b/content/Backgrounds/Tracker.md @@ -0,0 +1,42 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +[[assets/052195f8f1728d19a1590a582f0da453_MD5.jpg|Open: image-12.png]]dd + +![[assets/052195f8f1728d19a1590a582f0da453_MD5.jpg|Bram Lepelaar]] + +Sometimes people don’t come home, and no one knows why. Did they die on their journeys? Settle down far abroad? Become stuck somewhere that they need rescue from? You’ve been the one to follow the trail and return with the truth, no matter how long or winding the path might be. + +Perhaps you helped families gain closure by bringing home the final effects of their loved ones, worked as a bounty hunter for those avoiding the military of a local despot, collected overdue bills for a popular tavern or crime lord, or fed information to local town criers. Whatever made you a tracker, you developed the social and investigative skills to get leads on your target and the hardiness to survive long enough to find out what became of them.  + +# Skill Proficiencies + +Choose two from Investigation, Persuasion, Stealth, or Survival. + +# Additional Proficiencies + +Gain proficiency with navigator tools and a vehicle of your choice. + +# Equipment + +A backpack, a bedroll, book of assorted local maps, navigator tools, a set of traveler’s clothes, and a pouch containing 50 sp. + +# Talent + +You have substantial experience finding exactly who you’re looking for. Choose a talent from the following list to represent this experience: Far Traveler, Quick, Scrutinous. + +# Adventuring Motivation + +Trackers focus on the adventures of others and follow in their footsteps. When you begin your adventures, consider what has made you stop your work pursuing others to take on the danger of adventuring for yourself.  + +| **d8** | **Adventuring Motivation** | +| ------ | ----------------------------------------------------------------------------------------------------------- | +| 1 | Adventuring gives me a chance to have the types of experiences that I usually only learn about second-hand. | +| 2 | I know I can be a better adventurer than any of the ones I’ve had to track down and I’m ready to prove it. | +| 3 | I tracked down someone who was killed, and as a result, I must finish their final quest. | +| 4 | I’ve always wanted to be an adventurer, but only now have I raised the money needed to achieve that goal. | +| 5 | I’ve seen what can befall people who travel alone and want a party to adventure with. | +| 6 | There’s evidence that someone is now tracking me; an adventure gives me an opportunity to get away. | +| 7 | There’s one target I’ve never found; only adventuring takes me to the places needed to finally locate them. | +| 8 | While tracking a target, I discovered something that I want to use my adventures to investigate further. | \ No newline at end of file diff --git a/content/Backgrounds/Vampire Hunter.md b/content/Backgrounds/Vampire Hunter.md new file mode 100644 index 0000000..8777741 --- /dev/null +++ b/content/Backgrounds/Vampire Hunter.md @@ -0,0 +1,40 @@ +--- +source: Lineages And Heritages Supplement 1 +--- + +![[assets/643446e4e0a61b8ed00c6ccf9845259d_MD5.jpg]] + +You trained and worked within a troupe of vampire hunters. You learned how to detect the presence of a vampire in a community, how to track it to its lair, and how to destroy it utterly. And you learned that vampire hunters live short, violent lives. + +Perhaps you are a dhampir, resentful of your lineage and driven toward absolution, a villager seeking revenge against the creature that took your life from you, or a crusader with a specific zeal. Even after you leave the life, you keep the skills and reflexes gained from the experience. + +# Skill Proficiencies + +Choose two from History, Insight, Investigation, or Sleight of Hand. + +# Additional Proficiencies + +Learn one additional language of your choice and gain proficiency with trapper tools. + +# Equipment + +A cloak, a set of traveler’s clothes, a backpack, five wooden stakes, a hand mirror, and a pouch containing 10 gp. + +# Talent + +You have received special training combined with some natural ability to make you a crack vampire hunter. Choose a talent from this list to represent your experience: Covert, Critical Training, or Spell Duelist. + +# Adventuring Motivation + +Perhaps the adventuring life is an extension of your previous line of work. Or maybe you were the only survivor of a failed hunt and decided to move on to less fickle game. Consider what made you stop hunting vampires and take up a less focused life of adventuring. + +| **d8** | **Adventuring Motivation** | +| ------ | ---------------------------------------------------------------------------------------------------------- | +| 1 | Any dead monster is a good monster, vampire or no. Adventuring gets that done. | +| 2 | I honor my trainer by continuing this work in the course of adventuring. | +| 3 | There must be more to life than gloomy vampire manses. I’m going out to see it. | +| 4 | Adventuring gets me the experience I need to take down my true vampiric objective. | +| 5 | Vampire hunting work isn’t cheap. Adventuring is no more dangerous, but it is potentially more profitable. | +| 6 | I can be more than a nameless, petty vampire hunter. I’ll prove it through adventuring. | +| 7 | The next step on my spiritual path is on the road of the adventurer. | +| 8 | I am hollowed out by the things I’ve seen and done. Adventuring can’t be worse. | \ No newline at end of file diff --git a/content/Backgrounds/Venerator.md b/content/Backgrounds/Venerator.md new file mode 100644 index 0000000..e22ab55 --- /dev/null +++ b/content/Backgrounds/Venerator.md @@ -0,0 +1,42 @@ +--- +source: Midgard Lineages & Heritages +--- + +[[assets/ef8b09c444f395321a112ef86b249ae4_MD5.jpg|Open: image-12.png]]dd + +![[assets/ef8b09c444f395321a112ef86b249ae4_MD5.jpg]] + +Before you became an adventurer, you trained to honor those who came before, whether they be ancestors, guardian spirits, or honored champions. You have spent time recounting the deeds and wisdom of those you venerate. + +Perhaps you were a later scion of an important family line, an apprentice to a shaman or spirit-talker, or a central figure to your people, reminding them of what they aspire to. In any case, you model yourself after someone or something tremendous. + +# Skill Proficiencies + +Choose two from History, Insight, Performance, or Religion. + +# Additional Proficiencies + +Learn one additional language of your choice and gain proficiency with artist tools or a musical instrument. + +# Equipment + +a book of tales or legends, a set of common clothes, a tool you are proficient with, a relic from an era or individual you venerate, and a pouch containing 10 gp. + +# Talent + +You’ve had special training combined with some natural ability to make you an outstanding venerator. Choose a talent from this list to represent your experience: Comrade, Ritualist, and Scrutinous. + +# Adventuring Motivation + +Venerators only leave their communities with good reason. Perhaps some calamity befell your people, and you want to restore them. Or maybe you have an evangelical bent, going into the world to tell others about how great the person or concept you venerate really is. + +| **d8** | **Adventuring Motivation** | +| ------ | ------------------------------------------------------------------------------------------------ | +| 1 | Adventuring is all I have left after a terrible misunderstanding. | +| 2 | Adventuring is how I honor my object of veneration. They went adventuring, and so must I. | +| 3 | Adventuring allows me to expand my horizons. | +| 4 | The fast way to raise money to restore a shrine or erect a remembrance is through adventuring. | +| 5 | Adventuring gives me new people to tell about the object of my veneration. | +| 6 | When I return victorious from adventure, that glory will transfer to my object of veneration. | +| 7 | The next step in guidance form my object of veneration is on the adventuring path. | +| 8 | Can anything equal my object of veneration? Only adventuring in the world will still the doubts. | \ No newline at end of file diff --git a/content/Classes/Barbarian/*Playing a Barbarian*.md b/content/Classes/Barbarian/*Playing a Barbarian*.md new file mode 100644 index 0000000..e70d0ff --- /dev/null +++ b/content/Classes/Barbarian/*Playing a Barbarian*.md @@ -0,0 +1,57 @@ +![[assets/d11fa1baa6dd3b814c6874b5b846619d_MD5.jpg|Royz|247x385]] + +Some warriors hail from untamed lands deemed inhospitable. These combatants, barbarians by name, are among the hardiest and most physically powerful warriors in the world. Though you may be born in the frozen wastes, the sweltering jungle, or the vast plains, your class options focus around your ability to slip into a state of frenzy, compounding your natural toughness and strength. Barbarian is a class that fights supremely well in bursts. Your class favors offense over defense, and has a lot of hit points to help absorb all the hits you’ll be taking. + +# BARBARIANS AS ADVENTURERS + +Barbarians rely on immense strength and a familiarity with violence to work as capable adventurers. Most barbarians feel more at home in the wilds or a battlefield than they do in big cities or unfamiliar finery. + +Though barbarian adventurers commonly ally with skilled diplomats and cunning scholars, no ally is better suited to the bloodshed and chaos of combat than the barbarian. Whether facing maniacal hazards, scaling sheer cliffs, or holding off a swarm of ravenous undead, the barbarian is a powerhouse who survives horrific punishment with a smile. + +Continued in the [[ToV - Players Guide.pdf]]; Chapter 2, pg 23. + +## Errata + +**Barbarian Progression table**  + +On the 14th-level line of the Barbarian Progression table, replace Persistent Rage with Relentless Rage. + +**Fast Movement** + +_5th-Level Barbarian Feature_  + +Your walking speed increases by 10 feet while you aren’t wearing heavy armor. In addition, when you roll initiative, you can immediately move up to half your speed. + +## Boons + +When you reach 10th level and 20th level in your chosen class, you gain the Heroic Boon and Epic Boon class features (see Player’s Guide), which allow you to choose one potent ability from a list of options. This section offers additional boons to choose from when you reach those levels of the barbarian class. + +### Heroic Boons  + +When you reach 10th level in the barbarian class, you have the following additional options to choose from when selecting the boon for your Heroic Boon feature. + +Heroic Boon  + +10th-Level Barbarian Feature  + +Your commitment to the barbarian’s path grants you a powerful ability. Choose one of the following heroic boons: + +- Bloody Rage. While you are raging (see Rage feature in Player’s Guide), any bludgeoning, piercing, or slashing damage you deal with a weapon attack ignores resistances and immunities. +- Vengeful Rage. When a hostile creature damages you while you are raging (see Rage feature in Player’s Guide), you have advantage on the first attack you make against that creature on your next turn. + +### Epic Boons  + +When you reach 20th level in the barbarian class, you have the following additional options to choose from when selecting the boon for your Epic Boon feature. + +Epic Boon + +20th-Level Barbarian Feature + +Your commitment to the barbarian’s path grants you a powerful new ability. You gain one of the following epic boons: + +- Mighty Champion. When you make a **STR**-based weapon attack with advantage and successfully hit, you automatically deal maximum damage with that attack. +- Unbreakable Champion. When you enter a rage (see Rage feature in Player’s Guide), you automatically heal a number of hit points equal to half your **CON** score and gain temporary hit points equal to your full **CON** score. + +--- + +_Default is likely [[Path of the Beserker]]. Want to play a BG3‘s muscle mommy Karlach? Try [[Path of Hellfire]]._ diff --git a/content/Classes/Barbarian/Path of Chaos.md b/content/Classes/Barbarian/Path of Chaos.md new file mode 100644 index 0000000..d5370eb --- /dev/null +++ b/content/Classes/Barbarian/Path of Chaos.md @@ -0,0 +1,78 @@ +Havoc. Mayhem. Chaos. You’ve learned to embrace them as you once learned to embrace your rage. To some, havoc is the weapon that breaks, but to you, it’s the weapon that breaks your enemies. To some, mayhem is the wound that bleeds them dry, but to you, it’s fuel for the fire within. To some, chaos is a tribulation to overcome, but to you, it’s the only way to live. + +| Chaos Progression | | +| ----------------- | ------------------------------ | +| Barbarian Level | Features | +| 3rd | Chaos Conduit, Random Polymath | +| 7th | Invoke Entropy | +| 11th | Mayhem Shield | +| 15th | Cry Havoc | + +# Chaos Conduit + +3rd-Level Chaos Feature  + +The chaos in your blood empowers you. You gain a number of d10 dice equal to your **PB** + 1 (minimum of 3), and these dice are your Chaos Dice. You can spend Chaos Dice to empower your Chaos Banes, which are described later in this feature. You regain all expended Chaos Dice when you finish a short or long rest. + +Saves. Some of your Chaos Banes require your target to make a save or suffer additional effects. The save **DC** for these bane effects is calculated as follows: + +Bane save **DC** = 8 + your proficiency bonus (**PB**) + your **STR** or **CON** modifier (your choice) + +# Chaos Banes  + +When you successfully hit a creature with a melee attack while your Rage feature (see Player’s Guide) is active, you can choose to expend one chaos die. When you do so, roll the expended die. The creature then takes additional force damage equal to the number rolled and is afflicted with one of the following Chaos Banes of your choice. + +- Enervate. The target must succeed on a **WIS** save or have disadvantage on the next attack roll it makes before the end of its next turn.  +- Impede. Your target must succeed on an **INT** save, or it can’t take reactions until the start of its next turn.  +- Martyr. Roll your expended Chaos Die a second time. The target takes additional force damage equal to the result, and you take the same amount of damage. Damage you take from this feature can’t be reduced by your resistances, immunities, or any other abilities.  +- Shunt. Your target must succeed on a **CON** save or be teleported to an unoccupied space of your choice you can see within 30 feet of you. + +# Random Polymath  + +3rd-Level Chaos Feature  + +When you finish a long rest, you gain proficiency in a random skill determined by rolling a d20 and consulting the Random Skill table. If you are already proficient in the skill rolled, double your **PB** instead for checks with that skill for the duration. The benefits of this feature last until you finish a long rest. + +| Random Skill | | +| ------------ | ----------------------- | +| d20 | skill | +| 1 | Acrobatics | +| 2 | Animal Handling | +| 3 | Arcana | +| 4 | Athletics | +| 5 | Deception | +| 6 | History | +| 7 | Insight | +| 8 | Intimidation | +| 9 | Investigation | +| 10 | Medicine | +| 11 | Nature | +| 12 | Perception | +| 13 | Performance | +| 14 | Persuasion | +| 15 | Religion | +| 16 | Sleight of Hand | +| 17 | Stealth | +| 18 | Survival | +| 19-20 | Any Skill (Your Choice) | + +# Invoke Entropy + +7th-Level Chaos Feature  + +As a reaction when you or a creature you can see within 30 feet of you succeeds or fails a check, you can force that creature to reroll the check—potentially turning a failure into success or a success into failure. The target must use the result of the new roll. You can use this feature a number of times equal to your **PB** and regain all expended uses when you finish a long rest. + +# Mayhem Shield  + +11th-Level Chaos Feature  + +You gain an additional way to use your Chaos Dice (see Chaos Conduit feature). When a creature you can see hits you with an attack, you can choose to expend one or more Chaos Dice. Roll the expended dice and reduce the damage you take from the triggering attack by the total amount rolled on the expended dice. If you roll either a 1 or 10 on any of the expended die, it triggers the following additional effects. + +- Result of 1. For each result of 1 rolled, you regain a number of expended Chaos Dice equal to your **PB**. This feature can’t give you more Chaos Dice than the maximum possible amount. +- Result of 10. For each result of 10 rolled, the attacking creature takes an amount of force damage equal to the combined total of your expended Chaos Dice results. + +# Cry Havoc  + +15th-Level Chaos Feature  + +If you start your turn and have no Chaos Dice remaining (see Chaos Conduit feature), you automatically regain one expended die and have advantage on the first attack roll you make before the end of your turn. diff --git a/content/Classes/Barbarian/Path of Hellfire.md b/content/Classes/Barbarian/Path of Hellfire.md new file mode 100644 index 0000000..a7d0009 --- /dev/null +++ b/content/Classes/Barbarian/Path of Hellfire.md @@ -0,0 +1,43 @@ +--- +source: Tome of Heroes +--- + +![[assets/067b055e3edad8ab3ba1667eee9f14ad_MD5.jpg|Erlan Arya]] + +Devils have long been known to grant power to mortals as part of a pact or bargain. While this may take the form of unique magic or boons, those who follow the Path of Hellfire are gifted with command over the fires of the Lower Planes, which they channel for short periods to become powerful and furious fighting machines. + +While some of these barbarians are enlisted to support the devils’ interests as soldiers or enforcers, some escape their devilish fates, while others still are released after their term of service. + +||**Hellfire Progression**| +|---|---| +|**Barbarian Level**|**Features**| +|3rd|Hellish Aspect| +|7th|Hell’s Vengeance| +|11th|Hellfire Shield| +|15th|Devilish Essence| + +# Hellish Aspect  + +_3rd-Level Hellfire Feature_  + +When you enter your rage, you take on minor fiendish aspects. The way these aspects manifest is up to you and can include sprouting horns from your head, changing the color of your skin, growing fangs or a tail, or other small physical changes. Though infused with fiendish power, you aren’t a fiend.  + +While raging, you have resistance to fire damage, and the first creature you hit on each of your turns with a weapon attack takes 1d6 extra fire damage. This damage increases to 2d6 at 10th level. + +# Hell’s Vengeance  + +_7th-Level Hellfire Feature_  + +You can use your hellfire to punish enemies. If an ally you can see within 60 feet of you takes damage while you are raging, you can use your reaction to surround the attacker with hellfire, dealing fire damage equal to your proficiency bonus to it.  + +# Hellfire Shield  + +_11th-Level Hellfire Feature_  + +When you enter your rage, you can surround yourself with flames. This effect works like the fire shield spell, except you are surrounded with a warm shield only and it ends when your rage ends. Once used, you can’t use this feature again until you finish a short or long rest. + +# Devilish Essence  + +_15th-Level Hellfire Feature_  + +While raging, you have advantage on saving throws against spells and other magical effects, and if you take damage from a spell, you can use your reaction to gain temporary hit points equal to your barbarian level. diff --git a/content/Classes/Barbarian/Path of Mycelial.md b/content/Classes/Barbarian/Path of Mycelial.md new file mode 100644 index 0000000..384dd69 --- /dev/null +++ b/content/Classes/Barbarian/Path of Mycelial.md @@ -0,0 +1,52 @@ +--- +source: "Campaign Builder: Dungeons and Ruins" +--- + +![[386b59f12f1ba2ce1c6db5c07d7a57a1.jpeg|Rob Brunette|637x358]] + +Barbarians who walk the Mycelial path deliberately infest themselves with fungal spores, cultivating a fungal membrane, a second fungal skin that grows over their own, letting the mycelium penetrate throughout their bodies. Some barbarians choose to keep the presence of their second skin secret, keeping any visible signs beneath clothing, while others cultivate artistic patterns that resemble tattoos that they display proudly. As a Mycelial barbarian grows in power, their fungal membrane becomes more pronounced and prominent. Veteran Mycelial barbarians are entirely crusted over with fungal growths. + +When a Mycelial barbarian enters a rage, their fungal membrane releases spores that remain active for the duration. These spores power some of their abilities but become quiescent when the barbarian isn’t in rage.  + +Certain sects of Mycelial barbarians revere mycolid culture and go on pilgrimages to mycolid settlements hoping to gain a better understanding of the fungi they are in symbiosis with. Savvy mycolids take advantage of this reverence, often setting tasks for the barbarian that help the mycolid collective. + +||**Mycelial Progression**| +|---|---| +|**Barbarian Level**|**Features**| +|3rd|Spore Aura| +|7th|Devour Death| +|11th|Empowered Spore Aura| +|15th|Fungal Rebuke| + +# Spore Aura + +_3rd-Level Mycelial Feature_  + +While raging, the fungus on your skin releases an invisible cloud of spores that extends 10 feet from you in every direction, but not through total cover. This aura has an effect, based on the type of spores you emit, that activates when you begin raging, and you can activate the effect again on each of your turns as a bonus action. When you enter your rage, choose one of the following spores to emit for the duration of the rage: + +- **Bolstering Spores.** One friendly creature you can see within the aura has advantage on the next attack roll it makes before the start of your next turn. Each time you activate this feature, you can choose a different creature. +- **Phrenic Spores.** One creature you can see within the aura has disadvantage on the next attack roll it makes against you before the start of your next turn, and you have advantage on the next save you make against its spells and other effects before the start of your next turn. Each time you activate this effect, you can choose a different creature. +- **Necrotic Spores.** Each creature within the aura must succeed on a **CON** save (**DC** equals 8 + your **PB** + your **CON** modifier) or take necrotic damage equal to your **PB**. + +# Devour Death + +_7th-Level Mycelial Feature_  + +Your fungal membrane makes you resistant to necrotic damage and allows you to gain some vitality from death around you. If you start your turn with 0 HP and you are within 10 feet of a creature that died no less than 1 hour ago, you have advantage on any death saves you make. If you are at 0 HP and become stable while within 10 feet of such a creature, you also regain HP equal to your **PB**, as your fungal membrane absorbs nutrients from that creature’s corpse. If you regain HP in this way, that creature is no longer a valid target for this feature. + +In addition, if you expend one or more hit dice during a short rest to regain hit points, and you are within 10 feet of a creature that died no less than 1 hour ago when you do so, you regain additional hit points equal to your **PB**. + +# Empowered Spore Aura + +_11th-Level Mycelial Feature_  + +The cloud of spores you emit becomes more potent. The effect of this potency changes depending on the type of spores you are emitting. + +- **Bolstering and Phrenic Spores.** When you emit bolstering or phrenic spores, you can now choose a number of creatures up to your **PB**, and those creatures can be within 30 feet of you rather than within 10 feet of you. +- **Necrotic Spores.** While you are emitting necrotic spores, you can choose for your melee weapon attacks to deal necrotic damage instead of their normal damage. In addition, when a creature in this aura is reduced to 0 HP, you gain temporary hit points equal to your **PB**. If necrotic damage reduced the creature to 0 HP, you gain temporary hit points equal to double your **PB** instead. These temporary HP last until expended or until you finish a short or long rest. + +# Fungal Rebuke + +_15th-Level Mycelial Feature_  + +Your fungal spores can react to mortal danger. When a creature hits or misses you with an attack while within 10 feet of you, you can use your reaction to deal necrotic damage equal to half your barbarian level to that creature. diff --git a/content/Classes/Barbarian/Path of Thorns.md b/content/Classes/Barbarian/Path of Thorns.md new file mode 100644 index 0000000..2c77475 --- /dev/null +++ b/content/Classes/Barbarian/Path of Thorns.md @@ -0,0 +1,51 @@ +--- +source: Tome of Heroes +--- + +![[assets/3a908fa13757c9a79b3dcd6b9c698dc3_MD5.jpg|John Pozzi]] + +Path of Thorns barbarians use ancient techniques developed by the druids of old that enable them to grow thorns all over their body. The first barbarians of this path fought alongside these druids to defend the natural order. In the centuries since, the knowledge of these techniques has spread, allowing others access to this power. + +Though named for the thorns that covered the first barbarians to walk this path, current followers of this path can display thorns, spines, or boney growths while raging. + +||**Thorns Progression**| +|---|---| +|**Barbarian Level**|**Features**| +|3rd|Blossoming Thorns, Thorned Grasp| +|7th|Nature’s Blessing| +|11th|Toxic Infusion| +|15th|Thorn Barrage| + +# Blossoming Thorns  + +_3rd-Level Thorns Feature_  + +When you enter your rage, hard, sharp thorns emerge over your whole body, turning your unarmed strikes into dangerous weapons. When you hit with an unarmed strike while raging, your unarmed strike deals piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. In addition, while raging, when you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.  + +The unarmed strike damage you deal while raging increases when you reach certain levels in this class: to 1d6 at 8th level and to 1d8 at 14th level. + +# Thorned Grasp + +_3rd-Level Thorns Feature_  + +When you use the Attack action to grapple a creature while raging, the target takes 1d4 piercing damage if your grapple check succeeds, and it takes 1d4 piercing damage at the start of each of your turns, provided you continue to grapple the creature and are raging. When you reach 10th level in this class, this damage increases to 2d4. + +# Nature’s Blessing  + +_7th-Level Thorns Feature_  + +The thorns you grow while raging become more powerful and count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. When you are hit by a melee weapon attack by a creature within 5 feet of you while raging, that creature takes 1d4 piercing damage. When you reach 10th level in this class, this damage increases to 2d4. + +Alternatively, while raging, you can use your reaction to disarm a creature that hits you with a melee weapon while within 5 feet of you by catching its weapon in your thorns instead of the attacker taking damage from your thorns. The attacker must succeed on a Strength saving throw (**DC** equal to 8 + your Constitution modifier + your proficiency bonus) or drop the weapon it used to attack you. The weapon lands at its feet. The attacker must be wielding a weapon for you to use this reaction. + +# Toxic Infusion + +_11th-Level Thorns Feature_  + +When you enter your rage or as a bonus action while raging, you can infuse your thorns with toxins for 1 minute. While your thorns are infused with toxins, the first creature you hit on each of your turns with an unarmed strike must succeed on a Constitution saving throw (**DC** equal to 8 + your Constitution modifier + your proficiency bonus) or be poisoned until the end of its next turn. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. + +# Thorn Barrage  + +_15th-Level Thorns Feature_  + +You can use an action to shoot the thorns from your body while raging. Each creature within 10 feet of you must make a Dexterity saving throw (**DC** equal to 8 + your Constitution modifier + your proficiency bonus), taking 4d6 piercing damage on a failed save, or half as much damage on a successful one. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. diff --git a/content/Classes/Barbarian/Path of the Beserker.md b/content/Classes/Barbarian/Path of the Beserker.md new file mode 100644 index 0000000..79642eb --- /dev/null +++ b/content/Classes/Barbarian/Path of the Beserker.md @@ -0,0 +1,57 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/f0a245d1f2755f4e35856fdd294d9480_MD5.jpg|lie setiawan]] + +Through primal rite or natural bloodthirst, some barbarians can work themselves into a rage so ferocious and explosively violent that it risks breaking their bodies. Berserkers may lose themselves in their frenzy, seething with raw brutality, embracing the blood-soaked battlefield, uncaring of their own safety. + +||**Berserker Progression**| +|---|---| +|**Barbarian Level**|**Features**| +|3rd|Frenzy, Ruthless Bearing| +|7th|Mindless Rage| +|11th|Intimidating Presence| +|15th|Retaliation| + +# Frenzy + +_3rd-Level Berserker Feature_  + +You go into a frenzy when you rage. While raging, you can make a single melee weapon attack as a bonus action on each of your turns. + +# Ruthless Bearing + +_3rd-Level Berserker Feature_  + +Your ferocity looms at all times. You gain proficiency in the Intimidation skill. If you are already proficient, double your **PB** instead for Intimidation checks. + +**Mindless Rage** + +_7th-Level Berserker Feature_  + +While raging, you gain the following benefits: + +- You ignore any levels of exhaustion you currently suffer for the duration of your rage. +- You can’t be charmed or frightened. If you are already charmed or frightened when you enter a rage, the effect is suspended for the duration of the rage. +- If you score a critical hit or reduce a creature to 0 HP, you gain a number of temporary hit points equal to your **PB** + your **CON** modifier. These hit points last until expended or until you finish a short or long rest. + +**Intimidating Presence** + +_11th-Level Berserker Feature_  + +Your weapon attacks deal an amount of additional damage, equal to your **PB** (of the same damage type as the weapon), to frightened creatures. + +In addition, as a bonus action, you can attempt to frighten a number of creatures, up to your **PB**, within 30 feet of you that can see or hear you.  + +Each target must make a **WIS** save (**DC** 8 + your **PB** + your CHA modifier + the number of temporary hit points you currently have from your Mindless Rage feature). On a failure, a creature is frightened of you until the end of your next turn. + +On subsequent turns, you can use your bonus action to extend the duration of this effect on each frightened creature until the end of your next turn. This effect ends if the creature ends its turn more than 60 feet away from you or can no longer see or hear you. + +If the creature succeeds on its save, you can’t use this feature on that creature again for 24 hours. + +**Retaliation** + +_15th-Level Berserker Feature_  + +When a creature hits or misses you with an attack, you can use your reaction to move up to half your speed toward that creature and make a single melee attack against it. If the creature is Large or larger, you have advantage on the attack roll. diff --git a/content/Classes/Barbarian/Path of the Booming Magnificence.md b/content/Classes/Barbarian/Path of the Booming Magnificence.md new file mode 100644 index 0000000..d7b1052 --- /dev/null +++ b/content/Classes/Barbarian/Path of the Booming Magnificence.md @@ -0,0 +1,47 @@ +--- +source: Tome of Heroes +--- + +![[assets/0985778edc3efbab2d8cd9e286558a25_MD5.jpeg|Andrea De Dominicis]] + +Barbarians who walk the Path of Booming Magnificence strive to be as lions among their people: symbols of vitality, majesty, and courage. They serve at the vanguard, leading their allies at each charge and drawing their opponents’ attention away from more vulnerable members of their group. As they grow more experienced, members of this path often take on roles as leaders or in other integral positions. + +||**Booming Magnificence Progression**| +|---|---| +|**Barbarian Level**|**Features**| +|3rd|Roar of Defiance, Running Leap| +|7th|Lion’s Glory| +|11th|Resonant Bellow| +|15th|Victorious Roar| + +# Roar of Defiance  + +_3rd-Level Booming Magnificence Feature_  + +You can announce your presence by unleashing a thunderous roar as part of the bonus action you take to enter your rage. Until the beginning of your next turn, each creature of your choice within 30 feet of you that can hear you has disadvantage on any attack roll that doesn’t target you.  + +Until the rage ends, if a creature within 5 feet of you that heard your Roar of Defiance deals damage to you, you can use your reaction to bellow at them. Your attacker must succeed on a Constitution saving throw or take 1d6 thunder damage. The **DC** is equal to 8 + your proficiency bonus + your Charisma modifier. The damage you deal with this feature increases to 2d6 at 10th level. Once a creature takes damage from this feature, you can’t use this feature on that creature again. + +# Running Leap + +_3rd-Level Booming Magnificence Feature_  + +While you are raging, you can leap further. When you make a standing long jump, you can leap a number of feet up to half your walking speed. With a 10-foot running start, you can long jump a number of feet up to your walking speed. + +# Lion’s Glory  + +_7th-Level Booming Magnificence Feature_  + +When you enter your rage, you can choose a number of allies that can see you equal to your Charisma modifier (minimum 1). Until the rage ends, when a chosen ally makes a melee weapon attack, the ally gains a bonus to the damage roll equal to the Rage Damage bonus you gain, as shown in the Rage Damage column of the Barbarian table. Once used, you can’t use this feature again until you finish a long rest. + +# Resonant Bellow + +_11th-Level Booming Magnificence Feature_  + +Your roars can pierce the fog of fear. As a bonus action, you can unleash a mighty roar, ending the frightened condition on yourself and each creature of your choice within 60 feet of you and who can hear you. Each creature that ceases to be frightened gains 1d12 + your Charisma modifier (minimum +1) temporary hit points for 1 hour. Once used, you can’t use this feature again until you finish a short or long rest. + +# Victorious Roar + +_15th-Level Booming Magnificence Feature_  + +You exult in your victories. When you hit with at least two attacks on the same turn, you can use a bonus action to unleash a victorious roar. One creature you can see within 30 feet of you must make a Wisdom saving throw with a **DC** equal to 8 + your proficiency bonus + your Charisma modifier. On a failure, the creature takes psychic damage equal to your barbarian level and is frightened until the end of its next turn. On a success, it takes half the damage and isn’t frightened. diff --git a/content/Classes/Barbarian/Path of the Dragon.md b/content/Classes/Barbarian/Path of the Dragon.md new file mode 100644 index 0000000..9d134cb --- /dev/null +++ b/content/Classes/Barbarian/Path of the Dragon.md @@ -0,0 +1,60 @@ +--- +source: Tome of Heroes +--- + +![[assets/de0b7abb3983224198283d3d4a148c94_MD5.jpg|Hugo "Progos" Gomes]] + +Few creatures embody the power and majesty of dragons. By walking the path of the dragon, you don’t solely aspire to emulate these creatures—you seek to become one. The barbarians who follow this path often do so after surviving a dragon encounter or are raised in a culture that worships them. Dragons tend to have a mixed view of the barbarians who choose this path. Some dragons, in particular the metallic dragons, view such a transformation as a flattering act of admiration. Others may recognize or even fully embrace them as useful to their own ambitions. Still others view this path as embarrassing at best and insulting at worst, for what puny, two-legged creature can ever hope to come close to the natural ferocity of a dragon? When choosing this path, consider what experiences drove you to such a course. These experiences will help inform how you deal with the judgment of dragons you encounter in the world. + +||**Dragon Progression**| +|---|---| +|**Barbarian Level**|**Features**| +|3rd|Totem Dragon, Wyrm Teeth| +|7th|Legendary Might| +|11th|Aspect of the Dragon| +|15th|Wyrm Lungs| + +# Totem Dragon + +_3rd-Level Dragon Feature_  + +You choose which type of dragon you seek to emulate. You can speak and read Draconic, and you are resistant to the damage type of your chosen dragon. + +|Dragon|Spells| +|---|---| +|Black or Copper|Acid| +|Blue or Bronze|Lightning| +|Brass, Gold or Red|Fire| +|Green|Poison| +|Silver or White|Cold| +|Void|Necrotic| +|Yellow|Radiant| + +# Wyrm Teeth + +_3rd-Level Dragon Feature_  + +Your jaws extend and become dragon-like when you enter your rage. While raging, you can use a bonus action to make a melee attack with your bite against one creature you can see within 5 feet of you. You are proficient with the bite. When you hit with it, your bite deals piercing damage equal to 1d8 + your Strength modifier + damage of the type associated with your totem dragon equal to your proficiency bonus. + +# Legendary Might + +_7th-Level Dragon Feature_  + +If you fail a saving throw, you can choose to succeed instead. Once you use this feature, you can’t use it again until you finish a long rest. When you reach 14th level in this class, you can use this feature twice between long rests. + +# Aspect of the Dragon + +_11th-Level Dragon Feature_  + +You take on additional draconic features while raging. When you enter your rage, choose one of the following aspects to manifest.  + +- Dragon Heart. You gain temporary hit points equal to 1d12 + your barbarian level. Once you manifest this aspect, you must finish a short or long rest before you can manifest it again.  +- Dragon Hide. Scales sprout across your skin. Your Armor Class increases by 2.  +- Dragon Sight. Your senses become those of a dragon. You have blindsight out to a range of 60 feet. +- Dragon Wings. You sprout a pair of wings that resemble those of your totem dragon. While the wings are present, you have a flying speed of 30 feet. You can’t manifest your wings while wearing armor unless it is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. + +# Wyrm Lungs  + +_15th-Level Dragon Feature_  + +While raging, you can use an action to make a breath weapon attack. You exhale your breath in a 60-foot cone. Each creature in the area must make a Dexterity saving throw (**DC** equal to 8 + your proficiency bonus + your Constitution modifier), taking 12d8 damage of the type associated with your totem dragon on a failed save, or half as much damage on a successful one. Once you use this feature, you can’t use it again until you finish a long rest. diff --git a/content/Classes/Barbarian/Path of the Forsaken.md b/content/Classes/Barbarian/Path of the Forsaken.md new file mode 100644 index 0000000..5cd008a --- /dev/null +++ b/content/Classes/Barbarian/Path of the Forsaken.md @@ -0,0 +1,49 @@ +--- +source: Labyrinth Worldbook +--- + +![[assets/38ebdaa2967d3df80144a7376d7fc657_MD5.jpg|Daryl Mandryk]] + +Barbarians who travel the path of the Forsaken can hear the whispered regrets of those unjustly or violently slain before their time. These warriors possess remarkable souls that shine as beacons to lost spirits. Those who embrace this path learn to listen to the forgotten and are rewarded with their undying protection. + +||**Forsaken Progression**| +|---|---| +|**Barbarian Level**|**Features**| +|3rd|Hungering Swarm, Whispered Knowledge| +|7th|Consume Suffering| +|11th|Wave of Wrath| +|15th|Spirit Sacrifice| + +# Hungering Swarm  + +_3rd-Level Forsaken Feature_  + +While raging, creatures of your choice that come within 5 feet of you for the first time on a turn or start their turn within 5 feet of you take 1d6 radiant or necrotic damage (you choose which). + +When you reach certain levels of barbarian, this damage increases, becoming 2d6 damage at 7th level, 3d6 damage at 11th level, and 4d6 damage at 15th level. + +# Whispered Knowledge  + +_3rd-Level Forsaken Feature_  + +As part of a short or long rest, you can ask the spirits linked to you to imbue you with their knowledge. At the end of the rest, you become proficient in one skill, vehicle, or tool of your choice until you use this feature again. + +# Consume Suffering  + +_7th-Level Forsaken Feature_  + +Your spirit allies can consume ailments that hinder your physical form. While raging, as a bonus action you can end one condition afflicting you and gain temporary hit points equal to half your barbarian level (rounded down). These temporary hit points last until expended or you finish a short or long rest. + +# Wave of Wrath  + +_11th-Level Forsaken Feature_  + +While you are raging, you can use an action to temporarily manifest the spirits bound to you. When you do so, all creatures of your choice within 30 feet of you must succeed on a **WIS** save (**DC** equal to 8 + your **PB** + your **CON** modifier) or take 4d8 radiant or necrotic damage (you choose which) and become frightened of you for 1 minute or until they are more than 60 feet away from you. On a successful save, a creature takes half as much damage and isn’t frightened. + +Once you use this feature, you can’t use it again until you finish a short or long rest. + +# Spirit Sacrifice  + +_15th-Level Forsaken Feature_  + +The vengeful dead bound to you refuse to let you be lost. If you die and your body is destroyed, one of the spirits bound to you sacrifices itself to preserve your soul. After 24 hours, your soul inhabits and animates another Humanoid corpse on the same plane of existence, and that body returns to life with all your hit points. Upon awakening, you recall your former life and experiences. You retain the capabilities you had in your original form, except you exchange your original lineage for the new one (if different than your previous body) and change your lineage traits accordingly. diff --git a/content/Classes/Barbarian/Path of the Four Winds.md b/content/Classes/Barbarian/Path of the Four Winds.md new file mode 100644 index 0000000..2103e44 --- /dev/null +++ b/content/Classes/Barbarian/Path of the Four Winds.md @@ -0,0 +1,57 @@ +--- +source: Players Guide 2 +--- + +Some barbarians come from the windswept plains or frostbitten tundra, where the kiss of a breeze and howl of a tempest might hold a wisp of magic. Barbarians that travel the path of Four Winds have learned, through ancient custom or shamanic connection to nature, how to harness the wind themselves in their rage. These barbarians are renowned for their swift movement, skill with thrown weapons, and ability to hurl themselves into the fray, protected at all times by the swirling winds of their ancestral home. + +| Four Winds Progression | | +| ---------------------- | ----------------------------------- | +| Barbarian Level | Features | +| 3rd | Implacable Presence, Winds of Wrath | +| 7th | Cyclonic Ward | +| 11th | Howling Charge | +| 15th | Raging Storm | + +# Implacable Presence  + +3rd-Level Four Winds Feature  + +The implacable and effortless nature of the windswept hills instills in you with competency. You gain proficiency in the Acrobatics skill. If you are already proficient, double your **PB** instead for checks made with that skill. + +# Winds of Wrath  + +3rd-Level Four Winds Feature  + +Each time you enter a rage (see Rage feature in Player’s Guide), the swirling winds of your ancestral home surround you. While raging and conscious, you can’t be knocked prone, and you land on your feet after falling. When you first enter your rage, choose one of the following additional benefits that activates for the duration: + +- The buffeting winds protect you. You are lightly obscured by the swirling dust. Ranged attacks against you are made at disadvantage, and you gain resistance to lightning and thunder damage.  +- When you leap 10 feet or more straight toward a creature and hit it with a melee weapon attack on the same turn, the first attack deals an additional 1d6 thunder damage for every 10 feet you traveled, up to a maximum of 10d6. A creature that takes any of this damage must succeed on a **STR** save or fall prone. The **DC** equals the damage dealt by your attack.  +- You can use Reckless Attack with thrown weapons using your **STR**. When you do, the range of your thrown weapons is doubled, and you can add double your rage damage bonus to the damage roll. + +When you first enter your rage, you can expend an additional use of your Rage to select an additional option from Winds of Wrath.  + +# Cyclonic Ward  + +7th-Level Four Winds Feature  + +The howling gales protect you and your allies. You reduce any falling damage you take by an amount equal to twice your barbarian level. While raging (see Rage feature in Player’s Guide), this reduction occurs after the damage is already halved by your rage. + +While raging, as a reaction when you or an ally within 30 feet that you can see or hear takes damage, you can reduce that damage by an amount equal to your barbarian level, and you can move the targeted ally up to 10 feet in a direction of your choice (provided the ally is willing).  + +# Howling Charge  + +11th-Level Four Winds Feature  + +As a bonus action, you can take the Dash action. Whenever you Dash, until the start of your next turn, you ignore difficult terrain, and you can’t be paralyzed or restrained. + +# Raging Storm  + +15th-Level Four Winds Feature  + +The winds that aid you have grown violent, made more ferocious by your wrath. While you are raging, you gain the following benefits: + +- Each time you hit a creature with a melee weapon attack or unarmed strike, the target and each hostile creature within 10 feet of you takes 1d6 thunder damage. +- Each time you use Cyclonic Ward to reduce the damage of a melee attack, the attacking creature must make a **CON** save (**DC** 8 + your **PB** + your **CON** modifier), taking 4d6 thunder damage on a failed save or half as much damage on a successful one. A creature that fails its save by 5 or more is also deafened for 1 minute. +- The first time you hit a creature with a thrown weapon attack (using **STR**) on your turn, in addition to the normal effects of the attack, the target and each creature within 10 feet of them takes 3d6 lightning damage.  + +Thunder damage caused by Raging Storm is audible out to a distance of 300 feet. diff --git a/content/Classes/Barbarian/Path of the Frostborn Raider.md b/content/Classes/Barbarian/Path of the Frostborn Raider.md new file mode 100644 index 0000000..df891fb --- /dev/null +++ b/content/Classes/Barbarian/Path of the Frostborn Raider.md @@ -0,0 +1,49 @@ +--- +source: Book of Blades +--- + +Deep in the frozen wastes, some barbarians find their flesh infused with elemental cold. Others embrace ancestral spirits of icy winter. Empowered by the deepest chill, they can call forth unrelenting cold. They sheathe their bodies in an armor of ice and summon blizzards to hinder their foes. + +| Frostborn Raider Progression | | +| ---------------------------- | ------------------------------- | +| Barbarian Level | Features | +| 3rd | Bitter Animus, Home in the Wild | +| 7th | One with the Storm | +| 11th | Summon the Rampant Snowstorm | +| 15th | Raging Blizzard | + +# Bitter Animus  + +3rd-Level Frostborn Raider Feature  + +Your bitter, frozen soul surfaces when you rage, sheathing your flesh in plates of ice and covering your fists with gauntlets that sprout jagged icicles. While you aren’t wearing armor, your AC equals 15 + your **CON** modifier. (**DEX** doesn’t factor into your AC for this class feature.)  + +In addition, your ice-covered fists act as spiked gauntlets that deal 1d8 + your **STR** modifier piercing damage. The spiked ice gauntlets are light weapons and allow you to use the Bash weapon option. They cannot be disarmed and instantly melt when you stop raging.  + +# Home in the Wild   + +3rd-Level Frostborn Raider Feature  + +You are skilled at surviving in wild places and enduring extreme climates. You gain proficiency in the Survival skill. If you already have proficiency, double your **PB** instead for **WIS** (Survival) checks. + +# One With the Storm  + +7th-Level Frostborn Raider Feature  + +You walk through winter storms without concern and have become inured to their fury. You are resistant to cold damage. Your speed isn’t halved when you move through nonmagical or magical difficult terrain caused by ice or snow. + +# Summon the Rampant Snowstorm  + +11th-Level Frostborn Raider Feature  + + While raging, you gain the following benefits:  + +- As a ranged weapon attack, you can fling icicles from your Bitter Animus ice gauntlets that deal 1d6 + your **STR** modifier + Rage Damage bonus piercing damage. A new icicle regrows immediately after you throw one. +- While raging, you call upon the blizzard within to cast sleet storm as an action, requiring no material components. **CON** is your spellcasting ability for this spell. You can cast this spell once each time you use your Rage feature. You are immune to the effects of the spell, you don’t need to concentrate to maintain it and cannot end it before its 1 minute duration elapses.  +- Spell save **DC** = 8 + your **PB** + your **CON** modifier  + +# Raging Blizzard  + +15th-Level Frostborn Raider Feature  + +Melee and ranged attacks made with your Bitter Animus ice gauntlets now deal an additional 1d8 cold damage. On your turn, after you take an Attack action with your ice gauntlets, you can use a bonus action to make two additional attacks with your ice gauntlets instead of the one attack typically granted by two-weapon fighting. diff --git a/content/Classes/Barbarian/Path of the Kraken.md b/content/Classes/Barbarian/Path of the Kraken.md new file mode 100644 index 0000000..c3003d6 --- /dev/null +++ b/content/Classes/Barbarian/Path of the Kraken.md @@ -0,0 +1,61 @@ +--- +source: Players Guide 2 +--- + +Barbarians who travel the path of the Kraken manifest some aspect of the fearsome leviathans, causing them to partially transform when they rage and take on the aspect of the sea-dwelling titans.  + +| Kraken Progression | | +| ------------------ | ------------------------------------------ | +| Barbarian Level | Features | +| 3rd | Deep Vision, Kraken’s Grasp (d4) | +| 7th | Ink Cloud, Kraken’s Grasp (d6), Titan Grip | +| 11th | Kraken’s Grasp (d8), Tentacle Fling | +| 15th | Kraken’s Grasp (d10), Leviathan Wakes | + +# Deep Vision  + +3rd-Level Kraken Feature  + +You gain a swimming speed equal to your walking speed, and you can breathe water as if it were air.  + +In addition, when you are submerged in water, you gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet while submerged. + +# Kraken’s Grasp  + +3rd-Level Kraken Feature  + +When you activate your Rage feature (see Player’s Guide), you call on your primal connection to the kraken. While raging, two spectral tentacles sprout from your body. The tentacles count as melee weapons with which you are proficient. Each tentacle has a reach of 10 feet. + +As a bonus action (which can be part of the same bonus action used to activate your Rage), you can make up to two melee weapon attacks with the tentacles (one attack per tentacle). On a successful hit, a tentacle deals force damage equal to 1d4 + your **STR** modifier. If the target is a Large or smaller creature, it is also grappled (escape **DC** 8 + your **PB** + your **STR** modifier). A tentacle can grapple only one target at a time. If a tentacle is grappling a target, it can make attacks against only that target. + +You can use your tentacles to grasp and lift objects that weigh up to a number of pounds equal to your **STR** score × your **PB** and also to perform simple tasks like opening unlocked containers or pushing doors closed/open. You can’t use them for tasks that require manual precision like wielding weapons, using tools, or activating magic items.  + +The base damage of your tentacles increases as you gain barbarian levels, becoming d6 at 7th level, d8 at 11th level, and d10 at 15th level. + +# Ink Cloud  + +7th-Level Kraken Feature  + +As a bonus action, you can create a stationary, inky black cloud in a 20-foot-radius sphere centered on yourself. To other creatures, the area is heavily obscured, but you can see normally within it. This effect lasts for 1 minute or until you choose to end it (no action required). You can use this feature a number of times equal to your **PB** and recover all expended uses when you finish a long rest. + +# Titan Grip  + +7th-Level Kraken Feature  + +When a creature is successfully grappled by your tentacles, it becomes restrained until the grapple ends. + +In addition, when you take the Attack action, you can use your tentacles to make any number of your attacks.  + +# Tentacle Fling  + +11th-Level Kraken Feature  + +When you take the Attack action, you can use one or more of your attacks to hurl a creature, grappled by your tentacles, up to 30 feet away from you. When the creature lands, it is knocked prone, and if it strikes a solid surface, it takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a **DEX** save (**DC** 8 + your **PB** + your **STR** mod) or take the same damage and be knocked prone. + +# Leviathan Wakes  + +15th-Level Kraken Feature  + +Your reach with your tentacles increases by 10 feet.   + +In addition, each time you use your bonus action to make a tentacle attack, you can make one additional tentacle attack as part of that same bonus action. diff --git a/content/Classes/Barbarian/Path of the Mistwood.md b/content/Classes/Barbarian/Path of the Mistwood.md new file mode 100644 index 0000000..ac5fd41 --- /dev/null +++ b/content/Classes/Barbarian/Path of the Mistwood.md @@ -0,0 +1,53 @@ +--- +source: Tome of Heroes +--- + +![[assets/e3a0f6cc9f79645bb109777c62d1aca8_MD5.jpg|Nomax]] + +The first barbarians that traveled the path of mistwood were [[Dryad]]s who expanded upon their natural gifts to become masters of the forests. Over time, members of other races who saw the need to protect and cherish the green places of the world joined and learned from them. Often these warriors haunt the woods alone, only seen when called to action by something that would despoil their home. + +||**Mistwood Progression**| +|---|---| +|**Barbarian Level**|**Features**| +|3rd|Bonus Proficiency, Mistwood Defender, Expanded Talent List| +|7th|From the Mist| +|11th|Mist Dance| +|15th|War Band’s Passage| + +# Bonus Proficiency  + +_3rd-Level Mistwood Feature_  + +You gain proficiency in the Stealth skill. If you are already proficient in Stealth, you gain proficiency in another barbarian class skill of your choice.  + +# Mistwood Defender  + +_3rd-Level Mistwood Feature_  + +You can use the Reckless Attack feature on ranged weapon attacks with thrown weapons, and, while you aren’t within melee range of a hostile creature that isn’t incapacitated, you can draw and throw a thrown weapon as a bonus action.  + +In addition, when you make a ranged weapon attack with a thrown weapon using Strength while raging, you can add your Rage Damage bonus to the damage you deal with the thrown weapon.  + +# Expanded Talent List  + +_3rd-Level Mistwood Feature_  + +When you gain a new talent, you can select that talent from either the martial or the technical talents list (see Talents in Chapter 4). + +# From the Mist  + +_7th-Level Mistwood Feature_  + +Mist and fog don’t hinder your vision. In addition, you can cast the misty step spell, and you can make one attack with a thrown weapon as part of the same bonus action immediately before or immediately after you cast the spell. You can cast this spell while raging. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  + +# Mist Dance  + +_11th-Level Mistwood Feature_  + +When you use the Attack action while raging, you can make one attack against each creature within 5 feet of you in place of one of your attacks. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  + +# War Band’s Passage  + +_15th-Level Mistwood Feature_  + +When you use your From the Mist feature to cast misty step, you can bring up to two willing creatures within 5 feet of you along with you, as long as each creature isn’t carrying more than its carrying capacity. Attacks against you and any creatures you bring with you have disadvantage until the start of your next turn. diff --git a/content/Classes/Barbarian/Path of the Old Gods.md b/content/Classes/Barbarian/Path of the Old Gods.md new file mode 100644 index 0000000..8589188 --- /dev/null +++ b/content/Classes/Barbarian/Path of the Old Gods.md @@ -0,0 +1,73 @@ +--- +source: Drakkenheim +--- + +These barbarians consider themselves natural weapons, born of the gods to stand against the enemies of their chosen deity. The Old Gods represent raw power, the untamed wild, and traditional worship. A barbarian who follows the Old Gods is often close to nature, and sees glorious battle as the arena of their gods, and their purpose is to destroy the enemies of their chosen god.  + +| Old Gods Progression | | +| -------------------- | ---------------------------------- | +| Barbarian Level | Features | +| 3rd | Brute Strength, Imbued by the Gods | +| 7th | Adaptable Combatant, Sturdy Build | +| 11th | Brutal Kills | +| 15th | Gifts of the Gods | + +# Brute Strength   + +3rd-Level Old Gods Feature  + +You are relentless in battle, filled with a bloodlust and rage of the Old Gods. You are proficient with improvised weapons. Your unarmed strike and attacks with any melee weapons or improvised weapons that aren’t light deal damage equal to 1d12 plus your Strength modifier. + +While you are raging, you gain the following benefits: + +- All melee weapons you wield that aren’t light gain the heavy and thrown properties, including improvised weapons. A weapon which doesn’t specify a thrown range gains a range of 30/60 while you are wielding it. +- Once on your turn when you hit a creature within 5 feet of you with a melee weapon attack, you can try to grapple or shove that creature as part of the same attack. +- If your size is Small, you don’t have disadvantage on attack rolls when wielding a heavy weapon. + +# Imbued by the Gods + +3rd-Level Old Gods Feature  + +Your natural strength is amplified, and the gods you worship bestow upon you inhuman capabilities: + +- You gain proficiency in Intimidation if you don’t already have it, and add twice your proficiency bonus to Intimidation checks. +- You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Your long jump and high jump are doubled.  + +# Adaptable Combatant  + +7th-Level Old Gods Feature  + +You gain a climb speed equal to your walking speed. Additionally, your ability to grab enemies and turn anything into a weapon grows stronger. You gain the following benefits: + +- You can try to grapple or shove a creature up to two size categories larger than you.  +- Your speed is no longer halved when you try to move a creature you’re grappling. +- Your unarmed strikes and attacks with improvised weapons count as magical for the purposes of overcoming resistance to bludgeoning, piercing, and slashing damage. +- You can treat a creature you are grappling as an improvised weapon. When you hit another target using a grappled creature as an improvised weapon, the grappled creature takes damage equal to your Strength modifier plus your proficiency bonus. When you use a creature as an improvised weapon, thrown attacks made with it have a range of 10/20 feet. + +# Sturdy Build + +7th-Level Old Gods Feature  + +Whenever you enter your rage or willingly end your rage on your turn, you can expend Hit Dice and regain hit points as if you had finished a short rest. + +# Brutal Kills + +11th-Level Old Gods Feature  + +While you are raging, if you reduce a creature to 0 hit points, you can choose to kill them brutally, tearing off limbs, and savaging your enemy. The violent display terrifies those around you.  + +Any enemies that can see you must make a successful Wisdom saving throw or become frightened of you for the next minute. The save **DC** is 8 + your proficiency bonus + your strength modifier. + +Once you use this feature, you must finish a short or long rest you can do so again. + +# Gifts of the Gods  + +15th-Level Old Gods Feature  + +The Old Gods have chosen you as their divine weapon, a tool to be used against evil. You gain the following benefits: + +- When you are raging, you can attack three times whenever you take the Attack action on your turn.  +- You can grapple or shove any creature, regardless of size. +- You can add your Strength score to the short and long ranges of all thrown weapons.  +- When you shove a creature, you can push it 10 feet. + diff --git a/content/Classes/Barbarian/Path of the Shadow Chewer.md b/content/Classes/Barbarian/Path of the Shadow Chewer.md new file mode 100644 index 0000000..e10d13a --- /dev/null +++ b/content/Classes/Barbarian/Path of the Shadow Chewer.md @@ -0,0 +1,45 @@ +--- +source: Old Margreve +--- + +Moonlit people who live in their enclaves of light in the Shadow Realm or in areas where the Shadow Realm encroaches on the Material Plane keep the darkness at bay thanks to the green magic of Freyr and Freya. When the shadows gather too close to the borders of their land, the people call upon the wild warriors known as the Shadow Chewers. Sometimes called “Angels of Freyr,” these fearsome heroes bring tooth, sword, and radiance to bear against the darkness. + +| Shadow Chewer Progression | | +| ------------------------- | ------------------------------ | +| Barbarian Level | Features | +| 3rd | Chew Shadows, Teeth of the Sun | +| 7th | Divine Sustenance | +| 11th | Emboldening Light | +| 15th | Rage of the Roaring Sun | + +# Chew Shadows + +3rd-Level Shadow Chewer Feature  + +You are imbued with radiant power when you rage. While raging, you shed bright light in a 10-foot radius and dim light for an additional 10 feet. The bright light shed by this feature is immune to the effects of magical darkness and can’t be covered or dispelled; however, it can’t pass through solid objects and otherwise behaves like normal light.  + +# Teeth of the Sun + +3rd-Level Shadow Chewer Feature  + +When you activate your Rage feature, your face grows a short muzzle and your mouth sprouts radiant, bear-like fangs, granting you a bite, which you can use to make unarmed strikes. This transformation doesn’t inhibit your ability to speak. When you hit with your bite, the attack deals piercing damage or radiant damage (your choice) equal to 1d8 + your **STR** modifier, instead of the bludgeoning damage normal for an unarmed strike. + +As you gain levels in this class, your bite becomes more powerful. Your bite attack’s damage die increases to a d10 at 7th level and to a d12 at 11th level. + +# Divine Sustenance + +7th-Level Shadow Chewer Feature  + +While raging, you can use a bonus action to bolster each creature of your choice—which can include yourself— that is in the bright light shed by your Chew Shadows feature. Each target regains hit points equal to half your barbarian level (rounded down). This feature can restore a creature to no more than half its hit point maximum. You can use this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. + +# Emboldening Light + +11th-Level Shadow Chewer Feature  + +You and friendly creatures in the bright light shed by your Chew Shadows feature are immune to the frightened condition. When you reach 18th level, this benefit extends to friendly creatures in both the bright and dim light shed by your Chew Shadows feature. + +# Rage of the Roaring Sun + +15th-Level Shadow Chewer Feature  + + While raging, you can use a bonus action to send searing light toward each creature of your choice that is in the light shed by your Chew Shadows feature. Each target takes radiant damage equal to half your barbarian level (rounded down). You can use this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. diff --git a/content/Classes/Barbarian/Path of the Undying Warrior.md b/content/Classes/Barbarian/Path of the Undying Warrior.md new file mode 100644 index 0000000..0c7e327 --- /dev/null +++ b/content/Classes/Barbarian/Path of the Undying Warrior.md @@ -0,0 +1,49 @@ +--- +source: Book of Blades +--- + +![[assets/47176546aecfd85db2c2f1676457f537_MD5.jpg|Panagiotis Giannakopoulos]] + +An Undying Warrior possesses a soul that has crossed into death, then pulled back into the world of the living by extraordinary magical means. Returning from true death is a turbulent process that shatters a soul then reforges it entirely. Creatures who have such souls are often psychically scarred by the experience, but they gain a measure of mastery over death. Those who walk this path can’t be pulled into death until their destiny—the reason their soul returned—is fulfilled. + +||**Undying Warrior Progression**| +|---|---| +|**Barbarian Level**|**Features**| +|3rd|Defy Death, Soul of Wrath| +|7th|Feast of Suffering| +|11th|Vengeance Snare| +|15th|Rejected by Death| + +# Defy Death  + +_3rd-Level Undying Warrior Feature_  + +When you begin your turn with hit points fewer than your number of barbarian levels, you may expend one of your hit dice to recover hit points equal to the number rolled plus your **CON** modifier (no action required). You can use this feature while unconscious, but not if you are dead. + +# Soul of Wrath  + +_3rd-Level Undying Warrior Feature_ + +You become possessed by supernatural wrath when you enter your rage. While you are raging, once during each of your turns when you hit a creature with an attack roll, you can force them to make a **WIS** save with a **DC** equal to 8 + your **PB** + your **CON** modifier. On a failed save, the creature is frightened of you until the end of your next turn. + +In addition, you deal an extra 1d6 psychic damage when you hit a creature that is frightened of you with a weapon attack. + +# Feast of Suffering  + +_7th-Level Undying Warrior Feature_  + +Your soul consumes ailments that hinder your physical form. As a bonus action, you can end one condition afflicting you and gain temporary hit points equal to half your barbarian level (rounded down). These temporary hit points last for 1 minute. + +# Vengeance Snare  + +_11th-Level Undying Warrior Feature_  + +While you are raging, you can use a bonus action to project your wrathful soul outward. When you do so, all creatures of your choice within 30 feet of you must succeed on a **WIS** save (**DC** equal to 8 + your **PB** + your **CON** modifier) or become frightened of you for 1 minute or until they are more than 60 feet away from you. If a creature was already frightened of you when it fails this save, it is also paralyzed until the end of your next turn. + +Once you use this feature, you can’t use it again until you finish a long rest. + +# Rejected by Death  + +_15th-Level Undying Warrior Feature_  + +Death no longer desires you. If you die and your body is destroyed, your soul remains. After 24 hours, your soul inhabits and animates another humanoid corpse on the same plane of existence, and the body returns to life with all your hit points. Upon awakening, you recall your former life and experiences. You retain the capabilities you had in your original form, except you exchange your original lineage for the new one (if different than your previous form) and change your lineage features accordingly. diff --git a/content/Classes/Barbarian/Path of the Wild Fury.md b/content/Classes/Barbarian/Path of the Wild Fury.md new file mode 100644 index 0000000..36bd289 --- /dev/null +++ b/content/Classes/Barbarian/Path of the Wild Fury.md @@ -0,0 +1,63 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/4ac2b112d46a0cecd36cc569eebcedb2_MD5.jpg|Anthony Catillaz]] + +Barbarians that travel the path of Wild Fury share an affinity and connection with the most ferocious and cunning animals of the natural world. Such barbarians often share close connections with druids or primordial spirits, but even a skeptical warrior might don the skin of a felled beast and feel its power fuel their rage. + +||**Wild Fury Progression**| +|---|---| +|**Barbarian Level**|**Features**| +|3rd|Animal Focus, Nature’s Cunning| +|7th|Primal Aspect| +|11th|Ferocious Howl| +|15th|Empowered Rage| + +# Animal Focus + +_3rd-Level Wild Fury Feature_  + +You adopt the methods and abilities of a beast from your homeland to hone the power granted by your rage. To channel a beast’s might, you must have a marking, symbol, or token that represents it, such as tattoos reminiscent of a tiger’s stripes, a helm and cloak made of a bear’s hide, or a token made from hawk feathers. + +The Beasts listed here might not be appropriate for your character. In such instances, choose a listed option and represent it instead with a more fitting Beast. For example, a constrictor could stand in for an alligator or a mountain lion instead of a tiger. + +- **Alligator.** While raging, creatures you grapple are also restrained, and your speed isn’t halved while carrying or dragging a creature that you are grappling. As a bonus action, you can deal force damage equal to your **STR** modifier + your rage damage bonus to one creature grappled by you. +- **Bear.** While raging, you can use a bonus action to gain temporary hit points, equal to your barbarian level + your **CON** modifier, that last for 1 hour. While you have any of these temporary hit points, you have advantage on attack rolls made with melee weapons. +- **Tiger.** While raging, when you use your action to Dash, you can use a bonus action to make a melee weapon attack. If you move 20 feet or more in a straight line immediately before making this attack, you gain a +5 bonus to the attack and damage rolls. On a critical hit, roll your weapon’s damage dice three times instead of twice.  +- **Toad.** While raging, you gain resistance to all damage types except psychic.  + +# Nature’s Cunning + +_3rd-Level Wild Fury Feature_  + +The ways of the wild embolden you. You gain proficiency in the Animal Handling skill. If you are already proficient, double your **PB** instead for Animal Handling checks.  + +# Primal Aspect + +_7th-Level Wild Fury Feature_  + +The bestial power within you has grown, offering you one of the following benefits, granted by a beast you have an affinity for. You must possess an additional marking, symbol, or token related to the chosen animal to gain this effect. + +- **Hawk.** You have advantage on Perception checks and gain a +5 bonus to passive Perception. If you hit a creature with two or more melee attacks on a turn, you can attempt to grapple it as a bonus action. +- **Lizard.** Your walking speed increases by 10 feet, and you gain a climbing speed equal to your walking speed. In addition, when you take the Dash action, you can also gain the effects of a Disengage action in the same action. +- **Turtle.** You gain a +1 bonus to AC while not wearing armor. While wearing armor, you gain a bonus to **DEX** saves equal to your rage damage bonus. +- **Wolf.** Allies that can see or hear you have advantage on attack rolls against creatures within 5 feet of you. + +# Ferocious Howl + +_11th-Level Wild Fury Feature_  + +You learn to spur your allies with the primal ferocity of your rage. When you enter a rage, you can use your reaction to bellow a primal battle cry. Each ally within 60 feet of you that can hear you gains advantage on ability checks, attack rolls, and saves until the start of your next turn. + +# Empowered Rage + +_15th-Level Wild Fury Feature_  + +Your connection with the beasts of the world is down in your marrow. Your rage is further improved by ties with another beast. You must possess an additional marking, symbol, or token related to the chosen animal to gain this effect. + +- **Crane.** While raging, your jump distance increases by 20 feet, and you take no damage from falling 100 feet or less. In addition, your reach with melee weapons (but not unarmed attacks) increases by 5 feet. +- **Ram.**  While raging, if you move 20 feet or more in a straight line toward a Huge or smaller creature and hit it with a melee weapon attack, the target takes 2d6 additional damage (of the same damage type as the weapon) and is knocked prone. +- **Shark.** While raging, each time you hit a creature that is below its hit point maximum with a melee weapon attack, the attack deals an additional 1d12 damage (of the same damage type as the weapon).  +- **Snake.** While raging, you have advantage on opportunity attacks. When you hit a creature with an opportunity attack, you can move up to your speed to remain within reach of the target. + diff --git a/content/Classes/Bard/*Playing a Bard*.md b/content/Classes/Bard/*Playing a Bard*.md new file mode 100644 index 0000000..9af5831 --- /dev/null +++ b/content/Classes/Bard/*Playing a Bard*.md @@ -0,0 +1,76 @@ +![[assets/76243f05f153bf263ef0d1839c751cae_MD5.jpg|Khoa Viet]] + +Bards are born performers who complement their diverse skillset with magical prowess. Their breadth of expertise makes them exceptional at whatever options they choose to cultivate. As a bard, your innate charisma makes you the class best suited to dealing with others, whether navigating tense social encounters or ensuring your allies survive a fight. + +Bard is a class that can do a little bit of everything in a game that often rewards specialization. The signature trick of a bard is your ability to quickly, directly boost your allies. Use this ability early and often. + +# BARDS AS ADVENTURERS + +All bards are driven to seek stories, secrets, songs—and audiences—which are gained most readily on the road. Whether traveling with a performing troupe or as a solitary wanderer trading songs for supper, a bard’s mix of proficiencies and spellcasting make them more than capable of handling a challenge. + +Continued in the Player’s Guide; Chapter 2, pg 28. + +## Errata + +**Bardic Inspiration** + +_1st, 5th, 9th, and 14th-Level Bard Feature_   + +You can inspire others through stirring words, music, or other kinds of performance. As a bonus action on your turn, you can choose a creature within 60 feet of you, other than yourself, who can hear or see you. That creature gains one Bardic Inspiration die, a d6. + +Once within the next 10 minutes, the creature can roll that die and add the number rolled to one ability check, attack roll, or save that it makes. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. + +You can use this feature a number of times equal to your CHA modifier. You regain any expended uses when you finish a long rest. + +Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, d10 at 9th, and d12 at 14th. + +**BARDIC PERFORMANCE**  + +_2nd and 6th-Level Bard Feature_ + +_…_ + +**Bardic Performance: Celebrate Life**  + +At 2nd level, while your Bardic Performance feature is active, allies within range can choose to expend one of their hit dice at the start of their turn. When they do so, they roll the expended die and recover a number of hit points equal to the number rolled + your CHA modifier. + +In addition, allies within range have advantage on death saves, though they don’t need to see or hear you to receive this benefit. + +**HEROIC BOON**  + +_10th-Level Bard Feature_ + +… + +- **Valiant Inspiration.** When a creature with one of your Bardic Inspiration dice successfully deals damage with an attack, the creature can expend and roll the die to deal extra damage equal to the number rolled. The extra damage is of the same type as that of the triggering attack (though the attacker chooses which type if there are more than one). Alternatively, when a creature with one of your Bardic Inspiration dice takes damage, the creature can use its reaction to expend and roll the die to reduce the amount of damage taken by an amount equal to the number rolled + your CHA modifier. + +## Boons + +When you reach 10th level and 20th level in your chosen class, you gain the Heroic Boon and Epic Boon class features (see Player’s Guide), which allow you to choose one potent ability from a list of options. This section offers additional boons to choose from when you reach those levels of the bard class. + +### Heroic Boons  + +When you reach 10th level in the bard class, you have the following additional options to choose from when selecting the boon for your Heroic Boon feature. + +Heroic Boon  + +10th-Level Bard Feature  + +Your commitment to the bard’s path grants you a powerful ability. Choose one of the following heroic boons: + +- Infectious Inspiration. When a creature adds one of your Bardic Inspiration dice (see Bardic Inspiration feature in Player’s Guide) to an ability check, attack roll, or save, and the roll succeeds, the creature can choose an ally it can see within 30 feet of it. That ally gains a Bardic Inspiration die. Inspiration given in this way doesn’t expend a use of your current Bardic Inspiration dice.  +- Restorative Inspiration. When a creature with one of your Bardic Inspiration dice (see Bardic Inspiration feature in Player’s Guide) casts a spell that restores hit points, it can choose to expend and roll the die to increase the total hit points the spell can heal by an amount equal to the result. The caster chooses how these additional hit points are distributed if the spell heals multiple targets. Alternatively, when a creature with one of your Bardic Inspiration die recovers hit points due to a spell, magic item, or class feature, it can use its reaction to roll and expend the Bardic Inspiration die to recover additional hit points equal to the result. + +### Epic Boons  + +When you reach 20th level in the bard class, you have the following additional options to choose from when selecting the boon for your Epic Boon feature. + +Epic Boon + +20th-Level Bard Feature  + +Your commitment to the bard’s path grants you a powerful new ability. You gain one of the following epic boons: + +- Dual Performance. When you use your Bardic Performance feature (see Player’s Guide) to begin a performance, you can choose two Bardic Performances you know and blend them together to simultaneously activate their benefits. You still must spend any actions or meet any specific requirements to activate specific effects described in either performance, but you can maintain and spend Bardic Inspiration to maintain both as you would with a single performance. + +Master Performer. You now have unlimited uses of your Bardic Performance feature (see Player’s Guide). In addition, you can automatically begin a performance of your choice when initiative is rolled (no action required). As normal, you must still expend a bonus action each turn (including your first turn) to maintain this performance. diff --git a/content/Classes/Bard/College of Allure.md b/content/Classes/Bard/College of Allure.md new file mode 100644 index 0000000..79ddbaf --- /dev/null +++ b/content/Classes/Bard/College of Allure.md @@ -0,0 +1,63 @@ +--- +source: Players Guide 2 +--- + +Bards who align with the college of Allure understand the power of the mind and how the smallest nudge can bend that power in their favor. These bards are masters of subtle manipulation, crafting illusions and nudging viewers’ minds in just the right ways to give full credibility and belief to those illusions. They use this unique power to fascinate, distract, and even tempt those around them. + +| Allure Progression | | +| ------------------ | ------------------------------------------------------------------------- | +| Bard Level | Features | +| 3rd | Bardic Performance: Mirror Mirror, Expanded Talent List, Illusory Reality | +| 7th | Twinned Illusion | +| 11th | Illusion Confusion | +| 15th | Lasting Illusions | + +# Bardic Performance: Mirror Mirror  + +3rd-Level Allure Feature  + +You weave illusions to protect your companions. When you use your Bardic Performance feature (see Player’s Guide), you can create an illusory duplicate of one willing creature you can see. The duplicate moves with the target, mimicking its actions and shifting position, so it’s difficult to track which is real. On subsequent turns, as part of each bonus action spent maintaining your performance, you can create a duplicate of a different willing creature you can see. A creature can’t have more than one duplicate of itself, and you can only maintain a number of duplicates equal to your **PB** at a time. If you create another duplicate when you are already at your limit, the oldest duplicate vanishes to accommodate the new one. All duplicates disappear once your performance ends. + +As a reaction when a creature you can see makes an attack roll against a creature with an illusory duplicate, you can have the double attempt to distract the attacker. When you do so, roll a d20. On a roll of 11 or higher, the attacker targets the duplicate instead of the real creature. A duplicate’s AC is equal to your spellcasting **DC**. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that specifically targets the creature (and by extension, the duplicate), not spells that affect an area, such as the fireball spell. A duplicate ignores all other damage and effects. + +# Expanded Talent List  + +3rd-Level Allure Feature  + +When you gain a new talent, you can select it from either the magic or the technical talents list (see Talents in Player’s Guide). + +# Illusory Reality  + +3rd-Level Allure Feature  + +You learn the minor illusion cantrip if you don’t already know it. This cantrip counts as an Arcane spell when you cast it, but it doesn’t count against the number of cantrips you know, as listed in the Bard Progression table (see Player’s Guide). You can’t replace this spell when you gain levels in the bard class.  + +In addition, as an action, you can subtly manipulate the mind of a creature you can see within 60 feet of you, making it capable of interacting with your illusions. The target must succeed on a **WIS** save against your spell save **DC**, or its belief in your illusions becomes unshakeable. For 1 minute, or until the target takes damage from one of your illusions, the target automatically fails any **INT** (Investigation) checks to discern the truth of any illusions you create with the disguise self, major image, minor illusion, mislead, programmed illusion, project image, seeming, and silent image spells, and it can physically interact with such spells, its mind filling in any gaps in logic or expected sensations. For example, if you use the disguise self spell to give yourself a hat, and the target pats your head, their hand stops at the hat and perceives the fabric and shape of the hat rather than of your head. If you use your action to cast one of these spells, you can expend a use of Illusory Reality as part of the same action. + +If the illusion is dangerous (such as a fire or an ogre with a greatclub) and the target interacts with it (such as touching the fire or being hit by the ogre’s greatclub attack), the target takes psychic damage equal to your bard level + your CHA mod, perceiving that damage as the type appropriate for the illusion, and then the Illusory Reality ends on the target. If the target attacks a creature protected by one of the illusory duplicates from the Mirror Mirror effect of your Bardic Performance, the target rolls two dice to determine if it targets the duplicate, using the higher of the two rolls. + +Starting at 9th level, you can target up to two creatures when you use this feature. At 13th, you can target up to three, and at 17th, you can target up to four. You can use this feature a number of times equal to your **PB**. You regain all expended uses when you finish a short or long rest. + +# Twinned Illusion  + +7th-Level Secrecy Feature  + +When you cast the major image, minor illusion, or silent image spell, you can create two illusions simultaneously with a single casting of the spell. You can move, manipulate, or otherwise control both illusions, using either your action or bonus action. If using a bonus action, it can be part of the same bonus action used to maintain your performance for the Mirror Mirror effect of your Bardic Performance.  + +In addition, creatures have disadvantage on **INT** (Investigation) checks to disbelieve the illusions created by these spells. + +# Illusion Confusion  + +11th-Level Allure Feature  + +You have learned greater control over subtle influences of the mind. As an action, you can befuddle and confuse the senses of a creature you can see within 30 feet of you, sending illusory sounds, smells, and sights into its mind. The target must succeed on a **WIS** save against your spell save **DC** or be convinced that the sights, sounds, and smells of your allies and the target’s allies are exchanged for 1 minute—making its actual allies look, sound, and smell like its enemies and vice versa. The target believes the illusion and acts accordingly, protecting and helping its “allies” or attacking and hindering its “enemies.” The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.  + +You can use this feature a number of times equal to your **PB**. You regain all expended uses when you finish a long rest. + +# Lasting Illusions  + +15th-Level Allure Feature  + +The duration is doubled when you cast the disguise self, major image, minor illusion, mislead, project image, seeming, and silent image spells. + +In addition, when you make a save to maintain concentration on a spell from the illusion school and have at least one use of your Bardic Inspiration feature (see Player’s Guide) available, you can use it to roll a Bardic Inspiration die and add the number rolled to your save. If you succeed on the save, you get to keep the Bardic Inspiration die, but if you fail, the die is expended. diff --git a/content/Classes/Bard/College of Cuisine.md b/content/Classes/Bard/College of Cuisine.md new file mode 100644 index 0000000..e7f59c9 --- /dev/null +++ b/content/Classes/Bard/College of Cuisine.md @@ -0,0 +1,71 @@ +--- +source: Deep Magic 2 +--- + +![[assets/21a7449cc8bdd90b82e408def2c3ff4c_MD5.jpg|Rebel Drone]]Not all bards inspire others through their words and songs. Bards of the College of Cuisine express themselves through food and drink. These bards hand out mugs of ale, homemade cookies, and flasks of Fresh-ground coffee to bolster their allies’ spirits. They are adventuring celebrity chefs, spreading inspiration and comfort with their culinary power. They repeat the motto, “Food is Magic,” and those who taste their creations spread the gospel.  + +||**Cuisine Progression**| +|---|---| +|**Bard Level**|**Features**| +|3rd|Bonus Proficiencies, Magical Treats| +|7th|Tasty Treats| +|11th|Top Chef| +|15th|Culinary Champion| + +# Bonus Proficiencies  + +_3rd-Level Cuisine Feature_  + +You gain proficiency in Provisioner tools. You can use these tools as your spellcasting focus.  + +# Magical Treats  + +_3rd-Level Cuisine Feature_  + +You can infuse magic into food and drink. You can infuse a number of treats equal to twice your proficiency bonus. Infusing a treat takes an action. When you infuse a treat, choose a spell of 1st or 2nd circle that has a casting time of 1 action, that targets only one creature, that requires you to touch the target, and doesn’t target yourself. You infuse the treat with the chosen spell, expending the spell slot as if you had cast the spell.  + + If the spell you are infusing into a treat requires you to make a decision about its effect, such as choosing the curse of bestow curse, you make the choice when you infuse the treat with the spell. If the spell you are infusing into a treat can be cast at a higher circle for more potent effect, such as the increased healing of cure wounds, you can expend a higher-circle spell slot to infuse the treat with the higher-circle spell slot to infuse the treat with the higher-circle version of the spell. If the Spell you are infusing into a treat can be cast at a higher circle to affect additional targets, the treat affects only one creature, regardless of the circle of the spell slot infused into it. If the spell you are infusing into a treat has a material component, you must expend the component.  + +A creature, including you, can eat a magical treat as an action, becoming affected by the spell infused into the treat as if you had cast the spell on the creature. The effect lasts for the spell’s maximum duration, and you don’t need to maintain concentration on it. If the spell requires a saving throw, the creature makes the saving throw when it eats the treat and repeats the saving throw if the spell requires repeated saving throws, as normal.  + +If a creature is incapable of eating a treat due to a condition, such as being incapacitated or unconscious, another creature can use its action to feed the treat to the indisposed creature. A creature can’t be affected by more than one treat at a time.  + +Infused treats lose their magic when you finish a long rest. You regain all expended uses of this feature when you finish a long rest. The maximum circle of spell you can infuse into treats increases when you reach certain levels in this class. At 5th level, you can infuse up to 3rd-circle spells into treats. At 10th level, you can infuse up to 5th-circle spells. At 15th level, you can infuse up to 8th-circle spells.   + +# Tasty Treats  + +_7th-Level Cuisine Feature_  + +Your mastery of food magic reaches new heights. As a bonus action, you can expend a use of bardic inspiration while holding one of your magical treats and give it one of the following flavor profiles. When a creature eats that treat, it gains the listed benefit, in addition to the treat’s other effects.  + +- **Fruity.** The Target’s Speed increases by 10 feet for the duration of the infused spell or 10 minutes, whichever is higher.   +- **Herbaceous.** End one of the Following conditions on the target: Charmed or frightened.  +- **Tangy.** One disease affecting the target end +- **Toasted.** The Target gains temporary hit points equal to a roll of your bardic inspiration die + your charisma modifier for the duration of the infused spell or 10 minutes, whichever is higher.   + +You can also choose to use your Tasty Treats feature as part of the same bonus action required to maintain a performance. + +# Top Chef + +_11th-Level Cuisine Feature_  + +Your skill with food magic has been refined. When you expend a Bardic Inspiration die to give a magical treat a flavor profile, you can give it a flavor profile from Tasty Treats or from the following options: + +- **Spicy. The target can use its Bonus Action on subsequent turns to spit fire out of its mouth, this lasts for the duration of the infused spell or 10 minutes, whichever is higher. Make a Ranged Spell attack with a range of 30 feet, on a hit the target takes damage equal to two rolls of your Bardic Inspiration dice. This effect can be done as part of the same bonus action required to maintain a performance.** +- **Umami. One Short-term Dread affecting on the target ends.** +- **Sweet. The Target gains an additional action on its turn until the end of its next turn. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.** +- **Bitter.  End one of the Following conditions on the target: Poisoned or Blinded**  + +# Culinary Champion  + +_15th-Level Cuisine Feature_  + +You become a master of the magical culinary arts. Whenever you infuse a treat using Magical Treats, you can infuse a second treat with the same action, expending spell slots for each treat, as normal.  + +In addition, when you expend a Bardic Inspiration die to give a magical treat a flavor profile, you can give it one additional flavor profile from Tasty Treats, Top Chef or from the following options: + +- **Caramelized.** The target’s exhaustion is reduced by one level.  +- **Earthy.** One curse affecting the target ends.  +- **Floral.** An effect reducing one of the target’s ability scores ends. +- **Nutty.** One effect reducing the target’s hit point maximum ends. + diff --git a/content/Classes/Bard/College of Echoes.md b/content/Classes/Bard/College of Echoes.md new file mode 100644 index 0000000..8b54172 --- /dev/null +++ b/content/Classes/Bard/College of Echoes.md @@ -0,0 +1,54 @@ +--- +source: Tome of Heroes +--- + +![[assets/ccd95a95b8431cbc77e0f651316c8ea9_MD5.jpg|Ryan Anelowe]] + +In the caverns beneath the surface of the world, sound works differently. Your exposure to echoes has taught you about how sound changes as it moves and encounters obstacles. Inspired by the effect caves and tunnels have on sounds, you have learned to manipulate sound with your magic, curving it and altering it as it moves. You can silence the most violent explosions, you can make whispers seem to reverberate forever, and you can even change the sounds of music and words as they are created. + +||**Echoes Progression**| +|---|---| +|**Bard Level**|**Features**| +|3rd|Echolocation, Alter Sound| +|7th|Resounding Strikes| +|11th|Bardic Performance: Echo Chamber| +|15th|Reverberating Strikes| + +# Echolocation  + +_3rd-Level Echoes Feature_  + +You learn how to see with your ears as well as your eyes. As long as you can hear, you have Keensight out to a range of 10 feet, and you have disadvantage on saving throws against effects that would deafen you.  + +At 15th level, your Keensight is now out to a range of 15 feet, and you no longer have disadvantage on saving throws against effects that would deafen you.  + +# Alter Sound  + +_3rd-Level Echoes Feature_  + +You can manipulate the sounds of your speech to mimic any sounds you’ve heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check contested by your Charisma (Deception) check. In addition, you can manipulate some of the sounds around you. You can use your reaction to cause one of the following effects.  + +- **Enhance.** You can increase the volume of a sound originating within 30 feet of you, doubling the range it can be heard and granting creatures in range of the sound advantage on Wisdom (Perception) checks to detect the sound. In addition, when a hostile creature within 30 feet of you takes thunder damage, you can expend one use of Bardic Inspiration and increase the thunder damage by an amount equal to the number you roll on the Bardic Inspiration die.  +- **Dampen.** You can decrease the volume of a sound originating within 30 feet of you, halving the range it can be heard and granting creatures in range of the sound disadvantage on Wisdom (Perception) checks to detect the sound. In addition, when a friendly creature within 30 feet of you takes thunder damage, you can expend one use of Bardic Inspiration and decrease the thunder damage by an amount equal to the number you roll on the Bardic Inspiration die.  +- **Distort.** You can change 1 word or up to 2 notes within 30 feet of you to another word or other notes. You can expend one use of Bardic Inspiration to change a number of words within 30 feet of you equal to 1 + the number you roll on the Bardic Inspiration die, or you can change a number of notes of a melody within 30 feet of you equal to 2 + double the number you roll on the Bardic Inspiration die. A creature that can hear the sound can notice it was altered by succeeding on a Wisdom (Perception) check contested by your Charisma (Deception) check. At your GM’s discretion, this effect can alter sounds that aren’t words or melodies, such as altering the cries of a young animal to sound like the roars of an adult.  +- **Disrupt.** When a spellcaster casts a spell with verbal components within 30 feet of you, you can expend one use of your Bardic Inspiration to disrupt the sounds of the verbal components. The spellcaster must succeed on a concentration check (**DC** 8 + the number you roll on the Bardic Inspiration die) or the spell fails and has no effect. You can disrupt a spell only if it is of a spell circle you can cast. + +# Resounding Strikes  + +_7th-Level Echoes Feature_  + +When you hit a creature with a melee weapon attack, you can expend one spell slot to deal thunder damage to the target, in addition to the weapon’s damage. The extra damage is 1d6 for a 1st-circle spell slot, plus 1d6 for each spell circle higher than 1st, to a maximum of 6d6. The damage increases by 1d6 if the target is made of inorganic material such as stone, crystal, or metal. + +# Bardic Performance: Echo Chamber + +_11th-Level Echoes Feature_  + +You learn to concentrate the sound into a deadly hum that you can fire out. When you use your Bardic Performance feature and as part of each bonus action spent maintaining it, you can create a 30 foot cone originating from you. Each creature of your choice in the cone must make a **CON** save. A creature takes 3d6 thunder damage and is Deafened until the start of your next turn, or half as much damage and isn’t Deafened on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. When you reach level 17, you can create a 60 foot cone originating from you instead of a 30 foot cone.  + +A non-magical object that isn’t being worn or carried also takes the damage if it’s in the cone.  + +# Reverberating Strikes  + +_15th-Level Echoes Feature_  + +Your Bardic Inspiration infuses your allies’ weapon attacks with sonic power. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made, and all of the damage from that attack becomes thunder damage. The target of the attack must succeed on a Strength saving throw against your spell save **DC** or be knocked prone. diff --git a/content/Classes/Bard/College of Elegy.md b/content/Classes/Bard/College of Elegy.md new file mode 100644 index 0000000..b31e4e0 --- /dev/null +++ b/content/Classes/Bard/College of Elegy.md @@ -0,0 +1,49 @@ +--- +source: "Campaign Builder: Dungeons and Ruins" +--- + + Bards who align with the college of Elegy seek to discover and chronicle the lives and histories of the dead. They form a direct spiritual connection to the realms of the dead and can call on spirits and other passed souls. When not interacting with a spiritual presence, they search for the stories of those long lost and forgotten. When they find such stories they treasure and protect them, so that such histories are never forgotten. In addition to learning these stories, they share them with members of their order and others so that their death does not consign those stories to the past once more. + +| The Elegy Progression | | +| --------------------- | ----------------------------------------------------------------------------- | +| Bard Level | Features | +| 3rd | Bardic Performance: Channel Spirits, Student of History, Witness for the Dead | +| 7th | Power from the Grave | +| 11th | Inspired Improvisation | +| 15th | Spiritual Protection | + +# Bardic Performance: Channel Spirits  + +3rd-Level Elegy Feature  + +You put on a performance dedicated to reaching across the veil into the realms where spirits reside, weaving word and song to draw them through and power your performance. When you use your Bardic Performance feature and as part of each bonus action spent maintaining it, you can choose up to three hostile creatures, who can hear or see you. Each target must succeed on a **WIS** save against your spell save **DC** or be frightened until the start of your next turn. + +# Student of History + +3rd-Level Elegy Feature  + +The stories of the dead are the stories of the past. You gain proficiency in the History skill if you don’t already have it and learn two languages of your choice. + +# Witness for the Dead + +3rd-Level Elegy Feature  + +You know the speak with dead ritual. It counts as an Arcane spell for you and doesn’t count against the number of rituals you know.   + +# Power From the Grave + +7th-Level Elegy Feature  + +Even apart from a specific spirit, you can call on the dead to empower your attacks. As a bonus action, you can imbue your weapon with necrotic energy for 1 minute. When you hit a creature with a melee weapon attack, the weapon deals extra necrotic damage equal to your CHA modifier (minimum of 1). You can use this feature a number of times equal to your **PB** and regain all expended uses when you finish a long rest. + +# Inspired Improvisation + +11th-Level Elegy Feature  + +You can draw on the knowledge of the spirits of the dead. As a bonus action, choose one skill that you aren’t proficient with and one language you don’t know. You gain proficiency in the chosen skill and know the language for 1 hour. In addition, the first ability check you make with the chosen skill is made with advantage. You can use this feature a number of times equal to your **PB** and regain all expended uses when you finish a long rest.  + +# Spiritual Protection + +15th-Level Elegy Feature  + +When you must make a save and have at least one use of your Bardic Inspiration feature available, you can use it to roll a Bardic Inspiration die and add the number rolled to your save. If you succeed on the save, you get to keep the Bardic Inspiration die, but if you fail the save, the die is expended. diff --git a/content/Classes/Bard/College of Fleshweaving.md b/content/Classes/Bard/College of Fleshweaving.md new file mode 100644 index 0000000..f1042c3 --- /dev/null +++ b/content/Classes/Bard/College of Fleshweaving.md @@ -0,0 +1,79 @@ +--- +source: Heliana's Guide to Monster Hunting +--- + +If leather is a material, then why not skin itself? Students of the College of Fleshweaving make works of art out of weeping wounds, transform disfigurement into displays of transcendent beauty, and mould flesh into innovative adaptations inspired by the flora and fauna around them. A fleshweaver bard down on their luck might find employment as a battlefield surgeon, while the epitome of a fleshweaver’s career is to be the chief facemaker to royalty, altering their visage and physiology through biomantic rituals and deft needlework.  + +| Fleshweaving Progression | | +| ------------------------ | ------------------------- | +| Bard Level | Features | +| 3rd | Malleable Visage, Suturer | +| 7th | Ritual Reskin | +| 11th | Patchwork Repair | +| 15th | Soulsew | + +# Malleable Visage + +3rd-Level Fleshweaving Feature  + +Years spent mending, shaping, and adapting flesh have given you a preternatural ability to modify your own body. You are proficient with surgeon’s tools* (Included in this document), which you can use as a spellcasting focus, and you know the alter self spell, which counts as an arcane spell for you, but it doesn’t count against the number of arcane spells you know. Over the course of 1 minute, you can cast the spell without expending a spell slot, choosing only the Change Appearance option. When you cast the spell in this way, it doesn’t require concentration.  + +In addition, over the course of 10 minutes, you can use your surgeon’s tools to change the appearance of a willing creature. It magically gains the benefits of the Change Appearance effect of the alter self spell, which lasts until it finishes a long rest. After you use your surgeon’s tools in this way, you can’t do so again until you finish a long rest. + +# Suturer + +3rd-Level Fleshweaving Feature  + +You know the spiritual weapon spell, which is an arcane spell for you, but doesn’t count against the number of spells you know. You can cast this spell once without expending a spell slot, and you regain the ability to cast it in this way when you finish a long rest. When you cast it as an arcane spell, the weapon takes the form of a giant needle and thread, and deals piercing damage instead of force damage.  + +You also learn different ways to use this spiritual weapon. You gain the Suture benefit below, and you gain an additional benefit below when you reach 5th level and 10th level in this class. + +- Suture (3rd Level). As a bonus action or an action, you can expend one use of your Bardic Inspiration to move the weapon up to 20 feet and grant temporary hit points equal to one roll of your Bardic Inspiration die + your CHA Modifier to one creature within 5 feet of the weapon. If the creature has 0 hit points, you can stabilise it, instead.  +- Unspool (5th Level). As an action, you can expend one use of your Bardic Inspiration to move the weapon up to 20 feet and force one creature within 5 feet of the weapon to make a Strength saving throw against your spell save **DC**. On a failure, magical threads wrap around the creature, which is restrained for 1 minute. The target can use its action to repeat the saving throw, ending the effect on a success. +- Acupuncture (10th Level). As an action, you can expend one use of your Bardic Inspiration to move the weapon up to 20 feet and make a melee spell attack against one creature within 5 feet of it. On a hit, the creature takes piercing damage equal to one roll of your Bardic Inspiration die plus your CHA modifier, and must make a Constitution saving throw against your spell save **DC**. On a failure, the creature is paralysed until the end of its next turn. + +You can also choose to make a bonus action from your Suturer feature as part of the same bonus action required to maintain a performance. + +# Ritual Reskin + +7th-Level Fleshweaving Feature  + +Over the course of 10 minutes, you can perform a surgical ritual on creatures that you can see within 60 feet of you (including yourself), up to a number equal to your Charisma modifier (minimum of one creature). The creatures gain one of the following adaptations for the next hour. You choose one adaptation to affect all creatures: + +- Bull’s Buns. The target has advantage on Strength checks, and counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift. +- Cactus Skin. The target is covered in razor-sharp spikes. At the end of each of the target’s turns, each creature grappling it must make a Constitution saving throw against your spell save **DC**. On a failure, a creature takes piercing damage equal to your Bardic Inspiration die and releases the target from its grapple. On a success, a creature takes half as much damage and doesn’t have to release the target.   +- Cat’s Paws. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.  +- Fish Form. The target can breathe underwater and gains a swimming speed equal to its walking speed. +- Owl’s Sight. The target has advantage on Wisdom checks and initiative rolls.  +- Rhino’s Hide. The target has advantage on Constitution checks and gains temporary hit points equal to one roll of your Bardic Inspiration die plus your Charisma modifier (minimum 1), which are lost when the effect ends. + +After you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use this feature again. + +# Patchwork Repair  + +11th-Level Fleshweaving Feature  + +You know the Mend cantrip, which is an arcane spell for you, but doesn’t count against the number of spells you know. If you already know the Mend  cantrip, you can learn any Arcane cantrip instead.  + +You also learned of a way to use mend on living creatures. You gain the Patchwork Repair benefits below.  + +- Sew it back on. You can cast mend to reattach a missing limb to a willing creature. By taking the severed part and holding it to the stump, the spell instantaneously causes the limb to knit to the stump. The creature suffers disadvantage on **DEX** saves and attack rolls until the end of its next long rest.  +- Oops Wrong Arm. You can cast mend to attach a limb to a willing creature, even if it’s not theirs. When you do so, the extra limb function like their primary arms, with the following exceptions:  +- You can use the limb to wield a weapon that has the light property, but you can’t use it to wield other kinds of weapons.  +- You can’t wield a shield with the limb.  + +After an hour, the limb stops working and falls off. A creature can only have one extra limb attached at a time.  + +- Good as New. As an action, If a creature has 0 hit points, you can cast mend to restore a number of hit points equal to one roll of your Bardic Inspiration die plus your Charisma modifier.  + +You can use these benefits a number of times equal to your **PB**,  you can’t do so again until you finish a long rest.  + +# Soulsew + +15th-Level Fleshweaving Feature  + +When a creature uses one of your Bardic Inspiration dice, or fails a saving throw against your Suturer feature’s Unspool or Acupuncture effects, it becomes ‘soulsewn’ to you for 1 minute. While soulsewn, an ethereal thread connects you to this creature via a straight line that only you and creatures with truesight can see. This thread breaks if the creature is ever more than 100 feet away from you. + +- Spool. You can use a bonus action to teleport to the nearest unoccupied space of a soulsewn creature of your choice, or attempt to switch places with a soulsewn creature. If the creature is unwilling to switch places, you must succeed on a contested Charisma check against the creature. On a success, or if the creature is willing, you and the target teleport, switching places with one another. If there is not enough space for either of you to switch places, you automatically lose the contest. You can also choose to use Spool as part of the same bonus action required to maintain a performance. + +You can teleport using this feature a number of times equal to your Charisma modifier (minimum 1), and you regain all expended uses when you finish a long rest. diff --git a/content/Classes/Bard/College of Investigation.md b/content/Classes/Bard/College of Investigation.md new file mode 100644 index 0000000..e2f9998 --- /dev/null +++ b/content/Classes/Bard/College of Investigation.md @@ -0,0 +1,53 @@ +--- +source: Tome of Heroes +--- + +![[assets/f57f6bcdd25974daf799b9a5939f8dbd_MD5.jpg|Rudi Indra A|288x383]] + +Bards pick up all sorts of information as they travel the land. Some bards focus on a certain type of information, like epic poetry, love ballads, or bawdy drinking songs. Others, however, turn to the shadowy occupation of investigating crimes. These bards use their knack for gathering information to learn about criminals and vigilantes, their tactics, and their weaknesses. Some work with agents of the law to catch criminals, but shadier members of this college use their dark knowledge to emulate the malefactors they have studied for so long. + +||**Investigation Progression**| +|---|---| +|**Bard Level**|**Features**| +|3rd|Bonus Proficiencies, Quick Read| +|7th|Bardic Instinct| +|11th|Additional Expertise| +|15th|Hot Pursuit| + +# Bonus Proficiencies  + +_3rd-Level Investigation Feature_  + +You gain proficiency in the Insight skill and in two of the following skills of your choice: Acrobatics, Deception, Investigation, Performance, Sleight of Hand, or Stealth. + +# Quick Read  + +_3rd-Level Investigation Feature_  + +Your knowledge of underhanded tactics allows you to gain insight into your foes’ strategies. As a bonus action, you can expend one use of Bardic Inspiration to make a Wisdom (Insight) check against one creature you can see within 30 feet contested by the creature’s Charisma (Deception) check. Add the number you roll on the Bardic Inspiration die to the result of your check. You have disadvantage on this check if the target is not a humanoid, and the check automatically fails against creatures with an Intelligence score of 3 or lower. On a success, you gain one of the following benefits:  + +- The target has disadvantage on attack rolls against you for 1 minute.  +- You have advantage on saving throws against the target’s spells and magical effects for 1 minute.  +- You have advantage on attack rolls against the target for 1 minute. + +You can also choose to use your Quick Read feature as part of the same bonus action required to maintain a performance. + +# Bardic Instinct + +_7th-Level Investigation Feature_  + +You can extend your knowledge of criminal behavior to your companions. When a creature that has a Bardic Inspiration die from you is damaged by a hostile creature’s attack, it can use its reaction to roll that die and reduce the damage by twice the number rolled. If this reduces the damage of the attack to 0, the creature you inspired can make one melee attack against its attacker as part of the same reaction. + +# Additional Expertise + +_11th-Level Investigation Feature_  + +Choose two of your skill proficiencies, or one skill proficiency and one tool proficiency. Double your **PB** for any ability check you make that uses either of the chosen proficiencies. + +# Hot Pursuit  + +_15th-Level Investigation Feature_  + +When a creature fails a saving throw against one of your bard spells, you can designate it as your mark for 24 hours. You know the direction to your mark at all times unless it is within an antimagic field, it is protected by an effect that prevents scrying such as nondetection, or there is a barrier of lead at least 1 inch thick between you. + +In addition, whenever your mark makes an attack roll, you can expend one use of Bardic Inspiration to subtract the number rolled from the mark’s attack roll. Alternatively, whenever you make a saving throw against a spell or magical effect from your mark, you can expend one use of Bardic Inspiration to add the number rolled to your saving throw. You can choose to expend the Bardic Inspiration after the attack or saving throw is rolled but before the outcome is determined. diff --git a/content/Classes/Bard/College of Jest.md b/content/Classes/Bard/College of Jest.md new file mode 100644 index 0000000..5c9d8ee --- /dev/null +++ b/content/Classes/Bard/College of Jest.md @@ -0,0 +1,86 @@ +--- +source: "Campaign Builder: Castles and Crowns" +--- + +The craft of the college of Jest—that of the jester— developed in glittering noble courts and disreputable taverns, on refuse-strewn street corners and makeshift wooden stages. The common jester is merely an entertainer, spurring laughter with their chaotic antics. Others, however, push past the mundane to explore the swirling maelstrom of chaos itself. + +Distinct in your panoply of motley colors, you are an agent of havoc. You strive to become one with bedlam and dance on the eddies of mayhem. What others see as random chance, you bend to your will, adjusting the odds of fate so that your smiling face always comes out on top. + +| | | +|---|---| +|Jest Progression| | +|Bard Level|Features| +|3rd|Martial Tumbler, Probability Trick, Chaotic Legerdemain| +|7th|Improbable Shield| +|11th|Chaotic Tumbler| +|15th|Surprise| + +# Bardic Performance: Martial Tumbling + +3rd-Level Jest Feature  + +You can tumble over, around, and under your enemies, laughing all the while and inspiring your allies to do the same. When you use your Bardic Performance feature and as part of each bonus action spent maintaining it, you can use the Disengage action and can move through a hostile creature’s space, regardless of its size, while disengaging. Each ally that starts its turn within range of your performance can move through a hostile creature’s space, regardless of the creature’s size, without provoking opportunity attacks. + +# Probability Trick  + +3rd-Level Jest Feature  + +You can manipulate the myriad permutations of chaos. When an effect would cause you to roll a die and consult a table to determine a random result, such as the confusion spell or a wand of wonder, you can use a reaction to expend one use of your Bardic Inspiration feature and choose the result instead. This feature can’t be used to manipulate artifacts, legendary or fabled magic items or other unique effects or relics.  + +# Chaotic Legerdemain  + +3rd-Level Jest Feature  + +You can craft a marotte, a jester’s stick topped with a carved head, that can be used as an arcane focus. In addition, you can use an action to tap your marotte on a container you wear or hold—such as a bag, pouch, pocket, or even a hat or closed fist—and magically draw an item from it. The size of the container or of the item doesn’t limit this feature. The object, or effect, is chosen randomly by rolling on the Marotte Random Effects table (or GM’s discretion). + +Only one item you produce from the container can exist at a time. The item or effect vanishes after 1 hour, if it is sold, once it is used (in the case of consumable objects), or if you use this feature again. Once you use this feature, you can’t use it again until you finish a short or long rest. + +If you use your Probability Trick feature, you can roll twice on the table and choose which result to take. At 10th level, you no longer need to roll when using Probability Trick with this feature and can produce whichever item you desire.   + +| Marotte Random Effects | | +| ---------------------- | ---------------------------------------------------------------------------------------------------------------------------------- | +| d20 | Spells | +| 1 | Oops! A part of you changes to that of an animal, like the ears of a donkey or a cat’s tail. | +| 2 | A bouquet of color-changing flowers that sing love songs in different languages. | +| 3 | A complete outfit of clothing of your choice. | +| 4 | A finely crafted set of tools of your choice. | +| 5 | A handful of tiny seeds that burst into magical sparkles when thrown into the air. | +| 6 | A life-sized marionette that resembles you and mimics your movements and actions. | +| 7 | A musical instrument that sounds like a completely different musical instrument. | +| 8 | A non-magical object weighing no more than a pound, which appears in the pocket of a friendly creature within 100 feet of you. | +| 9 | A non-magical weapon of your choice, which you gain proficiency with until it vanishes. | +| 10 | A piece of adventuring equipment, such as 50 feet of rope, a ladder, or an oil lamp. | +| 11 | A potion of healing | +| 12 | A small cake or cream pie. | +| 13 | A small hand puppet that comically resembles a random creature within 30 feet of you. | +| 14 | A small painted ball that always returns to your hand when you bounce it. | +| 15 | A Tiny Beast (CR 0) that flees the moment you release it. | +| 16 | A wicker picnic basket containing a fine meal for two, complete with wine and dessert. | +| 17 | An egg that utters any sound you choose at a volume up to a shout when it breaks. | +| 18 | The illusion of a random creature from a random bag of tricks, which lasts 1 minute and performs acrobatic tricks at your command. | +| 19 | The key to a lock within 1 mile of your current location. | +| 20 | Red dragon! Well, its head, which roars in fury before disappearing. | + +# Improbable Shield  + +7th-Level Jest Feature  + +As an action, you can conjure a number of floating juggling batons, confections, balloon animals, or similar tools of the jester trade up to your **PB**, causing them to swirl around you for 1 minute. For the duration, ranged attacks made against you have disadvantage. + +While this is active, you can use a bonus action to launch one of your batons (or other objects) at a target you can see within 30 feet of you. The target must succeed on an **INT** save or be blinded, incapacitated, or deafened (your choice) until the end of its next turn—as the pie splatters in its eyes, the baton bonks it on the head, or the cymbals crash on its ears. + +The effect ends early if you expend the last floating object. You can use this feature a number of times equal to your **PB**, regaining all expended uses when you finish a long rest. + +# Chaotic Tumbler  + +11th-Level Jest Feature  + +When you use your Martial Tumbler feature to move through a hostile creature’s space, that creature must succeed on a **DEX** save against your spell save **DC** or be marked with chaos until the start of your next turn and knocked prone. Whenever a creature marked with chaos would roll a die and consult a table to determine a random effect, the creature must roll two dice for the effect, and you choose which die result the creature uses. + +# Surprise + +15th-Level Jest Feature  + +As a bonus action, you can point your marotte (see the Chaotic Legerdemain feature) at a creature you can see within 60 feet of you. The target must succeed on an **INT** save, or you vanish from your current position and magically spring out of a container the target is wearing or holding—such as a bag, pouch, pocket, or even a hat or closed fist—appearing in an unoccupied space within 5 feet of the target. When you do so, you can make one weapon attack against that target as part of the same bonus action. + +You can use this feature a number of times per day equal to your **PB** and regain all expended uses when you finish a long rest. diff --git a/content/Classes/Bard/College of Lore.md b/content/Classes/Bard/College of Lore.md new file mode 100644 index 0000000..f1428f7 --- /dev/null +++ b/content/Classes/Bard/College of Lore.md @@ -0,0 +1,51 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/b9eb8facee993d37e75e2c5e8f8d2c47_MD5.jpg|Bumblesteak]] + +Bards who align with the college of Lore value knowledge most highly. Many from this college are preoccupied with preserving ancient rituals, folklore, and stories—or recovering such things that were lost. These bards glean wisdom from all manner of cultures and sources, allowing them to utilize their magic and talents in novel ways. + +||**Lore Progression**| +|---|---| +|**Bard Level**|**Features**| +|3rd|Bardic Performance: Ode to Heroes, Expanded Talent List, Jack of All Trades| +|7th|Swift Ritual| +|11th|Magical Rites| +|15th|Peerless Skill| + +# Bardic Performance: Ode to Heroes  + +_3rd-Level Lore Feature_  + +You invoke songs and stories of legend to inspire your allies to new heights of heroism and to intimidate your foes. When you use your Bardic Performance feature, choose **STR**, **DEX**, **CON**, **INT**, **WIS**, or CHA. While your performance lasts, allies within range have advantage on ability checks that use that ability and enemies within range have disadvantage on ability checks that use that ability. + +# Expanded Talent List + +_3rd-Level Lore Feature_  + +When you gain a new talent, you can select it from either the magic or the technical talents list (see Talents in Chapter 4). + +# Jack of All Trades + +_3rd-Level Lore Feature_  + +You make it your business to collect lessons and practical guidance from the stories, songs, and cultures you encounter. You can add half your **PB**, rounded down, to any ability check you make that doesn’t already include your **PB**. + +# Swift Ritual + +_7th-Level Lore Feature_  + +You can cast an Arcane ritual you know as an action, instead of using the ritual’s listed casting time. You must still provide all other components necessary for the casting. Once used, you can’t use this feature again until you finish a long rest. + +# Magical Rites + +_11th-Level Lore Feature_  + +You learn two ritual spells of your choice from any source list. Each spell you choose must be of a circle for which you have spell slots, as shown in the Bard Progression table. The chosen rituals count as Arcane spells for you and aren’t included in the number in the Rituals Known column of the Bard Progression table. + +# Peerless Skill + +_15th-Level Lore Feature_  + +When you make an ability check and have at least one use of your Bardic Inspiration feature available, you can use it to roll a Bardic Inspiration die and add the number rolled to your ability check. If you succeed on the check, you get to keep the Bardic Inspiration die, but if you fail the check, the die is expended. diff --git a/content/Classes/Bard/College of Mockery.md b/content/Classes/Bard/College of Mockery.md new file mode 100644 index 0000000..ce6d0be --- /dev/null +++ b/content/Classes/Bard/College of Mockery.md @@ -0,0 +1,51 @@ +--- +source: Players Guide 2 +--- + +Bards aligned with the college of Mockery have devoted their lives to perfecting their mordant repartee—both to entertain audiences and to use as a devastating weapon against their enemies. Since mockery is their game, bards of this college tend to make extensive use of this in combat, and their enemies stand little chance against it. When it comes to a battle of wits, these bards always slay. + +| Mockery Progression | | +| ------------------- | --------------------------------------------- | +| Bard Level | Features | +| 3rd | Bardic Performance: Playful Banter, Razor Wit | +| 7th | Infectious Laughter | +| 11th | Crushing Jest | +| 15th | Mocking Rage | + +# Bardic Performance: Playful Banter  + +3rd-Level Mockery feature  + +Your jests and banter bolster your allies’ defenses against similar assaults on the mind. While your performance lasts, each ally within range that takes psychic damage reduces that damage by an amount equal to your bard level + your CHA mod. + +In addition, when an ally within range uses a Bardic Inspiration die (see Bardic Inspiration feature in Player’s Guide) to bolster an attack roll and the attack hits, the attack deals extra psychic damage equal to the number rolled. When an ally within range uses a Bardic Inspiration die to bolster a save against an effect created by another creature (such as a spell or breath weapon) and the save is successful, the creature that created the effect takes psychic damage equal to the number rolled. + +# Razor Wit  + +3rd-Level Mockery feature  + +You learn the vicious mockery cantrip and the hideous laughter spell if you don’t already know them. When you cast vicious mockery, you add your CHA modifier to the damage roll.  + +In addition, when a creature succeeds on the save against your vicious mockery, it takes half the cantrip’s damage.  + +These spells count as Arcane spells when you cast them, but they don’t count against the number of cantrips or spells you know, as listed in the Bard Progression table (see Player’s Guide). You can’t replace these spells when you gain levels in the bard class. + +# Infectious Laughter  + +7th-Level Mockery Feature  + +When you cast vicious mockery, you can target a number of creatures equal to one + half your **PB** (rounded down). When you cast the hideous laughter spell, you can target an additional creature within 30 feet of the initial target. + +# Crushing Jest  + +11th-Level Mockery Feature  + +Your insults are so crushing that even creatures with strong mental defenses wilt beneath the verbal assault. Creatures resistant to psychic damage aren’t resistant to psychic damage from spells you cast or from the Playful Banter effect of your Bardic Performance feature. Creatures immune to psychic damage are still immune to this psychic damage.  + +# Mocking Rage  + +15th-Level Mockery Feature  + +Your banter and mockery can enrage creatures. As an action, choose a number of creatures up to your **PB** that you can see within 30 feet of you. Each target must make a **WIS** save against your spell save **DC** or succumb to a fit of rage for 1 minute. While in such a fit, a target is unable to distinguish friend from foe and must attack the nearest creature on its turn. If no other creature is near enough to move to and attack, the target stalks off in a random direction, seeking a target for its rage. A target can repeat the save at the end of each of its turns, ending the effect on itself on a success. + +Once used, you can’t use this feature again until you finish a long rest. diff --git a/content/Classes/Bard/College of Requiems.md b/content/Classes/Bard/College of Requiems.md new file mode 100644 index 0000000..9e984d9 --- /dev/null +++ b/content/Classes/Bard/College of Requiems.md @@ -0,0 +1,53 @@ +--- +source: Grim Hollow +--- + +![[assets/c39c3025adb4c41b7c2b6c2ff15a1cd2_MD5.jpg]] + +Performing a macabre melody filled with grief-stricken chords with a mournful refrain, the funerary songs of the College of Requiems stir the very bones of the dead. The Requiem bard weaves necromantic magic into their repertoire to control and empower a host of undead minions. + +||**Requiems Progression**| +|---|---| +|**Bard Level**|**Features**| +|3rd|Chilling Melody, Pluck the heartstrings| +|7th|Stir the Bones| +|11th|Bardic Performance: Necrodancer| +|15th|Dance of the Dead| + +# Chilling Melody  + +_3rd-Level Requiems Feature_  + +You learn two necromancy cantrips of your choice from any source list. These count as Arcane spells for you, but don’t count against the number of cantrips you know.  + +# Pluck the heartstrings + +_3rd-Level Requiems Feature_  + +You gain the ability to use your bardic inspiration to pluck at the tethers of life within a creature. A creature with one of your bardic inspiration dice can expend it when dealing damage with a weapon attack, dealing additional necrotic damage equal to the die results. + +Additionally, when a living creature that has your bardic inspiration die is reduced to 0 hit points, it can expand that die as a reaction to be reduced to 1 hit point instead.  + +# Stir the Bones + +_7th-Level Requiems Feature_  + +You learn the animate dead spell. It counts as an arcane spell for you, and it doesn’t count against the number of arcane spells you know.  + +When you give a creature one of your bardic inspiration dice, choose a number of undead creatures equal to your proficiency bonus under your control and within 60 feet of you. Chosen creatures each gain a dirge die, which the lose if they do not spend it within the next 10 minutes. Dirge dice can be spent the same way and under the same circumstances your bardic inspiration dice are. You can also issue mental commands to undead creatures under your control as part of the same bonus action.  + +When an undead creature you can control expands a dirge die on an attack roll that hits, it can also apply the result to the damage roll.  + +# Bardic Performance: Necrodancer  + +_11th-Level Requiems Feature_  + +You learn to conjure a macabre melody and bolster the undead around you. When you use your Bardic Performance feature each undead creature within range has an extra 10 movement speed as long as you maintain your performance. Additionally, when you use your Bardic Performance feature and as part of each bonus action spent maintaining it you can choose a number of undead equal to your **PB** within range and give them Temp Hit points equal to your **PB** + your Charisma Modifier.  + +# Dance of the Dead + +_15th-Level Requiems Feature_  + +When you cast a necromancy spell that targets one creature, you can have it target a second creature within range. This does not consume additional components .  + +Once you use this feature, you must finish a short or long rest before you can use it again. diff --git a/content/Classes/Bard/College of Secrecy.md b/content/Classes/Bard/College of Secrecy.md new file mode 100644 index 0000000..7a151b1 --- /dev/null +++ b/content/Classes/Bard/College of Secrecy.md @@ -0,0 +1,49 @@ +--- +source: Labyrinth Worldbook +--- + +![[assets/681681f0aa18a77dc63c1d9113fc74c1_MD5.jpg|S. Graves|245x378]] + +Unlike the majority of their peers, bards that align with the college of Secrecy embrace the subtle and unseen arts. There are—of course—no public institutions dedicated to such training, but bards who display a gift for deception and subterfuge are often apprenticed by court spymasters, thieves’ guilds, and military agencies.  + +||**Secrecy Progression**| +|---|---| +|**Bard Level**|**Features**| +|3rd|Bardic Performance: Velvet Lullaby, Slippery Strike| +|7th|Mind Games| +|11th|Shadow Shift| +|15th|Inspired Defense| + +# Bardic Performance: Velvet Lullaby  + +_3rd-Level Secrecy Feature_  + +When you use your Bardic Performance feature, you create a 20-foot-radius sphere of shifting shadows centered on you. The sphere moves with you and spreads around corners. The sphere lasts as long as you spend your bonus actions maintaining the performance. + +Creatures of your choice (including you) within the sphere’s area have half-cover (+2 to AC and **DEX** saves), and creatures outside the sphere have disadvantage on **WIS** (Perception) checks made to perceive anything inside the sphere. Darkvision doesn’t nullify this effect, but creatures that don’t rely on eyesight are immune to this effect. If the sphere’s area overlaps with an area of light created by a spell of 2nd circle or lower, the spell that created the light is dispelled. + +# Slippery Strike  + +_3rd-Level Secrecy Feature_  + +If you make a weapon or spell attack against a creature on your turn, that creature can’t make opportunity attacks against you for the rest of your turn. + +# Mind Games + +_7th-Level Secrecy Feature_  + +Whenever you fail a save against an effect that would cause you to be charmed or frightened, you can use a reaction to expend one use of Bardic Inspiration. When you do so, roll the Bardic Inspiration die and reroll the save, adding the result on the Bardic Inspiration die to the total. + +Alternatively, when a creature you can see succeeds on a save against one of your spells or effects that would cause it to be charmed or frightened, you can use a reaction to expend one use of Bardic Inspiration. Roll the Bardic Inspiration die and the target rerolls the save, subtracting the result of the Bardic Inspiration from its total. + +# Shadow Shift  + +_11th-Level Secrecy Feature_  + +Immediately after a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or save, the creature can magically teleport up to a number of feet equal to 10 feet times your **PB** to an unoccupied space it can see. Moving in this manner doesn’t provoke opportunity attacks. + +# Inspired Defense  + +_15th-Level Secrecy Feature_  + +Once per turn, when you would be hit with an attack roll and you have at least one use of your Bardic Inspiration feature available, you can roll a Bardic Inspiration die and add the result to your AC. If your new AC total is high enough to overcome the attack roll, the attack misses, and you get to keep the Bardic Inspiration die. If your new AC total isn’t enough to beat the attack roll, you take the hit, and the die is expended. diff --git a/content/Classes/Bard/College of Shadow.md b/content/Classes/Bard/College of Shadow.md new file mode 100644 index 0000000..5aadbbc --- /dev/null +++ b/content/Classes/Bard/College of Shadow.md @@ -0,0 +1,53 @@ +--- +source: Book of Ebon Tides +--- + +![[assets/3d3cabe7dc89c5c7c6724bbd05cbc432_MD5.jpg|Egemen Berk Yıldız|300x400]] + +Fear of darkness is one of the most primal emotions, and bards of the College of Shadow manipulate such fears to enhance their artistry. These bards weave the gray boundaries between light and dark to terrify and inspire captive audiences. + +||**Shadow Progression**| +|---|---| +|**Bard Level**|**Features**| +|3rd|Bardic Performance: Dancing Shadow, Fear of the Dark| +|7th|Shade Step| +|11th|Dusk and Cover| +|15th|Night Music| + +# Bardic Performance: Dancing Shadows  + +_3rd-Level Shadow Feature_  + +You gain the ability to weave a pocket of protective shadows. While your Bardic Performance feature is active, you create a sphere of shifting shadows within range. The sphere moves with you and spreads around corners.  + +Allied creatures (including you) standing in range have half cover, and creatures outside the sphere have disadvantage on **WIS** (Perception) checks made to perceive anything inside the sphere. Darkvision does not nullify this effect. Creatures that don’t rely on eyesight are immune to this effect.  + +If any of this effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. + +# Fear of the Dark + +_3rd-Level Shadow Feature_  + +Your intimate knowledge of darkness allows you to harness its frightful properties to the fullest and keep your allies grounded. While in dim light or darkness, you and any allies that can see you have advantage against fear effects. Additionally, any hostile creatures that can see you roll with disadvantage against fear effects.  + +# Shade Step + +_7th-Level Shadow Feature_  + +Shadow gathers around those you inspire. Immediately after a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw, the creature can magically teleport up to 30 feet to an unoccupied space it can see. Moving in this manner does not provoke attacks of opportunity. + +# Dusk and Cover + +_11th-Level Shadow Feature_  + +When a Creature within 30 feet (including yourself) fails a **DEX** (Stealth) check or a save against fear, you can expend a Bardic Inspiration (no action required) to allow them to reroll the check and add the Bardic inspiration to the new check. + +Once you use this feature, you can’t use it again until you finish a short or long rest. + +# Night Music + +_15th-Level Shadow Feature_  + +You can imbue your spellcasting with the full energy and terror of night. When you cast a spell, you can spend your reaction to also choose a number of creatures within 60 feet of you who saw and heard you cast the spell, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Charisma saving throw against your spell save **DC** or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.  + +Once you use this feature, you can’t use it again until you finish a short or long rest. diff --git a/content/Classes/Bard/College of Sound.md b/content/Classes/Bard/College of Sound.md new file mode 100644 index 0000000..0c9dbb0 --- /dev/null +++ b/content/Classes/Bard/College of Sound.md @@ -0,0 +1,54 @@ +--- +source: Players Guide 2 +--- + +Bards aligned with the college of Sound are often drawn to it out of a desire to master their musical talents. Those with perfect pitch or who are virtuosos with the lute are common among the college’s members. But it is those who move beyond the simple creation of sound, who learn to truly manipulate it—not just with music but with magic— that truly capture what it means to be a master of sound. + +| | | +|---|---| +|Sound Progression| | +|Bard Level|Features| +|3rd|Amplify/Dampen, Bardic Performance: Spell Syncopation, Echolocation| +|7th|Cacophonous Burst| +|11th|Somatic Semantics| +|15th|Inspired Syncopation| + +Amplify/Dampen  + +3rd-Level Sound Feature  + +You learn the message and thaumaturgy cantrips and the silence spell if you don’t already know them. These spells count as Arcane spells when you cast them, but they don’t count against the number of cantrips or spells you know as listed in the Bard Progression table (see Player’s Guide). When you learn a new spell from gaining a level in this class, you can learn any spell that creates sound (other than words or verbal components), dampens sound, or enhances a creature’s ability to observe sound. These spells can come from any source spell list and count as Arcane spells when you cast them. + +In addition, when you cast the silence spell, you can exclude a number of creatures from its effects equal to your **PB**, and if one of your spells normally causes sound (such as the thunderwave spell), you can choose to either make it silent or up to twice as loud, increasing the range at which it is audible. + +# Bardic Performance: Spell Syncopation  + +3rd-Level Sound Feature  + +Your performance subtly manipulates the magic sounds of spellcasting, inhibiting or enhancing the spells. While your performance lasts, hostile creatures within range reduce spell attack bonuses and spell save **DC**s by an amount equal to half your **PB** (rounded down), and friendly creatures (which includes you) within range increase spell attack bonuses and spell save **DC**s by an amount equal to half your **PB** (rounded down).  + +# Echolocation  + +3rd-Level Sound Feature  + +You learn how to use sound to perceive things your eyes can’t. You have keensense to a range of 10 feet, but you lose this sense while deafened. Starting at 7th level, the range increases to 15 feet and by an additional 5 feet at 11th level (20 feet), 15th level (25 feet), and 20th level (30 feet). + +# Cacophonous Burst  + +7th-Level Sound Feature  + +When a friendly creature you inspired rolls a Bardic Inspiration die (see Bardic Inspiration feature in Player’s Guide), a burst of sound ripples out from it. Each hostile creature within 5 feet of that friendly creature must succeed on a **DEX** save against your spell save **DC** or take thunder damage equal to twice the number rolled.  + +In addition, you can roll a Bardic Inspiration die, using one of your uses of Bardic Inspiration, to add the number rolled as thunder damage when you hit with an attack. + +# Somatic Semantics  + +11th-Level Sound Feature  + +Your mastery of sound affords you some protection from it and makes you less reliant on it. You are resistant to the deafened condition and to thunder damage, and you can replace the verbal components of your spells with somatic components. At the GM’s discretion, some spells might not qualify for this kind of replacement, like the message spell, which requires you to speak a message. + +# Inspired Syncopation  + +15th-Level Sound Feature  + +As a reaction when a creature you can see within 60 feet of you (which can include yourself) makes a save to maintain concentration on a spell or effect, you can roll a Bardic Inspiration die (see Bardic Inspiration feature in Player’s Guide), using one of your uses of Bardic Inspiration, to add or subtract the number rolled to that save. If this results in you or an ally successfully maintaining concentration or in an enemy failing to maintain concentration, you get to keep the Bardic Inspiration die. Otherwise, the die is expended. diff --git a/content/Classes/Bard/College of Victory.md b/content/Classes/Bard/College of Victory.md new file mode 100644 index 0000000..b9deeb4 --- /dev/null +++ b/content/Classes/Bard/College of Victory.md @@ -0,0 +1,51 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/03a0be8d25baedced87439a4739c0d90_MD5.jpg|291x377]] + +Bards who align with the College of Victory are tacticians who thrive in the heat of battle. Whether rallying battalions of troops or skirmishing with smaller parties, these bards lead allies to glory with their commanding presence and strategic genius. + +||**Victory Progression**| +|---|---| +|**Bard Level**|**Features**| +|3rd|Battle March, Bonus Proficiencies, Expanded Talent List| +|7th|Multiattack (2/Attack Action)| +|11th|Unified Front| +|15th|Inspired Strike| + +# Bardic Performance: Battle March  + +_3rd-Level Victory Feature_  + +When you use your Bardic Performance feature and as part of each bonus action spent maintaining it, you can command up to three willing allies, who can hear or see you, to use their reaction to move up to half their speed. This movement doesn’t provoke opportunity attacks.  + +# Bonus Proficiencies + +_3rd-Level Victory Feature_  + +You gain proficiency with medium armor, shields, and one martial weapon of your choice. + +# Expanded Talent List + +_3rd-Level Victory Feature_  + +When you gain a new talent, you can select it from the martial or technical talents list (see Talents in Chapter 4). + +# Multiattack + +_7th-Level Victory Feature_  + +Your physical prowess has grown. On your turn, you can make two attacks when you take the Attack action. + +# Unified Front + +_11th-Level Victory Feature_  + +When you are affected by a spell or feature that targets an area and requires a save—like the fireball spell or a dragon’s breath weapon—you can use your reaction to expend a Bardic Inspiration die and add the number rolled to your save against the effect. On a success, any friendly creatures in the affected area automatically succeed on their saves as well. + +# Inspired Strike + +_15th-Level Victory Feature_  + +Once per turn, when you make a weapon or spell attack roll and have at least one use of your Bardic Inspiration feature available, you can roll a Bardic Inspiration die and add the number rolled to your attack roll. If you successfully hit with the attack, you get to keep the Bardic Inspiration die, but if you fail to hit, the die is expended. diff --git a/content/Classes/Bard/College of Wildlife.md b/content/Classes/Bard/College of Wildlife.md new file mode 100644 index 0000000..9799d15 --- /dev/null +++ b/content/Classes/Bard/College of Wildlife.md @@ -0,0 +1,54 @@ +--- +source: Old Margreve +--- + +Bards who align with the college of Wildlife thrive in nature and have a natural connection with animals. These colleges are often on the outskirts of settlements with one foot in the woods and one in the streets. Whether delighting passersby with their dancing squirrel companions or leading legions of rats away from settlements, these bards excel at enchanting animals with their performances, driving the creatures to protect allies or attack enemies. + +| | | +|---|---| +|Wildlife Progression| | +|Bard Level|Features| +|3rd|Bardic Performance: Hymn of the Hunt, Lasting Familiar, Nature’s Call| +|7th|Nature’s Song| +|11th|Shared Inspiration| +|15th|Inspiring Familiar| + +# Bardic Performance: Hymn of the Hunt  + +3rd-Level Wildlife Feature  + +Your performance awakens primal fervor in your Humanoid allies, bringing them closer to nature and feeling as a unified pack alongside your bestial allies. While your performance lasts, each non-Beast ally within range has advantage on the first attack roll it makes each turn, if at least one of your Beast allies is within 5 feet of the target of the attack and that Beast isn’t incapacitated. + +# Lasting Familiar + +3rd-Level Wildlife Feature  + +You learn the create familiar ritual spell if you don’t already know it. This spell doesn’t count against your rituals known, and you can cast it as an action. Your familiar is considered a Beast, not a Construct, and if it dies while you are still alive, it regrows a new body in 1 minute instead of 1 hour.  + +# Nature’s Call + +3rd-Level Wildlife Feature  + +You can use an action to magically call to a creature of the natural world to aid you. The creature can be any Beast with a challenge rating (CR) of 1/4 or less, and it appears in an unoccupied space you can see within 15 feet of you. The called creature is friendly to you and your companions and obeys your verbal commands (no action required by you). In combat, it acts on your initiative count, taking its turn immediately after yours. If you don’t issue any commands during combat, it takes the Dodge action and uses its movement to avoid danger. The Beast remains for 1 hour, until it dies, until you die, or until you dismiss it as a bonus action. Once you call a Beast in this way, you can’t do so again until you finish a short or long rest. When you reach 11th level in this class, you can use this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a short or long rest. + +# Nature’s Song + +7th-Level Wildlife Feature  + +Creatures you call with Nature’s Call or conjure with a spell are more powerful. When you create a familiar, it has additional hit points equal to twice your level in the bard class, and it gains a bonus to its armor class and saves equal to your **PB**. When you use your Nature’s Call feature or conjure a Beast or a creature with the Animal tag—other than via the create familiar spell—each creature gains temporary hit points equal to twice your **PB**, and its attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage while it has temporary hit points. + +In addition, when you use your Nature’s Call feature, you can now call Beasts or creatures with the Animal tag, or you can call a swarm of Beasts. If you call a creature with the Animal tag, it counts as a Beast when determining its interaction with your Hymn of the Hunt bardic performance. You can now also use the feature to call a number of creatures up to twice your **PB**, provided the combined total CR of the called creatures is no higher than 2. Creatures with a CR of 0 are treated as having a CR of 1/8 for the purpose of this calculation. This combined total CR limit increases to 3 when you reach 11th level in this class and 4 when you reach 15th. + +# Shared Inspiration + +11th-Level Wildlife Feature  + +When you grant a Bardic Inspiration die to a non-Beast ally, one friendly Beast or creature with the Animal tag within 60 feet of you also gains one Bardic Inspiration die. + +# Inspiring Familiar  + +15th-Level Wildlife Feature  + +Your familiar’s connection to you imbues it with the power to inspire other creatures as well, granting the familiar its own Bardic Inspiration feature. As a bonus action on its turn, your familiar can grant a Bardic Inspiration die, using the same die as your Bardic Inspiration, to a creature within 60 feet of it, other than itself, that can hear or see it. Your familiar can do this a number of times equal to half your **PB** (rounded down), and it regains all expended uses when you finish a short or long rest. When your familiar grants Bardic Inspiration to a creature, it expends its own use of its Bardic Inspiration feature, not yours. Your familiar’s Bardic Inspiration feature doesn’t benefit from the Shared Inspiration feature you gain from this subclass. + +The number of times a familiar can use this feature between rests remains the same regardless how many times the familiar dies and regrows a new body or how often you recast the create familiar spell. diff --git a/content/Classes/Bard/College of the Bashee or Siren.md b/content/Classes/Bard/College of the Bashee or Siren.md new file mode 100644 index 0000000..55cc977 --- /dev/null +++ b/content/Classes/Bard/College of the Bashee or Siren.md @@ -0,0 +1,60 @@ +--- +source: Corpus Malicious +--- + +![[assets/b5f8bb1299e4c1cffb39580347a10e0f_MD5.jpg|Jㅇㅇ d r a w s]] + +Tales of vengeful banshees and frightful sirens are common among all folk, even if they go by different names in different cultures. College of Banshee or College of Siren is a bardic college built upon one fundamental element, the power of the voice. + +Bards of the College of Banshee or College of Siren can use their voice to shatter certain materials or to manipulate minds with their music. They are feared by common folk because of legends telling stories of how they can shatter the very fabric of one’s mind using their voices, destroying their memories. + +||**The Banshee/Siren Progression**| +|---|---| +|**Bard Level**|**Features**| +|3rd|Shout Them Apart, Phantasmal Voice| +|7th|Bardic Performance: Banshees’ Scream / Sirens’ Call| +|11th|Thunderstruck| +|15th|Voice of Helplessness| + +# Shout Them Apart  + +_3rd-Level Banshee/Siren Feature_  + +You learn to use your voice, or the sound of your instrument, to make a ranged spell attack against a target within 30 feet of you. You are considered proficient with this attack and it deals 1d6 + your CHA modifier thunder damage on a hit.  + +The thunder damage increases as you gain levels in this class, increasing to 1d8 at 5th level, 2d6 at 10th level, and 2d8 at 15th level.  + +Also, non-magical structures and creatures of glass, stone, wood, or crystal take double the damage from this attack. + +# Phantasmal Voice  + +_3rd-Level Banshee/Siren Feature_  + +You can project your voice to a point within 30 feet of you. For example, you can whisper to a creature’s ears within 30 feet. + +# Bardic Performance: Banshees’ Scream / Sirens’ Call  + +_7th-Level Banshee/Siren Feature_  + +You learn the wicked ways of sounds. You discover how to scare, to calm, and to charm creatures. When you use your Bardic Performance feature you choose one of the following effects: + +- You can scream in pain or play a chaotic, irritating song with your instrument. A number of creatures up to your Charisma modifier (minimum one) within range, and that can hear you, must succeed on a Wisdom saving throw against your spell save **DC** or become frightened of you. An affected creature must use its movement to get away from you. If it is not able to get out of your preformance range before the end of its turn, it takes 3d10 psychic damage. The frightened condition ends if the creature succeeds at getting out of your Preformance range or takes psychic damage from the sound.  +- You can sing or play a soothing, calming song or tune with your instrument. A number of creatures up to your Charisma modifier (minimum one) within range, and that can hear you, must succeed on a Wisdom saving throw against your spell save **DC** or become charmed by you. The charmed target must use their movement to try to get closer to you. At the end of each charmed creature’s turn, the creature can make another Wisdom saving throw, ending the charm on a Success. + +As part of each bonus action spent maintaining it, you can continue to use your chosen ability,  + +# Thunderstruck + +_11th-Level Banshee/Siren Feature_  + +You have mastered your voice, enhancing your shouts to be more terrifying or soothing. The range of your _Shout Them Apart_ and _Phantasmal Voice_ feature is increased to 60 feet.  + +Additionally, when you hit a creature with thunder damage from your _Shout Them Apart_ feature, you can cause them to make a **WIS** saving throw against your spell save **DC** or become charmed or frightened of you (your choice) until the end of your next turn. You can use this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. + +# Voice of Helplessness  + +_15th-Level Banshee/Siren Feature_  + +You start to use your voice or tunes to shatter the minds of your enemies. You can cast the feeblemind spell without expending a spell slot except that the creature can repeat its saving throw at the end of every 8 hours.  + +Once you use this feature, you can’t use it again until you finish a long rest. diff --git a/content/Classes/Bard/College of the Cat.md b/content/Classes/Bard/College of the Cat.md new file mode 100644 index 0000000..7d692ec --- /dev/null +++ b/content/Classes/Bard/College of the Cat.md @@ -0,0 +1,53 @@ +--- +source: Tome of Heroes +--- + +![[assets/8b1b1a88bf20e6f2f4853bcc91b5a2dd_MD5.jpg|tatii]] + +Scholars and spies, heroes and hunters: whether wooing an admirer in the bright sunlight or stalking prey under the gentle rays of the moon, bards of the College of the Cat excel at diverse skills and exhibit contrary tendencies. The adventurous spirits who favor the College of the Cat let their curiosity and natural talents get them into impossible places. Most are skilled, cunning, and vicious enough to extricate themselves from even the most dangerous situations. + +||**The Cat Progression**| +|---|---| +|**Bard Level**|**Features**| +|3rd|Bonus Proficiencies, Inspired Pounce, Expanded Talent List| +|7th|My Claws Are Sharp| +|11th|Feline Grace| +|15th|Catlike Tread| + +# Bonus Proficiencies  + +_3rd-Level The Cat Feature_  + +You gain proficiency with the Acrobatics and Stealth skills and with thieves’ tools if you don’t already have them. In addition, if you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells. + +# Inspired Pounce  + +_3rd-Level The Cat Feature_  + +You learn to stalk unsuspecting foes engaged in combat with your allies. When an ally you can see uses one of your Bardic Inspiration dice on a weapon attack roll against a creature, you can use your reaction to move up to half your speed and make one melee weapon attack against that creature. You gain a bonus on your attack roll equal to the result of the spent Bardic Inspiration die.  + +When you reach 7th level in this class, you gain a climbing speed equal to your walking speed, and when you use Inspired Pounce, you can move up to your speed as part of the reaction. Inspired pounce can also now be part of the same reaction granted by font of inspiration if it’s used to add to an attack roll.  + +# Expanded Talent List  + +_3rd-Level The Cat Feature_  + +When your bard level grants you the Improvement feature and you choose to gain a new talent, you can select it from either the martial or the technical talents list (see Talents in Chapter 4). + +# My Claws Are Sharp  + +_7th-Level The Cat Feature_  + +You can attack twice, instead of once, whenever you take the Attack action on your turn. In addition, when you use two-weapon fighting to make an attack as a bonus action, you can give a Bardic Inspiration die to a friendly creature within 60 feet of you or maintain your Bardic performance as part of that same bonus action. + +# Feline Grace  + +_11th-Level The Cat Feature_  + +While your Bardic Performance is active, you have Advantage on Dexterity saves and +10 to your Movement. + +# Catlike Tread  + +_15th-Level The Cat Feature_  + +While a creature has one of your Bardic Inspiration dice, it has advantage on Dexterity (Stealth) checks. When you have no uses of Bardic Inspiration left, you have advantage on Dexterity (Stealth) checks. diff --git a/content/Classes/Choosing a Class.md b/content/Classes/Choosing a Class.md new file mode 100644 index 0000000..a0efed3 --- /dev/null +++ b/content/Classes/Choosing a Class.md @@ -0,0 +1,15 @@ +--- +title: Choosing a Class +--- + +A character class represents what you specialize in. It also represents what you will grow to be in relation to being an adventurer. + +Full rules for Character Classes can be found in the [[ToV - Players Guide.pdf]] in Chapter 2 (pg 22). + +Choosing a class may involve personal preference. That could mean that you, the player, would have the most fun playing a particular archetype, combat, narrative, or themed character. + +Alternatively, choosing a class may be more about what best fits a character concept in terms of their backstory, personality, and general vibe. + +> Well, Adriana Dexpaw was once a baker… it’s possible she learned to entertain customers; so perhaps a Bard. No, wait! She wants to venture far from her small town so she found caravan protection work as a Fighter to start. + +Multiclassing is also an option. Though it’s more advanced with additional rules in the [[ToV - Players Guide.pdf]]. diff --git a/content/Classes/Cleric/*Playing a Cleric*.md b/content/Classes/Cleric/*Playing a Cleric*.md new file mode 100644 index 0000000..ded26ca --- /dev/null +++ b/content/Classes/Cleric/*Playing a Cleric*.md @@ -0,0 +1,49 @@ +![[assets/d4a4ba4c12d285cbe4015e5c8499381f_MD5.jpg]] + +Clerics are as diverse as the gods they serve, but all are united in their mission to act as their faith demands. A cleric’s abilities reflect the strength of their faith. The more powerful a cleric becomes, the more their features resemble those of the god they worship. + +Cleric is a class that specializes in healing—a crucial part of the adventuring job. Your class features still give you plenty to do when no one is hurt, but no other class is set up to heal and restore damaged allies like yours. + +# CLERICS AS ADVENTURERS + +Few people can channel divine power as easily as a cleric, so they are typically expected to face the world’s challenges from an early age—or are compelled to do so if their power comes to them later in life. + +Clerics possess awesome healing capabilities, a healthy mix of spells capable of harming foes or bolstering allies, and sturdy constitutions that allow them to survive a fight more easily than other casting classes. All these qualities make them welcome additions to an adventuring party. + +However, clerics are bound to serve their faith first and their companions second. When faced with ethically or morally complex situations, a cleric’s presence can be a boon—or hindrance—to making decisions as a group. + +Continued in the [[ToV - Players Guide.pdf]]; Chapter 2, pg 33. + +## Cleric Boons + +When you reach 10th level and 20th level in your chosen class, you gain the Heroic Boon and Epic Boon class features (see Player’s Guide), which allow you to choose one potent ability from a list of options. This section offers additional boons to choose from when you reach those levels of the cleric class. + +### Heroic Boons  + +When you reach 10th level in the cleric class, you have the following additional options to choose from when selecting the boon for your Heroic Boon feature. + +Heroic Boon  + +10th-Level Cleric Feature  + +Your commitment to the cleric’s path grants you a powerful ability. Choose one of the following heroic boons: + +- Gift of Guidance. Whenever you make an ability check with a skill, tool, or vehicle you are proficient with, you can use your **WIS** modifier to calculate the check result instead of whatever ability modifier would normally apply. +- Gift of Sacred Power. Whenever you expend a spell slot to cast one of your domain spells (see Cleric Subclass feature in Player’s Guide), you can cast the spell as if you used a spell slot one circle higher than the slot expended. + +### Epic Boons  + +When you reach 20th level in the cleric class, you have the following additional options to choose from when selecting the boon for your Epic Boon feature. + +Epic Boon + +20th-Level Cleric Feature  + +Your commitment to the cleric’s path grants you a powerful new ability. You gain one of the following epic boons: + +- Divine Channeler. If you start your turn with no uses of your Channel Divinity feature (see Player’s Guide) remaining, you can beseech your deity to immediately restore all expended uses (no action required). You must finish a long rest before you can use this feature again. +- Divine Warrior. Whenever you expend a Divine spell slot to cast a spell that deals necrotic or radiant damage, you automatically deal the maximum possible damage. This feature works on a spell even if its damage type is modified by a cleric class or cleric subclass feature, such as those modified by the Gift of Wrath heroic boon. + +--- + +_The “default” choice is perhaps [[Light Domain]] or [[Life Domain]]._ diff --git a/content/Classes/Cleric/Black Powder Domain.md b/content/Classes/Cleric/Black Powder Domain.md new file mode 100644 index 0000000..916691d --- /dev/null +++ b/content/Classes/Cleric/Black Powder Domain.md @@ -0,0 +1,74 @@ +--- +source: Tome of Heroes +--- + +![[assets/3bd5e80c041cb638cb173a5169d2f207_MD5.jpg|Roger Gerzner]] + +The Black Powder domain focuses on the explosive, unpredictable, and destructive capacity of black powder. Deities with a vested interest in alchemy or deities who revel in destruction can claim influence over this domain. Deities of destruction need not be evil; such gods may represent natural chaos and destruction, revealing just as much in the unpredictable destructive capacity of black powder as in the chaotic destruction wrought by a volcanic eruption. In areas where warfare involves alchemical weapons or firearms, gods of war might also claim influence over this domain. + +||**Black Powder Domain Progression**| +|---|---| +|**Cleric Level**|**Features**| +|3rd|Black Powder Domain Spells, _Bonus Proficiencies, Gunpowder Blessing, Channel Divinity: Imbue/Remove Explosivity_| +|7th|Explosive Infusion| +|11th|Living bomb| +|15th|Greater Explosive Infusion| + +# Black Powder Domain Spells  + +_3rd-Level Black Powder Feature_  + +You gain domain spells at the cleric levels listed in the Black Powder Domain Spells table. See the Cleric Subclass feature in the Player’s Guide for how these spells work.  + +|**Black Powder Domain Spells**|| +|---|---| +|**Cleric Level**|**Spells**| +|3rd|fog cloud, thunderwave, heat metal, shatter| +|5th|fireball, stinking cloud| +|7th|confusion, wall of fire| +|9th|cloudkill, deadly salvo*| +|*indicates a spell found in this Document|| + +# Bonus Proficiencies  + +_3rd-Level Black Powder Feature_  + +You gain proficiency with alchemist’s supplies or gunsmith’s tools (your choice). You also gain proficiency with all simple and martial weapons that have the gunpowder weapon property (see the Adventuring Gear), and when throwing an item with the gunpowder weapon property, such as a bomb, you don’t treat the item as an improvised weapon. + +# Gunpowder Blessing + +_3rd-Level Black Powder Feature_  + +You can use an action to touch a weapon held by a willing creature. The weapon gains the gunpowder weapon property. This blessing lasts for 1 minute or until you use this feature again. + +# Channel Divinity: Imbue/Remove Explosivity + +_3rd-Level Black Powder Feature_  + +You can use your Channel Divinity to harness the power of black powder, infusing it into the weapons of allies to make them more deadly, or revoke your god’s blessing, lessening the effects of enemy firearms.  + +As an action, you present your holy symbol and evoke explosive energy that instills your Gunpowder Blessing on one weapon possessed by each creature of your choice within 30 feet of you for 1 minute. + +Alternatively, you can curse a number of weapons with the gunpowder weapon property equal to your proficiency bonus within 30 feet of you for 1 minute. Each affected weapon loses the ability to experience a burst for the duration. A remove curse spell cast on the weapon restores its full function. + +# Explosive Infusion  + +_7th-Level Black Powder Feature_  + +You can imbue an object you are holding or carrying with explosive power. The object must be non-magical and small enough to fit in one hand, such as a glass vial or a ball bearing. As a bonus action, you can expend a 1st-circle spell slot to fill the item with explosive power for 1 minute. Before the duration ends, you can use an action to throw the object at a point you can see up to 20 feet away, where it explodes on impact. Each creature within 5 feet of that point must make a Dexterity saving throw against your spell save **DC**, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. This damage can experience bursts, as described in the gunpowder weapon property, but this effect counts as a single effect for the purposes of determining how many times the damage can burst, regardless of the number of targets affected.  + +If you expend a spell slot of 2nd circle or higher, the damage increases by 1d6 for each spell circle above 1st. If you expend a use of your Channel Divinity as part of the action to throw the object, each creature within 20 feet of the point of impact must make the saving throw. If you don’t throw the object before the duration ends, the magic fades, and the item becomes a normal object once again. + +# Living bomb + +_11th-Level Black Powder Feature_  + +The Imbue/Remove Explosivity effect of your Channel Divinity feature can now affect creatures within 60 feet of you. In addition, when you use Imbue/Remove Explosivity, one creature of your choice within range makes a **CON** save. On a Failure, they take 4d8 fire damage and on a success, they take half that damage. If the damage reduces the creature to 0 HP the creature is reduced to ash and each creature within 10 feet takes 1d8 fire damage + +# Greater Explosive Infusion  + +_15th-Level Black Powder Feature_  + +You can imbue explosive power into larger objects with your Explosive Infusion. The target must be an object that isn’t being worn or carried at the time you imbue it, must be no larger than can fit in a single 5-foot cube, and must be non-magical. Your infusion fills the object with explosive power for 10 minutes. Before the duration ends, you can detonate the object as an action, provided you are within 100 feet of it. Alternatively,you can detonate the object as a reaction to a specific event (a particular creature or certain number of creatures move within 20 feet of the object, for example), or you can set a specific time for the object to detonate, up to 10 minutes from the time at which you infused the object. If you set the object to detonate at a specific time, you don’t need to be within 100 feet of the object for it to detonate. + +When the object detonates, each creature within 20 feet of the object must make the saving throw. If you expend a use of your Channel Divinity when you first imbue the object, each creature in the area when it detonates has disadvantage on the saving throw. At any point before the object detonates, you can touch it as an action to disperse the energy and cause it to become a normal object once again, regaining the spell slot you expended to infuse the object. diff --git a/content/Classes/Cleric/Crafting Domain.md b/content/Classes/Cleric/Crafting Domain.md new file mode 100644 index 0000000..e76406e --- /dev/null +++ b/content/Classes/Cleric/Crafting Domain.md @@ -0,0 +1,78 @@ +--- +source: Labyrinth Worldbook +--- + +![[assets/281054e182b8fff9b8371b7f24e98fb2_MD5.jpg]] + +Gods of the Crafting domain embody creativity, invention, and all the various disciplines of making. Devotees of this domain are often working artisans who devote their lives to the creation of beautiful works, serving communities, or discovering new ways to utilize the raw building blocks of existence.  + +||**Crafting Domain Progression**| +|---|---| +|**Cleric Level**|**Features**| +|3rd|Crafting Domain Spells, Channel Divinity: Animate Item, Tools of Divinity| +|7th|Reconfigure| +|11th|Superior Servant| +|15th|Rapid Alteration| + +# Crafting Domain Spells  + + _3rd-Level Crafting Feature_  + +You gain domain spells at the cleric levels listed in the Crafting Domain Spells table. If these additional spells include a ritual spell, that spell is added to your available ritual spell list. The spell functions as a normal ritual spell but doesn’t count against the total number of ritual spells you know. + +||**Crafting Domain Spells**| +|---|---| +|**Cleric Level**|**Spells**| +|3rd|fling, heat metal, identifyR , shatter| +|5th|column of cogs*, tiny hutR| +|7th|fabricateR, stone shape| +|9th|animate objects, create construct*| + +*indicates a spell found in this Document, R indicates a Ritual Spell + +# Channel Divinity: Animate Item  + +_3rd-Level Crafting Feature_  + +As an action, you present your holy symbol and channel the power of creation to temporarily animate one Large or smaller nonmagical item you can see within 60 feet of you. You can’t target an item that is being worn, carried, or wielded. If you target an item that is securely attached to a surface or larger item (like a chain bolted to a wall), the animated item is considered restrained until freed. The item remains animated for 1 hour, until it is reduced to 0 hit points, until you die, or until you use this feature again.  + +The animated item is friendly to you and your companions and obeys your commands. See this creature’s statistics in the animated item stat block. + +In combat, the animated item shares your initiative, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any commands, it takes the Dodge action and uses its move to avoid danger.  + +[![[assets/81dd2b098057d0c031f512735ea20e4c_MD5.png]]](https://www.worldanvil.com/i/7139225 "Screenshot_20251109_091749.png") + +# Tools of Divinity  + +_3rd-Level Crafting Feature_  + +Gain proficiency with three tools of your choice. Whenever you make a check using these tools, add double your **PB**. Additionally, you can use a tool you are proficient with (or a specific item from a toolkit) as a spellcasting focus instead of a holy symbol. + +# Reconfigure  + +_7th-Level Crafting Feature_  + +Your spells can be used to greater effect on nonliving materials and artificial flesh. You gain the following benefits: + +- When you use a Divine spell of 1st circle or higher to deal damage to an object or structure, you double the amount of damage dealt. +- When you cast a Divine spell of 1st circle or higher to restore hit points, you can target objects and creatures of the Construct type—even if a spell wouldn’t typically allow you to do so. + +# Superior Servant  + +_11th-Level Crafting Feature_  + + The Animate Item effect of your Channel Divinity feature improves in the following ways: + +- When you cast a Divine spell with a range of touch, you can do so through the animated item as long as it is within 120 feet of you—the animated item must expend its reaction to deliver a spell in this way. +- When you cast a Divine spell with a range of self, you can choose for the spell to affect the animated item instead of you. +- Creatures within 5 feet of the animated item have advantage on ability checks made with tools. + +# Rapid Alteration  + +_15th-Level Crafting Feature_  + +You can temporarily reshape physical materials to reduce or enhance impact. Whenever you or a creature you can see within 60 feet of you takes bludgeoning, piercing, or slashing damage, you can use your reaction to reduce the damage by an amount equal to your cleric level. + +Alternatively, when a target you can see within 60 feet of you takes bludgeoning, piercing, or slashing damage from a weapon attack, you can use your reaction to increase the damage by an amount equal to your cleric level. + +You can use this feature a number of times equal to your **PB** and you recover expended uses when you finish a long rest. diff --git a/content/Classes/Cleric/Death Domain.md b/content/Classes/Cleric/Death Domain.md new file mode 100644 index 0000000..b51147b --- /dev/null +++ b/content/Classes/Cleric/Death Domain.md @@ -0,0 +1,69 @@ +--- +source: Players Guide 2 +--- + +Gods of the Death domain govern death and the afterlife, exemplifying the inevitability and mystery of the beyond. Devotees of this domain bring peace to the bereaved, defend those who are not yet marked to die, and punish those who try to pervert or escape death. + +| Death Domain Progression | | +| ------------------------ | -------------------------------------------------------------------- | +| Cleric Level | Features | +| 3rd | Channel Divinity: Forsee Doom, Death Domain Spells, Death’s Sentinel | +| 7th | Last Rites | +| 11th | Soul Tether | +| 15th | Envoy of the End | + +# Death Domain Spells  + +3rd-Level Death Feature  + +You gain domain spells at the cleric levels listed in the Death Domain Spells table. See the Cleric Subclass class feature in the Player’s Guide for how these spells work. + +| Death Domain Spells | | +| ------------------- | ----------------------------------------------------- | +| Cleric Level | Spells | +| 3rd | bane, cure wounds, gentle repose, ray of enfeeblement | +| 5th | revivify, speak with deadR | +| 7th | blight, death ward | +| 9th | antilife shell, mass cure wounds | + +R indicates a Ritual Spell + +# Channel Divinity: Foresee Doom  + +3rd-Level Death Feature  + +As an action, you curse one creature you can see within 30 feet of you for 1 minute. For the duration, any creature has advantage on the first attack roll it makes against the cursed target each turn.  + +In addition, the target is vulnerable to any necrotic damage you deal to it for the duration of the curse. + +# Death’s Sentinel  + +3rd-Level Death Feature  + +When you cast a spell that restores hit points to a creature with 0 HP, you restore the maximum possible amount of hit points. + +In addition, you can now use the stabilize effect of the Medicine skill as a bonus action. When you successfully stabilize a creature, it regains a number of hit points equal to your cleric level and regains consciousness.  + +# Last Rites  + +7th-Level Death Feature  + +When you deal damage to a creature already below half of its hit point maximum (rounded down), deal an additional 1d8 necrotic or radiant damage (your choice). A creature marked with the Foresee Doom effect of your Channel Divinity feature can’t regain hit points while marked.  + +In addition, you can now cast the speak with dead spell as an action without expending a spell slot or requiring any components. + +# Soul Tether  + +11th-Level Death Feature  + +As a reaction when a creature you can see within 30 feet of you would be reduced to 0 HP or automatically slain, you can instead cause it to remain conscious with a number of hit points equal to your cleric level (rounded down). Once you have used this feature on a creature, you can’t use it on the same creature again until it finishes a long rest. + +You can use this feature a number of times equal to your **WIS** modifier (minimum of once). You regain all expended uses when you finish a long rest. + +# Envoy of the End  + +15th-Level Death Feature  + +While you are below half your hit point maximum (rounded down), you are immune to the charmed and frightened conditions and have advantage on saves.  + +In addition, a creature killed while marked with the Foresee Doom effect of your Channel Divinity feature can’t be resurrected or return to life by any means short of the wish spell or Divine Intervention. diff --git a/content/Classes/Cleric/Doom Domain.md b/content/Classes/Cleric/Doom Domain.md new file mode 100644 index 0000000..c837486 --- /dev/null +++ b/content/Classes/Cleric/Doom Domain.md @@ -0,0 +1,63 @@ +--- +source: Deep Magic 2 +--- + +![[assets/db0834db57c4e5876119249e6304ac8f_MD5.jpg|Aaron Williams]] + +Gods with the Doom domain in their portfolios promote fear, judgment, punishment, and the end of all things. Priesthoods of such gods consider themselves the messengers of that doom, and they work to spread word of the coming end. Their gloomy, often frightening message makes them unwelcome in many, but not all, civilized places. + +||**Doom Domain Progression**| +|---|---| +|**Cleric Level**|**Features**| +|3rd|Doom Domain Spells, Herald of the Apocalypse, Channel Divinity: Damnation| +|7th|Weight of Guilt| +|11th|Doom Eternal| +|15th|Apocalypse Born| + +# Doom Domain Spells  + +_3rd-Level Doom Feature_  + +You gain domain spells at the cleric levels listed in the Doom Domain Spells table. See the Cleric Subclass feature in the Player’s Guide for how these spells work.  + +|**Doom Domain Spells**|| +|---|---| +|**Cleric Level**|**Spells**| +|3rd|Bane, Grim Siphon*, Blindness/deafness, enthrall| +|5th|Bestow curse, Glimpse the End*| +|7th|Caustic Waste*, Fear| +|9th|Insect plague, Souleater*| +|*indicates a spell found in this Document|| + +# Herald of the Apocalypse  + +_3rd-Level Doom Feature_  + +You learn the vicious mockery cantrip. You also gain proficiency in the Arcana or Intimidation skill (your choice). + +# Channel Divinity: Damnation  + +_3rd-Level Doom Feature_  + +You can use your Channel Divinity to lash out at those who defy your deity’s messenger. As an action, you present your holy symbol while pronouncing doom to unbelievers. Each creature of your choice that can see you and that is within 30 feet of you must make a Wisdom saving throw, taking necrotic damage equal to 3d6 + your cleric level on a failed save, or half as much damage on a successful one. A creature that has total cover from you is not affected. + +# Weight of Guilt  + +_7th-Level Doom Feature_  + +Your connection to the end of all things gives you greater understanding of the minds of others not enlightened by your deity. As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. On a failed save, you automatically know for the next 10 minutes whether anything the target says is true, a lie, or in between. When the effect ends, or if the target succeeds on the saving throw, the target can’t be affected by this feature again until you finish a long rest.  + +# Doom Eternal + +_11th-Level Doom Feature_  + +The Damnation effect of your Channel Divinity feature can now affect creatures within 60 feet of you. In addition, when you use your Damnation feature, Select one target that failed their save and they become cursed by your Damnation in one of the following ways: + +- The creature has disadvantage on attack rolls before the end of its next turn.  +- Attacks against the creature have advantage until the end of its next turn. + +# Apocalypse Born + +_15th-Level Doom Feature_  + +You are prepared for the end of days. You gain resistance to acid, fire, and poison damage. diff --git a/content/Classes/Cleric/Hunt Domain.md b/content/Classes/Cleric/Hunt Domain.md new file mode 100644 index 0000000..1954d1e --- /dev/null +++ b/content/Classes/Cleric/Hunt Domain.md @@ -0,0 +1,69 @@ +--- +source: Old Margreve +--- + +![[assets/8c314a3d40bec5b9ca424abe756a6800_MD5.jpg|tatii]] + +Many terrible creatures prey on the villages, towns, and inns that dot the forests of Midgard. When such creatures become particularly aggressive or can’t be dissuaded by local druids, the settlements often call on servants of gods of the hunt to solve the problem.  + +Deities devoted to hunting value champions who aid skillful hunters or who lead hunts themselves. Similarly, deities focused on protecting outlier settlements or who promote strengthening small communities also value such clerics. While these clerics might not have the utmost capability for tracking and killing prey, their gods grant them blessings to ensure successful hunts. These clerics might use their abilities to ensure their friends and communities have sufficient food to survive difficult times, or they might enjoy the sport of pursuing and slaying intelligent prey.  + +||**Hunt Domain Progression**| +|---|---| +|**Cleric Level**|**Features**| +|3rd|Channel Divinity: Hunter’s Prowess, Bonus Proficiencies, Expanded Talent List, Hunt Domain Spells| +|7th|Relentless Hunter| +|11th|Shared Prowess| +|15th|Deadly Stalker| + +# Hunt Domain Spells  + +_3rd-Level Hunt Feature_  + +You gain domain spells at the cleric levels listed in the Hunt Domain Spells table. See the Cleric Subclass class feature for how these spells work. + +||**Hunt Domain Spells**| +|---|---| +|**Cleric Level**|**Spells**| +|3rd|bloodhound*, illuminate spoor*, instant snare*, mark prey*| +|5th|blood offering*, tracer*| +|7th|harry*, heart-seeking arrow*| +|9th|harrying hounds*, maim*| + +*indicates a spell found in this Document + +# Channel Divinity: Hunter’s Prowess  + +_3rd-Level Hunt Feature_  + +As a bonus action, you present your holy symbol and empower yourself with a predator’s hunting prowess. Until the start of your next turn, you have advantage on weapon and spell attack rolls. When such an attack hits a creature, the attack deals additional damage of the weapon’s or spell’s type equal to your **PB**. + +# Bonus Proficiencies + +_3rd-Level Hunt Feature_  + +You gain proficiency in the Survival skill and with one martial ranged weapon of your choice. + +# Expanded Talent List  + +_3rd-Level Hunt Feature_  + +When you gain a new talent, you can select it from the magic or martial talents list. + +# Relentless Hunter + +_7th-Level Hunt Feature_  + +When a friendly creature is affected by a Divine spell you cast, such as bless or cure wounds, non-magical difficult terrain, such as deep snow or a forest’s undergrowth, doesn’t cost it extra movement until the start of your next turn or until the end of the spell’s duration, whichever is longer. + +# Shared Prowess + +_11th-Level Hunt Feature_  + +When you use the Hunter’s Prowess effect of your Channel Divinity feature, you can invoke that prowess in yourself and in a number of friendly creatures equal to your **PB**. All targets must be within 30 feet of you. When an affected creature hits with an attack, the attack deals additional damage of its type equal to your **PB**. + +# Deadly Stalker + +_15th-Level Hunt Feature_  + +Choose a creature you can see within 120 feet of you. For 24 hours or until the target is dead, whichever occurs first, you have advantage on **WIS** (Survival) checks to track the target and **WIS** (Perception) checks to detect the target. When the target is below half its hit point maximum, your weapon and spell attacks deal extra damage of the weapon’s or spell’s type equal to half your cleric level (rounded down), and you score a critical hit against the target on a d20 roll of 19 or 20. You can’t use this feature again until you finish a short or long rest. diff --git a/content/Classes/Cleric/Keeper Domain.md b/content/Classes/Cleric/Keeper Domain.md new file mode 100644 index 0000000..2ff0df6 --- /dev/null +++ b/content/Classes/Cleric/Keeper Domain.md @@ -0,0 +1,68 @@ +--- +source: Book of Ebon Tides +--- + +The Keeper domain focuses on social bonds and well-regulated communities. These communities might be as small as an adventuring party or as large as a city, but all require safety and comfort to thrive. Keeper domain clerics excel in leadership positions and are the first to take up arms when their homes or allies need protection. + +| Keeper Domain Progression | | +| ------------------------- | -------------------------------------------------- | +| Cleric Level | Features | +| 3rd | Blessed Chosen, Channel Divinity: Divine Intiative | +| 7th | Fighting Fit | +| 11th | Operation Hobble | +| 15th | Duty Over Death | + +# Keeper Domain Spells  + +3rd-Level Keeper Feature  + +You gain domain spells at the cleric levels listed in the Keeper Domain Spells table. See the Cleric Subclass feature in the Player’s Guide for how these spells work.  + +| Keeper Domain Spells | | +| ----------------------------------------- | ------------------------------------------ | +| Cleric Level | Spells | +| 3rd | Command, Bane, calm emotions, warding bond | +| 5th | beacon of hope, spirit guardians | +| 7th | death ward, guardian of faith | +| 9th | hallow, telepathic bond | +| *indicates a spell found in this Document | | + +# Blessed Chosen + +3rd-Level Keeper Feature  + +You can assert your divine will to protect your allies. When an enemy within 30 feet of you that you can see attacks one of your allies, you can use your reaction to impose disadvantage on the attack roll before it hits or misses. + +You can use this feature a number of times equal to your **PB**. You regain all expended uses when you finish a long rest. + +# Channel Divinity: Divine Initiative + +3rd-Level Keeper Feature  + +You can use your Channel Divinity to enhance your allies’ potential. + +As an action, you present your holy symbol and choose a number of creatures that you can see and that can see you within 60 feet of you, up to a number equal to your **WIS** modifier (minimum of one). Each of them gains 5 temporary hit points. When a target gains these temporary hit points, they can immediately use their reaction to make one weapon attack. + +The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 7th level, 15 at 11th level, and 20 at 15th level. + +# Fighting Fit + +7th-Level Keeper Feature  + +You gain the ability to shore up your allies’ reserves. As a reaction, when you or an ally that you can see within 30 feet of you is charmed, frightened, paralyzed, or stunned, you can remove that condition.  + +You can use this feature a number of times equal to your **PB**. You regain all expended uses when you finish a long rest. + +# Operation Hobble + +11th-Level Keeper Feature  + +The Divine Initiative effect of your Channel Divinity feature gain the following Trait: + +- When a creature is hit with a weapon attack from this feature, they must also make a **STR** saving throw against your spell save **DC** or be knocked prone. When you reach 15th level, the target’s speed is also halved until the start of your next turn. + +# Duty Over Death  + +15th-Level Keeper Feature  + +You can exert your power to call companions back from the brink of death. When an ally you can see within 60 feet of you is reduced to 0 hit points but not killed outright, they instead remain conscious and regain hit points equal to half their maximum hit points. You can use this feature only if you aren’t incapacitated. Once you use this feature, you can’t do so again until you finish a short or long rest. diff --git a/content/Classes/Cleric/Knowledge Domain.md b/content/Classes/Cleric/Knowledge Domain.md new file mode 100644 index 0000000..9d90111 --- /dev/null +++ b/content/Classes/Cleric/Knowledge Domain.md @@ -0,0 +1,77 @@ +--- +source: Labyrinth Worldbook +--- + +![[assets/7a421264c44d48eeadba5e92753ff830_MD5.jpg|Nomax]] + +Gods of the Knowledge domain observe and guide the fundamental nature of creation, peering into vast potentialities and doting on those who seek understanding beyond the mortal norm. Adherents of this domain are compelled to seek out the unknown, educate the unaware, and preserve all forms of knowledge and enlightenment. + +||**Knowledge Domain Progression**| +|---|---| +|**Cleric Level**|**Features**| +|3rd|Brilliance of Faith, Channel Divinity: Boundless Knowledge, Knowledge Domain Spells| +|7th|Keen Warfare| +|11th|Channel Divinity: Divine Sight| +|15th|Timeless Understanding| + +# Knowledge Domain Spells  + +_3rd-Level Knowledge Feature_  + +You gain domain spells at the cleric levels listed in the Knowledge Domain Spells table. If these additional spells include a ritual spell, that spell is added to your available ritual spell list. The spell functions as a normal ritual spell but doesn’t count against the total number of ritual spells you know. + +||**Crafting Domain Spells**| +|---|---| +|**Cleric Level**|**Spells**| +|3rd|auguryR, detect evil and good, identifyR, suggestion| +|5th|clairvoyanceR, tongues| +|7th|arcane eye, phantasmal killer| +|9th|legend lore, telepathic bond| + +_R_ _indicates a Ritual Spell_ + +# Brilliance of Faith  + +_3rd-Level Knowledge Feature_  + +You become proficient in three of the following skills: Arcana, History, Nature, or Religion. Whenever you make a check using these skills, add double your **PB**. + +# Channel Divinity: Boundless Knowledge  + +_3rd-Level Knowledge Feature_  + +You can use your Channel Divinity to grant yourself the knowledge of divines. + +As an action, you present your holy symbol and grant yourself keen understanding of a single skill or tool for 1 hour. For the duration, you gain proficiency in the chosen skill or tool. When using your chosen skill or tool to make an ability check, treat any d20 roll of 5 or less as though you rolled a 5. + +# Keen Warfare  + +_7th-Level Knowledge Feature_  + +Each time you cast a cantrip that creates a harmless effect, you can create one additional harmless effect of your choice as part of that casting. In addition, you add your **WIS** modifier to the damage of any cantrip that you cast or melee weapon attack that you make.  + +# Channel Divinity: Divine Sight  + +_11th-Level Knowledge Feature_  + +You can use your Channel Divinity to give yourself truesight out to a distance of 60 feet. This vision lasts for 1 minute. Additionally, you gain one of the following benefits for the duration: + +- You can instantly tell the current emotional state of any creature you can see and whether that creature is hostile toward you. +- Each time you make a **WIS** (Perception) check, treat any d20 roll less than your cleric level as though it were your cleric level. +- You can read all writing and have advantage on checks made to decipher codes and cyphers. + +# Timeless Understanding  + +_15th-Level Knowledge Feature_  + +You can use your Divine Intervention feature to perfectly recall any information about a single creature, location, or object that you can see. You automatically succeed on the roll to activate your Divine Intervention in order to select one of the following options. + +**Creature.** You instantly learn the creature’s current and maximum HP, its resistances and vulnerabilities, any magical effects currently affecting it, any languages it speaks or understands, and where it has been for the past 24 hours. For 1 hour, you have advantage on attack rolls and skill checks made against that creature and the creature has disadvantage on attack rolls and skill checks against you.  + +**Location.** You witness an instantaneous vision, in perfect clarity, of any events that transpired in the location in the past month. You can ask your GM up to 5 questions about the location or any event that transpired there and your GM must answer honestly. You can attempt a **DC** 20 **WIS** check to also see any events that transpired in the location for the past 100 years. On a failed check, you are instead incapacitated for 1 hour as you are overwhelmed by the unbearable unfurling of time.  + +**Object.** You instantly learn all the object’s properties, any command words it has, where the object has been over the past year, and any magical effects, including curses, currently affecting the item. You have advantage on checks made to interact with the object for 24 hours. If the item is magical, you can attempt a **DC** 20 **WIS** check to either instantly attune to the item or break the item’s attunement to a creature other than you. On a failed check, you take 8d6 points of psychic damage. + +_Content Source: Labyrinth Worldbook_ + +_Art Credit: Nomax_ diff --git a/content/Classes/Cleric/Life Domain.md b/content/Classes/Cleric/Life Domain.md new file mode 100644 index 0000000..909fe17 --- /dev/null +++ b/content/Classes/Cleric/Life Domain.md @@ -0,0 +1,65 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/9882bbdda7fb84f7a193d1284893e343_MD5.jpg|Rodrigo Lopes|287x355]] + +Gods of the Life domain celebrate natural cycles of life and death, exemplifying health and vitality. Devotees of this domain are encouraged to heal the wounded, care for the sick, and oppose the perversion of undeath. + +||**Life Domain Progression**| +|---|---| +|**Cleric Level**|**Features**| +|3rd|Channel Divinity: Preserve Life, Disciple of Life, Life Domain Spells| +|7th|Blessed Healer| +|11th|Greater Preservation| +|15th|Perfect Healing| + +# Life Domain Spells + +_3rd-Level Life Feature_ + +You gain domain spells at the cleric levels listed in the Life Domain Spells table. See the Cleric Subclass class feature for how these spells work. + +||**Life Domain Spells**| +|---|---| +|**Cleric Level**|**Spells**| +|3rd|bless, cure wounds, gentle repose, restoration| +|5th|mass healing word, revivify| +|7th|death ward, guardian of faith| +|9th|greater restoration, mass cure wounds| + +# Channel Divinity: Preserve Life + +_3rd-Level Life Feature_  + +As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to 5 × your cleric level. + +Choose any creatures within 30 feet of you and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. This healing has no effect on Undead or Constructs. + +# Disciple of Life + +_3rd-Level Life Feature_  + +Your healing spells are more effective. When you use a Divine spell of 1st circle or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s circle. + +# Blessed Healer + +_7th-Level Life Feature_  + +Healing spells you cast on others heal you as well. When you cast a Divine spell of 1st circle or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s circle. + +# Greater Preservation + +_11th-Level Life Feature_ + +The Preserve Life effect of your Channel Divinity feature can now affect any creatures within 60 feet of you. In addition, when you use Preserve Life, one target of your choice can also receive one of the following benefits: + +- Cure all diseases affecting the target. +- End one of the following conditions affecting the target: blinded, deafened, paralyzed, or poisoned. +- Neutralize all poisons affecting the target. + +# Perfect Healing + +_15th-Level Life Feature_  + +When you cast a Divine spell of 1st circle or higher that restores hit points, you automatically restore the maximum possible number of hit points. For example, if a cure wounds spell heals 1d8 + 3 hit points, rather than rolling, the target heals 11 hit points. diff --git a/content/Classes/Cleric/Light Domain.md b/content/Classes/Cleric/Light Domain.md new file mode 100644 index 0000000..7e51a46 --- /dev/null +++ b/content/Classes/Cleric/Light Domain.md @@ -0,0 +1,76 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/976594bc2d8c4a5ff9a7c97776978eb7_MD5.jpg]] + +Gods of the Light domain dedicate themselves to bringing light and warmth to the people of the world, burning away darkness and the evils that it hides. Devotees of this domain are often associated with the sun and moon, stars, truth, and the cleansing powers of fire. + +||**Light Domain Progression**| +|---|---| +|**Cleric Level**|**Features**| +|3rd|Channel Divinity: Searing Radiance, Imbue Light, Light Domain Spells, Overwhelming Flash| +|7th|Radiant Spellcasting| +|11th|Lux Malediction| +|15th|Luminous Shroud| + +# Light Domain Spells + +_3rd-Level Light Feature_  + +You gain domain spells at the cleric levels listed in the Light Domain Spells table. See the Cleric Subclass class feature for how these spells work. + +||**Light Domain Spells**| +|---|---| +|**Cleric Level**|**Spells**| +|3rd|burning hands, guiding bolt, moonbeam, scorching ray| +|5th|daylight, fireball| +|7th|elemental shield, wall of fire| +|9th|dispel evil and good, flame strike| + +# Channel Divinity: Searing Radiance  + +_3rd-Level Light Feature_  + +As an action, you present your holy symbol and channel divine radiance through every magical light source that you’ve created so long as they’re on the same plane as you. Each hostile creature within the bright light of those sources must make a **CON** save. Roll a number of d8s equal to twice your **PB**. A creature takes radiant damage equal to the result on a failed save, or half as much damage on a successful save. Aberrations and Undead have disadvantage on the save. + +# Imbue Light + +_3rd-Level Light Feature_  + +You learn the light and dancing lights cantrips if you don’t already know them. Dancing lights no longer requires concentration when you cast it and lasts for the duration or until you cast the spell again. These cantrips count as Divine spells when you cast them, but they don’t count against the number of cantrips you know as listed in the Cleric Progression table. + +# Overwhelming Flash + +_3rd-Level Light Feature_  + +When a creature within 10 feet of you makes an attack roll, you can use your reaction to release a brilliant flash of divine light. The creature suffers a penalty to the attack roll equal to your **WIS** modifier, potentially missing their target. If the attack still hits, the attacking creature is blinded until the end of its turn. + +You can use this feature a number of times equal to your **PB**. You regain all expended uses when you finish a long rest. + +# Radiant Spellcasting + +_7th-Level Light Feature_  + +Your Divine cantrips that deal damage deal an additional 1d8 radiant damage. In addition, while you have light or continual flame cast on a weapon that you are holding, the first time that weapon deals damage on a turn, it deals additional radiant damage equal to your **WIS** modifier. + +# Lux Malediction + +_11th-Level Life Feature_ + +The Searing Radiance effect of your Channel Divinity feature now causes bright light shed by all sources of light you have created to become magical sunlight for 1 minute. + +In addition, when you use your Overwhelming Flash feature against a creature, they are cursed by your luminance in one of the following ways: + +- The creature can’t regain hit points until the end of its next turn. +- The creature takes radiant damage equal to your cleric level. +- The creature suffers a −10 penalty to **WIS** (Perception) checks for 10 minutes. +- The target can’t benefit from being invisible for 1 minute.  + +A remove curse spell ends this effect. A creature can suffer only one curse at a time. If the creature starts and ends its turn in magical darkness, a Lux Malediction curse afflicting it ends. + +# Luminous Shroud + +_15th-Level Life Feature_  + +While you are within an area of bright light, the radiance fills you with devout surety. You have advantage on saves, can’t be charmed or frightened, and gain either immunity to radiant damage or resistance to necrotic damage (your choice). diff --git a/content/Classes/Cleric/Mercy Domain.md b/content/Classes/Cleric/Mercy Domain.md new file mode 100644 index 0000000..f60f7ff --- /dev/null +++ b/content/Classes/Cleric/Mercy Domain.md @@ -0,0 +1,69 @@ +--- +source: Tome of Heroes +--- + +![[assets/934be025fd668134a7619069522c0c3d_MD5.jpg|Nomax]] + +Mercy can mean promoting healing instead of harm, but it can also mean ending suffering with a quick death. These often-contradictory ideals are the two sides of mercy. The tenets of deities who embody mercy promote ways to end bloody conflicts or deliver healing magics to those in need. While mercy for some may be benevolent, for others it is decidedly not so. More pragmatic mercy gods teach the best method to relieve the agony and torment brought on by monsters and the forces of evil is to bring about the end of that evil.  + +||**Mercy Domain Progression**| +|---|---| +|**Cleric Level**|**Features**| +|3rd|Mercy Domain Spells, Bonus Proficiencies, Manifestation of Mercy, Channel Divinity: Involuntary Aid| +|7th|Bolster the Living| +|11th|Slice of life| +|15th|Hand of Grace and Execution| + +# Mercy Domain Spells  + +_3rd-Level Mercy Feature_  + +You gain domain spells at the cleric levels listed in the Mercy Domain Spells table. See the Cleric Subclass feature in the Player’s Guide for how these spells work.  + +|**Mercy Domain Spells**|| +|---|---| +|**Cleric Level**|**Spells**| +|3rd|divine favor, healing word, aid, ray of enfeeblement| +|5th|Bardo*, revivify| +|7th|death ward, sacrificial healing*| +|9th|antilife shell, raise dead| +|*indicates a spell found in this Document|| + +# Bonus Proficiencies  + +_3rd-Level Mercy Feature_  + +You take your place on the line between the two aspects of mercy: healing and killing. You gain proficiency in the Medicine skill and with the poisoner’s kit.  + +# Manifestation of Mercy  + +_3rd-Level Mercy Feature_  + +You gain the ability to infuse your Manifestations with the dual nature of mercy. When you deal damage with Manifest might or Manifest Miracles and the target dies from this attack, a friendly creature you can see within 5 feet of you regains hit points equal to your **PB**. If no friendly creature is within 5 feet of you, you regain the hit points instead. When you reach 7th level, the healing is instead equal to double your **PB**.  + +# Channel Divinity: Involuntary Aid  + +_3rd-Level Mercy Feature_  + +You can use your Channel Divinity to wrest the lifeforce from an injured creature and use it to heal allies. As an action, you present your holy symbol to one creature you can see within 30 feet of you that doesn’t have all of its hit points. The target must make a Wisdom saving throw, taking radiant or necrotic damage (your choice) equal to three times your cleric level on a failed save, or half as much damage on a successful one. Then, one friendly creature you can see within 30 feet of you regains a number of hit points equal to the amount of damage dealt to the target. + +# Bolster the Living + +_7th-Level Mercy Feature_  + +You gain the ability to manipulate a portion of the lifeforce that escapes a creature as it perishes. When a creature you can see dies within 30 feet of you, you can use your reaction to channel a portion of that energy into a friendly creature you can see within 30 feet of you. The friendly creature gains a bonus to attack and damage rolls equal to half your proficiency bonus until the end of its next turn  + +# Slice of life  + +_11th-Level Mercy Feature_  + +The involuntary aid effect of your Channel Divinity feature can now affect creatures within 60 feet of you. In addition, when you use involuntary aid, the targets also receive the following effects: + +- **Damage:** The target taking damage has disadvantage on its next attack if it fails its saving throw**.**  +- **Healing:** The target being healed has advantage on its next attack.  + +# Hand of Grace and Execution  + +_15th-Level Mercy Feature_  + +You imbue the two sides of mercy into your spellcasting. Once on each of your turns, if you cast a spell that restores hit points to one creature or deals damage to one creature, you can add your proficiency bonus to the amount of hit points restored or damage dealt diff --git a/content/Classes/Cleric/Nature Domain.md b/content/Classes/Cleric/Nature Domain.md new file mode 100644 index 0000000..2d6f4f2 --- /dev/null +++ b/content/Classes/Cleric/Nature Domain.md @@ -0,0 +1,75 @@ +--- +source: Players Guide 2 +--- + +Gods of the Nature domain protect and govern the overgrown wilds and fertile lands. Dogmatic followers of this domain are entrusted with the safety and prosperity of wildlife and plant life, and they possess a constant need for the wilds to be maintained despite civilization’s encroachment. Such dogmas reject tyrants, unnatural monstrosities, and unmanaged consumption of the natural world. + +| Nature Domain Progression | | +| ------------------------- | ---------------------------------------------------------------------------------------- | +| Cleric Level | Features | +| 3rd | Apostle of Nature, Channel Divinity: Nature’s Vigor, Consume Wrath, Nature Domain Spells | +| 7th | Wield Wrath | +| 11th | Nature’s Protection | +| 15th | Guide the Untamed | + +# Nature Domain Spells  + +3rd-Level Nature Feature  + +You gain domain spells at the cleric levels listed in the Nature Domain Spells table. See the Cleric Subclass class feature in the Player’s Guide for how these spells work. + +| Nature Domain Spells | | +| -------------------- | ---------------------------------------------------- | +| Cleric Level | Spells | +| 3rd | entangle, moonbeam, speak with animals, spike growth | +| 5th | conjure animals, plant growth | +| 7th | blight, conjure woodland beings | +| 9th | contagion, tree stride | + +# Apostle of Nature  + +3rd-Level Nature Feature  + +You gain proficiency in any two of the following skills or tools: Animal Handling, Nature, Survival; herbalist tools, land vehicles, or water vehicles.  + +In addition, you learn one Primordial cantrip of your choice, which counts as a cleric cantrip for you but doesn’t count against the number of cleric cantrips you know.  + +# Channel Divinity: Nature’s Vigor  + +3rd-Level Nature Feature  + +As an action, you present your holy symbol and imbue a creature you can see within 30 feet of you with primordial vigor. The creature gains a number of temporary hit points equal to 5 + your cleric level, which lasts for 8 hours or until you use this feature again. While these temporary hit points persist, the creature gains a bonus to **STR**, **DEX**, and **CON** ability checks and saves equal to your **WIS**.  + +A friendly Beast or Plant creature targeted by Nature’s Vigor gains twice as many temporary hit points and can’t be frightened while those temporary hit points exist. + +# Consume Wrath  + +3rd-Level Nature Feature  + +As a reaction when you or a creature within 30 feet of you would take acid, cold, fire, lightning, poison, or thunder damage, you can reduce the damage dealt to yourself and a number of creatures you can see within 30 feet of you equal to your **PB**. The damage is reduced by an amount equal to 1d10 + your cleric level. If the damage is reduced to 0, you regain one of your expended 1st-circle spell slots.  + +# Wield Wrath  + +7th-Level Nature Feature  + +Your cantrips and weapon attacks deal additional damage equal to your **WIS** modifier. Each time a creature takes this damage, you can choose the damage type: acid, cold, fire, lightning, poison, or thunder.  + +# Nature’s Protection   + +11th-Level Death Feature  + +The Nature’s Vigor effect of your Channel Divinity feature can target an additional Beast or Plant creature each time you use it.  + +In addition, each target gains one of the following benefits (your choice) while the temporary hit points persist: + +- It gains a bonus to its AC equal to your **WIS** modifier. +- It has resistance to the following damage types: acid, cold, fire, lightning, poison, and thunder. +- Its speed is doubled.  + +# Guide the Untamed  + +15th-Level Nature Feature  + +Whenever a Beast, Elemental, Fey, or Plant (or creature with the Animal tag) with an **INT** modifier of −3 or less moves into a space within 30 feet of you or starts its turn there, it must make a **WIS** save against your spell save **DC** or be charmed by you for 8 hours or until you or one of your allies deals damage to it. You decide what action the creature takes and where it moves on each of its turns, or you can issue it a general command such as to follow you and your companions, safeguard a location, or track someone. A creature that succeeds on its save against this feature is immune to it for 24 hours.  + +If the creature remains charmed by you for the full duration, it can’t be hostile toward you or creatures you designate for a year and a day unless you or a designated creature deal damage to it. diff --git a/content/Classes/Cleric/Portal Domain.md b/content/Classes/Cleric/Portal Domain.md new file mode 100644 index 0000000..caec52a --- /dev/null +++ b/content/Classes/Cleric/Portal Domain.md @@ -0,0 +1,70 @@ +--- +source: Tome of Heroes +--- + +![[assets/161fd7e4ba0fc33d05578d82aeaaf8c7_MD5.jpg|Zsolt Kosa]] + +You have dedicated yourself to the study and protection of the doors, gateways, and rips in the boundaries between the physical world and the infinite planar multiverse. Stepping through portals is a sacred prayer and woe betide any who seek to misuse them. + +||**Portal Domain Progression**| +|---|---| +|**Cleric Level**|**Features**| +|3rd|Portal Domain Spells, Bonus Proficiencies, Portal Bond, Channel Divinity: Dimensional Shift| +|7th|Portal Touch| +|11th|Dimensional 20| +|15th|Portal Mastery| + +# Portal Domain Spells  + +_3rd-Level Portal Feature_  + +You gain domain spells at the cleric levels listed in the Portal Domain Spells table. See the Cleric Subclass feature in the Player’s Guide for how these spells work.  + +|**Portal Domain Spells**|| +|---|---| +|**Cleric Level**|**Spells**| +|3rd|adjust position*, expeditious retreat, Mirror Image, misty step| +|5th|blink, sending| +|7th|dimension door, reposition*| +|9th|teleportation circle, word of recall| +|*indicates a spell found in this Document|| + +# Bonus Proficiencies  + +_3rd-Level Portal Feature_  + +You gain proficiency with either cartographer’s tools or navigator’s tools (your choice). In addition, you gain proficiency in the Arcana skill. + +# Portal Bond  + +_3rd-Level Portal Feature_  + +You learn to forge a bond between yourself and another creature. At the end of a short or long rest, you can touch one willing creature, establishing a magical bond between you. While bonded to a creature, you know the direction to the creature, though not its exact location, as long as you are both on the same plane of existence. As an action, you can teleport the bonded creature to an unoccupied space within 5 feet of you or to the nearest unoccupied space, provided the bonded creature is willing and within a number of miles of you equal to your proficiency bonus. Alternatively, you can teleport yourself to an unoccupied space within 5 feet of the bonded creature.  + +Once you teleport a creature in this way, you can’t use this feature again until you finish a long rest. You can have only one bonded creature at a time. If you bond yourself to a new creature, the bond on the previous creature ends. Otherwise, the bond lasts until you die or dismiss it as an action. + +# Channel Divinity: Dimensional Shift  + +_3rd-Level Portal Feature_  + +You can use your Channel Divinity to harness the magic of portals and teleportation. As an action, you teleport a willing target you can see, other than yourself, to an unoccupied space within 30 feet of you that you can see. When you reach 9th level in this class, you can teleport an unwilling target. An unwilling target that succeeds on a Wisdom saving throw is unaffected. + +# Portal Touch  + +_7th-Level Portal Feature_  + +You can use a bonus action to create a small portal in a space you can see within 30 feet of you. This portal lasts for 1 minute, and it doesn’t occupy the space where you create it. When you cast a spell with a range of touch, you can touch any creature within your reach or within 5 feet of the portal. While the portal is active, you can use a bonus action on each of your turns to move the portal up to 30 feet. The portal must remain within 30 feet of you. If you or the portal are ever more than 30 feet apart, the portal fades. You can have only one portal active at a time. If you create another one, the previous portal fades. + +You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. + +# Dimensional 20 + +_11th-Level Portal Feature_  + +The Dimensional Shift effect of your Channel Divinity feature can now teleport creatures to a spot within 60 feet of you. In addition, when you use Dimensional Shift, you can affect a number of creatures equal to your **PB**, with each creature being teleported to a different unoccupied space of your choice. + +# Portal Mastery  + +_15th-Level Portal Feature_  + +When you see a creature use a magical gateway, teleport, or cast a spell that would teleport itself or another creature, you can use your reaction to reroute the effect, changing the destination to be an unoccupied space of your choice that you can see within 100 feet of you. Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot of 5th level or higher to use this feature again. diff --git a/content/Classes/Cleric/Saints Domain.md b/content/Classes/Cleric/Saints Domain.md new file mode 100644 index 0000000..b64ef86 --- /dev/null +++ b/content/Classes/Cleric/Saints Domain.md @@ -0,0 +1,75 @@ +--- +source: Deep Magic 2 +--- + +![[assets/09d282b918e8c8f1b911d019fb12c6d8_MD5.jpg]] + +Unlike other domains, the Saint’s Domain doesn’t focus on association with any particular types of gods. Clerics who adopt this domain—or are unknowingly called to it—dedicate themselves to the protection of others and draw strength from the transcendent love that binds communities together. Such selfless dedication awakens a spark of divinity within an individual, granting them miraculous powers to defend others. + +||**Saints Domain Progression**| +|---|---| +|**Cleric Level**|**Features**| +|3rd|Saints Domain Spells, Shared Suffering, Channel Divinity: Self Sacrifice| +|7th|Soldier of Sorrow| +|11th|Sharing is Caring| +|15th|Martyr’s Shield| + +# Saints Domain Spells  + +_3rd-Level Saints Feature_  + +You gain domain spells at the cleric levels listed in the Saints Domain Spells table. See the Cleric Subclass feature in the Player’s Guide for how these spells work.  + +|**Saints Domain Spells**|| +|---|---| +|**Cleric Level**|**Spells**| +|3rd|protection from evil and good, shield of faith, lesser restoration, warding bond| +|5th|beacon of hope, revivify| +|7th|guardian of faith, Halo of blood and Tears*| +|9th|commune, greater restoration| +|*indicates a spell found in this Document|| + +# Shared Suffering  + +_3rd-Level Saints Feature_  + +You can divert injuries dealt to your allies by taking on some of their pain. When a friendly creature you can see within 30 feet of you takes damage, you can use your reaction to prevent any amount of that damage. If you do so, you lose hit points equal to the damage prevented, regardless of the type of damage and your resistances or immunities.  + +You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. + +# Channel Divinity: Self Sacrifice + +_3rd-Level Saints Feature_  + +You can expend your vitality to heal your allies or harm your foes. As a bonus action, you present your holy symbol, lose a number of hit points of your choice up to four times your cleric level, and cause one of the following effects.  + +- **Heal.** One friendly creature you can see within 30 feet of you regains hit points equal to the amount of hit points you lost. +- **Harm.** Make a ranged spell attack against a creature you can see within 60 feet. On a hit, the target takes radiant damage equal to the amount of hit points you lost. If the attack misses, you don’t lose the hit points. + +# Soldier of Sorrow  + +_7th-Level Saints Feature_  + +Your spells become more potent as your body sustains more damage. Whenever you have less than half your hit point maximum, you gain the following benefits: + +- When you cast a spell of 1st circle or higher that deals damage, the spell deals extra damage equal to your proficiency bonus + the spell’s circle. +- When you cast a spell of 1st circle or higher that restores hit points to a creature other than you, the target regains additional hit points equal to your proficiency bonus + the spell’s circle. + +# Sharing is Caring + +_11th-Level Saints Feature_  + +The Self Sacrifice effect of your Channel Divinity feature gain the following Traits: + +- **Heal.** The Range is increased to within 60 feet. Additionally, you can target two friendly creatures instead of one. When you target more than one creature the Healing is split between them, you choose how much each creature heals.  +- **Harm.** The Range is increased to 120 feet. Additionally, you can target two creatures instead of one. When you target more than one creature the radiant damage is split between them, you choose how much each creature takes.  + +# Martyr’s Shield  + +_15th-Level Saints Feature_  + +Your inherent divinity keeps you from dying until your mission is complete. + +When you are reduced to 0 hit points but not killed outright, you can use your reaction to continue fighting. For 1 minute, having 0 hit points doesn’t make you fall unconscious. You must still make death saving throws when you start your turn with 0 hit points, as normal, and you still suffer a death saving throw failure if you take damage while you have 0 hit points, as normal. You don’t die from failed death saving throws while this effect is active. When this effect ends, you die only if you still have 0 hit points and failed at least three death saving throws. + +Once you use Martyr’s Shield, you can’t do so again until you finish a long rest. diff --git a/content/Classes/Cleric/Serpent Domain.md b/content/Classes/Cleric/Serpent Domain.md new file mode 100644 index 0000000..176b578 --- /dev/null +++ b/content/Classes/Cleric/Serpent Domain.md @@ -0,0 +1,69 @@ +--- +source: Tome of Heroes +--- + +![[assets/0245fc0c3fe9297032acfa3e7fda1c15_MD5.jpeg|Stu Harrington]] + +You embody the deadly, secretive, and mesmerizing nature of serpents. Others tremble at your majesty. You practice the stealth and envenomed attacks that give serpents their dreaded reputation, but you also learn the shedding of skin that has made snakes into symbols of medicine. + +Clerics in this domain may favor Io the Skulk. + +||**Serpent Domain Progression**| +|---|---| +|**Cleric Level**|**Features**| +|3rd|Serpent Domain Spells, Envenomed, Ophidian Tongue, Channel Divinity: Serpent Stealth| +|7th|Serpent’s Blood| +|11th|Snakes on a Plane (of existence)| +|15th|Transformative Molt| + +# Serpent Domain Spells  + +_3rd-Level Serpent Feature_  + +You gain domain spells at the cleric levels listed in the Serpent Domain Spells table. See the Cleric Subclass feature in the Player’s Guide for how these spells work.  + +||**Serpent Domain Spells**| +|---|---| +|**Cleric Level**|**Spells**| +|3rd|charm person, find familiar (snakes only), enthrall, protection from poison| +|5th|conjure animals (snakes only), hypnotic pattern| +|7th|Freedom of movement, polymorph| +|9th|dominate person, mislead| + +# Envenomed  + +_3rd-Level Serpent Feature_  + +You learn the poison spray cantrip. In addition, you gain proficiency in the Deception skill and with a poisoner’s kit. You can apply poison to a melee weapon or three pieces of ammunition as a bonus action.  + +# Ophidian Tongue  + +_3rd-Level Serpent Feature_  + +You can communicate telepathically with serpents, snakes, and reptiles within 100 feet of you. A creature’s responses, if any, are limited by its intelligence and typically convey the creature’s current or most recent state, such as “hungry” or “in danger.”  + +# Channel Divinity: Serpent Stealth  + +_3rd-Level Serpent Feature_  + +You can use your Channel Divinity to help your allies move undetected. As an action, choose up to five creatures you can see within 30 feet of you. You and each target have advantage on Dexterity (Stealth) checks for 10 minutes.  + +# Serpent’s Blood  + +_7th-Level Serpent Feature_  + +You are immune to the poisoned condition and have resistance to poison damage.  + +# Snakes on a Plane (of existence) + +_11th-Level Serpent Feature_  + +The Serpent Stealth effect of your Channel Divinity feature can now affect creatures within 60 feet of you and you can choose any number of creatures instead of up to 5. In addition, when you use Serpent Stealth, you and each target gain Darkvision out to a range of 60 ft for the 10 minutes.  + +# Transformative Molt + +_15th-Level Serpent Feature_  + +As part of a short or long rest, you can assume a new form, your old skin crumbling to dust. You decide what your new form looks like, including height, weight, facial features, vocal tone, coloration, and distinguishing characteristics, if any. This feature works like the Change Appearance aspect of the alter self spell, except it lasts until you finish a short or long rest.  + +In addition, when you are reduced to less than half your hit point maximum, you can end this transformation as a reaction to regain hit points equal to 3 times your cleric level. Once you end the transformation in this way, you can’t use this feature to change your appearance again until you finish a long rest. diff --git a/content/Classes/Cleric/Speed Domain.md b/content/Classes/Cleric/Speed Domain.md new file mode 100644 index 0000000..71a7732 --- /dev/null +++ b/content/Classes/Cleric/Speed Domain.md @@ -0,0 +1,61 @@ +--- +source: Southlands Players Guide +--- + +In speed and skill there is power, and you serve your faith by engaging in acts of incredible quickness and agility. Eventually you become able to control time itself. + +| Speed Domain Progression | | +| ------------------------ | ---------------------------------------------------------------- | +| Cleric Level | Features | +| 3rd | Celerity in Thought and Action, Channel Divinity: Burst of Speed | +| 7th | Quickness of the Gods | +| 11th | Need 4 Speed | +| 15th | Channel Divinity: Time Stop | + +# Speed Domain Spells  + +3rd-Level Keeper Feature  + +You gain domain spells at the cleric levels listed in the Keeper Domain Spells table. See the Cleric Subclass feature in the Player’s Guide for how these spells work.  + +| Keeper Domain Spells | | +| -------------------- | -------------------------------------------- | +| Cleric Level | Spells | +| 3rd | expeditious retreat, feather fall, blur, web | +| 5th | haste, slow | +| 7th | conjure minor elementals, dimension door | +| 9th | Greater hold, teleportation circle | + +# Celerity in Thought and Action  + +3rd-Level Speed Feature  + +Your speed increases by 5 feet, and you gain proficiency in Acrobatics and Insight. + +# Channel Divinity: Burst of Speed + +3rd-Level Speed Feature  + +You can use your Channel Divinity to grant yourself or another creature greater speed. When you use an action to touch a creature, the target adds 10 feet to its walking speed. Also whenever they make an attack roll or a saving throw that rely on **DEX**, they can roll a d4 and add the number rolled to the attack roll or saving throw. This effect lasts for 1 minute.  + +# Quickness of the Gods  + +7th-Level Speed Feature  + +Your speed increases by another 5 feet. Also, as a reaction or a bonus action, you can increase your Dexterity modifier by +5 until the end of your current turn. This benefit can be used for all purposes except attack rolls and damage. Once you use this feature, you can’t use it again until you finish a long rest. + +# Need 4 Speed + +11th-Level Speed Feature  + +The Burst of Speed effect of your Channel Divinity feature gain the following Trait: + +- The target adds an additional 10 feet to its walking speed, for a total of 20 feet.  +- They can roll a d6 instead of a d4 on the attack roll or saving throw. +- The Target can immediately use its reaction to take the dodge action.   + +#  Channel Divinity: Time Stop  + +15th-Level Speed Feature  + +You can use your Channel Divinity to stop the flow of time. The effect is identical to the time stop spell; you can take three turns in a row when the effect is triggered. You must finish a long rest before using this ability again. diff --git a/content/Classes/Cleric/Tempest Domain.md b/content/Classes/Cleric/Tempest Domain.md new file mode 100644 index 0000000..9b10bb4 --- /dev/null +++ b/content/Classes/Cleric/Tempest Domain.md @@ -0,0 +1,68 @@ +--- +source: Players Guide 2 +--- + +Gods of the Tempest domain embody the awesome destructive power of storms, earthquakes, wildfires, and similar natural disasters. Clerics of this domain are often as ferocious as the gods they worship, regarded as fearsome warriors capable of raining divine wrath down on the unjust or unworthy. + +| Tempest Domain Progression | | +| -------------------------- | ----------------------------------------------------------------------- | +| Cleric Level | Features | +| 3rd | Channel Divinity: Storm’s Fury, Tempest Domain Spells, Tempest’s Herald | +| 7th | Thunderclap | +| 11th | Cyclonic Stride | +| 15th | Storm’s Shelter | + +# Tempest Domain Spells  + +3rd-Level Tempest Feature  + +You gain domain spells at the cleric levels listed in the Tempest Domain Spells table. See the Cleric Subclass class feature in the Player’s Guide for how these spells work. + +| Tempest Domain Spells | | +| --------------------- | --------------------------------------------- | +| Cleric Level | Spells | +| 3rd | fog cloud, gust of wind, shatter, thunderwave | +| 5th | call lightning, lightning bolt | +| 7th | control water, ice storm | +| 9th | cone of cold, conjure elemental | + +# Channel Divinity: Storm’s Fury  + +3rd-Level Tempest Feature  + +You can use your Channel Divinity feature to invoke the wrath of thunderstorms. When you deal lightning or thunder damage, you can use Storm’s Fury to deal the maximum damage on each of those damage dice instead of rolling them.  + +Alternatively, when you hit a target with a melee weapon attack, you can use your Storm’s Fury to deal additional lightning or thunder damage equal to the damage of the triggering attack. If the attack is a critical hit, it deals maximum damage on each of its damage dice.  + +# Tempest’s Herald  + +3rd-Level Tempest Feature  + +Your tempestuous divinity grants you an additional benefit determined by which Manifestation of Faith option you chose at 1st level.  + +- Manifest Might. While wearing heavy armor, you are resistant to lightning damage. You can deal either lightning or thunder damage instead of necrotic or radiant damage each time you infuse your weapon with divine energy.  +- Manifest Miracles. You can change the damage type of any cleric cantrip you cast to either lightning or thunder damage. In addition, you always have the inflict wounds spell prepared, and each time you cast it, you can cause the spell to deal lightning or thunder damage instead of necrotic damage.  + +# Thunderclap + +7th-Level Tempest Feature  + +Whenever you deal lightning or thunder damage to a target, you can choose one of the following options: + +- The target has disadvantage on the next save it makes to maintain concentration before the start of your next turn. +- The target is deafened and can’t take reactions until the end of its next turn. +- The target is pushed 10 feet directly away from you.  + +# Cyclonic Stride  + +11th-Level Tempest Feature  + +You gain a flying speed equal to your walking speed and can hover. This feature ends if you spend 24 hours or more underground or are otherwise unable to see the sky. + +# Storm’s Shelter  + +15th-Level Tempest Feature  + +As an action, you surround yourself in a shield of crackling lightning, gaining a number of temporary hit points equal to twice your cleric level. While these temporary hit points remain, you shed bright light for 10 feet and dim light for an additional 10 feet, and you are immune to lightning and thunder damage. A hostile creature that starts its turn within 10 feet of you must make a **CON** save against your spell save **DC**. On a failed save, the target takes 3d8 lightning damage. Creatures that wear metal armor or that are composed of metal have disadvantage on the save.  + +You can use this feature a number of times equal to your **PB**, and you regain expended uses when you finish a long rest. diff --git a/content/Classes/Cleric/Trickery Domain.md b/content/Classes/Cleric/Trickery Domain.md new file mode 100644 index 0000000..3f858b1 --- /dev/null +++ b/content/Classes/Cleric/Trickery Domain.md @@ -0,0 +1,73 @@ +--- +source: Labyrinth Worldbook +--- + +![[assets/94ede90ec41ad9442d406f9f0931837c_MD5.jpg|Polina | polunari]] + +Gods of the Trickery Domain are known to beguile, manipulate, and distract their flock as often as their enemies. Adherents of this domain are encouraged to take what they wish, cause mischief where possible, and gather secrets to share among their congregation—for information is power when used properly. + +||**Trickery Domain Progression**| +|---|---| +|**Cleric Level**|**Features**| +|3rd|Channel Divinity: Trickster’s Feint, Divine Guile, Duplicitous Spellcraft, Trickery Domain Spells| +|7th|Beguiling Illusions| +|11th|Greater Ruse| +|15th|Splitting Image| + +# Trickery Domain Spells  + +_3rd-Level Trickery Domain Feature_  + +You gain domain spells at the cleric levels listed in the Trickery Domain Spells table. If these additional spells include a ritual spell, that spell is added to your available ritual spell list. The spell functions as a normal ritual spell but doesn’t count against the total number of ritual spells you know. + +||**Crafting Domain Spells**| +|---|---| +|**Cleric Level**|**Spells**| +|3rd|detect thoughts, disguise self, pass without trace, silent image| +|5th|gaseous form, major image| +|7th|confusion, greater invisibility| +|9th|animate object, mislead| + +# Channel Divinity: Trickster’s Feint  + +_3rd-Level Trickery Feature_  + +You can use your Channel Divinity to hide yourself and others from prying eyes. + +Whenever you roll initiative, you can use your Channel Divinity to cause yourself and each creature of your choice within 10 feet of you to become invisible until the end of their next turn or until they attack or cast a spell. While invisible, creatures make no noise while moving.  + +# Divine Guile  + +_3rd-Level Trickery Feature_  + +You can use your **WIS** modifier instead of CHA when you make a Deception, Intimidation, or Persuasion check. Alternatively, you can add your **WIS** modifier to a Sleight of Hand or Stealth check. You can use this feature a number of times equal to your **PB**. You regain all expended uses when you finish a long rest.   + +# Duplicitous Spellcraft  + +_3rd-Level Trickery Feature_  + +You learn the minor illusion cantrip if you don’t know it, and it does not count against the number of cleric cantrips you know. When you cast a spell with a range of touch, illusions you have created can deliver the spell as if it were the caster. You must be able to see your illusion for it to deliver the spell. It uses your spellcasting modifier for any attack roll required by the spell.  + +# Beguiling Illusions  + +_7th-Level Trickery Feature_  + +When you create an illusion, you and your allies have advantage on attack rolls against creatures within 5 feet of that illusion until the end of your next turn. Creatures within 5 feet of an illusion you create have disadvantage on **WIS** (Perception) checks made to see or hear anything other than your illusion.  + +# Greater Ruse  + +_11th-Level Trickery Feature_  + +You can use Channel Divinity: Trickster’s Feint as a reaction whenever you or a creature within 10 feet of you would be seen by a creature. + +Additionally, when you use Channel Divinity: Trickster’s Feint, the invisibility lasts the duration and does not end early if a creature attacks or casts a spell. While under the effects of Trickster’s Feint, you gain the following benefits: + +- Your speed is doubled. +- You can cast spells without supplying the verbal spell component. +- You have resistance to non-magical damage. + +# Splitting Image  + +_15th-Level Trickery Feature_  + +You can cast invisibility without expending a spell slot or verbal, somatic, or material components. When you target a creature other than yourself with invisibility, an illusory duplicate of that creature appears in the target’s space for the duration. The illusory duplicate appears completely real, including smells, sounds, temperature, and voice. As a bonus action on each of your turns, you can move the illusory duplicate up to 30 feet. A creature can inspect the duplicate carefully with a successful **WIS** (Investigation) check against your spell save **DC**. On a success, the creature understands it is an illusion. diff --git a/content/Classes/Cleric/War Domain.md b/content/Classes/Cleric/War Domain.md new file mode 100644 index 0000000..33f954d --- /dev/null +++ b/content/Classes/Cleric/War Domain.md @@ -0,0 +1,69 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/26ef11c9a23405745bef4a6a13e5a735_MD5.jpg]] + +Gods of the War domain celebrate strength, the glory of victory, and the thrill of competition. Those gods with evil or chaotic proclivities emphasize destruction and violence, but most societies and heroic characters worship war gods who honor courage and excellence in battle and cherish those who fight when the need is great. + +||**War Domain Progression**| +|---|---| +|**Cleric Level**|**Features**| +|3rd|Channel Divinity: Mark of Triumph, Disciple of War, Expanded Talent List, War Domain Spells| +|7th|Blessed Warrior| +|11th|Greater Triumph| +|15th|Holy Strike| + +# War Domain Spells  + +_3rd-Level War Feature_  + +You gain domain spells at the cleric levels listed in the War Domain Spells table. See the Cleric Subclass class feature for how these spells work. + +||**War Domain Spells**| +|---|---| +|**Cleric Level**|**Spells**| +|3rd|command, magic weapon, shield of faith, warding bond| +|5th|fear, spirit guardians| +|7th|death ward, guardian of faith| +|9th|antilife shell, flame strike| + +# Channel Divinity: Mark of Triumph  + +_3rd-Level War Feature_  + +As a bonus action, you present your holy symbol and mystically mark one creature within 60 feet of you that you can see. Until the start of your next turn, all creatures who attack a marked creature have advantage on the first attack roll they make against it. + +# Disciple of War + +_3rd-Level War Feature_  + +Victory brings you closer to the divine, inspiring you to press beyond your normal limits. Once per turn, when you successfully hit a creature with an attack while using the Attack action, you can choose to make an additional weapon attack as part of that same action.  + +You can use this feature a number of times equal to your **PB**. You regain all expended uses when you finish a short or long rest. + +# Expanded Talent List + +_3rd-Level War Feature_  + +When you gain a new talent, you can select that talent from the magic or martial talent list (see Talents). + +# Blessed Warrior  + +_7th-Level War Feature_  + +Attacks you make are particularly potent. When you deal damage with a weapon or spell attack made with a Divine spell, you can reroll any 1s you roll on the damage dice. You must take the new result for any dice rerolled in this way. + +# Greater Triumph  + +_11th-Level War Feature_  + +When you use the Mark of Triumph effect of your Channel Divinity feature, you can mystically mark a number of creatures equal to your **PB**. All targets must be within 60 feet of you. + +In addition, when a creature marked by your Mark of Triumph feature is reduced to 0 HP, you can use your reaction to move the mark to a different target within 60 feet of you that you can see. A mark moved in this way still disappears at the start of your next turn, as normal.  + +# Holy Strike + +_15th-Level War Feature_  + +Once per turn, when you successfully hit a creature with a weapon or spell attack made with a Divine spell, you can treat the attack as if you rolled a critical hit. diff --git a/content/Classes/Druid/*Playing a Druid*.md b/content/Classes/Druid/*Playing a Druid*.md new file mode 100644 index 0000000..fbf3a19 --- /dev/null +++ b/content/Classes/Druid/*Playing a Druid*.md @@ -0,0 +1,49 @@ +![[assets/d1b2cdc9434c86d43fbf39a14213c458_MD5.jpg|Tomasz Jedruszek]] + +Druids are the guardians and warriors of the natural world. All druids feel a deep affinity for the environment, whether it manifests as a spiritual connection to the beasts of the land, the plants of the earth, or the elemental energies that keep all things in balance. + +Druid is a class that interacts with the environment often. Your class is a “pure” spellcasting class, but your Wild Shape feature gives you some ability to mix it up. Lean into exploration with your various spells and capabilities. + +# DRUID AS ADVENTURERS + +Druids are exceptional explorers and warriors. They hold an impressive range of magical abilities that allow them to heal allies, gather information, and invoke nature’s wrath. + +While druids regularly confront threats in the wild, their passions often clash with the values and ambitions of the civilized world. Few understand the awesome and often devastating forces of nature—and even fewer understand those who place nature’s interests above their own. + +Continued in the [[ToV - Players Guide.pdf]]; Chapter 2, pg 40. + +# ERRATA + +**Starting Equipment:** In the druid’s Starting Equipment, replace scimitar with sickle + +## Druid Boons + +When you reach 10th level and 20th level in your chosen class, you gain the Heroic Boon and Epic Boon class features (see Player’s Guide), which allow you to choose one potent ability from a list of options. This section offers additional boons to choose from when you reach those levels of the druid class. + +When you reach 10th level in the druid class, you have the following additional options to choose from when selecting the boon for your Heroic Boon feature. + +Heroic Boon  + +10th-Level Druid Feature  + +Your commitment to the druid’s path grants you a powerful ability. Choose one of the following heroic boons: + +- Rite of the Healer. When you use your Nature’s Gift feature (see Player’s Guide), you can now heal a number of creatures equal to your **PB** within 60 feet of you with one use of the feature. In addition, you no longer have to see a creature to target it when using Nature’s Gift as long as both you and the target are standing on earth, wood, stone, ice, or other solid, natural surface. +- Rite of the Traveler. As a bonus action, you can give yourself a 30-foot burrowing, climbing, flying (with the ability to hover), or swimming speed. Alternatively, you can use this bonus action to increase a movement speed you already have by 30 feet. You can activate and benefit from this feature whether in your standard form or while transformed via the Wild Shape feature (see Player’s Guide). Once activated, this bonus movement lasts until you either finish a long rest or use this feature again to select a different movement type. + +### Epic Boons  + +When you reach 20th level in the druid class, you have the following additional options to choose from when selecting the boon for your Epic Boon feature. + +Epic Boon + +20th-Level Druid Feature  + +Your commitment to the druid’s path grants you a powerful new ability. You gain one of the following epic boons: + +- Elemancer. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. You become immune to your chosen damage type and resistant to the rest. When you finish a long rest, you can change which of the listed damage types you are immune to. +- Sourcemaster. When you use a Primordial spell slot to cast a spell of 1st circle or higher, you can choose to roll a d10. If the number rolled is higher than the circle of the expended spell slot, you automatically recover that slot. For example, if you expend a 1st-circle spell slot, a result of 2 or higher on the d10 means that you recover the spell slot. Once you successfully recover a spell slot in this way, you can’t use this feature again until you finish a short or long rest. + +--- + +_Want to become an animal? Try [[Ring of the Shifter]]_ diff --git a/content/Classes/Druid/Ring of Ash.md b/content/Classes/Druid/Ring of Ash.md new file mode 100644 index 0000000..ee839c0 --- /dev/null +++ b/content/Classes/Druid/Ring of Ash.md @@ -0,0 +1,81 @@ +--- +source: Tome of Heroes +--- + +![[assets/979c36ee75ec1d391d0633f9c011e8c2_MD5.jpg|Jakub Bojanowski]] + +Druids of the Circle of Ash believe in the power of rebirth and resurrection, both physical and spiritual. The ash they take as their namesake is the result of burning and death, but it can fertilize the soil and help bring forth new life. For these druids, ash is the ultimate symbol of the elegant cycle of life and death that is the foundation of the natural world. Some such druids even use fresh ash to clean themselves, and the residue is often kept visible on their faces. + +Druids of this circle often use the phoenix as their symbol, an elemental creature that dies and is reborn from its own ashes. These druids aspire to the same purity and believe resurrection is possible if they are faithful to their beliefs. Others of this circle are drawn to volcanos and find volcanic eruptions and their resulting ash clouds to be auspicious events. + +All Circle of Ash druids request to be cremated after death, and their ashes are often given over to others of their order. What later happens with these ashes, none outside the circle know. + +||**Ash Progression**| +|---|---| +|**Druid Level**|**Features**| +|3rd|Ash Ring Spells, Ash Cloud, Firesight| +|7th|Covered in Ash| +|11th|Feed the Earth| +|15th|From the Ashes| + +# Ash Ring Spells + +_3rd-Level Ash Feature_  + +You gain ring spells at the druid levels listed in the Ash Ring Spells table. See the Druid Subclass class feature for how these spells work.  + +||**Ash Ring Spells**| +|---|---| +|**Druid Level**|**Spells**| +|3rd|Burning Hands, Fog Cloud, Flaming Sphere, Scorching Ray| +|5th|Fireball, Gaseous Form| +|7th|Elemental Shield (Fire Only), Wall of Fire| +|9th|Flame Strike, Conjure Elemental (Fire and Earth Elementals Only)| + +# Ash Cloud  + +_3rd-Level Ash Feature_  + +You can expend one use of your Wild Shape and, rather than assuming a beast form, create a small, brief volcanic eruption beneath the ground, causing it to spew out an ash cloud. As an action, choose a point within 30 feet of you that you can see. Each creature within 5 feet of that point must make a Dexterity saving throw against your spell save **DC**, taking 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one.  + +This eruption creates a 20-foot-radius sphere of ash centered on the eruption point. The cloud spreads around corners, and its area is heavily obscured. When a creature enters the cloud for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw against your spell save **DC** or have disadvantage on ability checks and saving throws until the start of its next turn. Creatures that don’t need to breathe or that are immune to poison automatically succeed on this saving throw.  + +You automatically succeed on this saving throw while within the area of your ash cloud, but you don’t automatically succeed if you are in another Circle of Ash druid’s ash cloud.  + +The cloud lasts for 1 minute, until you use a bonus action to dismiss it, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. + +# Firesight  + +_3rd-Level Ash Feature_  + +Your vision can’t be obscured by ash, fire, smoke, fog, or the cloud created by your Ash Cloud feature, but it can still be obscured by other effects, such as dim light, dense foliage, or rain. In addition, you have advantage on saving throws against gas or cloud-based effects, such as from the cloudkill or stinking cloud spells, a gorgon’s petrifying breath, or a kraken’s ink cloud. + +# Covered in Ash  + +_7th-Level Ash Feature_  + +When a creature within 30 feet of you that you can see (including yourself) takes damage, you can use your reaction to cover the creature in magical ash, giving it temporary hit points equal to twice your proficiency bonus. The target gains the temporary hit points before it takes the damage. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.  + +In addition, while your Ash Cloud feature is active and you are within 30 feet of it, you can use a bonus action to teleport to an unoccupied space you can see within the cloud. You can use this teleportation no more than once per minute. + +# Feed the Earth  + +_11th-Level Ash Feature_  + +Your Ash Cloud feature becomes more potent. Instead of the normal eruption effect, when you first create the ash cloud, each creature within 10 feet of the point you chose must make a Dexterity saving throw against your spell save **DC**, taking 2d8 bludgeoning damage and 2d8 fire damage on a failed save, or half as much damage on a successful one.  + +In addition, when a creature enters this more potent ash cloud for the first time on a turn or starts its turn there, that creature has disadvantage on ability checks and saving throws while it remains within the cloud. Creatures are affected even if they hold their breath or don’t need to breathe, but creatures that are immune to poison are immune to this effect.  + +If at least one creature takes damage from the ash cloud’s eruption, you can use your reaction to siphon that destructive energy into the rapid growth of vegetation. The area within the cloud becomes difficult terrain that lasts while the cloud remains. You can’t cause this growth in an area that can’t accommodate natural plant growth, such as the deck of a ship or inside a building.  + +The ash cloud now lasts for 10 minutes, until you use a bonus action to dismiss it, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. + +# From the Ashes  + +_15th-Level Ash Feature_  + +When you are reduced to 0 hit points, your body is consumed in a fiery explosion. Each creature of your choice within 30 feet of you must make a Dexterity saving throw against your spell save **DC**, taking 6d6 fire damage on a failed save, or half as much damage on a successful one. After the explosion, your body becomes a pile of ashes.  + +At the end of your next turn, you reform from the ashes with all of your equipment and half your maximum hit points. You can choose whether or not you reform prone. If your ashes are moved before you reform, you reform in the space that contains the largest pile of your ashes or in the nearest unoccupied space. After you reform, you suffer one level of exhaustion.  + +Once you use this feature, you can’t use it again until you finish a long rest. diff --git a/content/Classes/Druid/Ring of Bees.md b/content/Classes/Druid/Ring of Bees.md new file mode 100644 index 0000000..80de241 --- /dev/null +++ b/content/Classes/Druid/Ring of Bees.md @@ -0,0 +1,78 @@ +--- +source: Old Margreve +--- + +![[assets/574d00938e3c64e55e4bd958e8ae49f5_MD5.jpg|Denver Balbaboco]] + +Druids of Bees are friends to all stinging insects but focus their attention on honeybees and other pollinating insects. When not adventuring, they tend hives, either created by the insects or by themselves. They tap into the horror inherent in stinging insects to protect their allies or the fields hosting their bee friends. + +||**Bees Progression**| +|---|---| +|**Druid Level**|**Features**| +|3rd|Bees Ring Spells, Bee Bond, Wild Shape: Bee Stinger| +|7th|Bumblebee Rush| +|11th|Hive Mind| +|15th|Mantle of Bees| + +# Bees Ring Spells + +_3rd-Level Bees Feature_  + +You gain ring spells at the druid levels listed in the Bees Ring Spells table. See the Druid Subclass class feature for how these spells work. + +|**Bees Ring Spells**|| +|---|---| +|**Druid Level**|**Spells**| +|3rd|blur, bombardment of stings*, longstrider, speak with animals| +|5th|Fly, haste| +|7th|giant insect, storm of wings*| +|9th|insect plague, primal infusion*| +|*indicates a spell found in this Document|| + +# Bee Bond  + +_3rd-Level Bees Feature_  + +You gain proficiency in the Acrobatics skill, and you can understand Bee Dance, a language shared by bees. Bees refuse to attack you, even with magical coercion, unless you attack them. + +When a Beast attacks you with a weapon that deals poison damage, such as a giant spider’s Bite or a scorpion’s Sting, it must succeed on a CHA save against your spell save **DC** or have disadvantage on attack rolls against you until the start of its next turn. + +# Wild Shape: Bee Stinger  + +_3rd-Level Bees Feature_  + +As a bonus action, you can expend a use of your Wild Shape feature to grow a stinger, typically from your wrist, which you can use to make unarmed strikes. + +When you hit with an unarmed strike with this stinger, you use **WIS** instead of **STR** to determine the stinger’s attack bonus, and the stinger deals piercing damage equal to 1d4 + your **WIS** modifier + poison damage equal to half your **PB** (rounded down), instead of the bludgeoning damage normal for an unarmed strike. The stinger lasts for a number of hours equal to your **PB**. + +As you gain levels in this class, your stinger becomes more powerful. At 7th level, unarmed strikes with your stinger count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage, and the poison damage dealt by your stinger equals your **PB**. In addition, the stinger’s damage die increases to a d6 at 7th level, to a d8 at 11th level, and to a d10 at 15th level. + +# Bumblebee Rush  + +_7th-Level Bees Feature_  + +As a bonus action, you can Dash, and creatures have disadvantage on attack rolls against you until the start of your next turn. You can use this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. + +# Hive Mind  + +_11th-Level Bees Feature_  + +You can perform a 10-minute ritual with a number of willing creatures up to your **PB**. This ritual connects the minds of you and the targets in a mental network. Creatures with an **INT** of 3 (−4) or lower aren’t affected by this ritual. Each member of the mental network can communicate telepathically with each other regardless of distance or languages, but communicating creatures must be on the same plane of existence. While linked to each other, each creature in the network has advantage on **INT**, **WIS**, and CHA checks that involve a skill if at least one creature in the network has proficiency in that skill. If at least one creature in the network succeeds on a **WIS** (Perception) check to notice a hidden creature, each creature in the network also succeeds on the check. Finally, when one creature in a network makes an attack, it has advantage on the attack roll if another creature in the network can see the target of the attack, is within 5 feet of the target, and uses its reaction to assist the attacker.  + +Once you perform this ritual, you can’t do so again until you finish a short or long rest. + +# Mantle of Bees  + +_15th-Level Bees Feature_  + +As an action, you can cover yourself in bees for 1 hour or until you dismiss them (no action required). While you are covered in bees, you gain the following benefits: + +- You gain a +2 bonus to AC. +- You are immune to poison damage +- The stinger from your Bee Stinger feature deals poison damage equal to twice your **PB** rather than equal to your **PB**. +- You have advantage on CHA (Intimidation) checks. +- When a creature within 5 feet of you hits you with a melee attack, it must succeed on a **CON** save against your spell save **DC** or take 1d8 piercing damage and 1d8 poison damage and be poisoned until the end of its next turn. + +When you create the mantle or as an action while the mantle is active, you can direct the bees to swarm a point you can see within 60 feet of you. Each creature within 10 feet of that point must make a **CON** save against your spell save **DC**. On a failure, a creature takes 4d6 piercing damage and 4d6 poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn’t poisoned. A poisoned creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. After you command the bees to swarm in this way, the bees disperse, and your mantle ends. + +Once you use this feature, you can’t use it again until you finish a short or long rest, unless you expend a spell slot of 5th circle or higher to create the mantle again. diff --git a/content/Classes/Druid/Ring of Crystals.md b/content/Classes/Druid/Ring of Crystals.md new file mode 100644 index 0000000..78ca7c2 --- /dev/null +++ b/content/Classes/Druid/Ring of Crystals.md @@ -0,0 +1,73 @@ +--- +source: Tome of Heroes +--- + +![[assets/88aa173504bdbcfa25f29522fefea455_MD5.jpg|Steph Johnstone]] + +Circle of Crystals druids first arose in subterranean environments, where they helped tend giant crystal gardens, but now they can be found most anywhere with access to underground caverns or geothermal activity. These druids view crystals as a naturally occurring form of order and perfection, and they value the crystals’ slow growth cycle, as it reminds them the natural world moves gradually but eternally. This teaches young druids patience and assures elder druids their legacy will be carried on in each spire of crystal. As druids of this circle tend their crystals, they learn how to use the harmonic frequencies of different crystals to create a variety of effects, including storing magic. + +||**Crystals Progression**| +|---|---| +|**Druid Level**|**Features**| +|3rd|Crystals Ring Spells, Resonant Crystal| +|7th|Crystalline Skin| +|11th|Magical Resonance| +|15th|Crystalline Form| + +# Crystals Ring Spells + +_3rd-Level Crystals Feature_  + +You gain ring spells at the druid levels listed in the Crystals Ring Spells table. See the Druid Subclass class feature for how these spells work. + +||**Crystals Ring Spells**| +|---|---| +|**Druid Level**|**Spells**| +|3rd|Pendulum, Cure Wounds, Magic Weapon, Calm Emotions| +|5th|Mass Healing Word, Meld into Stone| +|7th|Stone Shape, Stoneskin| +|9th|Mass Cure Wounds, Wall of Stone| + +# Resonant Crystal  + +_3rd-Level Crystals Feature_  + +You learn to create a special crystal that can take on different harmonic frequencies and properties. It is a Tiny object and can serve as a spellcasting focus for your druid spells. As a bonus action, you can cause the crystal to shed bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the light as a bonus action. + +Whenever you finish a long rest, you can attune your crystal to one of the following harmonic frequencies. The crystal can have only one harmonic frequency at a time, and you gain the listed benefit while you are wearing or carrying the crystal. The crystal retains the chosen frequency until you finish a long rest. + +- **Clarity.** You have advantage on saving throws against being frightened or charmed.  +- **Cleansing.** You have advantage on saving throws against being poisoned, and you have resistance to poison damage.  +- **Focus.** You have advantage on Constitution saving throws that you make to maintain concentration on a spell when you take damage.  +- **Healing.** When you cast a spell of 1st circle or higher that restores hit points to a creature, the creature regains additional hit points equal to your proficiency bonus +- **Vitality.** Whenever you cast a spell of 1st circle or higher using the resonant crystal as your focus, one creature of your choice that you can see within 30 feet of you gains temporary hit points equal to twice your proficiency bonus. The temporary hit points last for 1 minute. + +To create or replace a lost resonant crystal, you must perform a 1-hour ceremony. This ceremony can be performed during a short or long rest, and it destroys the previous crystal, if one existed. If a previous crystal had a harmonic frequency, the new crystal has that frequency, unless you create the new crystal during a long rest. + +# Crystalline Skin  + +_7th-Level Crystals Feature_  + +When you take damage, you can use a reaction to cause your skin to become crystalline until the end of your next turn. While your skin is crystalline, you have resistance to cold damage, radiant damage and bludgeoning, piercing, and slashing damage from non-magical attacks, including to the triggering damage if it is of the appropriate type. You choose the exact color and appearance of the crystalline skin.  + +You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. + +# Magical Resonance  + +_11th-Level Crystals Feature_  + +You can draw on stored magical energy in your resonant crystal to restore some of your spent magic. While wearing or carrying the crystal, you can use a bonus action to recover one expended spell slot of 3rd circle or lower. If you do so, you can’t benefit from the resonant crystal’s harmonic frequency for 1 minute.  + +Once you use this feature, you can’t use it again until you finish a long rest. + +# Crystalline Form + +_15th-Level Crystals Feature_  + +As a bonus action while wearing or carrying your resonant crystal, you can expend one use of your Wild Shape feature to assume a crystalline form instead of transforming into a beast. You gain the following benefits while in this form:  + +- You have resistance to cold damage, radiant damage, and bludgeoning, piercing, and slashing damage from non-magical attacks.  +- You have advantage on saving throws against spells and other magical effects. +- Your resonant crystal pulses with power, providing you with the benefits of all five harmonic frequencies. When you cast a spell of 1st circle or higher, you can choose to activate only the Healing or Vitality harmonic frequencies or both. If you activate both, you can choose two different targets or the same target.  + +This feature lasts 1 minute, or until you dismiss it as a bonus action. diff --git a/content/Classes/Druid/Ring of Owls.md b/content/Classes/Druid/Ring of Owls.md new file mode 100644 index 0000000..10ba81f --- /dev/null +++ b/content/Classes/Druid/Ring of Owls.md @@ -0,0 +1,68 @@ +--- +source: Old Margreve +--- + +Druids of Owls maintain a tradition of spying and gathering knowledge and, occasionally, of permanently silencing those who would misuse knowledge. Owls druids draw on the power of their namesakes, moving about the world unnoticed as they see and hear what others try desperately to hide. + +| Owls Progression | | +| ---------------- | ------------------------------------------- | +| Druid Level | Features | +| 3rd | Owls Ring Spells, Tiny Spy, On Silent Wings | +| 7th | Owl’s Eyes | +| 11th | Shadow Flight | +| 15th | Ever Vigilant | + +# Owls Ring Spells + +3rd-Level Owls Feature  + +You gain ring spells at the druid levels listed in the Owls Ring Spells table. See the Druid Subclass class feature for how these spells work. + +| Owls Ring Spells | | +| ---------------- | ----------------------------------------------------------------- | +| Druid Level | Spells | +| 3rd | detect thoughts, disguise self, expeditious retreat, invisibility | +| 5th | nondetection, sending | +| 7th | arcane eye, greater invisibility | +| 9th | modify memory, passwall | + +# Tiny Spy + +3rd-Level Owls Feature  + +You gain proficiency in the Insight or Stealth skill. In addition, the number of beast forms you can know increases by an amount equal to half your **PB** (rounded down), but these extra known forms must be Tiny Beasts.  + +# On Silent Wings + +3rd-Level Owls Feature  + +You can magically evade the notice of even those who watch you. You can use a bonus action to take the Hide action, and while in dim light or while lightly obscured by foliage, heavy rain, falling snow, or other natural phenomena, you can always attempt to Hide, even if circumstances wouldn’t normally allow you to do so. + +# Owl’s Eyes + +7th-Level Owls Feature  + +You learn the clairvoyance ritual spell, and it doesn’t count against the total number of ritual spells you know. As an action, you can cast the spell without requiring material components, and a creature that can see the sensor sees a luminous, intangible owl.  + +When you reach 11th level in this class, you learn the scrying ritual spell, and it doesn’t count against the total number of ritual spells you know. As an action, you can cast the spell without requiring material components. + +Once you use this feature to cast a spell, you can’t do so again until you finish a short or long rest. + +# Shadow Flight + +11th-Level Owls Feature  + +If you are in dim light or darkness, you can use a bonus action to sprout feathered wings from your back, gaining a flying speed equal to your walking speed for 1 minute. While these wings are active, you can choose to spend half your flying speed to slip into the Ethereal Plane in the area where it overlaps with your current plane or slip back into your current plane. This effect works like the etherealness spell, except you can go back and forth between the two planes by spending half your flying speed. When the wings end, you immediately return to the plane you originated from in the spot you currently occupy, being shunted and taking damage as normal for the etherealness spell if you return inside a solid object or a creature. + +You can use this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. + +# Ever Vigilant + +15th-Level Owls Feature  + +You embody the patient, watchful, all-seeing nature of owls. You gain the following benefits: + +- Your initiative bonus now equals your **DEX** modifier + your **WIS** modifier. +- As long as you are conscious, you can’t be affected by the surprised condition. +- Once on your turn, when you hit a creature that can’t see you with an attack or when a creature that can’t see you fails its save against your spell, the creature takes psychic damage equal to half your druid level (rounded down). + diff --git a/content/Classes/Druid/Ring of Roses.md b/content/Classes/Druid/Ring of Roses.md new file mode 100644 index 0000000..6079cc6 --- /dev/null +++ b/content/Classes/Druid/Ring of Roses.md @@ -0,0 +1,73 @@ +--- +source: Old Margreve +--- + +Druids of Roses use the power of nature to influence the minds and hearts of those around them, alleviating sorrow, spreading terror, and ensnaring hearts in equal measure. They create sweet and bitter perfumes that transmit their power to any who inhale the scent.   + +| Rose Progression | | +| ---------------- | ---------------------------------------------------------------- | +| Druid Level | Features | +| 3rd | Roses Ring Spells, Bonus Proficiencies, Wild Shape: Wild Perfume | +| 7th | Rose’s Remedy | +| 11th | Lingering Perfume | +| 15th | Rose’s Thorns | + +# Roses Ring Spells + +3rd-Level Roses Feature  + +You gain ring spells at the druid levels listed in the Roses Ring Spells table. See the Druid Subclass class feature for how these spells work. + +| Roses Ring Spells | | +| ----------------- | ----------------------------------------------- | +| Druid Level | Spells | +| 3rd | calm emotions, disguise self, sleep, suggestion | +| 5th | hypnotic pattern, tongues | +| 7th | confusion, phantasmal killer | +| 9th | dominate, seeming | + +# Bonus Proficiencies + +3rd-Level Roses Feature  + +You gain proficiency in the Deception, Intimidation, or Persuasion skill and with herbalist tools.  + +# Wild Shape: Wild Perfume + +3rd-Level Roses Feature  + +As an action, you can expend a use of your Wild Shape feature to infuse the area around you with floral power, filling the area with floral scents of the wilderness. + +When you use this feature, a barely visible, perfumed haze fills the area in a 10-foot-radius sphere centered on you. The perfume lasts for a number of hours equal to half your **PB**, until you use a feature that causes it to be destroyed, or you fall unconscious. You can choose to end this effect early (no action required). You can maintain only one wild perfume at a time. + +As part of the action when you create the perfume and as a bonus action on your turn, you can choose one of the following magical properties for the perfume to have while its magic is active: + +- Musky. This warm, slightly sweet, and musky perfume has notes of vanilla, patchouli, rose, and labdanum. At the start of each of your turns, choose one creature you can see within the perfume’s area. The target must succeed on a CHA save against your spell save **DC** or be charmed by you as long as it remains in the area of your perfume and for 1 minute after it leaves the area. If it ends its turn outside the area, it can repeat the save, ending the effect on itself on a success.  +- Pungent. This sharp, strong, and pungent perfume has notes of corpse flower, cabbage, and lily. At the start of each of your turns, choose one creature you can see within the perfume’s area. The target must succeed on a **WIS** save against your spell save **DC** or be frightened of you as long as it remains in the area of your perfume and for 1 minute after it leaves the area. If it ends its turn outside the area, it can repeat the save, ending the effect on itself on a success. +- Refreshing. This fresh, cool, and invigorating perfume has notes of basil, eucalyptus, and mint. Each friendly creature in the perfume, which can include yourself, has advantage on saves against two of the following conditions of your choice: charmed, frightened, poisoned, or knocked unconscious. + +If you or your allies attack or harm a charmed creature, it is no longer charmed. If the target of your Musky or Pungent perfume’s save is successful or if the effect ends for it, it is immune to your perfume for the next 24 hours. A creature that doesn’t breathe is immune to your perfume. + +# Rose’s Remedy + +7th-Level Roses Feature  + +Your spells are infused with the invigorating power of roses. When you cast a spell of 1st circle or higher that helps or enhances a friendly creature or restores hit points to a friendly creature, such as barkskin or cure wounds, the target has advantage on the next attack roll or ability check it makes before the start of your next turn. + +# Lingering Perfume + +11th-Level Roses Feature  + +Your perfume grows more potent and extends farther. The perfume you create using the Wild Perfume effect of your Wild Shape feature now fills a 20-foot-radius sphere centered on you, and it gains unique benefits based on which magical property you have active: + +- Musky. Allies within your perfume have advantage on ability checks to interact socially with a creature charmed by your perfume. +- Pungent. Each ally within your perfume has advantage on the first attack roll it makes each turn against a creature frightened by your perfume. +- Refreshing. The list of conditions you can choose from also now includes the incapacitated and paralyzed conditions.  + +# Rose’s Thorns + +15th-Level Roses Feature  + +A whiff of your perfume surrounds you at all times and lingers. You are immune to harmful gases and vapors, and you have advantage on saves against being charmed, frightened, or poisoned.  + +In addition, when a creature hits you with an attack while within 5 feet of you, you can use your reaction to cause a whiff of your perfume to flare up. If the attacker is a breathing creature, it takes psychic damage equal to half your druid level (rounded down). If your Wild Perfume is active, you can use this reaction against any creature that attacks you while within your perfume or while suffering the perfume’s effects. diff --git a/content/Classes/Druid/Ring of Sand.md b/content/Classes/Druid/Ring of Sand.md new file mode 100644 index 0000000..f1bf306 --- /dev/null +++ b/content/Classes/Druid/Ring of Sand.md @@ -0,0 +1,87 @@ +--- +source: Tome of Heroes +--- + +![[assets/1b0c66ff95f93ebbd7c7b268cdd9edb0_MD5.jpg|Diana Stöckert]]The Circle of Sand originally arose among the desert dunes, where druids forged an intimate connection with the sands that surrounded them. Now such circles gather anywhere with excess sand, including coastlines or badlands. + +While the unacquainted might view sand as lifeless and desolate, druids of this circle know the truth—there is life within the sand, as there is almost anywhere. These druids have witnessed the destructive power of sand and the sandstorm and know to fear and respect them. Underestimating the power of sand is only for the foolish. + +||**Sand Progression**| +|---|---| +|**Druid Level**|**Features**| +|3rd|Sand Ring Spells, Sand Form, Diffuse Form| +|7th|Sand Dervish| +|11th|Echo of the Dunes| +|15th|Sandstorm| + +# Sand Ring Spells + +_3rd-Level Sand Feature_  + +You gain ring spells at the druid levels listed in the Sand Ring Spells table. See the Druid Subclass class feature for how these spells work. + +||**Sand Ring Spells**| +|---|---| +|**Druid Level**|**Spells**| +|3rd|Disguise Self, Sleep, Blindness/Deafness, Gust of Wind| +|5th|Slow, Wall of Sand*| +|7th|Freedom of Movement, Hallucinatory Terrain| +|9th|Mislead, Seeming| + +*indicates a spell found in this Document + +# Sand Form  + +_3rd-Level Sand Feature_  + +You learn to adopt a sandy form. You can use a bonus action to expend one use of your Wild Shape feature and transform yourself into a form made of animated sand rather than transforming into a beast form. While in your sand form, you retain your game statistics. Because your body is mostly sand, you can move through a space as narrow as 1 inch wide without squeezing, and you have advantage on ability checks and saving throws to escape a grapple or the restrained condition.  + +You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the equipment to move with you if you flow through particularly narrow spaces.  + +You can stay in your sand form for 10 minutes, or until you dismiss it (no action required), are incapacitated, die, or use this feature again. While in your sand form, you can use a bonus action to do one of the following:  + +- **Abrasive Blast.** You launch a blast of abrasive sand at a creature you can see within 30 feet of you. Make a ranged spell attack. On a hit, the creature takes slashing damage equal to 1d8 + your Wisdom modifier.  +- **Stinging Cloud.** You emit a cloud of fine sand at a creature you can see within 5 feet of you. The target must succeed on a Constitution saving throw against your spell save **DC** or be blinded until the end of its next turn. + + When you reach 10th level in this class, you can stay in your sand form for 1 hour or until you dismiss it as a bonus action. In addition, the damage of Abrasive Blast increases to 2d8, and the range of Stinging Cloud increases to 10 feet. + +# Diffuse Form  + +_3rd-Level Sand Feature_  + +When you are hit by a weapon attack while in your Sand Form, you can use your reaction to gain resistance to non-magical bludgeoning, piercing, and slashing damage until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. + +# Sand Dervish  + +_7th-Level Sand Feature_  + +You can use a bonus action to create a sand dervish in an unoccupied space you can see within range. The sand dervish is a cylinder of whirling sand that is 10 feet tall and 5 feet wide. A creature that ends its turn within 5 feet of the sand dervish must make a Strength saving throw against your spell save **DC**. On a failed save, the creature takes 1d8 slashing damage and is pushed 10 feet away from the dervish. On a successful save, the creature takes half as much damage and isn’t pushed.  + +As a bonus action on your turn, you can move the sand dervish up to 30 feet in any direction. If you ram the dervish into a creature, that creature must make the saving throw against the dervish’s damage, and the dervish stops moving this turn. When you move the dervish, you can direct it over barriers up to 5 feet tall and float it across pits up to 10 feet wide.  + +The sand dervish lasts for 1 minute or until you dismiss it as a bonus action. Once you use this feature, you can’t use it again until you finish a short or long rest.  + +When you reach 10th level in this class, the damage dealt by the dervish increases to 2d8.  + +# Echo of the Dunes  + +_11th-Level Sand Feature_  + +Your connection with sand deepens, and you can call on the power of the deep dunes to do one of the following:  + +- **Sand Sphere.** You can use an action to conjure a 20-foot radius sphere of thick, swirling sand at a point you can see within 90 feet. The sphere spreads around corners, and its area is heavily obscured. A creature moving through the area must spend 3 feet of movement for every 1 foot it moves. The sphere lasts for 1 minute or until you dismiss it (no action required).  +- **Whirlwind.** You can use an action to transform into a whirlwind of sand until the start of your next turn. While in this form, your movement speed is doubled, and your movement doesn’t provoke opportunity attacks. While in whirlwind form, you have resistance to all damage, and you can’t be grappled, petrified, knocked prone, restrained, or stunned, but you also can’t cast spells, can’t make attacks, and can’t manipulate objects that require fine dexterity.  + +Once you use one of these options, you can’t use this feature again until you finish a short or long rest.  + +# Sandstorm  + +_15th-Level Sand Feature_  + +You can use an action to create a sandstorm of swirling wind and stinging sand. The storm rages in a cylinder that is 10 feet tall with a 30-foot radius centered on a point you can see within 120 feet. The storm spreads around corners, its area is heavily obscured, and exposed flames in the area are doused. The buffeting winds and sand make the area difficult terrain. The storm lasts for 1 minute or until you dismiss it as a bonus action.  + +When a creature enters the area for the first time on a turn or starts its turn there, that creature must make a Strength saving throw against your spell save **DC**. On a failed save, it takes 2d8 slashing damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone.  + +You are immune to the effects of the storm, and you can extend that immunity to a number of creatures that you can see within 120 feet of you equal to your proficiency bonus.  + +Once you use this feature, you can’t use it again until you finish a long rest. diff --git a/content/Classes/Druid/Ring of the Elementalist.md b/content/Classes/Druid/Ring of the Elementalist.md new file mode 100644 index 0000000..a387dc9 --- /dev/null +++ b/content/Classes/Druid/Ring of the Elementalist.md @@ -0,0 +1,69 @@ +--- +source: Players Guide 2 +--- + +Druids of the Elementalist ring believe that the best way to be a protector of nature is to control the elements that sustain and threaten it. Forest fires are not a danger if fire bows to your whim. Droughts are of no concern if you can summon storms at will. Barren land is irrelevant if you can reinvigorate it through your connection to the Elemental Plane of Earth. + +| | | +|---|---| +|Elementalist Progression| | +|Druid Level|Features| +|3rd|Elemental Convergence, Elementalist Ring Spells, Wild Shape: Elemental Conduit| +|7th|Elemental Deflection| +|11th|Elemental Bulwark| +|15th|Elemental Bulwark| + +# Elementalist Ring Spells  + +3rd-Level Elementalist Feature  + +You gain ring spells at the druid levels listed in the Elementalist Ring Spells table. See the Druid Subclass class feature in the Player’s Guide for how these spells work. + +| | | +|---|---| +|Elementalist Ring Spells| | +|Druid Level|Spells| +|3rd|acid arrow, burning hands, shatter, thunderwave| +|5th|call lightning, fireball| +|7th|conjure minor elementals, elemental shield| +|9th|cone of cold, conjure elemental| + +# Elemental Convergence  + +3rd-Level Elementalist Feature  + +You learn one cantrip from the following list: acid splash, electric jolt, firebolt, hoarfrost, ray of frost, or shocking grasp. This cantrip counts as a Primordial spell when you cast it, but it doesn’t count against the number of cantrips you know as listed in the Druid Progression table (see Player’s Guide). When you finish a long rest, you can switch your chosen cantrip for another cantrip on the list. When you deal damage with one of these cantrips, you deal additional damage of its type equal to your **PB**.  + +In addition, when you deal acid, cold, fire, lightning, or thunder damage, you can choose for any number of those damage dice to be damage of one of the other types. For example, if you cast the fireball spell, you can choose for any number of its damage dice to be thunder, with all other damage dice being fire, as normal.  + +# Wild Shape: Elemental Conduit  + +3rd-Level Elementalist Feature  + +As a bonus action, you can expend a use of your Wild Shape feature (see Player’s Guide) to become a living conduit to the elemental planes, taking on physical characteristics related to the elements, such as constantly blowing hair, fiery eyes, fluid-seeming movement, and rock-solid bones. You remain in this form for 10 minutes or until you dismiss it (no action required), are incapacitated, or die. + +As a reaction while the conduit is active, you can produce one of the following effects. + +- Elemental Absorption. When you take acid, cold, fire, lightning, or thunder damage, you can absorb some of the energy. You are resistant to that type of damage until the start of your next turn. If you are already resistant to that type of damage, you become immune for the duration instead.  +- Elemental Empowerment. When you deal acid, cold, fire, lightning, or thunder damage, you can choose to reroll a number of the damage dice equal to your **WIS** modifier (minimum of 1). You must use the new rolls.  +- Elemental Enervation. When a creature you can see within 30 feet of you succeeds on a save against a spell or effect that deals acid, cold, fire, lightning, or thunder damage, you can force the creature to reroll the save. The target must use the new result. + +# Elemental Deflection  + +7th-Level Elementalist Feature  + +As a reaction when a friendly creature you can see within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can twist some of that energy in the target’s favor. The target becomes resistant to that type of damage (including the triggering effect) until the start of its next turn. You can use this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest.  + +# Elemental Bulwark  + +11th-Level Elementalist Feature  + +Your command of the elements has deepened, strengthening your control over them and lessening their effect on you. While using the Elemental Conduit effect of your Wild Shape feature, you are resistant to acid, cold, fire, lightning, and thunder damage and to the paralyzed, petrified, poisoned, and unconscious conditions. + +# Elemental Flare  + +15th-Level Elementalist Feature  + +As a reaction when a creature hits you with an attack while within 5 feet of you, you can cause a flare of elemental energy. The attacker takes acid, cold, fire, lightning, or thunder damage (your choice) equal to half your druid level (rounded down). + +In addition, the Elemental Conduit effect of your Wild Shape feature now lasts for 1 hour, and while in that form, you have a burrowing speed, flying speed (and can hover), and swimming speed, each equal to your walking speed. diff --git a/content/Classes/Druid/Ring of the Fey.md b/content/Classes/Druid/Ring of the Fey.md new file mode 100644 index 0000000..5acaee6 --- /dev/null +++ b/content/Classes/Druid/Ring of the Fey.md @@ -0,0 +1,80 @@ +--- +source: Players Guide 2 +--- + +Though the fey are mercurial by nature and often tricksters, they are powerful allies to those that understand how to navigate their whims. Many druids already have strong connections to the faerie realms, but those who follow the ring of the Fey truly embrace these realms and can call on their power. + +| Fey Progression | | +| --------------- | --------------------------------------------------------------- | +| Druid Level | Features | +| 3rd | Enchanting Presence, Fey Ring Spells, Wild Shape: Seelie Spirit | +| 7th | Mercurial Magic | +| 11th | Superior Seelie | +| 15th | Archfey’s Blessing | + +# Fey Ring Spells  + +3rd-Level Fey Feature  + +You gain ring spells at the druid levels listed in the Fey Ring Spells table. See the Druid Subclass class feature in the Player’s Guide for how these spells work. + +| Fey Ring Spells | | +| --------------- | -------------------------------------------- | +| Druid Level | Spells | +| 3rd | charm, disguise self, misty step, suggestion | +| 5th | conjure animals, major image | +| 7th | conjure woodland beings, dimension door | +| 9th | seeming, tree stride | + +# Enchanting Presence  + +3rd-Level Fey Feature  + +Your connection with the faerie realms makes you better at communicating with the fey and gives you a measure of their glamour. You know the Sylvan language.  + +In addition, you can use your **WIS** modifier in place of your CHA modifier on CHA checks, and you have advantage on CHA checks when interacting with Fey. + +# Wild Shape: Seelie Spirit  + +3rd-Level Fey Feature  + +As a bonus action, you can expend a use of your Wild Shape feature (see Player’s Guide) to magically summon a sliver of the faerie realms, which manifests as a fey spirit. The spirit appears at a point you can see within 60 feet of you, but it is spectral, doesn’t occupy its space, and isn’t a creature or object. + +When you use this feature, choose a season: spring, summer, autumn, or winter. That season infuses the spirit, determining its appearance and what effects it can create, as described in the Seelie Seasons table. Once chosen, you can’t change the spirit’s season unless you expend another use of Wild Shape.  + +When you summon the spirit and as a bonus action on your turn, you can move the spirit up to 30 feet and cause it to create its special effect. The spirit remains for 1 minute or until you dismiss it, are incapacitated, or die. The spirit disappears early if you end your turn more than 120 feet away from it. + +| Seelie Seasons | | | | +| -------------- | ------ | ------------------------------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | +| d4 | Season | Spells | Effect | +| 1 | Spring | Joyful. A laughing fey child with butterflies flittering above its head. | Euphoric Perfume. One friendly creature within 5 feet of the spirit has advantage on the next save it makes before the start of your next turn. | +| 2 | Summer | Raging. A menacing fey with eyes that glow with fire. | Fey Ferocity. One friendly creature within 5 feet of the spirit has advantage on the next attack roll it makes before the start of your next turn. | +| 3 | Autumn | Enchanting. A beautiful, charming fey that radiates love and kindness. | Enchanting Distraction. One hostile creature within 5 feet of the spirit has disadvantage on the next attack roll it makes before the start of your next turn. | +| 4 | Winter | Sorrowful. A withered and gnarled fey that is unsettling to look upon. | Sorrowful Rebuke. Choose one friendly creature within 5 feet of the spirit. The next time the target takes damage from another creature within 10 feet of the spirit before the start of your next turn, the creature that dealt damage to the target must succeed on a **CON** save against your spell save **DC** or take cold damage equal to your **PB**. | + +# Mercurial Magic  + +7th-Level Fey Feature  + +Your time interacting with Fey has left you wise to their wiles. You are resistant to the charmed and unconscious conditions. + +In addition, as a reaction whenever a friendly creature you can see within 60 feet of you (which can include yourself) makes a save against an effect that causes the charmed, frightened, poisoned, or unconscious conditions or against an effect from a Fey, you can give that creature advantage on the save. You can use this feature a number of times equal to your **PB** and regain all expended uses when you finish a long rest. + +# Superior Seelie  + +11th-Level Fey Feature  + +Your mastery of fey magic grows. When using the Seelie Spirit effect of your Wild Shape feature, the range of the spirit’s effects increases from 5 feet to 15 feet (and from 10 feet to 20 feet for Sorrowful Rebuke’s secondary effect), the spirit remains for up to 10 minutes, and each season gains a new effect, as described below. When you activate the spirit, you can use one or both effects associated with the spirit’s season, and you can choose a different target for each effect, provided each target is within range. + +- Spring’s Vigor (Spring Spirit). One friendly creature within range is imbued with spring’s vigor until the start of your next turn. The next time the target hits with an attack, it gains temporary hit points equal to your **PB**.  +- Summer’s Exuberance (Summer Spirit). The speed of one friendly creature within range increases by 10 feet until the start of your next turn. +- Autumn’s Charm (Autumn Spirit). One hostile creature within range must succeed on a **WIS** save against your spell save **DC** or be charmed by you and the spirit until the start of your next turn. +- Winter’s Grasp (Winter Spirit). One hostile creature within range must succeed on a **STR** save against your spell save **DC** or be restrained until the start of your next turn. + +# Archfey’s Blessing + +15th-Level Fey Feature  + +You can’t die of old age (though you can still be killed), and you are immune to the charmed and unconscious conditions and resistant to the frightened and poisoned conditions. + +In addition, the power of the Seelie Spirit effect of your Wild Shape feature grows. The range of the spirit’s effects increases from 15 feet to 30 feet (and from 20 feet to 40 feet for Sorrowful Rebuke’s secondary effect), the spirit can be moved up to 60 feet when you move it, and you can now summon two spirits of two different seasons for each use of the feature. You can control both spirits with the same bonus action. diff --git a/content/Classes/Druid/Ring of the Leaf.md b/content/Classes/Druid/Ring of the Leaf.md new file mode 100644 index 0000000..95bc01b --- /dev/null +++ b/content/Classes/Druid/Ring of the Leaf.md @@ -0,0 +1,73 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/992f443cdfae42960942699d7a39d86b_MD5.jpg|284x505]] + +Druids who align with the ring of the Leaf feel a deep connection to plants. Leaf druids are drawn to the quiet, natural spaces of the world. They find great peace and wisdom among hidden groves, ancient forests, and overgrown gardens left to flourish without the influence of civilization. To you, nothing is more important than nurturing the flora that makes all life possible. + +||**Leaf Progression**| +|---|---| +|**Druid Level**|**Features**| +|3rd|Green Song, Leaf Ring Spells, Wild Shape: Sacred Grove| +|7th|Take Root| +|11th|Grove Warden| +|15th|Heart of the Forest| + +# Leaf Ring Spells + +_3rd-Level Leaf Feature_  + +You gain ring spells at the druid levels listed in the Leaf Ring Spells table. See the Druid Subclass class feature for how these spells work. + +||**Leaf Ring Spells**| +|---|---| +|**Druid Level**|**Spells**| +|3rd|barkskin, entangle, goodberry, spike growth| +|5th|plant growth, speak with plants| +|7th|blight, freedom of movement| +|9th|greater hold, tree stride| + +# Green Song + +_3rd-Level Leaf Feature_  + +Your deep connection to plants allows you to communicate with them. As an action, you can focus on a nonmagical plant within 30 feet of you that you can see. When you do so, you immediately learn its basic properties, including whether it is edible, whether it is poisonous or otherwise dangerous, and what type of environment it typically grows in. You also learn its condition, including whether it is unwell due to magical or mundane means.  + +In addition, Plant type creatures can understand your speech, and you can understand them as if they were speaking a language—regardless of what languages they know (if any). + +# Wild Shape: Sacred Grove + +_3rd-Level Leaf Feature_  + +As an action, you can expend a use of your Wild Shape feature to infuse the area around you with primordial power, shaping it into a magical pocket grove. + +When you use this feature, vitality surges into the ground in a 10-foot radius centered on you. Normal plants in the affected area rapidly expand, and magical plants sprout from the ground. The sacred grove remains magical for 1 minute, until you use a feature that causes it to be destroyed, or you fall unconscious. After its magic fades, any nonmagical plants remain healthy and overgrown. You can choose to end this effect early (no action required). You can maintain only one sacred grove at a time. + +When you first create the grove, choose one of the following magical properties the grove has while its magic is active: + +- **Tangle Weed.** Creeping vines or brambles weave across the ground, making the area difficult terrain. When a creature attempts to move within the grove, you can use your reaction to command the vines to grab it. The target must succeed on a **STR** save against your spell save **DC** or be restrained by the grasping plants for the sacred grove’s duration. A creature restrained by the plants can use its action to make a **STR** check against your spell save **DC**. On a success, the creature is no longer restrained. +- **Tree Line.** Saplings surge from the ground, creating a protective circle. All creatures, except you, have disadvantage on attacks against creatures within the grove’s area. In addition, if you would take damage from a weapon or spell attack while on solid ground within the grove, you can use your reaction to command the grove to intercept it. When you do, you take no damage from the triggering attack and the grove is destroyed. +- **Wildflowers.** Patches of aromatic magical flowers calm and clarify minds. All creatures in the grove have advantage on saves against being charmed or frightened. In addition, as a bonus action, you can choose to destroy the grove to end all conditions affecting one creature in the grove’s area. When you do so, all creatures of your choice on solid ground in the grove gain temporary hit points equal to your **PB**. + +# Take Root + +_7th-Level Leaf Feature_  + +While standing on solid ground, you can use a bonus action to root yourself in place. While rooted, your speed is 0 feet, and you can’t be forced to move or be knocked prone by any means. You remain rooted until you choose to end the effect (no action required). + +If you are rooted when your turn begins, you can choose to spend one of your hit dice. When you do so, roll the die and regain hit points equal to the number rolled plus your **CON** modifier. + +# Grove Warden + +_11th-Level Leaf Feature_  + +Your bond to your sacred grove has deepened, allowing you more precise control over it. The grove you summon using the Sacred Grove effect of your Wild Shape feature now covers a 30-foot-radius circle centered on you, and you can now decide whether allied creatures (including yourself) within the grove are immune to any effects it imposes. + +# Heart of the Forest  + +_15th-Level Leaf Feature_  + +If you are reduced to 0 HP while within your sacred grove, the grove withers, and you regain a number of hit points equal to your druid level. Once you use this feature, you can’t use it again until you finish a long rest. + +If your body is destroyed completely, after the grove withers, a single acorn is left at its center. If this acorn is either undisturbed or planted somewhere, you gain a new body in 1d10 days and regain all your hit points. Your new body appears within 5 feet of the acorn, which is destroyed as soon as you regain consciousness. diff --git a/content/Classes/Druid/Ring of the Sewer.md b/content/Classes/Druid/Ring of the Sewer.md new file mode 100644 index 0000000..98e8b36 --- /dev/null +++ b/content/Classes/Druid/Ring of the Sewer.md @@ -0,0 +1,81 @@ +--- +source: "Campaign Builder: Cities and Towns" +--- + +Druids of the Circle of the Sewer convene in an unlikely spot: underground in the city’s sewer and drainage systems. Outside the attention of most of the city’s citizens, these waterways are a bizarre reassertion of natural order, and druids of this circle commune with, study, and emulate this unique water. The circle meets in the sluiceways and channels underground and in forgotten streams of rainwater and refuse, where a whole ecology flourishes beneath civilization, unknown and disregarded. + +Much like the sewers where they dwell, these druids are often considered best left forgotten. Their waterlogged appearances and fluid shapeshifting can be disturbing, but what disturbs people most is their muttered knowledge of things lost and unknown, secrets dredged from the city’s detritus. + +| The Sewer Progression | | +| --------------------- | ----------------------------------------------------- | +| Druid Level | Features | +| 3rd | The Sewer Ring Spells, Drowned Form, Flow of the City | +| 7th | Polluted Waters | +| 11th | Discarded Knowledge | +| 15th | Fluid Flesh | + +# The Sewer Ring Spells + +3rd-Level The Sewer Feature  + +You gain ring spells at the druid levels listed in the Sewer Ring Spells table. See the Druid Subclass class feature for how these spells work. + +| the Sewer Ring Spells | | +| --------------------- | ------------------------------------------------------ | +| Druid Level | Spells | +| 3rd | Grease, Inflict Wounds, Blindness/Deafness, Acid Arrow | +| 5th | Gaseous Form, Stinking Cloud | +| 7th | Blight, Control Water | +| 9th | Cloudkill, Contagion | + +# Drowned Form  + +3rd-Level The Sewer Feature  + +You learn to adopt a watery, drowned form. You can use a bonus action to expend one use of your Wild Shape feature and suffuse your body with water and muck rather than transforming into a beast form.  + +While in your drowned form, you retain your game statistics and look drenched, pallid, and covered in muck with webbing between your fingers and toes. You have a swimming speed equal to your walking speed and can breathe air and water. In addition, you are immune to disease, have advantage on saving throws against poison, and have resistance to poison damage.  + +You can stay in your drowned form for 10 minutes, or until you dismiss it (no action required), are incapacitated, die, or use this feature again.  + +When you reach 11th level in this class, you can stay in your drowned form for 1 hour or until you dismiss it. In addition, your swimming speed equals double your walking speed, and you are immune to the poisoned condition and poison damage. + +# Flow of the City  + +3rd-Level The Sewer Feature  + +You can use an action to taste water, such as runoff from a storm, flood, or street washing, and glean some insight into recent events. You can question the water about events that happened within the past hour within 60 feet of where you tasted the water, gaining information about creatures that have passed, weather, and other circumstances. This information comes to you in the form of a brief vision of a recent happening, the whispered sound of voices that spoke near the water, or a similar conveyance, rather than the water speaking directly to you. + +When you reach 11th level in this class, you can use this feature while touching a body of water and learn the general appearance of the most recent creatures with an Intelligence of 6 or higher that came into contact with that body of water within the past 24 hours. If you use this feature on a particularly large body of water, such as an ocean or river, you learn only of creatures that came into contact with the water within 1 mile of where you touched the water. You can learn the appearance of a number of creatures equal to your proficiency bonus.  + +You can’t use this feature again until you finish a short or long rest + +# Polluted Waters + +7th-Level The Sewer Feature  + +Your exposure to the often-polluted or refuse-filled water within a city has infused your drowned form with the power of poison. When you are hit with a melee attack by a creature within 5 feet of you while you are in your drowned form, the attacker takes poison damage equal to your proficiency bonus. + +In addition, while in your drowned form, you emit a rotten, mildewy stench. A creature that starts its turn within 5 feet of you must succeed on a Constitution saving throw against your spell save **DC** or be poisoned until the start of its next turn. If this effect ends for a creature, that creature is then immune to your mildewy stench for the next 24 hours.  + +# Discarded Knowledge + +11th-Level The Sewer Feature  + +You learn how to tap into the knowledge contained within the waste-filled waters that flow through and beneath civilization. You can perform a 10-minute ritual while partially submerged in a body of water that has been substantially used by civilization, such as a sluiceway in a sewer, a city pond, a fountain, a river running through town, or similar. The water must be deep enough to cover at least half your body. Once the ritual is complete, the water reveals to you some bit of knowledge contained within the waste filling it, granting you one of the following benefits: + +- Discarded Papers. You can read, write, and speak a language you don’t know. +- Discarded Tools. You are proficient in one skill or artisan’s tools of your choice. +- Discarded Magic. Choose a cantrip you don’t know from any Source list. This cantrip is a Primordial spell for you. + +At least one inhabitant in the city or town where the water is located must have knowledge of the desired language, skill, tool, or cantrip for you to choose that benefit. The benefit lasts until you finish a long rest or until you perform this ritual again. Once you perform this ritual, you can’t do so again until you finish a short or long rest. + +# Fluid Flesh + +15th-Level The Sewer Feature  + +Your drowned form becomes more like animated water, transforming you into an avatar for the city’s waterways. While in your drowned form, you can move through a space as narrow as 1 inch wide without squeezing. When you transform into your drowned form, you can choose whether your equipment falls to the ground in your space, merges into your new, watery form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the equipment to move with you if you flow through particularly narrow spaces. + +In addition, while in your drowned form, you can use an action to spin yourself into a watery tornado and enter the space of a Large or smaller creature within 5 feet of you. The creature must make a Strength saving throw against your spell save **DC**. On a failed save, the creature takes bludgeoning damage equal to 2d8 + your Wisdom modifier, and it is restrained by the force of your spin. While restrained, the creature is unable to breathe unless it can breathe water. On a successful save, the creature takes half the damage and isn’t restrained, and you are ejected from its space into an unoccupied space of your choice within 5 feet of the creature. + +A creature that starts its turn restrained by you in this way takes poison damage equal to twice your proficiency bonus. The restrained creature can repeat the saving throw at the end of each of its turns. On a success, it frees itself from your grasp and ejects you into an unoccupied space of your choice within 5 feet of it. You must use a bonus action on your subsequent turns to continue spinning and keep the creature restrained. If you don’t, the effect ends, and you are ejected from the creature’s space as if it succeeded on its saving throw. diff --git a/content/Classes/Druid/Ring of the Shapeless.md b/content/Classes/Druid/Ring of the Shapeless.md new file mode 100644 index 0000000..8c8fd62 --- /dev/null +++ b/content/Classes/Druid/Ring of the Shapeless.md @@ -0,0 +1,79 @@ +--- +source: Tome of Heroes +--- + +![[assets/9b7f4f1951c766973079f8c2dc5c85e1_MD5.jpg|Charles Will|287x382]] + +Druids of the Circle of the Shapeless believe that oozes, puddings, and jellies serve an important and integral role in the natural world, particularly in decomposition and in clearing detritus. Druids of this circle also admire the adaptability of these gelatinous creatures and study them to learn how to duplicate some of their abilities. + +The sworn enemies of Circle of the Shapeless druids are the so-called ooze lords and their servants who pervert the natural order by controlling and weaponizing such creatures. + +||**The Shapeless Progression**| +|---|---| +|**Druid Level**|**Features**| +|3rd|The Shapeless Ring Spells, Ooze Form| +|7th|Slimy Pseudopod| +|11th|Improved Ooze| +|15th|Engulfing Embrace| + +# The Shapeless Ring Spells + +_3rd-Level The Shapeless Feature_  + +You gain ring spells at the druid levels listed in the Shapeless Ring Spells table. See the Druid Subclass class feature for how these spells work. + +|**the Shapeless Ring Spells**|| +|---|---| +|**Druid Level**|**Spells**| +|3rd|Acid Splash, Grease, Inflict Wounds, Enlarge/Reduce, Spider Climb| +|5th|Stinking Cloud,Meld into Stone| +|7th|Black Tentacles, Freedom of Movement| +|9th|Contagion, Seeming| +|*indicates a spell found in this book|| + +# Ooze Form  + +_3rd-Level The Shapeless Feature_  + +You learn to adopt an ooze form. You can use a bonus action to expend one use of your Wild Shape feature to take on an ooze-like form rather than transforming into a beast.  + +While in your ooze form, you retain your game statistics, but your body becomes less substantial and appears wet and slimy. Your skin may change in color and appearance, resembling other forms of ooze like black pudding, ochre jelly, gray ooze, or even translucent, like a gelatinous cube.  + +You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the equipment to move with you if you flow through particularly narrow spaces.  + +Your ooze form lasts for 10 minutes or until you dismiss it (no action required), are incapacitated, die, or use this feature again.  + +While in ooze form, you gain the following benefits:  + +- **Acid Weapons.** Your melee weapon attacks deal an extra 1d6 acid damage on a hit.  +- **Amorphous.** You can move through a space as narrow as 1 inch wide without squeezing.  +- **Climber.** You have a climbing speed of 20 feet.  +- **Oozing Form.** When a creature touches you or hits you with a melee attack while within 5 feet of you, you can use your reaction to deal 1d6 acid damage to that creature. + +# Slimy Pseudopod  + +_7th-Level The Shapeless Feature_  + +You can use a bonus action to cause an oozing pseudopod to erupt from your body for 1 minute or until you dismiss it as a bonus action. On the turn you activate this feature, and as a bonus action on each of your subsequent turns, you can make a melee spell attack with the pseudopod against a creature within 5 feet of you. On a hit, the target takes 1d6 acid damage.  + +You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. When you reach 10th level in this class, the acid damage dealt by your pseudopod increases to 2d6. + +# Improved Ooze  + +_11th-Level The Shapeless Feature_  + +Your ooze form becomes more powerful. It now lasts 1 hour, and the acid damage dealt by your Acid Weapons and Oozing Form increases to 2d6.  + +# Engulfing Embrace  + +_15th-Level The Shapeless Feature_  + +While in your ooze form, you can use an action to move into the space of a creature within 5 feet of you that is your size or smaller and try to engulf it. The target creature must make a Dexterity saving throw against your spell save **DC**.  + +On a successful save, the creature can choose to be pushed 5 feet away from you or to an unoccupied space within 5 feet of you. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.  + +On a failed save, you enter the creature’s space, and the creature takes 2d6 acid damage and is engulfed. The engulfed creature is restrained and has total cover against attacks and other effects outside of your body.  + +The engulfed creature takes 4d6 acid damage at the start of each of your subsequent turns. When you move, the engulfed creature moves with you. An engulfed creature can attempt to escape by taking an action to make a Strength (Athletics) check against your spell save **DC**. On a success, the creature escapes and enters a space of its choice within 5 feet of you.  + +Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot of 5th circle or higher to try to engulf another creature. diff --git a/content/Classes/Druid/Ring of the Shifter.md b/content/Classes/Druid/Ring of the Shifter.md new file mode 100644 index 0000000..9290b56 --- /dev/null +++ b/content/Classes/Druid/Ring of the Shifter.md @@ -0,0 +1,97 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +[[assets/625e66e06b15efa1e301a49bec4d2193_MD5.jpg|Open: image-8.png]] + +![[assets/625e66e06b15efa1e301a49bec4d2193_MD5.jpg|Nodens]] + +Druids that align with the ring of the Shifter feel a deep connection to the animals that walk the world. Shifters delve into the mysteries of transformation, spending much of their time in the forms of the beasts they so admire. To you, there is no greater joy than feeling wind beneath your wings, stalking prey on padded paws, or swimming through crystalline depths. + +||**Shifter Progression**| +|---|---| +|**Druid Level**|**Features**| +|3rd|Potent Forms, Quick Shift, Shifter Ring Spells| +|7th|Beast’s Fury| +|11th|Elemental Infusion| +|15th|Manifold Mind| + +# Shifter Ring Spells + +_3rd-Level Shifter Feature_  + +You gain ring spells at the druid levels listed in the Shifter Ring Spells table. See the Druid Subclass class feature for how these spells work. + +||**Shifter Ring Spells**| +|---|---| +|**Druid Level**|**Spells**| +|3rd|alter self, animal friendship, speak with animals, wildsense| +|5th|conjure animals, water breathing| +|7th|giant insect, polymorph| +|9th|dominate, insect plague| + +# Potent Forms + +_3rd-Level Shifter Feature_  + +You can select more powerful creatures for the known forms used with the Beast Form effect of your Wild Shape feature. When you gain this feature, you can choose any Beast or creature with the Animal tag with a CR of 1 or lower as a known form, and you use the hit points of the creature when you use Beast Form, not the Hit Points by Form Size table. + +In addition, you can now speak any language you know while in beast form—even if your chosen form would not typically allow you to do so. However, you still can’t cast spells while transformed, even if a spell requires only a verbal component. + +At higher druid levels, you can choose beast forms with a CR as high as your druid level divided by 3, rounded down (ignoring CR limitations in your Improved Beast Form feature). For example, upon achieving 6th level of druid, you can choose any Beast of CR 2 or lower as a known form, CR 3 or lower at 9th level, and so on—as shown in the Potent Forms table. + +|**Druid Level**|**Max CR**|**Example**| +|---|---|---| +|3rd|1|Wolf| +|5th|1|Hippogriff| +|6th|2|Pegasus| +|9th|3|Owlbear| +|12th|4|Elephant| +|15th|5|Triceratops| +|18th|6|Mammoth| + +# Quick Shift + +_3rd-Level Shifter Feature_  + +By delving into the mysteries of the shifters, you have learned to change form more rapidly. When you use the Beast Form effect of your Wild Shape feature, you can transform as a bonus action instead of as an action. + +# Beast’s Fury  + +_7th-Level Shifter Feature_  + +Immediately after you take the Attack action on your turn while in beast form, you can use your bonus action to make a single unarmed strike with your claws, hooves, fangs, or whatever natural weapon suits your chosen form. This attack deals 1d6 + your **PB** damage, and you are considered proficient with it. You decide if this attack deals bludgeoning, piercing, or slashing damage when you first assume your beast form. + +In addition, all damage you deal with melee weapon attacks while in beast form now counts as magical damage for the purposes of overcoming resistance or immunity to non-magical damage. + +# Elemental Infusion + +_11th-Level Shifter Feature_  + +By expending two uses of the Beast Form effect of your Wild Shape feature, you can infuse your chosen form with one of the four elemental powers described here. Alternatively, you can use your reaction to spend one use of Wild Shape while already transformed by the Beast Form effect, either infusing yourself with one of the following powers or changing which power is active. + +## Air  + +You gain a 90-foot flying (hover) speed and are resistant to lightning and thunder damage. You gain the following action: + +- **Whirl (Recharge 4–6).** Each Large or smaller creature within 5 feet of you must make a **STR** save (**DC** 10 + your **PB**). On a failure, a target takes 3d8 + your **PB** bludgeoning damage and is flung up to 20 feet away from you in a random direction and knocked prone. If a thrown target strikes a solid surface, it takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target lands in the same space as another creature, that creature must succeed on a **DC** 13 **DEX** save or take the same damage and be knocked prone. The target is then prone in an adjacent unoccupied space. If the target’s **STR** save is successful, a target takes half damage and isn’t flung or knocked prone. + +## Earth  + +You gain a 30-foot burrowing speed and can burrow through nonmagical, unworked earth and stone without disturbing the material you move through. You gain tremorsense to a range of 60 feet and are resistant to bludgeoning, piercing, and slashing damage. Melee attacks you make deal double damage to objects and structures.  + +## Fire  + +You shed bright light in a 30-foot-radius and dim light for an additional 30 feet. You are immune to fire damage. Melee attacks you make deal an additional 1d8 fire damage. When you deal fire damage to a flammable creature or object, you can choose whether it ignites—an ignited target takes 5 (1d10) fire damage at the start of each of its turns until a creature uses an action to douse it. Your GM determines what constitutes a flammable creature or object.  + +## Water  + +You gain a 90-foot swimming speed and can breathe underwater. You are resistant to cold and poison damage. You gain the following action:  + +- **Wave (Recharge 4–6).** Each creature within 5 feet of you must make a **STR** save (**DC** 10 + your **PB**). On a failure, a target takes 2d8 + your **PB** bludgeoning damage. If a target is Large or smaller, it is also grappled (escape **DC** 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe in water. On a successful **STR** save, a creature takes half damage and isn’t grappled. At the start of each of your turns, each target grappled by you takes 2d8 + your **PB** bludgeoning damage. A creature within 5 feet of a grappled target can pull it out of the grapple if it expends an action to attempt a **DC** 14 **STR** (Athletics) check—freeing the target on a success. + +# Manifold Mind  + +_15th-Level Shifter Feature_  + +You can now cast Primordial spells while in beast form, and your form doesn’t hinder performing the somatic and verbal components of spells. You must still provide any required material components as normal. diff --git a/content/Classes/Druid/Ring of the Stoneheart.md b/content/Classes/Druid/Ring of the Stoneheart.md new file mode 100644 index 0000000..f234a13 --- /dev/null +++ b/content/Classes/Druid/Ring of the Stoneheart.md @@ -0,0 +1,80 @@ +--- +source: Players Guide 2 +--- + +Druids of the Stoneheart ring believe that nature is a vital resource and that there will always be those who seek to claim it for themselves. Thus, it will always require the valiant to defend it. These druids tap into the primal energies of the land, becoming closer to nature by armoring themselves with the earth itself. + +| Stoneheart Progression | | +| ---------------------- | ------------------------------------------------------------------ | +| Druid Level | Features | +| 3rd | Stone Intuition, Stoneheart Ring Spells, Wild Shape: Earthen Armor | +| 7th | Stone’s Vengeance | +| 11th | Stone Sentinel | +| 15th | Stone Heart | + +# Stoneheart Ring Spells + +3rd-Level Stoneheart Feature  + +You gain ring spells at the druid levels listed in the Stoneheart Ring Spells table. See the Druid Subclass class feature in the Player’s Guide for how these spells work. + +| Stoneheart Ring Spells | | +| ---------------------- | ---------------------------------------------------------- | +| Druid Level | Spells | +| 3rd | boulder toss*, circle of stones, entangle, shield of faith | +| 5th | elemental fusion* (earth only), meld into stone | +| 7th | stone shape, stoneskin | +| 9th | conjure elemental (earth only), wall of stone | + +*indicates a spell found in this Document + +# Stone Intuition  + +3rd-Level Stoneheart Feature  + +You learn the shillelagh cantrip if you don’t already know it. When you cast shillelagh, the club or quarterstaff becomes stone and is no longer flammable, though it remains as light as wood in your hands. When you cast shillelagh on a patch of stone or earth, you can transform a 1-foot cube of the material into a club or quarterstaff (your choice), made of that same material. + +In addition, you have advantage on checks related to the origin and purpose of an object or structure made of metal or stone.  + +# Wild Shape: Earthen Armor  + +3rd-Level Stoneheart Feature  + +As a bonus action while not wearing armor, you can expend a use of your Wild Shape feature (see Player’s Guide) to wrap yourself in protective earth, stone, and crystal. The armor covers you from head to toe, but you determine the appearance of the armor. Regardless of appearance, the armor remains composed of the earthen materials from which it was formed. The armor is lightweight and doesn’t hinder movement, and you are considered proficient with it. + +While the armor is active, you gain the following benefits: + +- The damage die for any shillelagh weapon you wield is a d10. +- You have a burrowing speed equal to your walking speed. +- You have tremorsense to a range of 10 feet.  +- Your AC equals 13 + your **WIS** modifier. + +You can maintain this earthen armor for a number of hours equal to your **PB**. You then lose the armor unless you expend another use of Wild Shape. + +# Stone’s Vengeance  + +7th-Level Stoneheart Feature  + +On your turn, you can make two attacks when you take the Attack action.  + +In addition, when a friendly creature you can see within 30 feet of you is attacked while on the ground, you can summon a small pillar of earth, stone, wood, or similar material between the attack and the creature, imposing disadvantage on the attack roll. If the attack hits, the pillar bursts, and the attacker takes bludgeoning damage equal to your druid level. You can use this feature a number of times equal to your **PB** and regain all expended uses when you finish a long rest. + +# Stone Sentinel  + +11th-Level Stoneheart Feature  + +Your earthen armor improves. While the Earthen Armor effect of your Wild Shape feature is active, you gain the following additional benefits: + +- The damage die for any shillelagh weapon you wield increases to a d12. +- When you deal damage with a metal or stone weapon to an object or structure, the damage is doubled. +- While burrowing, you don’t disturb the material through which you move. +- Your AC now equals 15 + your **WIS** modifier.  +- Your tremorsense increases to a range of 20 feet. + +# Stone Heart  + +15th-Level Stoneheart Feature  + +You are resistant to acid damage and bludgeoning damage. W hile the Earthen Armor effect of your Wild Shape feature is active, you are immune to these damage types instead, and you gain temporary hit points equal to your **PB** at the start of each of your turns. + +While the Earthen Armor effect of your Wild Shape feature is active, you are immune to these damage types instead, and you gain temporary hit points equal to your **PB** at the start of each of your turns. diff --git a/content/Classes/Druid/Ring of the Verdant.md b/content/Classes/Druid/Ring of the Verdant.md new file mode 100644 index 0000000..8487b66 --- /dev/null +++ b/content/Classes/Druid/Ring of the Verdant.md @@ -0,0 +1,69 @@ +--- +source: Old Margreve +--- + +Verdant druids embrace the wild, ancient growth of deep forests and tropical jungles. They devote themselves to protecting plant life and spreading it. They know the importance of plants in the grand scheme of life and revere plants for their role in giving life and reabsorbing life back into the earth. They find joy in the sound of wind through the trees, in digging roots into rich soil, and in the warmth of dappled sunlight through a forest canopy. + +| Verdant Progression | | +| ------------------- | ----------------------------------------------------------- | +| Druid Level | Features | +| 3rd | Verdant Ring Spells, Grasping Vines, Wild Shape: Plant Form | +| 7th | Thorny Armor | +| 11th | Verdant Body | +| 15th | Verdant Ascendant | + +# Verdant Ring Spells + +3rd-Level Verdant Feature  + +You gain ring spells at the druid levels listed in the Verdant Ring Spells table. See the Druid Subclass class feature for how these spells work. + +| Verdant Ring Spells | | +| ------------------- | --------------------------------------------------- | +| Druid Level | Spells | +| 3rd | barkskin, goodberry, pass without trace, tree speak | +| 5th | daylight, speak with plants | +| 7th | elemental shield, freedom of movement | +| 9th | greater restoration, tree stride | + +# Grasping Vines + +3rd-Level Verdant Feature  + + As a bonus action, you can imbue the next attack you make or spell you cast before the start of your next turn with the power of plants. When you hit with an attack or when a creature fails a save against your spell, the target’s speed is reduced by 10 feet as vines grasp at its limbs. If you score a critical hit with the attack or if a creature fails the save by 5 or more, its speed is halved instead. You can use this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. + +# Wild Shape: Plant Form  + +3rd-Level Verdant Feature  + +As an action, you can magically assume the form of a Plant. This feature works like the Beast Form Wild Shape option, except it applies to Plants instead of Beasts. Choose two Plants of challenge rating (CR) 1 or less as your known forms. To select a known form, you must have seen or interacted with a plant in your past. The Plant you choose can’t have any legendary actions or lair actions. When you take the form of a Plant, you use the hit points of the creature, not the Hit Points by Form Size table found in the Player’s Guide.  + +As you advance in druid levels, you can choose more plant forms instead of beast forms, as shown in the Beast Forms Known column of the Druid Progression table (see Player’s Guide). When you gain a level of druid, you can replace one known form with a different form of your choosing. Any new form you choose must abide by the form restrictions. + +You can’t speak while in plant form—unless your new form is capable of doing so—but you do have a limited form of telepathy that allows you to communicate simple emotions and images with creatures within 30 feet of you. As normal, you can’t cast spells while transformed. + +At higher druid levels, you can choose plant forms with a CR as high as your druid level divided by 3, rounded down. For example, upon achieving 8th level of druid, you can choose any Plant of CR 2 or lower as a known form, CR 3 or lower at 12th level, and so on. See the Appendix and Monster Vault for a selection of Plants to choose from. + +# Thorny Armor + +7th-Level Verdant Feature  + +When you cast a Primordial spell of 1st-circle or higher, thorns sprout across your body for 1 minute, and they remain even if you change into or out of your plant form. W hile the thorns are active, you gain a bonus to your AC equal to half your **PB** (rounded down), and a creature that hits you with a melee attack while within 5 feet of you takes piercing damage equal to half your druid level (rounded down). + +# Verdant Body + +11th-Level Verdant Feature  + +Your body gains characteristics similar to Plants, granting you the following benefits: + +- You don’t need to eat as long as you spend at least 30 minutes each day in direct sunlight.  +- You have keensense to a range of 10 feet. +- You have advantage on saves against effects that would cause you to become exhausted. +- You have advantage on saves against being paralyzed or petrified and against effects that would make you fall unconscious. +- When you use your Grasping Vines feature, the effect lasts for 1 minute rather than for the next attack roll or spell. + +# Verdant Ascendant  + +15th-Level Verdant Feature  + + You have learned to become truly one with your plant form. You can now cast Primordial spells while in plant form, and your form doesn’t hinder performing the somatic and verbal components of spells. You must still provide any required material components as normal. diff --git a/content/Classes/Fighter/*Playing a Fighter*.md b/content/Classes/Fighter/*Playing a Fighter*.md new file mode 100644 index 0000000..0ab0fbc --- /dev/null +++ b/content/Classes/Fighter/*Playing a Fighter*.md @@ -0,0 +1,13 @@ +![[assets/d437c9dff3b7240044362375ca111d7c_MD5.jpg|Daniel Denova|268x379]] + +There are many ways to build a fighter, but at the end of the day, their talents shine brightest in the thick of a fight. Whether archer, knight, wrestler, or general, your class options are designed to make you the best at dishing out damage with your favorite weapons. + +What fighters are good at is written on the label. Your class gives you more options than just standing and swinging to hit, however. Use weapon options to change up a fight and make things easier for the less martially inclined party members. + +# FIGHTERS AS ADVENTURERS + +Fighters are capable and hardy, and they excel at combat— all qualities well-suited to life as an adventurer. With the diverse weapon and armor options available, they can easily thrive on the frontlines of combat or decimate foes from afar with ranged attacks. + +While everyone benefits from having a fighter at their side in combat, fighters often serve as a grounding force in adventuring parties. A fighter’s skills are recognizable across numerous cultures and communities. This can make them more relatable to common folk who understand skill with a weapon more than rarefied magic use. + +Continued in the [[ToV - Players Guide.pdf]]; Chapter 2, pg 47. diff --git a/content/Classes/Fighter/Discipline of the Duelist.md b/content/Classes/Fighter/Discipline of the Duelist.md new file mode 100644 index 0000000..9016073 --- /dev/null +++ b/content/Classes/Fighter/Discipline of the Duelist.md @@ -0,0 +1,39 @@ +--- +source: Kobold Press https://koboldpress.com/play-these-exclusive-tales-of-the-valiant-subclasses-for-fighter-and-monk/ +--- + +![[assets/bfedc2bb3b5a7a5d944a1e7a705995d7_MD5.jpg|Benjamin Ee]] + +Fighters of the Duelist discipline eschew heavy armor and weapons in favor of mobility and the precision of fast, light weapons. For you, a battle is won by striking quickly and accurately, sidestepping slow, clumsy opponents and moving in for the fatal blow. + +# Combat Mobility + +_3rd-Level Duelist Feature_ + +While you are not wearing armor and wielding only weapons with the Finesse or Light properties, you gain a bonus to your AC equal to your **PB**. You can wield a shield and still receive this bonus. + +If a creature you can see hits you with a weapon attack, you can use your reaction to reduce the damage you take by 1d10 + your **PB** (to a minimum of 0 damage). + +# Practiced Precision + +_3rd-Level Duelist Feature_ + +Due to diligent training, you can apply your quickness and finesse to a broader range of weapons. You can treat any Light weapon you wield as if it had the Finesse property. If a Light or Finesse weapon also has the Thrown property, you do not have disadvantage to use it as a ranged weapon attack if you are within 5 feet of a hostile creature. + +# Swift Riposte + +_7th-Level Duelist Feature_ + +When a creature you can see within your reach misses you with a weapon attack, you can use your reaction to immediately make a melee weapon attack against that creature, so long as you are wielding a weapon with the Finesse or Light properties. + +# Light of Foot + +_11th-Level Duelist Feature_ + +As long as you are wielding a weapon with the Finesse or Light properties, your movement does not provoke opportunity attacks. When you move, you can ignore up to 15 feet of difficult terrain. In addition, you can use your bonus action to Dash. + +# Whirling Steel + +_15th-Level Duelist Feature_ + +When you use the Dash action and are wielding a weapon with the Finesse or Light properties, you can attack each enemy creature within your reach along the course of your movement and deal your **STR** or **DEX** modifier in your weapon’s damage even on a miss. If you score a critical hit on a target when using this feature, treat your damage dice as if you rolled the maximum amount. diff --git a/content/Classes/Fighter/Discipline of the Elemental Striker.md b/content/Classes/Fighter/Discipline of the Elemental Striker.md new file mode 100644 index 0000000..8e1d29d --- /dev/null +++ b/content/Classes/Fighter/Discipline of the Elemental Striker.md @@ -0,0 +1,59 @@ +--- +source: Kobold Press Blog +--- + +![[assets/bfddbb26f36cbb679c531b1916c562c7_MD5.jpg|261x420]] + +Fighters of the Elemental Striker discipline study the effects and interactions of elemental damage types and hone their skills to amplify their combined effects. They call these combinations “impacts”, and although they work with any combination of damage types, you do your best work in tandem with spell casters and those who can summon elemental effects. + +# Initiate Impact + +_3rd-Level Elemental Striker Feature_ + +With insight into the elements and how they work together, you use their combined power to create new effects. You gain a special reaction called Impact that keys off of a target taking damage from specific damage types. When an enemy creature you can see within 30 feet takes damage from a select damage type, you can use your reaction to make a weapon attack and deliver a second damage type if you deal damage. If the two damage types match an entry in the Required Damage Types column on the **Impact Outcomes** table, your weapon attack creates a secondary effect in addition to damage dealt by your attack. + +You can use Impacta number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. + +When an effect on the Impact Outcomes table refers to a save, the **DC** equals 8 + your **PB** + your ability score for the attack (**STR** or **DEX**). + +## Impact Outcomes + +| | | | +|---|---|---| +|**Impact Name**|**Required Damage Types**|**Effect**| +|Cold Cuffs|Bludgeoning + Cold|The target must succeed on a **CON** save or its movement is halved for 1 minute. If your bludgeoning damage triggered this effect, you can choose for your weapon attacks to deal cold damage for 1 minute. If your cold damage triggered this effect, add your **PB** to the damage dealt by the attack. **Command Effect:** The target takes 2d6 slashing damage.| +|Contagion|Piercing + Poison|The target must succeed a **CON** save or its movement is halved and it becomes poisoned until the end of your next turn. **Command Effect:** The target is restrained and poisoned for 1 minute.| +|Flash Strike|Force + Thunder|The target must succeed on a **STR** save or take 1d4 force damage and be pushed 5 feet. **Command Effect:** The target takes 1d4 force damage and is pushed an additional 10 feet.| +|Lightning Duel|Lightning + Slashing|As part of the Impact reaction, you can make an additional attack with the same weapon. **Command Effect:** The target takes 2d6 slashing damage.| +|Smash|Force + Bludgeoning|The target must succeed on a **STR** save or be stunned until the end of your next turn. **Command Effect:** The target takes 2d6 force damage.| +|‘Splosion|Fire + Lightning|Each creature in a 10-foot radius centered on the attack must make a **DEX** save. On a failure, the creature is knocked prone. **Command Effect:** The target takes 2d6 fire damage.| +|Tempest Gaze|Psychic + Lightning|The target must succeed on a **WIS** save or take 1d6 lightning damage and it can target only you until the end of its next turn. **Command Effect:** The target takes 2d6 lightning damage.| +|Wither|Cold + Necrotic|The target must succeed on a **CON** save or take 1d4 necrotic damage and be restrained until the end of your next turn. **Command Effect:** The target takes 2d4 necrotic damage at the start of each of its turns. This effect ends on a successful **CON** save at the end of a target’s turn.| + +# Coalesce Elements + +_7th-Level Elemental Striker Feature_ + +Your ties to the elements deepen. As a bonus action, when you hit with a weapon attack, you can change the attack’s damage type to any damage type. For instance, you could change a sword strike from slashing to thunder, or an arrow hit from piercing to bludeonging. + +# Chain Elements + +_11th-Level Elemental Striker Feature_ + +Your growing mastery of elemental combinations allows you to chain multiple Impact effects together. + +- When you take the Impact reaction, you can move 10 feet before your weapon attack as part of the reaction. +- If your Impact attack deals elemental damage, you can trigger a second Impact effect on an eligible enemy creature within 30 feet. + +You can use Chain Elements up to a number of times equal to your **STR** or **DEX** modifier (your choice, minimum of one use), and you regain all expended uses when you finish a long rest. + +# Command Elements + +_15th-Level Elemental Striker Feature_ + +You are intertwined with the elements of your natural plane. + +- When you change an attack’s damage type using the Coalesce Elements feature, your weapon attack deals an extra 1d12 damage of either the changed damage type or the weapon’s original damage type. +- When you trigger an effect on the **Impact Outcomes** table, you can apply the Command Effect in addition to the other effects. +- When you score a critical hit with your Impact attack, you can make one condition from the effect permanent. + diff --git a/content/Classes/Fighter/Discipline of the Ghost Knight.md b/content/Classes/Fighter/Discipline of the Ghost Knight.md new file mode 100644 index 0000000..9c20300 --- /dev/null +++ b/content/Classes/Fighter/Discipline of the Ghost Knight.md @@ -0,0 +1,53 @@ +--- +source: Midguard Heroes Handbook +--- + +![[assets/3130b8a1f00e121f7d014a1eac5d9be0_MD5.jpg|Samuel Valencia|317x338]] + +The Order of Knights Incorporeal, or Ghost Knights, arose in the principalities of Morgau and Doresh. Fighters who follow the Ghost Knight archetype draw power from undeath and bring themselves closer to that grim fate in service to their vampiric and ghoulish masters. + +||**Ghost Knight Progression**| +|---|---| +|**Fighter Level**|**Features**| +|3rd|Bonus Proficiency, Pale Rider| +|7th|Frightful Charge| +|11th|Taint of Undeath, Gravestrike| +|15th|Incorrigible Showoff| + +# Bonus Proficiency  + +_3rd-Level Ghost Rider Feature_  + +You gain proficiency in the Animal Handling skill. + +# Pale Rider + +_3rd-Level Ghost Rider Feature_  + +You can cast find steed. The steed created is an undead creature that takes the form of a ghostly pale or dappled riding horse. Your GM can substitute a camel, a mastiff, or another mount appropriate to your character. When you reach 7th level, a ghostly, undead warhorse becomes available. + +You can cast this spell once, and regain the ability to do so when you finish a long rest. While riding your mount, you can use a bonus action to have the steed make one attack.  + +# Frightful Charge + +_7th-Level Ghost Rider Feature_  + +When you move at least 20 feet and attack a creature, it must succeed on a Wisdom saving throw (**DC** = 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the start of your next turn. + +# Taint of Undeath + +_11th-Level Ghost Rider Feature_  + +The foul nature of the undead begins overtaking you. You no longer need to eat or drink, and you are immune to being frightened. You take on a pale or waxy appearance that the living find disturbing. You have advantage on Charisma (Intimidation) checks made against living creatures. + +# Gravestrike + +_11th-Level Ghost Rider Feature_  + +Your weapon attacks deal an additional 1d8 necrotic damage, and you have resistance to necrotic damage. + +# Ghost Rider + +_15th-Level Ghost Rider Feature_  + +As a bonus action, you and your mount become ghostly and insubstantial for 1 minute. You gain resistance to bludgeoning, slashing, and piercing damage from non-magical attacks, and you can move through creatures and objects as if they were difficult terrain, but you take 5 (1d10) force damage and are pushed to the nearest open space if you end your turn inside an object. diff --git a/content/Classes/Fighter/Discipline of the Iron Bastion.md b/content/Classes/Fighter/Discipline of the Iron Bastion.md new file mode 100644 index 0000000..b1421e1 --- /dev/null +++ b/content/Classes/Fighter/Discipline of the Iron Bastion.md @@ -0,0 +1,54 @@ +--- +source: Book of Blades +--- + +![[assets/e725447a83fbb3eade13d4bd283dfaca_MD5.jpg|Yaroslav Golubev|303x428]] + +Encased in a tower of iron and steel, the Iron Bastion stands between its allies and all harm. These fighters excel at using armor and shield to protect themselves and other party members. They learn special exploits that take advantage of their armor and shield in ways others could never master.  + +||**Iron Bastion Progression**| +|---|---| +|**Fighter Level**|**Features**| +|3rd|Additional Talent, Barrier Shield| +|7th|Unscathed| +|11th|Barrier Shield Expert| +|15th|Impenetrable| + +# Additional Talent  + +_3rd-Level Iron Bastion Feature_  + +You gain a new martial talent. Choose a talent to represent the way you specialize in protecting yourself and your allies: Armor Expert, Shield Mastery, or Vanguard.  + +# Barrier Shield  + +_3rd-Level Iron Bastion Feature_  + +You have innovated shield use. When you are wielding a shield, you gain a +3 bonus to your AC instead of +2. At the end of your turn, you can choose one ally to gain a +1 bonus to AC until the end of your next turn, while that ally stays within 5 feet of you. + +In addition, choose one shield exploit that you know from the list below. You can perform the exploit a number of times equal to your **PB**. You regain all expended uses when you finish a long rest. + +- **Iron Resolve.** As a reaction, you can add your shield bonus to your **WIS** save. +- **Lock Down.** When you succeed on a melee attack against an enemy within 5 feet, the enemy’s speed becomes 0 until the start of your next turn.  +- **Shield Bash.** As a bonus action, you can forgo the bonus to your AC from your shield to make an attack with it. In your hands, a shield is a weapon with the Light property that deals 1d6 + your **STR** modifier bludgeoning damage and has the Bash weapon option. +- **Superior Maneuvering.** When you hit with a shove attack, you can push your target an additional 5 feet. When you are forced to move against your will, decrease the distance by 5 feet.  + +# Unscathed  + +_7th-Level Iron Bastion Feature_  + + Protected by the steel plates of armor and your heavy shield, you can walk through almost anything. While you are wearing heavy armor and wielding a shield and you are subjected to an effect that allows you to make a **DEX** save to take only half damage, you instead take no damage if you succeed on the save and only half damage if you fail. + +# Barrier Shield Expert  + +_11th-Level Iron Bastion Feature_  + +Your skill with a shield exceeds what most would have thought achievable. When you are wielding a shield, you now gain a +4 bonus to your AC instead of +3. In addition, you learn a second shield exploit from the Tower Shield feature. + +# Impenetrable + +_15th-Level Iron Bastion Feature_  + +Your resilience in heavy armor and wielding a shield is legendary. Whenever you perform a shield exploit, you gain temporary hit points equal to your **PB**. These hit points last until expended or you finish a short or long rest. + +While wearing heavy armor and carrying a shield, as an action, you can cast wall of force with no material components. Once you cast this spell, you can’t use it again until you finish a long rest. diff --git a/content/Classes/Fighter/Discipline of the Knight.md b/content/Classes/Fighter/Discipline of the Knight.md new file mode 100644 index 0000000..b04d2dc --- /dev/null +++ b/content/Classes/Fighter/Discipline of the Knight.md @@ -0,0 +1,76 @@ +--- +source: "Campaign Builder: Castles and Crowns" +--- + +![[assets/91df1194aa80bef19c084ed5e89d2eb9_MD5.jpg|Nomax|306x444]] + +The word summons images of warriors wearing plate armor and charging on horses, meeting a challenge on the field of honor with their weapon held high. Fighters who choose the path of the knight are elite warriors who are expected to adhere to their chivalric code on the battlefield and in the halls of court alike. Knights pledge themselves to their monarch, their kingdom, or their feudal lord. This oath is the core of knighthood, and many knights believe it is the source of their prowess and skill. + +||**Knight Progression**| +|---|---| +|**Fighter Level**|**Features**| +|3rd|Bonus Proficiency, Renown| +|7th|Commander’s Precept| +|11th|Daunting Prowess| +|15th|Unstoppable Strikes| + +# Oath of Service and Code of Honor  + +Two aspects guide a knight: their oath of service and their code of honor. Knights swear oaths of loyalty to kings, nobles, or moral guidelines, binding them to serve and defend. They faithfully follow the orders of their liege as long as such orders don’t violate their code of honor. These oaths of service are not a lifetime bond, for death, betrayal, and the changing tides of fate can convince a knight to relinquish their oath, which would typically be done in public, in front of witnesses. + +Above your oath of service, as a knight, you follow a personal code of honor, a set of guidelines you strive never to break. Among the community of knights is an old saying, “The more numerous the code, the more honorable the knight.” To determine your code, roll 1d6 and consult the **Knight’s Code of Honor** table or work with your GM to create your own. + +||**Knight’s Code of Honor**| +|---|---| +|**d6**|**Precept**| +|1|Be ever loyal to the one to whom you give your oath.| +|2|Defend the honor of others.| +|3|Hold your word as an unbreakable bond.| +|4|Let honor always guide your actions.| +|5|Let no slight go unanswered.| +|6|Protect the weak against those who would prey upon them.| + +# Bonus Proficiency  + +_3rd-Level Knight Feature_  + +You gain proficiency in two of the following skills of your choice: Deception, History, Insight, Intimidation, Persuasion. + +# Renown  + +_3rd-Level Knight Feature_  + +Your notoriety provides you some benefits in combat and when interacting socially, represented by Renown dice. You have a number of Renown dice equal to your **PB** and regain all expended Renown dice when you finish a short or long rest. At the GM’s discretion, you can temporarily gain or lose a Renown die by upholding or violating your code of honor. + +As a bonus action, you can choose a creature within 30 feet of you and expend one or more Renown dice to cause one of the following effects: + +- **Challenge.** When you attack the target of your challenge, you can roll any number of your Renown dice and add the result to the attack roll.   +- **Proclaim.** You regale the target with tales of your past honors and accomplishments as part of a **WIS** (Insight) or CHA (Deception, Intimidation, Performance, or Persuasion) check. The target must have an **INT** of 5 (−3) or higher and must share a language with you. When you do so, you can roll any number of your Renown dice and add the result to the check. + +Your Renown die changes when you reach certain levels in this class. The die becomes a d6 at 5th level, a d8 at 10th level, a d10 at 15th level, and a d12 at 20th level. In addition, at 10th level, the range of this feature increases to 60 feet. + +# Commander’s Precept  + +_7th-Level Knight Feature_  + +You inspire your companions to greatness, and they embolden you with their companionship. You gain additional Renown dice equal to your CHA modifier (minimum of 1), but these additional Renown dice can be spent only to aid friendly creatures. + +As a bonus action, you can call out to a number of friendly creatures (up to your **PB**) within 30 feet that you can see and that can hear you, expending one Renown die for each target. Each target can use a reaction to roll the Renown die and gain one of the following benefits of the target’s choice: + +- **Bolster.** The target gains a bonus to its AC, equal to the roll of the Renown die, until the end of its next turn. +- **Maneuver.** The target moves up to a number of feet equal to 5 × the roll of the Renown die without provoking opportunity attacks. +- **Rally.** If the target is charmed or frightened, it immediately repeats the save to end the effect, gaining a bonus on the save equal to the roll of the Renown die. Otherwise, the target gains temporary hit points equal to twice the roll of the Renown die. + +When you reach 12th level in this class, this feature’s range increases to 60 feet.  + +# Daunting Prowess  + +_11th-Level Knight Feature_  + +Foes become demoralized at your prowess in battle and in court. When you reduce a target of the challenge effect of your Renown feature to 0 HP, each creature of your choice within 15 feet of you has disadvantage on attack rolls until the start of your next turn. When you use the proclaim effect of your Renown feature and roll a 20 on the d20 roll, each creature of your choice within 15 feet of you has disadvantage on **WIS** (Insight) and CHA (Deception, Intimidation, Performance, and Persuasion) checks until the start of your next turn. Creatures that are immune to being frightened are immune to this effect. + +# Unstoppable Strikes  + +_15th-Level Knight Feature_  + +To fell the greatest foes, you channel all your skill and fortitude into a series of devastating strikes. As a bonus action, expend any number of your Renown dice and roll them. Until the start of your next turn, you gain a bonus to all your attack rolls equal to the number of dice you rolled, and each successful hit gains a bonus to damage equal to the result of those dice. Once you use this feature, you can’t use it again until you finish a long rest. diff --git a/content/Classes/Fighter/Discipline of the Pugilist.md b/content/Classes/Fighter/Discipline of the Pugilist.md new file mode 100644 index 0000000..f4f65bd --- /dev/null +++ b/content/Classes/Fighter/Discipline of the Pugilist.md @@ -0,0 +1,52 @@ +--- +source: Tome of Heroes +--- + +![[assets/dab5ae10640b97359a9abbddfc4cc406_MD5.jpg]] + +Pugilists live by their fists, bare-knuckle warriors who do not hesitate to throw hands if the situation demands it. They know the intense, close, violent intimacy of melee, and they operate unapologetically in that space. Whether in fighting pits by the docks to make some extra coin, in the king’s grand arena as champions of quarreling nobles, or in the employ of local merchants in need of seemingly weaponless guards, pugilists can be found in all rungs of society. Pugilists take pleasure in a battle hard won and thrill in the energy of the fight rather than in a kill. They can often be found celebrating or having drinks with a former opponent hours after the fight, regardless of the bout’s winner. + +||**Pugilist Progression**| +|---|---| +|**Fighter Level**|**Features**| +|3rd|Unarmed Warrior, Resilient Fighter| +|7th|Uncanny Fortitude| +|11th|Debilitating Blow| +|15th|Opportunistic Brawler| + +# Unarmed Warrior  + +_3rd-Level Pugilist Feature_  + +You learn to use your fists, knees, elbows, head, and feet to attack your opponents. You gain the following benefits while you are not wearing heavy armor and while you are not wielding weapons or a shield:  + +- Your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. Your unarmed strike damage increases as you reach higher levels. The d6 becomes a d8 at 10th level and a d10 at 18th level.  +- When you use the Attack action to make one or more unarmed strikes, you can make one unarmed strike as a bonus action. + +# Resilient Fighter  + +_3rd-Level Pugilist Feature_  + +You learn to endure great amounts of physical punishment. You add your Constitution modifier (minimum of 1) to any death saving throw you make. In addition, you can use Last Stand a number of times equal to your proficiency bonus without expending any Hit dice. You regain all expended uses when you finish a short or long rest.  + +# Uncanny Fortitude  + +_7th-Level Pugilist Feature_  + +If damage reduces you to 0 hit points, you can make a Constitution saving throw with a **DC** of 5 + the damage taken, unless the damage is from a critical hit. On a success, you drop to 1 hit point instead. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. + +In addition, when you use Last Stand, you now regain hit points equal to 1d10 + your fighter level + your Constitution modifier. + +# Debilitating Blow  + +_11th-Level Pugilist Feature_  + +When you hit one target with two unarmed strikes in the same turn, you can use a bonus action to force the target to make a Constitution saving throw (**DC** equals 8 + your proficiency bonus + your Strength modifier). On a failure, the target has disadvantage on the next attack roll, ability check, or saving throw it makes before the start of your next turn.  + +# Opportunistic Brawler  + +_15th-Level Pugilist Feature_  + +You might not look for a fight around every corner, but you’re ready in case one happens. You have advantage on initiative rolls.  + +In addition, when a creature you can see enters a space within 5 feet of you, you can make one opportunity attack against the creature. This opportunity attack must be made with an unarmed strike. You have a number of reactions each turn equal to your proficiency bonus, but these reactions can be used only to perform opportunity attacks. diff --git a/content/Classes/Fighter/Discipline of the Rake.md b/content/Classes/Fighter/Discipline of the Rake.md new file mode 100644 index 0000000..02ca457 --- /dev/null +++ b/content/Classes/Fighter/Discipline of the Rake.md @@ -0,0 +1,47 @@ +--- +source: "Campaign Builder: Cities and Towns" +--- + +The rake is a confident fighter and ne’er-do-well, typically of aristocratic birth and privilege, who lives for parties, excitement, and proving their superiority. These are fighters who develop their skills for bragging rights instead of out of duty, money, or survival. Captivating and implacable, the rake duels and carouses through life—dangerous in single combat and charming outside of it.  + +| Rake Progression | | +| ---------------- | ------------------------------- | +| Fighter Level | Features | +| 3rd | Bonus Proficiency, Astute Charm | +| 7th | Carouser | +| 11th | Taunt | +| 15th | Incorrigible Showoff | + +# Bonus Proficiency  + +3rd-Level Rake Feature  + +You gain proficiency in one of the following skills of your choice: Intimidation, Persuasion, Sleight of Hand, or Stealth. Alternatively, you learn one language of your choice. + +# Astute Charm + +3rd-Level Rake Feature  + +You learn to utilize your personality and charm to enhance your prowess in and out of combat. When you roll for initiative, you add your Charisma modifier to the check. + +In addition, when you make a Strength (Athletics) or Dexterity (Acrobatics) check or when you make a saving throw, you can use a reaction to add your Charisma modifier to the check or saving throw. You can use this reaction a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. + +# Carouser + +7th-Level Rake Feature  + +You gain proficiency in Charisma saving throws, and you can add half your proficiency bonus, rounded down, to any Charisma check you make that doesn’t already include your proficiency bonus. + +# Taunt  + +11th-Level Rake Feature  + +You know exactly how to enrage your foes to strike where and when you want. As a bonus action, you can add your Charisma modifier to your Armor Class and issue a challenge to a creature you can see within 30 feet of you that understands at least one language you know. The target has disadvantage on attack rolls against any creature that isn’t you until the start of your next turn. For the duration, if the target misses you with an attack while within your reach, you can use your reaction to make one melee weapon attack against the target. If the attack hits, add your Charisma modifier to the damage roll. + +You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. + +# Incorrigible Showoff + +15th-Level Rake Feature  + +If you can see or hear at least one ally within 30 feet of you, you can’t be charmed or frightened, and you can add your Charisma modifier to the first melee weapon attack you make each turn. If the attack hits, add your Charisma modifier to the damage roll. diff --git a/content/Classes/Fighter/Discipline of the Red Sun Dragonslayer.md b/content/Classes/Fighter/Discipline of the Red Sun Dragonslayer.md new file mode 100644 index 0000000..3cccfb4 --- /dev/null +++ b/content/Classes/Fighter/Discipline of the Red Sun Dragonslayer.md @@ -0,0 +1,45 @@ +--- +source: Kobold Press https://koboldpress.com/midgard-monday-play-a-new-fighter-subclass-for-tales-of-the-valiant-the-red-sun-dragonslayer/ +--- + +Despite the name, fighters of the Red Sun Dragonslayer discipline slay more than dragons. The tactics devised by the knights of the Magdar Kingdom are effective at slaying large enemies of nearly any type. In addition to dragons, the knights use these strategies against their centaur foes to the east, stray griffons from the Margreve Forest, and even the occasional roc that the Mharoti let fly over to bother them. All fall before the prowess of the Red Sun. + +# SLAYER’S RESOLVE + +_3rd-Level Red Sun Dragonslayer Feature_ + +You’ve studied and practiced tactics designed to defeat terrifying foes, but none more than mighty dragons. You’ve learned their ways and wiles. You know Draconic. You are also resistant to becoming frightened. You are immune to the frightened condition if the source of the fear is a dragon. + +# VOLLEY FIRE + +_3rd-Level Red Sun Dragonslayer_ _Feature_ + +You excel at bringing the fight to airborne creatures. While you are wielding a ranged weapon, as an action, you can expend a number of pieces of ammunition equal to twice the number of attacks you can make with one Attack action. For instance, at 3rd level, you can make one attack, so you can expend two pieces of ammunition. At 5th level, your Multiattack fighter class feature allows you to make two attacks with one Attack action, so you could expend four pieces of ammunition. + +Select a creature you can see within normal or long range of your weapon. The target must make a **DEX** save with a **DC** equal to 8 + your **PB** + your **STR** or **DEX** modifier (your choice). On a failure, the target takes 1d6 piercing damage for each piece of ammunition you expend. In addition, the target’s flying speed is reduced to 0 until the start of your next turn (the creature falls immediately). On a successful save, the target takes half as much damage and suffers no other effects. + +You can use this feature a number of times equal to your **PB**. You regain one use of this feature when you finish a short rest and regain all uses when you finish a long rest. + +# MOUNTING ATTACK + +_7th-Level Red Sun Dragonslayer_ _Feature_ + +When facing a larger foe, one of the most effective positions you can be in is on its back. Once per turn, when you hit with a melee weapon attack against a creature that is at least one size larger than you, you can attempt to mount it. Make a **STR** (Athletics) check against a **DC** equal to the target’s AC. On a success, you clamber onto the creature. + +While you are mounting a creature with this feature, your speed becomes 0, you have advantage on attack rolls made against the mounted creature, and the mounted creature’s speed is halved. + +At the end of your turn while you are mounted on a creature, you must succeed on a **DEX** save with a **DC** equal to the mounted creature’s AC. On a failure, you fall from the creature to an unoccupied space within 5 feet of it. If you take falling damage, treat it as if the distance you fell was 10 feet less. + +# BREATH WEAPON DEFENSE + +_11th-Level Red Sun Dragonslayer_ _Feature_ + +You’ve trained to withstand the elemental intensity of a dragon’s breath weapon, and you can even shield your allies against the worst of it. When you make a save against any effect that deals acid, cold, fire, lightning, or poison damage, as a reaction, you and creatures within 5 feet of you gain resistance to that type of damage until the start of your next turn. If the damage is caused by a dragon, the range of this feature increases to 15 feet. + +# BRING THEM LOW + +_15th-Level Red Sun Dragonslayer Feature_ + +With a decisive command, your allies strike alongside you. When you use your Volley Fire feature, you can roll d10s instead of d6s. In addition, you can select a number of creatures that can see or hear you within 60 feet of you equal to the amount of ammunition you spent. Each of those creatures can use its reaction to make a weapon attack or spell attack that has a casting time of one action against the target of your Volley Fire so long as the target is within the creature’s range. + +Once you use this feature, you must finish a long rest before using it again. diff --git a/content/Classes/Fighter/Discipline of the Scrapper.md b/content/Classes/Fighter/Discipline of the Scrapper.md new file mode 100644 index 0000000..43240c3 --- /dev/null +++ b/content/Classes/Fighter/Discipline of the Scrapper.md @@ -0,0 +1,57 @@ +--- +source: Players Guide 2 +--- + +Fighters typically engage with their opponents with manufactured weapons. However, some of them enjoy the physicality of using their bodies as weapons and become adept at throwing fists and locking down foes. + +| Scrapper Progression | | +| -------------------- | ----------------------------------- | +| Fighter Level | Features | +| 3rd | Grappling Superiority, Mighty Fists | +| 7th | Grappling Maneuvers | +| 11th | Expert Grappler | +| 15th | Expert Grappler | + +# Grappling Superiority  + +3rd-Level Scrapper Feature  + +You gain proficiency in the Athletics skill. If you are already proficient, double your **PB** instead for checks made with that skill. + +In addition, instead of using your reaction to make an opportunity attack, you can use your reaction to attempt to grapple the creature provoking the opportunity attack.  + +Starting at 7th level, you have advantage on checks to initiate or escape a grapple but not on the checks to perform the maneuvers listed in the Grappling Maneuvers feature.  + +# Mighty Fists  + +3rd-Level Scrapper Feature  + +Your unarmed attacks become more powerful. When you make an unarmed strike, the damage increases from 1 + your **STR** modifier to 1d4 + your **STR** modifier. This further increases to 1d6 at 7th level, 1d8 at 11th level, and 1d10 at 15th level.  + +Starting at 7th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.  + +Starting at 11th level, you score a critical hit on a d20 roll of 19 or 20 with unarmed strikes. + +# Grappling Maneuvers  + +7th-Level Scrapper Feature  + +As a bonus action while grappling a creature, you can perform one of the following grappling maneuvers. You must make a **STR** (Athletics) check contested by the grappled creature’s **STR** (Athletics) or **DEX** (Acrobatics) check (target’s choice). If you succeed, the target is affected by the maneuver until the grapple ends or until you use a different grappling maneuver on it: + +- Chokehold. You choke a breathing or speaking creature, and it can’t speak or cast spells with verbal components. If the target remains in a chokehold for two consecutive turns, it begins suffocating and continues suffocating until the grapple or this maneuver ends. +- Makeshift Shield. You pull the creature between you and danger. You have half cover if the target is your size or smaller and three-quarters cover if it is larger than you. +- Pin. You pin, hold, or otherwise immobilize the creature. The target is restrained. + +# Expert Grappler  + +11th-Level Scrapper Feature  + +You are an expert at holding onto and locking down foes. You can grapple creatures up to two sizes larger than you, and your speed isn’t halved when you drag or carry a grappled creature with you when you move. + +In addition, when you successfully initiate a grapple or succeed on a grappling maneuver, you can choose for the target to also take bludgeoning damage equal to half your fighter level. + +# Knockout Punch  + +15th-Level Scrapper Feature  + +When you hit a creature with two unarmed strikes in the same turn (and it has less than half of its hit point maximum) or when you score a critical hit with an unarmed strike, the target must succeed on a **CON** save (**DC** 8 + your **PB** + your **STR** modifier) or be stunned for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success. diff --git a/content/Classes/Fighter/Discipline of the Skirmisher.md b/content/Classes/Fighter/Discipline of the Skirmisher.md new file mode 100644 index 0000000..6d04ced --- /dev/null +++ b/content/Classes/Fighter/Discipline of the Skirmisher.md @@ -0,0 +1,59 @@ +--- +source: Book of Blades +--- + +![[assets/a4ceb03ee21ea64431da37bfbf118125_MD5.jpg|AJ Ramos|292x408]] + +Skirmishers use ranged attacks, melee attacks, and mobility to evade incoming strikes and reach enemies anywhere on the battlefield. They typically use crossbows with a Light weapon on hand for flexibility, taking aim at one foe while dodging another’s attacks, then slipping away to a more advantageous position. + +Skirmishers fill rank-and-file positions of many armies. Most come from the common class—sons and daughters of farmers and shepherds dragged into conflict. Lacking the wealth to purchase heavy armor and swords, they use inexpensive weapons, and their training is hasty and informal. To their commanders, skirmishers are expendable. They make strategic strikes against enemies to whittle them down until the heavy infantry rolls in. + +Skirmishers train with light armor, crossbows, daggers, and other light throwing weapons. They practice hit-and run tactics, focusing on ranged attacks and guile to offset their lack of protection.  + +||**Skirmisher Progression**| +|---|---| +|**Fighter Level**|**Features**| +|3rd|Agile, Crossbow Finesse| +|7th|Focused Aim| +|11th|Additional Fighting Style, Juke| +|15th|Bleeding Strike| + +# Agile  + +_3rd-Level Skirmisher Feature_  + +You gain a +2 bonus to all your **DEX** saves and ability checks while you’re wearing light or no armor.  + +# Crossbow Finesse  + +_3rd-Level Skirmisher Feature_  + +You can fire more than once in a turn with a crossbow or other ranged weapon with the Loading property, which you are proficient with, ignoring that property’s typical penalty against it. + +In addition, if you take the Attack action and make a ranged weapon attack with a hand crossbow, you can use your bonus action to attack with a Light weapon you are wielding in your other hand. + +# Focused Aim  + +_7th-Level Skirmisher Feature_  + +You can use your bonus action to take precise, specific aim. Your ranged weapon attacks score critical hits on rolls of 19 or 20. When you score a critical hit in this way, you can also perform the Disarm, Hamstring, or Pinning Shot weapon option on the target (no action required). If you know the Aim Martial Action, you can use Focused Aim and Aim as part of the same bonus action. + +# Honed Reflexes  + +_11th-Level Skirmisher Feature_  + +You are particularly adept at responding to changes on the battlefield. Until the beginning of your next turn, you can take two reactions. You can do this a number of times equal to your **PB**. You regain all expended charges of this feature when you finish a long rest. + +# Juke  + +_11th-Level Skirmisher Feature_  + +You become more difficult to pin down on the battlefield. When a creature misses you with an attack roll, you can use your reaction to immediately move up to half your movement without provoking attacks of opportunity.  + +In addition, when a creature makes a melee attack roll against you, if you are wielding a Light weapon in one hand, you can use your reaction to increase your AC by a number equal to your **DEX** modifier. + +# Bleeding Strike  + +_15th-Level Skirmisher Feature_  + +When you hit an opponent with a crossbow bolt, your ammunition strikes a sensitive spot and the target bleeds profusely. At the start of the target’s next turn, it takes one additional die of damage of the weapon that dealt it. At the end of its turn, the target must succeed on a **CON** save against **DC** 8 + your **PB** + your **WIS** modifier to end the effect. On a failure, the effect continues on the target’s next turn. diff --git a/content/Classes/Fighter/Discipline of the Spell Blade.md b/content/Classes/Fighter/Discipline of the Spell Blade.md new file mode 100644 index 0000000..ed80931 --- /dev/null +++ b/content/Classes/Fighter/Discipline of the Spell Blade.md @@ -0,0 +1,114 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/e8461bf51201c08535442e8f5c754324_MD5.jpg|Chalky Nan|248x362]] + +Fighters of the Spell Blade discipline view fighting with swords and sorcery as a logical marriage of power. For you, magic can be wielded as a weapon, and honing your mind is just as important as honing your body. + +||**Spell Blade Progression**| +|---|---| +|**Fighter Level**|**Features**| +|3rd|Arcane Spellcasting, Enchant Weapon (+1), Expanded Talent List| +|7th|Spell Multiattack| +|11th|Enchant Weapon (+2), Follow Through| +|15th|Charged Strike, Enchant Weapon (+3)| + +|||||||**Spell Blade Spellcasting**| +|---|---|---|---|---|---|---| +|**Fighter Level**|**Cantrips Known**|**Spells Known**|**1st**|**2nd**|**3rd**|**4th**| +|3rd|2|3|2|—-|—-|—-| +|4th|2|4|3|—-|—-|—-| +|5th|2|4|3|—-|—-|—-| +|6th|2|4|3|—-|—-|—-| +|7th|2|5|4|2|—-|—-| +|8th|2|6|4|2|—-|—-| +|9th|2|6|4|2|—-|—-| +|10th|3|7|4|3|—-|—-| +|11th|3|8|4|3|—-|—-| +|12th|3|8|4|3|—-|—-| +|13th|3|9|4|3|2|—-| +|14th|3|10|4|3|2|—-| +|15th|3|10|4|3|2|—-| +|16th|3|11|4|3|3|—-| +|17th|3|11|4|3|3|—-| +|18th|3|11|4|3|3|—-| +|19th|3|12|4|3|3|1| +|20th|3|13|4|3|3|1| + +# Arcane Spellcasting  + +_3rd-Level Spell Blade Feature_  + +You enhance your martial prowess with the ability to cast Arcane spells. See Spell Rules in Players handbook for the general rules of spellcasting and the Arcane spell list. + +# Cantrips  + +At 3rd level, choose two cantrips to learn from the Arcane spell list. You choose more Arcane cantrips to learn at higher levels, as shown in the Cantrips Known column of the Spell Blade Progression table. + +# Casting Spells  + +You know a small number of spells and can cast any of them by using an Arcane spell slot of the spell’s circle or higher. You don’t need to prepare spells ahead of time. + +The Spell Blade Progression table shows how many spells you know and how many spell slots you have at a given level. For example, at 7th level, you have four 1st circle slots and two 2nd-circle slots. If you know the 1st circle spell shield and have a 1st-circle and a 2nd-circle spell slot available, you can cast shield using either slot. If you use a 1st-circle slot, you have three 1st-circle slots remaining. + +You regain all used spell slots when you finish a long rest. + +# Spells Known of 1st Circle and Higher  + +At 3rd level, choose three 1st-circle spells from the Arcane spell list that you know, two of which must be from either the abjuration or evocation schools. + +The Spells Known column of the Spell Blade Progression table shows when you learn additional Arcane spells. Each spell you choose must be an abjuration or evocation spell and from a circle for which you have Arcane spell slots. The spells you learn at 8th level and beyond can come from any school of magic.  + +In addition, when you gain a level of fighter, you can choose one Arcane spell you know and replace it with another spell of your choice from the Arcane spell list. The replacement spell must be of a circle for which you have Arcane spell slots, and it must be an abjuration or evocation spell—unless you’re replacing the third spell you gained at 3rd level or any of the spells you chose at 8th level and beyond. + +# Spellcasting Ability  + +Intelligence (**INT**) is your spellcasting ability. Your **INT** modifier determines the save **DC** or the attack modifier for certain spells you cast: + +**Spell save **DC**** = 8 + your proficiency bonus (**PB**) + your **INT** modifier + +**Spell attack modifier** = your proficiency bonus (**PB**) + your **INT** modifier + +# Enchant Weapon + +_3rd, 11th, and 15th-Level Spell Blade Feature_  + +A crucial step on the path of the spell blade is learning to imbue your weapons with magical power. If you spend 1 hour of uninterrupted focus in contact with a weapon (which can be done during a rest) you can imbue that weapon with a limited form of enchantment. This enchantment lasts until you either choose to end it or use this feature to enchant a different weapon. + +Your enchanted weapon functions as a magic weapon with the following properties: + +- If it is on the same plane of existence as you, you can use a bonus action to summon the weapon. When you do so, the weapon instantly appears in your hand. +- You have a +1 bonus to attack and damage rolls made with it. If the weapon would normally grant a magical bonus to attack and damage rolls, your enchantment bonus stacks with the weapon’s existing bonus. + +Creatures who handle or inspect the enchanted weapon can tell it isn’t a true magic item (unless the weapon was magic to begin with). Otherwise, it follows the rules of a typical magic item (see Magic Items in Player’s Handbook). Starting at 11th level, the bonus increases to +2. At 15th level, it becomes +3. + +# Expanded Talent List  + +_3rd-Level Spell Blade Feature_  + +When you gain a new talent, you can select it from either the magic or the martial talents list (see Talents). + +# Spell Multiattack + +_7th-Level Spell Blade Feature_  + +When you use your Multiattack class feature to make multiple attacks with the Attack action, you can replace one of those attacks with the casting of a cantrip that you know with a casting time of 1 action. You can’t cast more than one cantrip in one Attack action in this way. + +# Follow Through + +_11th-Level Spell Blade Feature_  + +When you take the Cast a Spell action, you can make a single weapon attack as part of that same action, provided a target is within range. + +# Charged Strike  + +_15th-Level Spell Blade Feature_  + +You can add your **INT** modifier (minimum of +1) to the damage of your melee weapon attacks in addition to either your **STR** or **DEX** modifier.  + +In addition, any damage you deal with a weapon is considered magical. + +_Content Source: Player’s Handbook_ + +_Art Credit: Chalky Nan_ diff --git a/content/Classes/Fighter/Discipline of the Stunt Archer.md b/content/Classes/Fighter/Discipline of the Stunt Archer.md new file mode 100644 index 0000000..a472688 --- /dev/null +++ b/content/Classes/Fighter/Discipline of the Stunt Archer.md @@ -0,0 +1,121 @@ +--- +source: Players Guide 2 +--- + +Some fighters eschew melee weapons completely, choosing the greater range afforded by bows and crossbows. They become so comfortable with these weapons that they can perform incredible shots—seeming to defy the odds. + +| Stunt Archer Progression | | +| ------------------------ | ------------------------ | +| Fighter Level | Features | +| 3rd | Bow Mastery, Stunt Shots | +| 7th | Keen Eye | +| 11th | Advanced Stunt Shots | +| 15th | Absolute Mastery | + +# Bow Mastery  + +3rd-Level Stunt Archer Feature  + +You have focused your training on ranged weapons, specifically bows and crossbows, and gain several bonuses when wielding them. When you make an attack roll with one, you don’t have disadvantage from being within 5 feet of a hostile creature, though you can still have disadvantage from other sources.  + +Once per turn, when you roll damage for an attack with a bow or crossbow, you can reroll the weapon’s damage dice and use either result. Alternatively, once per turn, when you use a weapon option for a bow or crossbow, you can roll the attack’s damage even if the weapon option doesn’t normally allow it.  + +When you gain this subclass, choose one bow or crossbow to master. This weapon has the Ricochet Shot weapon option (see Weapons in Player’s Guide for Ricochet Shot and more on weapon options) when wielded by you, even if it normally wouldn’t have that weapon option. + +# Stunt Shots  + +3rd-Level Stunt Archer Feature  + +You have developed such familiarity with bows and crossbows that you can use them to make shots considered improbable by others. You gain access to special maneuvers called stunt shots. + +To use a stunt shot, you must wield a bow or crossbow, and you can only use one stunt shot per turn. You gain access to advanced stunt shots at higher levels. + +All stunt shots listed are available to you at 3rd level. You can perform stunt shots a number of times equal to your **PB** + 1. After that, you must finish a short or long rest to regain expended uses. + +Saves. Some stunt shots require your target to make a save to resist its effects. The save **DC** for these shots is calculated as follows: + +Stunt shot save **DC** = 8 + your proficiency bonus (**PB**) + your **DEX** modifier + +**Double Shot**  + +When you take the Attack action, you can fire two shots at the same target. You roll the first attack normally, but the second is made with disadvantage and only adds half your **DEX** modifier to damage. + +**Intercepting Shot**  + +As a reaction when a creature you can see targets another creature with a ranged attack, using either a projectile or another ranged attack that doesn’t deal psychic, necrotic, radiant, or thunder damage, you can make an attack roll against that creature’s ranged attack, using the original attack roll as the AC. On a hit, your arrow or bolt disrupts the attack’s path, causing it to miss its target. + +**Known Target**  + +When you know a creature is in a space but can’t see it, such as if it is invisible or you are blinded, and you take the Attack Action against the creature, you don’t have disadvantage on your attack roll from being unable to see the target. + +**Parting Shot**  + +As a bonus action after you take the Disengage action, you can make one attack with disadvantage. + +**Rapid Release**  + +As a bonus action after you take the Attack action, you can make an extra attack with your ranged weapon. + +**Straight Through**  + +When you deal damage with your attack, you can also deal half the damage you dealt to a different target you can see within 5 feet of the original target. You can decide to use this after you know your damage roll. + +**Toppling Shot**  + +When you score a critical hit, you can immediately force the target to make a **STR** save. On a failed save, the target falls prone or is pushed 5 feet away from you (your choice). + +# Keen Eye  + +7th-Level Stunt Archer Feature  + +You increase the normal range for any bow or crossbow you wield:  + +- If the normal range is less than 50 feet, it increases by 10 feet.  +- If the normal range is between 50 and 100 feet, it increases by 20 feet.  +- If the normal range is greater than 100 feet, it increases by 30 feet.  + +When you wield the weapon that you chose as part of your Bow Mastery feature, its range increases by an additional 10 feet. This feature doesn’t affect any weapon’s long range. In addition, you can choose one additional bow or crossbow to master, and you can use the Ricochet Shot weapon option (see Weapons in Player’s Guide) with that weapon, even if it normally wouldn’t have that weapon option. When wielding either of your mastered weapons, you score a critical hit on a d20 roll of 19 or 20 and ignore any Loading properties. + +# Advanced Stunt Shots  + +11th-Level Stunt Archer Feature  + +The following powerful stunt shots are available to you whenever you could use a stunt shot. Some advanced stunt shots require you to be wielding a specific type of bow or crossbow to use them. + +**Bouncing Shot**  + +When you take the Attack action, you can apply the Ricochet Shot weapon option (see Weapons in Player’s Guide) to the weapon. If the weapon already has this option, you can now target a creature that has total cover. + +**Fusillade**  + +Requires a Longbow or Shortbow  + +As an action, you can fire a rain of arrows on a point you can see within the bow’s normal range. You make one ranged attack that targets each creature within 5 feet of that point, using a single attack roll and damage roll. + +**Overcrank**  + +Requires a Crossbow  + +You overcrank your crossbow, increasing its tension just beyond standard, as you make an attack with it. If the attack hits, roll your weapon damage dice twice instead of once. On a critical hit, roll the weapon’s damage dice three times instead of twice. + +**Penetrating Shot**  + +If the target has natural armor or is wearing manufactured armor, you treat its AC as 2 lower. + +**Quick Load**  + +Requires a Crossbow  + +You ignore the crossbow’s Loading weapon property until the start of your next turn. + +**Unexpected Shot**  + +As a reaction when a creature within 5 feet of you uses the Disengage action and moves out of that range, you can make an opportunity attack with your ranged weapon. + +# Absolute Mastery  + +15th-Level Stunt Archer Feature  + +You treat all bows and crossbows as if they had the Shot weapon option (see Weapons in Player’s Guide). When wielded by you, a bow or crossbow’s long range is 4 × its normal range, including the increase in normal range from your Keen Eye feature.  + +In addition, when you roll initiative and have no uses of your Stunt Shots feature remaining, you regain 3 uses. You must complete a long rest before you can use this aspect of this feature again. diff --git a/content/Classes/Fighter/Discipline of the Sword-Dancer.md b/content/Classes/Fighter/Discipline of the Sword-Dancer.md new file mode 100644 index 0000000..b72a85e --- /dev/null +++ b/content/Classes/Fighter/Discipline of the Sword-Dancer.md @@ -0,0 +1,45 @@ +--- +source: Midguard Heroes Handbook +--- + +![[assets/e540d80f5c28d1928ec8641a2bd52063_MD5.jpg]] + +Sword-dancers blur the line between warrior and courtier. Sword-dancers are graceful and charming, with wits as sharp as their flashing blades. Fighters who follow the sword-dancer archetype often attach themselves to powerful lords as bodyguards, spies, and diplomats. + +||**Sword-Dancer Progression**| +|---|---| +|**Fighter Level**|**Features**| +|3rd|Bonus Proficiency, Light on Your Feet| +|7th|Dust on the Wind| +|11th|Deadly Artistry| +|15th|Howling Edge of the Razor| + +# Bonus Proficiency  + +_3rd-Level Sword-Dancer Feature_  + +You gain proficiency in the Performance and Persuasion skills. + +# Light on Your Feet  + +_3rd-Level Sword-Dancer Feature_  + +While wearing light or no armor, you can add your Charisma modifier (minimum of 1) to your Armor Class, and you ignore difficult terrain. + +# Dust on the Wind  + +_7th-Level Sword-Dancer Feature_  + +When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature until the start of your next turn. + +# Deadly Artistry  + +_11th-Level Sword-Dancer Feature_  + +After you move at least 10 feet, your melee attacks deal an additional 1d8 damage until the start of your next turn. + +# Howling Edge of the Razor  + +_15th-Level Sword-Dancer Feature_  + +As a reaction when you take damage from a creature within 5 feet of you, you can make one melee weapon attack against that creature. diff --git a/content/Classes/Fighter/Discipline of the Timeblade.md b/content/Classes/Fighter/Discipline of the Timeblade.md new file mode 100644 index 0000000..c67b57e --- /dev/null +++ b/content/Classes/Fighter/Discipline of the Timeblade.md @@ -0,0 +1,55 @@ +--- +source: Tome of Heroes +--- + +![[assets/2ee4f102b73ccdc74afa4e602b9ea22a_MD5.jpg]] + +There are warriors who move so quickly that they seem to stop time, then there are those who actually alter time with their attacks. The timeblade augments physical attacks by manipulating temporal powers and eventually learns to step outside time itself. + +||**Timeblade Progression**| +|---|---| +|**Fighter Level**|**Features**| +|3rd|Temporal Strike| +|7th|Chronologic Echo| +|11th|Improved Temporal Strike| +|15th|Temporal Rift| + +# Temporal Strike  + +_3rd-Level Timeblade Feature_  + +When you hit a creature with a weapon attack, you can use a bonus action to trigger one of the following effects:  + +- **Dislocative Step.** You step outside of time and move to an unoccupied space you can see within 15 feet of you. This movement doesn’t provoke opportunity attacks. At 11th level, you can move up to 30 feet.  +- **Dislocative Shove.** You push the target of your attack to an unoccupied space you can see within 15 feet of you. You can move the target only horizontally, and before moving into damaging terrain, such as lava or a pit, the target can make a Strength saving throw (**DC** equal to 8 + your proficiency bonus + your Strength modifier), ending the movement in an unoccupied space next to the damaging terrain on a success. At 11th level, you can move the target up to 30 feet. + +You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest. + +# Chronologic Echo  + +_7th-Level Timeblade Feature_  + +Immediately after you use your Last Stand feature, you can trigger an echo in time, allowing you to use an extra Hit dice without expending it. Roll separately for this extra use of Last stand. Once you use this feature, you can’t use it again until you finish a long rest.  + +# Improved Temporal Strike  + +_11th-Level Timeblade Feature_  + +When you use your Temporal Strike feature, you can choose one of the following additional options:  + +- **Chronal Cleave.** You immediately make a weapon attack against a different target within range.  +- **Chronal Shield.** You add your proficiency bonus to your Armor Class until the beginning of your next turn.  + +# Temporal Rift  + +_15th-Level Timeblade Feature_  + +Your control over your Temporal powers has reached its peak. Allowing you to manipulate time on a new level. Choose one of the following.  + +- When you hit a creature with a weapon attack, you can instantly open a rupture in spacetime to swallow the target. The creature disappears and falls through a realm outside of reality.  + +At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. It takes 8d8 psychic damage as it grapples with the mind-breaking experience. The target must succeed on an Intelligence saving throw (**DC** equal to 8 + your proficiency bonus + your Intelligence modifier) or it acts randomly for 1 minute as if under the effects of the confusion spell. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.  + +- You can momentarily step outside of time to attack your foes. As an action, you can briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This effect works like the time stop spell, except you can make one attack on each of your turns without ending the effect. + +Once you use this feature, you can’t use it again until you finish a long rest diff --git a/content/Classes/Fighter/Discipline of the Twinblade.md b/content/Classes/Fighter/Discipline of the Twinblade.md new file mode 100644 index 0000000..fd5e535 --- /dev/null +++ b/content/Classes/Fighter/Discipline of the Twinblade.md @@ -0,0 +1,60 @@ +--- +source: Players Guide 2 +--- + +Fighters that choose the Twinblade discipline are master dual-wielders, forgoing cumbersome armaments to become a whirling death that moves through battles with lightning speed. From afar, the complex forms and circular movements employed by these warriors resemble a graceful dance. But foes confronted with a Twinblade’s spinning strikes rarely live to question the deadliness of their art.  + +| | | +|---|---| +|Twinblade Progression| | +|Fighter Level|Features| +|3rd|Blade Dance, Deadly Grace| +|7th|Double Edged| +|11th|One Thousand Cuts| +|15th|Moving Target| + +# Blade Dance  + +3rd-Level Twinblade Feature  + +As a bonus action, you can begin a blade dance as long as you are neither grappled or restrained nor your speed is otherwise reduced to 0. While engaged in a blade dance, you gain the following benefits if you are wielding a melee weapon in each hand and aren’t wearing medium or heavy armor: + +- You have advantage on **DEX** saves and **DEX** ability checks made to avoid being grappled or restrained or having your movement speed reduced. If you become grappled or restrained, you have advantage on checks made to escape or end the effect as long as your blade dance is active. +- Your movement doesn’t provoke opportunity attacks. +- Your speed increases by 10 feet. + +If you can cast spells, you can’t cast them or concentrate on them while you’re engaged in a blade dance. + +A blade dance lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t moved at least 5 feet since the start of your turn. You can also end a blade dance early on your turn (no action required). You can begin a blade dance a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. + +# Deadly Grace  + +3rd-Level Twinblade Feature  + +You gain proficiency in either the Acrobatics or Performance skill. If you are already proficient in one or both of these skills, double your **PB** for checks made with that skill. + +In addition, while you are wielding a melee weapon in each hand and aren’t restrained, grappled, or otherwise unable to move, your AC equals 10 + your **DEX** modifier + your **PB**. You can’t benefit from this feature while wearing medium or heavy armor. + +# Double Edged  + +7th-Level Twinblade Feature  + +When you take the Attack action on your turn and then use a bonus action to make one or more additional attacks (such as for two-weapon fighting and the Quick Strike martial action), you can add your **DEX** modifier to the damage dealt by the bonus attacks. If you have at least one use remaining of your Blade Dance feature, you can activate it as part of the same bonus action you used to make these attacks. + +# One Thousand Cuts  + +11th-Level Twinblade Feature  + +When you take the Attack action on your turn while your blade dance is active, you can forgo the normal number of attacks granted by your Multiattack to instead make one melee weapon attack that targets each creature within 5 feet of you, using a single attack roll and damage roll.  + +In addition, if you use a bonus action to use two-weapon fighting or the Quick Strike martial action on the same turn, you can also forgo the number of additional attacks you would normally make to instead make one melee weapon attack that targets each creature within 5 feet of you, using a single attack roll and damage roll.  + +Once you use this feature, you can’t do so again until you finish a short or long rest. + +# Moving Target  + +15th-Level Twinblade Feature  + +As long as you aren’t incapacitated, you can’t be grappled or restrained, and your speed can’t be reduced by any means.  + +In addition, as a reaction when a hostile creature you can see enters a space within 10 feet of you for the first time on a turn, you can move up to your movement speed without provoking opportunity attacks. diff --git a/content/Classes/Fighter/Discipline of the Weapon Master.md b/content/Classes/Fighter/Discipline of the Weapon Master.md new file mode 100644 index 0000000..aaf2158 --- /dev/null +++ b/content/Classes/Fighter/Discipline of the Weapon Master.md @@ -0,0 +1,140 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/2ede6e3b1097144090c696188d4bab7d_MD5.jpg|288x415]] + +Most fighters feel a deep connection to their weapons, but none more so than the Weapon Master. For them, a favored bow or blade is a natural extension of their body and a trusted ally. Fighters who pursue this subclass learn to use their chosen arms with efficiency and artistry. + +||**Weapon Master Progression**| +|---|---| +|**Fighter Level**|**Features**| +|3rd|Mastery, Stunts| +|7th|Deadly Flourish| +|11th|Advanced Stunts| +|15th|Grand Finale| + +# Mastery + +_3rd-Level Weapon Master Feature_  + +Choose three types of simple or martial weapons with which you have proficiency. You have mastered the use of those three weapons. + +Once per turn, when you roll damage for an attack with a weapon you have mastered, you can reroll the weapon’s damage dice and use either result. + +Alternatively, once per turn, when you use a weapon option (see Weapon Options in Chapter 5) for a weapon that you have mastered, you can roll the attack’s damage even if the weapon option doesn’t normally allow it.  + +# Stunts + +_3rd-Level Weapon Master Feature_  + +As part of your training, you’ve learned to use unique tactics with certain weapons. You gain access to special maneuvers called stunts. + +To use a stunt, you must wield a weapon that matches the weapon type listed in the stunt description (if one is listed). You can only use one stunt per turn. You gain access to advanced stunts at higher levels. + +All stunts listed are available to you at 3rd level. You can perform stunts a number of times equal to your **PB** + 1. After that, you must finish a short or long rest to regain expended uses. + +**Saves.** Some stunts require your target to make a save to resist its effects. The save **DC** for these stunts is calculated as follows:  + +**Stunt save **DC**** = 8 + your proficiency bonus (**PB**) + your **STR** or **DEX** modifier (your choice)  + +Stunts are presented in alphabetical order. + +## Arcing Strike  + +_Requires a Heavy Melee Weapon_  + +When you deal damage with a heavy weapon wielded in both hands, you can also deal half the damage you dealt to a different target within reach that you can see. If the second target is an object, it takes the full damage instead. You can decide to use this after you know your damage roll. + +## Cheap Shot  + +_Requires a Melee Weapon_  + +When you successfully hit a target with a melee weapon as part of the Attack action, you can immediately make an unarmed strike against that target as part of the same Attack action.  + +## Make It Count  + +When you take the Attack action, you can make a single weapon attack with a +10 to the attack roll. On a hit, the attack deals additional damage equal to your fighter level. You can’t make additional attacks as part of that Attack action, even if a feature like Multiattack would normally allow you to do so.  + +## Parry  + +_Requires a Melee Weapon_  + +When a creature you can see hits you with a weapon attack, you can use your reaction to reduce the damage you take by 1d10 + your **PB** (to a minimum of 0 damage).  + +## Redirect  + +When you miss a target with a weapon attack, you can use your reaction to immediately reroll the attack, but you must select a different target you can see within 5 feet of the original target.  + +## Riposte  + +_Requires a Melee Weapon_  + +When a creature you can see within range misses you with a weapon attack, you can use your reaction to immediately make a melee weapon attack against that creature.  + +## Straight Through  + +_Requires a Ranged Weapon_  + +When you deal damage with a ranged weapon attack, you can also deal half the damage you dealt to a different target you can see within 5 feet of the original target. You can decide to use this after you know your damage roll. + +## Tactical Retreat  + +_Requires a Melee Weapon_  + +When you hit a creature with a weapon as part of the Attack action, you can immediately move up to half your speed as part of the same action without provoking opportunity attacks. + +# Deadly Flourish + +_7th-Level Weapon Master Feature_  + +Attacks made with weapons you have mastered through your Mastery feature score critical hits on rolls of 19 or 20. When you score a critical hit, you can use your reaction to do one of the following: + +- Make a ranged weapon attack against a number of creatures equal to your **PB** within 15 feet of the target hit by your critical hit.  +- Make a separate melee attack against each creature within 5 feet of you. + +# Advanced Stunts  + +_11th-Level Weapon Master Feature_  + +The following powerful stunts are available to you whenever you could use a stunt. + +## Assassin’s Ambush  + +When you hit a creature, from which you are hidden, with a weapon attack, roll your weapon damage dice twice instead of once. On a critical hit, roll the weapon’s damage dice three times instead of twice.  + +## Bulwark  + +_Requires a Shield_  + +When you take damage from a spell or ability that requires a save, such as the fireball spell, you can use your reaction to reduce the damage dealt to you by an amount equal to your AC. Psychic damage can’t be reduced by this stunt.  + +## Felling Sweep  + +_Requires a Heavy Melee Weapon_  + +As an action, you can make a single melee attack that targets each creature within reach, using a single attack and damage roll.  + +## Preemptive Strike  + +_Requires a Melee Weapon_  + +When a creature comes within reach of your weapon, you can use your reaction to make a single attack against it. On a hit, the target’s speed is reduced by 15 feet until the start of your next turn. + +## Rapid Release  + +_Requires a Ranged or Thrown Weapon_  + +After you take the Attack action, you can use a bonus action to make an additional attack with a ranged or thrown weapon. You can draw a thrown weapon as part of the attack.  + +## Wrestler’s Clutch + +_Requires a Melee Weapon_  + +When you hit a creature with a melee attack, the creature must succeed on a **STR** save or become grappled by you. While this grapple persists, stunts you use against the grappled creature don’t expend uses of your Stunts feature. This grapple ends if you attack another creature, the target escapes, or you end it (no action required). + +# Grand Finale + +_15th-Level Weapon Master Feature_  + +When you roll initiative and have no uses of your Stunts feature remaining, you can regain 3 uses. You must complete a long rest before you can use this feature again. diff --git a/content/Classes/Mechanist/*Playing a Mechanist*.md b/content/Classes/Mechanist/*Playing a Mechanist*.md new file mode 100644 index 0000000..980bbbd --- /dev/null +++ b/content/Classes/Mechanist/*Playing a Mechanist*.md @@ -0,0 +1,191 @@ +![[assets/bc641e70766dab252e9588c48e5383dd_MD5.jpg|Diana Kupets|315x357]] + +Mechanists are inventors, makers, and engineers, interested in the composition of material objects and in the components of creation itself. While others dedicate their lives to mastering magic or science, the mechanist sees such forces as flexible components within a grander design. To walk the path of the mechanist is to open the back of the universe, observe its moving parts, and restructure them as suits your needs. + +Mechanist is a class that invites creative interpretation by players. Your class can hold up in combat, but finding ways to use the items and objects around you brings out the aspects that make this class shine + +# MECHANISTS AS ADVENTURERS + +Mechanists are capable warriors with an arsenal of magical tricks. With a little creativity, a mechanist can create items or tools to suit any purpose, whether creating weapons that exploit a foe’s weakness, conjuring a device to save a falling friend, or enhancing a vehicle to reach a destination in record time. + +Continued in the [[ToV - Players Guide.pdf]]; Chapter 2, pg 53. + +# Errata + +## Shard of Creation + +_1st-Level Mechanist Feature_  + +… + +### Transform  + +While touching the shard, you can use an action and expend 1 charge to transform it into any type of nonmagical weapon or shield or object of Medium size or smaller. The object appears in an unoccupied space within 10 feet of you, but the chosen space must contain a surface or liquid capable of supporting the object. If the object you create is of an appropriate size to be worn or held, you can choose for the object to appear in your hand or on your person. The total value (in gold pieces) of an object created can’t be more than 20 × your mechanist level. + +A transformed shard remains in its new form until you die, use an action to return it to its original state (expending no charges), or use an action to transform it again. No matter what shape the shard assumes, those who handle the shard can sense something strange about its nature. The shard can’t be passed off as a typical item for purposes of buying and selling.  + +## Augment + +_2nd-Level Mechanist Feature_   + +You gain the ability to channel magical energy into items. To use this ability, you must spend 1 hour focusing on the item that you wish to augment while remaining in physical contact with it (which can be done as part of a short or long rest). + +You gain two augment effects of your choice. Augment effect options are detailed at the end of the class description. At certain mechanist levels, you gain additional augment effects of your choice, as shown in the Augment Effects Known column of the Mechanist Progression table. In addition, when you gain a level in this class, you can choose one augment you know and replace it with another augment that you meet the prerequisites for. You can’t replace any unique augments you gain from your subclass. + +When you use this ability, choose an effect from those you know. Regardless of the effect, an augmented item is considered a magic item while the effect remains active. You can apply these effects to existing magic items, and any bonuses or features granted by an augment effect stack with any properties a magic item already possesses.  + +Unless specified otherwise, a chosen effect lasts indefinitely, but as an action, you can touch an item to end an ongoing effect that you created. You can have effects active on multiple items, provided you spend the required time focusing on each item individually. However, an item can only bear one effect at a time. Multiple uses of the same effect don’t stack. + +The maximum number of items you can affect with this feature at one time is listed in the Augmented Items column of the Mechanist Progression table. If you try to exceed your maximum, you must choose an ongoing effect to end. + +You can also augment your transformed shard of creation, provided its form meets the requirements for the chosen effect. The effect remains with the shard when it transforms as long as the new form remains compatible— if not, the effect immediately ends. + +## Mechanist Boons + +When you reach 10th level and 20th level in your chosen class, you gain the Heroic Boon and Epic Boon class features (see Player’s Guide), which allow you to choose one potent ability from a list of options. This section offers additional boons to choose from when you reach those levels of the mechanist class. + +### Heroic Boons  + +When you reach 10th level in the mechanist class, you have the following additional options to choose from when selecting the boon for your Heroic Boon feature. + +Heroic Boon  + +10th-Level Mechanist Feature  + +Your commitment to the mechanist’s path grants you a powerful ability. Choose one of the following heroic boons: + +- Inspired Combatant. You can now use the Inspire effect of your Shard of Creation feature (see Player’s Guide) to enhance your attacks. When you make an attack roll while touching the shard (regardless of its current form), you can spend 1 charge to roll a d8 and then add the number rolled to your check result. If you hit with the attack, the attack deals extra damage (of the type dealt by the triggering attack) equal to the number rolled. When you reach 18th level in the mechanist class, this die increases to a d10. +- Manifold Invention. You learn two additional effects of your choice from your Augment feature. These effects don’t count against your total effects known, as shown in the Augments Effects Known column of the Mechanist Progression table (see Player’s Guide). + +### Epic Boons  + +When you reach 20th level in the mechanist class, you have the following additional options to choose from when selecting the boon for your Epic Boon feature. + +Epic Boon + +20th-Level Mechanist Feature  + +Your commitment to the mechanist’s path grants you a powerful new ability. You gain one of the following epic boons: + +- Energy Transfer. As a reaction when you would suffer an instance of damage, you can end one of the active effects from your Augment feature (see Player’s Guide) on an item within 60 feet of you (you choose which if multiple) to instead take no damage from the triggering instance. +- Fully Loaded. For each effect from your Augment feature (see Player’s Guide) currently active on items within 60 feet, you gain a +1 bonus to any attack rolls and damage rolls you make. If you fail to hit with an attack roll while any of those items are within 60 feet of you, you can automatically end one of those effects (your choice) to automatically succeed on the attack roll instead. + +## Augment Effects Expanded  + +This section lists additional augments available for mechanists to learn and use. See the Augment class feature in the Player’s Guide for a full description of how these effects work. Some augments can be used by the Fleshsmith subclass on the body of the mechanist, their flesh-forged servitors, or living allies. These are denoted as Living Body (Fleshsmiths Only).  + +Storing + +Item Requirement: Shield or Living Body (Fleshsmiths Only)  + +You imbue an item with the ability to absorb a Small or smaller object that is at least one size smaller than it. While absorbed, the object cannot be damaged. The absorbed object disappears and can be called from or returned to the imbued item as an action. If the imbued item is destroyed, any absorbed item appears within 5 feet of the destroyed item. When a Fleshsmith imbues a living body, there might be no sign of the item, a prominent lump, or even a kangaroo-like pouch. + +At Higher Levels. Once you reach 9th level in the mechanist class, the imbued item can absorb a Medium or smaller object. Once you reach 15th level in the mechanist class, the imbued item can absorb a Large or smaller object. + +Auspicious  + +Item Requirement: Four Leaf Clover, Rabbit’s Foot, Stone, or Similar Object  + +You imbue an item with the ability to store and share luck. If you have 5 or fewer Luck while holding the item, you can transfer any number of Luck that you possess into the item. The item can hold a number of Luck up to your **INT** modifier. As a bonus action, you expend 3 Luck from the item to gain 1 Luck or transfer 1 Luck to another creature that you are touching.  + +At Higher Levels. Once you reach 9th level in the mechanist class, you need only expend 2 Luck from the item to gain or transfer 1 Luck. + +Barring + +Item Requirement: Shield, Weapon, or Living Body (Fleshsmiths Only)  + +You imbue an item with defensive foresight. While holding it in one hand, you can use your reaction to increase your AC by 2 until the end of your next turn. When a Fleshsmith imbues a living body with this augment, its arms gain boney ridges, wooden growths, or dense fur. + +At Higher Levels. Once you reach 9th level in the mechanist class, the AC bonus increases to +3 instead of +2. + +Duplicative + +Item Requirement: Any Medium or Smaller Object  + +You make a duplicate of an item you touch. The duplicate is nonmagical, regardless of the original item. The total value (in gold pieces) of the duplicated item can’t be more than 10 × your mechanist level. The duplicate lasts until you finish a long rest. + +Galvanizing + +Item Requirement: Blanket, Healer’s Kit, Holy Symbol Staff, or Object Associated with Healing  + +You imbue an item with the ability to transfer some of your life force to another creature. As an action, while holding the item in one hand and touching another living creature, you can roll any number of your hit dice. The creature regains hit points equal to half the result, rounded down. The effect recharges after you finish a long rest. + +Poisoning + +Item Requirement: Weapon or Living Body (Fleshsmiths Only)   + +You imbue an item with the capacity to inject a deadly venom. When the wielder successfully attacks with a weapon, it deals an additional 1d6 poison damage. When a Fleshsmith imbues a living body, the target gains glands that spread poison on their weapons or natural attacks.  + +At Higher Levels. Once you reach 9th level in the mechanist class, the damage increases to 2d6 poison.  + +Qualified + +Item Requirement: Medium or Smaller Equipment That Can Be Worn or Carried.  + +You imbue an item with the capacity to grant proficiency with a skill or tool to a creature that carries it. + +At Higher Levels. Once you reach 15th level in the mechanist class, the item grants proficiency and expertise, doubling the wielder’s **PB**. + +Reaching + +Item Requirement: Weapon or a Living Body (Fleshsmiths Only)  + +You imbue an item to increase your reach by 5 feet when wielding it. When a Fleshsmith imbues a living body, they add tentacles, vines, or similar appendages that increase reach and that can wield weapons. These additional limbs do not allow the target to wield additional weapons.  + +At Higher Levels. Once you reach 15th level in the mechanist class, the bonus to reach increases to 10 feet. + +Remote Viewing  + +Item Requirement: Goggles, Glasses, Spyglass, or Similar Equipment; or Object with a Transparent Surface + +You imbue an item with magical capabilities to see over great distances. While you touch the item, you can use an action to create an invisible sensor within 1 mile of you that lasts for up to 10 minutes. You can see and hear through the sensor, and it otherwise behaves as the clairvoyance spell. While the augmented item is activated, you can use an action to deactivate it. The effect recharges once you finish a long rest. + +Sheltering  + +Item Requirement: Door, Structure, or Vehicle   + +You imbue an item with the ability to create a place of safety. When you activate this item, it creates a doorway to an extraplanar space. You and anyone you allow can pass through the doorway, up to a maximum of 5 + your **INT** modifier Large or smaller creatures. The space appears as a comfortable, furnished inn with enough food, water, and fodder to sustain the creatures in it for one day. As an action, you can evict any creature in the extraplanar space. Evicted creatures appear within 5 feet of the doorway and cannot re-enter the space. The effect recharges after you finish a long rest. + +Sustaining  + +Item Requirement: Armor or Jewelry   + +You imbue an item with the ability to protect the wearer from dangerous environments. While wearing the item, the user can breathe normally in any environment, does not need to eat, and has advantage on saves to avoid exhaustion. + +At Higher Levels. Once you reach 15th level in the mechanist class, the item grants immunity to exhaustion. + +Transcribed  + +Item Requirement: Book, Glasses, Googles, Scroll, Scroll Tube, or Tablet  + +You imbue an item with the ability to store written information. As an action, you can store the written contents of a single nonmagical book, letter, or scroll. The item will not store magical writings, pictures, or drawings. Written magical traps are automatically triggered if the item targets writing containing a magical symbol, ward, or dangerous rune.  + +While carrying an item that contains written information, you can recall the contents of the work flawlessly (though you don’t gain the ability to comprehend languages you don’t already know). As an action, you can replace the stored information in an imbued item with another written work that you touch the item to. + +Understanding + +Item Requirement: Circlet, Googles, Hat, Helm, Spectacles, or Living Body (Fleshsmiths Only)   + +You imbue an item with the ability to understand any spoken or written language. When a Fleshsmith imbues a living body, the creature gains an additional set of eyes or sensory appendage. + +Vigorous + +Item Requirement: Armor, Cloak, Necklace, or Ring   + +You imbue an item to grant abundant health. While wearing this item, you have advantage on saves to resist disease and poison.  + +At Higher Levels. Once you reach 9th level in the mechanist class, you also gain resistance to poison damage. Once you reach 15th level in the mechanist class, you also gain immunity to disease.  + +Controlled + +Item Requirement: Item that Requires a Roll to Determine an Effect + +You imbue an item with the ability to generate more favorable random effects. While rolling dice to determine the effect produced by the augmented item, you can roll the dice twice and choose which result you want to use. If you roll the same result on both rolls, you can ignore the result and choose which effect occurs from any of the listed possibilities. This augment affects die rolls like the d8 used to determine the creature resulting from a bag of tricks or the d100 used to determine the effect of a wand of wonder. This augment doesn’t affect ability checks, attack rolls, or saves made with the item. + +Focused  + +Item Requirement: Spell Focus  + +You imbue a spellcasting focus with superior casting potential. Spells cast with the spell focus have a +1 bonus to spell attack rolls, and **DC**s made to resist effects of spells cast using the focus are increased by 1.  + +At Higher Levels. Once you reach 9th level in the mechanist class, the bonus to spell attack rolls increases to +2. At 15th level, it becomes +3. diff --git a/content/Classes/Mechanist/Craft of the Clockmaker.md b/content/Classes/Mechanist/Craft of the Clockmaker.md new file mode 100644 index 0000000..ebd4a0c --- /dev/null +++ b/content/Classes/Mechanist/Craft of the Clockmaker.md @@ -0,0 +1,76 @@ +--- +source: Book of Blades +--- + +![[assets/d936a3bd07387da60924c6b0d585712e_MD5.jpg|Catilus / Christina Kritikou|290x409]] + +The clockmaker is a master crafter whose timepiece does more than keep track of the passing hours. With it, the Clockmaker controls time itself. By winding their watch, they can give themselves more time or take time away from their enemies. A clockmaker can even freeze enemies in place with specially prepared traps.  + +||**Clockmaker Progression**| +|---|---| +|**Mechanist Level**|**Features**| +|3rd|Augment: Countdown, Timepiece| +|7th|Advanced Timepiece| +|11th|Stasis Trap| +|15th|Master Timepiece| + +# Augment: Count Down  + + _3rd-Level Clockmaker Feature_  + +You gain the following unique effect for your Augment feature. This effect can’t be replaced and doesn’t count against the number of effects you know, as shown in the Augment Effects Known column of the Mechanist Progression table. + +## Count Down  + +_Item Requirement: Medium or Smaller Magic Item that Is Worn or Carried_  + +You imbue a magic item with a countdown of any length of time. At the end of the countdown, one of the magic item’s effects (your choice) triggers. When you set the countdown, you choose the duration. The effect targets the creature carrying or wearing the item. If the effect targets an area, the area of effect is centered on the creature. You can touch the item and use an action to change or cancel the item’s countdown.  + +# Timepiece + +_3rd-Level Clockmaker Feature_  + +You create a small clockwork device as a focus for your clockwork abilities. This device always keeps perfect time on the Material Plane. While holding your timepiece in one hand, you gain the following: + +- **Spellcasting.** The timepiece can be used as an arcane focus for the spells that you learn from this subclass. You learn the spells pendulum and hold and can cast them using your timepiece without expending spell slots. Once you cast a spell with your timepiece, you must finish a long rest before you can cast a spell with it again. **INT** is your spellcasting ability. Your **INT** modifier determines the save **DC** or the attack modifier for your timepiece spells: + +**Spell save **DC**** = 8 + your **PB** + your **INT** modifier  + +**Spell attack modifier** = your **PB** + your **INT** modifier + +- **Double Time.** On your turn, you can double your speed until the start of your next turn. When you use this feature, you gain temporary hit points equal to 1d6 + your **INT** modifier. You must finish a short or long rest before you can use this feature again. + +# Advanced Timepiece  + +_7th-Level Clockmaker Feature_  + +You add more intricate clockworks to your timepiece, improving and expanding its capabilities. You gain the following benefits: + +- **Forewarned.** While holding your timepiece in one hand, add your **INT** modifier to initiative rolls.  +- **Spellcasting.** Add haste and slow to the list of spells that you can cast with your timepiece without expending spell slots. You can now use your timepiece to cast any spell gained from this subclass two times until you finish a long rest. +- **Extra Time.** You expand your mastery over time. You can gain an additional bonus action on your turn. You must finish a short or long rest before you can use this feature again. + +# Stasis Trap  + +_11th-Level Clockmaker Feature_  + +You freeze a moment of time inside a clockwork cog the size of a button. Creating a stasis trap takes 10 minutes and can be done as part of a short or long rest. You can have a maximum number of stasis traps active at once equal to your **PB**. + +You can place the stasis trap where a creature might step on it or throw it as a ranged attack with a range of 30 feet. Seeing a hidden stasis trap requires a successful **WIS** (Perception) check with a **DC** equal to your spell save **DC**.  + +When a creature steps on, touches, or is hit by a stasis trap, it must succeed on a **CON** save equal to your spell save **DC** or be paralyzed for 1 minute. At the end of each of the target’s turns, it can repeat the save, ending the effect on itself on a success. If the creature fails its **CON** save at the end of its turn, it suffers a secondary effect chosen by you when the stasis trap was created: + +- The target takes 1d6 + your **INT** modifier force damage.   +- You learn one thing of your choice about the creature: type, resistances, immunities, vulnerabilities, or special attacks. +- Time within a 20-foot radius slows. Creatures in the area halve their speed, take a −2 penalty to AC and **DEX** saves, and can’t use reactions. This effect lasts until the end of the creature’s next turn.  + +# Master Timepiece  + +_15th-Level Clockmaker Feature_  + +You achieve mastery over your timepiece and expand its abilities even further. You gain the following benefits: + +- **Accelerated Attacks.** Your attacks move faster and hit harder. Your melee and ranged weapon attacks deal an extra 2d6 force damage.  +- **Spellcasting.** Add foresight and time stop to your list of spells that you can cast using your timepiece.  + +**Extra Time.** You fully master time between seconds. You can gain an additional action on your turn. You must finish a short or long rest before you can use this feature again. diff --git a/content/Classes/Mechanist/Craft of the Cog Augur.md b/content/Classes/Mechanist/Craft of the Cog Augur.md new file mode 100644 index 0000000..482a16a --- /dev/null +++ b/content/Classes/Mechanist/Craft of the Cog Augur.md @@ -0,0 +1,75 @@ +--- +source: Players Guide 2 +--- + +Some mechanists see the universe and its workings as mathematical calculations. They turn their expertise toward crafting baroque devices to help them read these calculations and predict the near future. + +| Cog Augur Progression | | +| --------------------- | ------------------------------------- | +| Mechanist Level | Features | +| 3rd | Augment: Clairvoyant, Auguring Device | +| 7th | Intricate Predictions | +| 11th | Improved Divining | +| 15th | Clarity of Vision | + +# Augment: Clairvoyant  + +3rd-Level Cog Augur Feature  + +You gain the following unique effect for your Augment feature. This effect can’t be replaced and doesn’t count against the number of effects that you know, as shown in the Augment Effects Known column of the Mechanist Progression table (see Player’s Guide). + +# Clairvoyant + +Item Requirement: Equipment or Object that Can Fit in One Hand   + +You imbue an item with the ability to make quick, tactical calculations and predictions in the heat of combat. As a bonus action, you can provide instructions to a friendly creature within 30 feet of you that can hear or see you. Until the start of your next turn, the target has advantage on one attack roll or save of its choice, or it can use a reaction when a creature attacks it to cause the attacker to have disadvantage on the attack roll. You can use this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest.  + +At Higher Levels. Once you reach 11th level in the mechanist class, you can target a number of creatures equal to your **PB** with one bonus action. + +# Auguring Device  + +3rd-Level Cog Augur Feature  + +You learn to transmute a small device into an augury tool that aids you in calculating and predicting the future. If you spend 1 hour of uninterrupted focus in contact with an object small enough for you to hold in one hand (which can be done as part of a short or long rest), you can transmute that object into an auguring device. The chosen object must be a single object (though that object can have internal moving parts, like a watch or lock) and can’t be a set of tools. The transformation lasts until you choose to end it or until you use this feature to transmute a different object. + +Any ongoing effects from your Augment feature (see Player’s Guide) on the object automatically end when the device reverts to its normal state. If anyone other than you attempts to use the auguring device, it instantly reverts to its normal state. + +Once transformed, the auguring device resembles a handheld, often clockwork, gadget or device, like a watch or astrolabe, but you choose its color, style, and other cosmetic details. Creatures who handle or inspect the device can tell it isn’t a true magic item. Otherwise, it follows the rules of a typical magic item. + +Your auguring device functions as a magic item with the following properties: + +- If it is on the same plane as you, as a bonus action, you can summon the auguring device. When you do so, choose whether the device appears in your open hand or in an unoccupied space within 5 feet of you. +- While holding the device, you can spend 1 minute communing with the device to determine the probability of success for a specific action you plan to take within the next 30 minutes. This effect works like the augury spell, except the device serves as the material component and isn’t consumed by the spell. You can use this aspect of the device a number of times equal to your **PB**, but this doesn’t prevent you from risking a random reading, as detailed in the spell. You regain all expended uses when you finish a long rest. +- While holding the device, as a bonus action, you can consult with it to learn one of the following details about a creature within 30 feet of you that you can see: one of its resistances, one of its immunities, one of its vulnerabilities, or the damage type of one of its actions. +- While holding the device, you can’t be surprised, for it clicks and whirs warnings of danger. + +# Intricate Predictions  + +7th-Level Cog Augur Feature  + +You learn to upgrade your Auguring Device feature, which gains the following additional properties: + +- When you consult the device to learn a detail about a creature, you can now learn two pieces of information from that list. +- When you use the weather prediction aspect of the device, you now have advantage on **WIS** (Survival) checks to predict the weather within the next 7 days. +- While holding the device, you can spend 10 minutes communing with the device to learn details about current or future events or to learn the direction to a specific creature or object. These effects work like the divination or locate spells, except the device serves as the material component and isn’t consumed by the spell. When you reach 11th-level in the mechanist class, you can use the At Higher Circles aspect of the locate spell when using this aspect of the auguring device. You can use this aspect of the device a number of times equal to your **PB**, but this doesn’t prevent you from risking no answer, as detailed in the divination spell. You regain all expended uses when you finish a long rest.  +- While holding the device, you can’t be surprised, for it clicks and whirs warnings of danger. + +# Improved Divining  + +11th-Level Cog Augur Feature  + +You learn to adjust your Auguring Device feature’s calculations to reduce its chances of failure. When you use the augury or divination aspects of the device, the chance of receiving a random answer or no answer, respectively, is a cumulative 10 percent instead of 25 percent. If the device is imbued with the Clairvoyant augment, you can choose for one of the targets to have advantage on all its attack rolls instead of only one. + +In addition, you can now spend 1 minute communing with your auguring device to find the shortest, most direct physical route to a location you are familiar with on the same plane of existence. This effect works like the find the path spell, except the device serves as the material component. Once you use this aspect of this feature, you can’t use it again until you finish a long rest. + +# Clarity of Vision  + +15th-Level Cog Augur Feature  + +You can spend 1 minute communing with the device of your Auguring Device feature, alongside one friendly creature within 5 feet of you, and imbue that creature with minor foresight. For 1 hour, the target gains one of the following benefits of its choice: + +- Any creature has disadvantage on the first attack roll it makes against the target each turn. +- The target has advantage on all ability checks. +- The target has advantage on all saves. + +You can use this feature on yourself instead. Once a creature has gained a benefit from this feature, it can’t benefit again until it finishes a long rest. diff --git a/content/Classes/Mechanist/Craft of the Demolitionist.md b/content/Classes/Mechanist/Craft of the Demolitionist.md new file mode 100644 index 0000000..450f212 --- /dev/null +++ b/content/Classes/Mechanist/Craft of the Demolitionist.md @@ -0,0 +1,86 @@ +--- +source: "Campaign Builder: Dungeons and Ruins" +--- + +![[assets/3d564b0e8a8cad6db33bb63ca8f9b3dc_MD5.jpg|Feael & Nakatan|377x378]] + +Mechanists who pursue the Demolitionist’s craft use their knowledge to destroy, dismantle, and disrupt the functioning of items and objects around them. To protect those in the range of their work, demolitionists are also experts at using both technological and magical shielding to control the spread of damage and limit unintended harm.  + +||**Demolitionist Progression**| +|---|---| +|**Mechanist Level**|**Features**| +|3rd|Augment: Unmake, Shard of Destruction| +|7th|Disruptive Force| +|11th|Greater Destruction, Catastrophic Force| +|15th|Total Destruction, Unseen Augment| + +# Augment + +_3rd-Level Demolitionist Feature_  + +You imbue an item with the ability to break down into its component pieces in one of several ways. While you touch the item, you can use an action to set or change the item’s trigger and unmaking effect. + +## Augment: Unmake  + +_Item Requirement: Large or Smaller Item that Isn’t Being Worn or Held_ + +You gain the following unique effect for your Augment feature. This effect can’t be replaced and doesn’t count against the number of effects that you know, as shown in the Augment Effects Known column of the Mechanist Progression table. + +When the item is within 60 feet, you can use a reaction to trigger its unmaking effect. You can also set the item to trigger when a creature you specify comes within 30 feet of it, at a specific time, or when a specific environmental condition is met. Your GM has final say on what is reasonable for a trigger. + +The item can react in one of the following ways. At your GM’s discretion, an item might be able to react in other comparable ways. + +- **Break Down.** The item separates into its base components. You may designate one of these components as the key material in the item; this material instantly teleports into your hand with no action required if you are within 60 feet of the item.  +- **Disintegrate.** The item crumbles into fine dust. The area in a 10-foot cube surrounding the object is lightly obscured by the dust for 1 round.  +- **Explode.** The item explodes into pieces. Any creature within a 10-foot radius of the item must succeed on a **DC** 12 **DEX** save or take 2d4 bludgeoning damage. + +# Shard of Destruction + +_3rd-Level Demolitionist Feature_  + +Your shard of creation gains two additional properties.  + +- **Demolish.**  While touching the shard to a non-magical object of Medium size or smaller that isn’t being worn or held, you can use an action and expend one charge from the shard to permanently destroy that item. If there are no witnesses, a slight residue in the aftermath of the destruction gives those in the area a sense that something is missing, and a successful **INT** (Investigation) check reveals what it was (GM’s discretion): **DC** equals your augment save **DC** (see Augment Effects for the mechanist class in the Player’s Guide). +- **Depower.**  When touching the shard to a magic item with charges, as an action, you can remove 1d4 charges from the item. If the item loses its final charge because of Depower, it isn’t destroyed. + +# Disruptive Force + +_7th-Level Demolitionist Feature_  + +Your commitment to the demolitionist’s craft grants you the ability to temporarily disrupt the functionality of an item used by another. Choose one of the following abilities: + +- **Drain.** As an action, you can make a melee spell attack using your augment attack modifier (see Augment Effects for the mechanist class in the Player’s Guide) against a magic item within reach. On a successful hit, the item loses all functionality until the start of your next turn. In addition, any creature within 10 feet of the item must make a **DEX** save against your augment save **DC**, and on a failure, that creature can’t cast magic until the start of your next turn, as if under the effects of an antimagic field spell.  +- **Glitch.** As an action, you can make a melee attack using your augment attack modifier (see Augment Effects for the mechanist class in the Player’s Guide) against a mechanical item within reach. On a successful hit, the item loses all functionality until the start of your next turn. In addition, any creature within 10 feet of the item must make a **DEX** save against your augment save **DC**, and on a failure, that creature is stunned until the start of their next turn. + +# Greater Destruction + +_11th-Level Demolitionist Feature_  + +Your growing insight into the nature of demolition gives you greater control over your Shard of Destruction feature. You receive the following enhancements to its given properties. + +- **Demolish.** You can now use the shard to destroy any Large or smaller non-magical object, including objects being held or worn. +- **Depower.** You can now use the shard to remove 1d6 charges from a charged item (instead of 1d4).  + +# Catastrophic Force + +_11th-Level Demolitionist Feature_  + +Your commitment to the demolitionist’s craft allows you greater control over your Disruptive Force ability. You may either choose the Disruptive Force ability that you do not yet possess at its original level or augment your chosen ability as follows: + +- **Drain.** On a successful hit, the affected item loses functionality for 1d4+1 rounds. Any creature that fails its **DEX** save can’t cast magic as long as it is within 10 feet of the nonfunctioning item. +- **Glitch.** On a successful hit, the affected item loses functionality for 1d4+1 rounds. A creature that fails its **DEX** save is knocked prone in addition to being stunned. + +# Total Destruction + +_15th-Level Demolitionist Feature_  + +Your growing insight into the nature of demolition gives you greater control over the Shard of Destruction feature. You receive the following enhancements to its given properties. + +- **Demolish.** You can now use the shard to destroy any Huge or smaller non-magical item, including walls, structures, and vehicles. +- **Depower.** You can now use the shard to remove 1d8 charges from a charged item (instead of 1d6). + +# Total Destruction + +_15th-Level Demolitionist Feature_  + +You can now use your Ranged Augment feature on items you can’t see, as long as they are within 120 feet of you and you are aware of their general position or location. diff --git a/content/Classes/Mechanist/Craft of the Fleshsmith.md b/content/Classes/Mechanist/Craft of the Fleshsmith.md new file mode 100644 index 0000000..9c9a59b --- /dev/null +++ b/content/Classes/Mechanist/Craft of the Fleshsmith.md @@ -0,0 +1,81 @@ +--- +source: Book of Blades +--- + +![[assets/85dff3c7e9231a6dcaf88ccbbae6104a_MD5.jpeg|Ying Ding]] + +Other mechanists create objects of stone and steel; things that are worn, carried, or constructed. For a few though, flesh is the clay of creation and from which they coax new growths or bind creations with other living things. Depending on their background, a Fleshsmith might grow magical vines from their skin, bind the dermis of an eldritch horror to their body, or use twisted eldritch science to graft parts of the dead. They are most known for their flesh-forged servitor, an organic construct that can be imbued with augmentations.  + +Depending on their background, a Fleshsmith might grow magical vines from their skin, bind the dermis of an eldritch horror to their body, or use twisted eldritch science to graft parts of the dead. They are most known for their flesh-forged servitor, an organic construct that can be imbued with augmentations.  + +||**Fleshsmith Progression**| +|---|---| +|**Mechanist Level**|**Features**| +|3rd|Augment: Shape Flesh, Flesh-Forged Servitor| +|7th|Augment: Graft| +|11th|Absorb Servitor| +|15th|Flawless Servitor| + +# Augment: Shape Flesh  + +_3rd-Level Fleshsmith Feature_  + +You gain the following unique effect for your Augment feature. This effect can’t be replaced and doesn’t count against the number of effects you know, as shown in the Augment Effects Known column of the Mechanist Progression table. + +## Shape Flesh  + +_Item Requirement: Medium or Smaller Magic Item that Is Worn or Carried_  + +You twist and shape the flesh of your body or that of your flesh-forged servitor. You improve the target body by binding organic material to it. Choose one of these benefits: + +- By enhancing muscles, you add your **INT** modifier to the target’s melee weapon attack damage. The damage type is the same as that normally done by the weapon. +- By adding organs to increase durability, you add twice your **INT** modifier to the target’s hit points and hit point maximum. +- By attaching a thick hide or chitin, add your **INT** modifier to the target’s AC as long as it is wearing no armor. + +# Flesh-Forged Servitor  + +_3rd-Level Fleshsmith Feature_  + +You sculpt a Small minion out of organic material. Your new servitor takes an appearance chosen by you, but always bears traces of the source material. It might be plant-, animal-, or abomination-based. Construction of your servitor requires a minimum of 100 pounds of material, 1 hour of uninterrupted time, and alchemist tools. + +In combat, your flesh-forged servitor shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any commands, it takes the Dodge action and uses its move to avoid danger.  + +Your flesh servitor has a d6 for hit dice. It has a number of hit dice equal to your mechanist level. It can expend these hit dice to recover hit points during a short rest just as a PC would. It recovers all hit points during a long rest. + +[![[assets/7f97add5a9f7c7fb8c00460a995ce88a_MD5.png]]](https://www.worldanvil.com/i/7139699 "Screenshot_20251109_120529.png") + +# Augment: Graft  + +_7th-Level Fleshsmith Feature_  + +You gain the following unique effect for your Augment feature. This effect can’t be replaced and doesn’t count against the number of effects you know, as shown in the Augment Effects Known column of the Mechanist Progression table. + +## Graft + +_Item Requirement: Your Body, the Body of Your Flesh-Forged Servitor, or Other Willing Body_ + +You graft a body part to your own body or that of a willing host. This graft lasts until the target completes a long rest, at which point it molts off. Choose one of these benefits:  + +- **Acidic Blood.** You transfuse the target’s blood with acid. This does no harm to the target, but when the target takes damage from a melee attack, the attacker takes 1d4 + your **INT** modifier acid damage. +- **Dermal Plates.** The target gains a +4 bonus to AC as long as they are not wearing armor. +- **Digestion Augmentation.** The target does not need to eat or drink as long as it has access to an unusual sustenance of your devising, such as sunshine, rusted metal, or small rocks. +- **Eye in the Back of Your Head.** The target cannot be surprised. +- **Spine Projector.** You graft a spine-covered bud onto the target. The bud contains a number of spines equal to your **INT** modifier. As a bonus action, the target can fire a spine as a ranged weapon attack with a range of 100 feet. Each spine deals 1d6 + the target’s **DEX** modifier piercing damage. The spines regenerate when the target finishes a short rest. +- **Third Arm.** You graft a third limb onto the target. This limb is strong enough to wield a weapon with the Light property. When wielding three Light weapons and the target takes a bonus action to attack with two-weapon fighting, it can choose to make attacks with its third hand, leaving a hand free to wield a shield, a spell focus, or any other one-handed object. + +# Absorb Servitor  + +_11th-Level Fleshsmith Feature_  + +As an action while adjacent to your flesh-forged servitor, you can absorb it into your body, destroying it. You immediately regain hit points equal to its current hit points. You are cleansed of blindness, deafness, diseases, and poisons. If your flesh-forged servitor was imbued with an augmentation, you can choose to have that augment be instantly imbued into you.  + +# Flawless Servitor  + +_15th-Level Fleshsmith Feature_  + +You have discovered new ways to improve your flesh-forged servitor. Your servitor gains the following benefits: + +- Your flesh-forged servitor can be affected by two augments at the same time. +- The servitor gains the Multiattack feature and can make three attacks with its slam when it uses Multiattack. +- The damage of its slam attack increases to 3d6 + 1 + your **PB** bludgeoning damage. + diff --git a/content/Classes/Mechanist/Craft of the Grenadier.md b/content/Classes/Mechanist/Craft of the Grenadier.md new file mode 100644 index 0000000..dd2a6f0 --- /dev/null +++ b/content/Classes/Mechanist/Craft of the Grenadier.md @@ -0,0 +1,93 @@ +--- +source: Players Guide 2 +--- + +Mechanists who pursue the Grenadier’s craft are disciples of entropy, more interested in how things come apart than how they come together. Grenadiers expertly manipulate thermodynamic forces to blow away their foes and demolish terrain. Their explosive talents serve them well as master demolitionists, artillerists, and devastatingly effective opponents on the field of battle. + +| Grenadier Progression | | +| --------------------- | ------------------------------------------------- | +| Mechanist Level | Features | +| 3rd | Arcane Grenades (1d8, 1/turn), Augment: Explosive | +| 7th | Arcane Grenades (2d8, 2/turn), Controlled Blasts | +| 11th | Advanced Modifications, Arcane Grenades (3d8) | +| 15th | Arcane Grenades (4d8, 3/turn), Superior Firepower | + +# Arcane Grenades  + +3rd-Level Grenadier Feature  + +You have learned to construct potent magical devices called arcane grenades. As an action (counts as the Use an Object action), you can arm and throw an arcane grenade. Alternatively, when you take the Attack action, you can replace one of your attacks with the arming and throwing of a grenade. You must have at least one hand free to do so, and you can only use an arcane grenade once per turn. Given their unique nature, arcane grenades can’t be augmented. + +For the purposes of determining attack bonus and damage, an arcane grenade counts as a magic ranged weapon with a range of 20/60 feet and with which you are proficient. When making an attack roll with an arcane grenade, you can choose to use either your **DEX** or **INT** modifier to determine your attack bonus. On a hit, a grenade deals force damage equal to 1d8 + your **INT** modifier. Whether you hit or miss, a thrown grenade is destroyed on impact. + +The damage dealt by your arcane grenades increases as you gain levels in the mechanist class, dealing 2d8 at 7th level, 3d8 at 11th level, and 4d8 15th level.  + +Grenade Modifications  + +As part of the same action used to arm and throw a grenade (see Arcane Grenades feature), you can alter the properties of the grenade to create a special effect, applying one of the following modifications of your choice to it. Unless specified otherwise, a modified grenade still deals its standard damage in addition to any listed effects. A single grenade can’t have more than one modification, and you can use only one modified grenade per turn. If a modification requires a target to make a save, the **DC** for that save is the same as your augment save **DC**. + +You can modify grenades a number of times equal to your **PB**, and you regain all expended uses when you finish a short or long rest. + +- Dispersal Grenade. When you hit a creature with a dispersal grenade, the target takes only half your typical arcane grenade damage, and each creature within 10 feet of the target must succeed on a **DEX** save or take the same amount of damage. +- Flash Grenade. You don’t make an attack roll when you throw a flash grenade, and it doesn’t deal damage. Instead, you throw the grenade at a point you can see within 30 feet of you. Each creature within 10 feet of that point must succeed on a **CON** save or be blinded for 1 minute. A creature blinded by a flash grenade can repeat the save at the end of each of its turns, ending the effect on itself on a success. +- Kinetic Grenade. When you hit a Large or smaller creature with a kinetic grenade, the target takes the grenade’s standard damage and must succeed on a **STR** save or be pushed in a single direction of your choice up to a number of feet equal to 10 × your **PB**.  +- Smoke Grenade. You can choose to throw a smoke grenade at a target or at a point you can see within 30 feet of you. If thrown at a point, it doesn’t deal damage. After it hits a target or when it impacts the point you chose, the smoke grenade produces a 30-foot-radius sphere of thick smoke centered on the chosen point or the target’s current space. The smoke spreads around corners. A creature inside the smoke can’t see farther than 10 feet, and creatures outside the smoke can’t see creatures inside it. The sphere lasts for up to 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.  + +Augment: Explosive  + +3rd-Level Grenadier Feature  + +You gain the following unique effect for your Augment feature. This effect can’t be replaced and doesn’t count against the number of effects that you know, as shown in the Augment Effects Known column of the Mechanist Progression table (see Player’s Guide). + +Augment: Explosive  + +Item Requirement: A Stationary Medium or Smaller Item that Isn’t Being Worn or Held + +You imbue an item with the ability to release explosive magical energy when triggered. You decide what triggers the explosion when you first use this effect. The nature of the trigger is determined by you, but the most common triggers include touching the item, approaching within a certain distance of the item, or performing a specific interaction with an item—like specifying a chest will explode if opened. You can further refine the trigger, so the explosion occurs only under certain circumstances or according to a physical characteristic (such as height or weight) or creature type or category (such as specifying Aberrations or hags). You can also set conditions for creatures that don’t trigger the explosion, such as those who say a certain password. + +When triggered, the item erupts with explosive power, releasing magical energy in a 10-foot-radius sphere centered on the item. The energy spreads around corners. + +Each creature in the area must make a **DEX** save against your augment save **DC**. On a failed save, a creature takes a number of d6s equal to your **PB** + 1 (minimum of 3d6) of force damage. On a success, it takes half the damage. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the explosion’s area. + +This explosion can trigger a number of times equal to your **PB**. The augmented item regains all expended triggers when you finish a long rest. + +At Higher Levels. Once you reach 9th level in the mechanist class, you can choose to increase the item’s explosive area to a 20-foot-radius sphere.  + +# Controlled Blasts  + +7th-Level Grenadier Feature  + +Your experience affords you greater control and precision with your Arcane Grenades feature. You gain the following benefits: + +- When you make a ranged weapon attack (including with your grenades), you don’t have disadvantage on the attack roll from being within 5 feet of a hostile creature, though you can still have disadvantage from other sources. +- Whenever you deal damage or an effect, like a condition, with a nonmagical or magic item (including items you have augmented and your grenades), you can choose to make a number of friendly creatures equal to your **PB** immune to the damage or effect.  +- You are immune to all damage, conditions, and other negative effects caused by items you activate, including effects from your augments and arcane grenades. +- You can now arm and throw up to two arcane grenades on your turn (though you are still restricted to only one modified grenade per turn). + +# Advanced Modifications  + +11th-Level Grenadier Feature  + +Your experiments with your Arcane Grenades feature lead you to more powerful modifications. Your existing modifications change in the following ways: + +- Dispersal Grenade. This grenade’s burst becomes more versatile. When you hit a creature with a dispersal grenade, the target takes the full damage instead of half the damage. In addition, you can choose for the burst to be concentrated or expanded. If you choose concentrated, each creature within 10 feet of the target must make a **DEX** save, taking the same damage the target took on a failed save or half as much damage on a successful one. If you choose expanded, each creature within 20 feet of the target must succeed on a **DEX** save or take half the damage the target took. +- Flash Grenade. The flash grenade’s light can now sear those in the area. A creature that fails the save takes a number of d6s equal to your **PB** of radiant damage in addition to being blinded. A creature that succeeds on the save isn’t blinded, but it takes half the radiant damage. +- Kinetic Grenade. The pushing power of this grenade is enhanced and can now push Huge or smaller creatures. If the target fails the save, it takes an extra 1d6 force damage for every 10 feet it is pushed. If the target succeeds on the save, it is pushed only half the distance and doesn’t take the extra force damage. +- Smoke Grenade. The smoke produced by this grenade becomes noxious. A creature that starts its turn in the smoke must succeed on a **CON** save or take poison damage equal to twice your **PB** and be poisoned until it starts its turn outside of the smoke.  + +In addition, you learn to create the following new modifications, which are available to you whenever you could modify a grenade.  + +- Elemental Grenade. An elemental grenade is filled with the energy of one element of your choice: acid, cold, fire, lightning, or thunder. You don’t make an attack roll when you throw an elemental grenade, and it doesn’t deal standard damage. Instead, you throw the grenade at a point you can see within 30 feet of you. Each creature within 15 feet of that point must make a **DEX** save. On a failure, a creature takes a number of d6s equal to your **PB** of damage of the type you chose and then becomes vulnerable to that damage type until the end of its next turn. On a success, a creature takes half the damage and isn’t vulnerable. If the creature is normally resistant to that damage type, it instead loses that resistance. A creature immune to that damage type remains immune to it.  +- Phrenic Grenade. You infuse the grenade with psychic energy that shrieks into the minds of those nearby. When you hit a creature with a phrenic grenade, the target takes psychic damage instead of force damage, and the target and each creature within 10 feet of the target must succeed on a **WIS** save or be frightened of you for 1 minute. A frightened creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.  + +# Superior Firepower  + +15th-Level Grenadier Feature  + +Your ability to utilize your Arcane Grenades feature is unrivaled. You gain the following benefits: + +- Once per turn, when you miss an attack roll with your arcane grenade, you can choose to succeed instead. You can use this feature a number of times equal to your **INT** modifier, and you regain all expended uses when you finish a long rest. +- The range of your arcane grenades increases to 40/80 feet. When throwing elemental, flash, or smoke grenades, you can now throw them at a point you can see within 40 feet of you. +- When you score a critical hit with an attack with your unmodified arcane grenade and the attack reduces a creature to 0 HP, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or wish spell. If the creature is destroyed, any magic items it was wearing or holding drop onto the ground in a space previously occupied by the creature. +- You can now arm and throw up to three arcane grenades on your turn (though you are still restricted to one modified grenade per turn). + diff --git a/content/Classes/Mechanist/Craft of the Metallurgist.md b/content/Classes/Mechanist/Craft of the Metallurgist.md new file mode 100644 index 0000000..c3dceb1 --- /dev/null +++ b/content/Classes/Mechanist/Craft of the Metallurgist.md @@ -0,0 +1,75 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/18ee82e7cffb98e9119a77187338ffba_MD5.jpg|Annadel Cinco|371x315]] + +Mechanists who pursue the Metallurgist’s craft delight in the thrill of combat and engineered armaments. Metallurgist creations are awesome to behold in battle, though few enemies live to spread tales of their terrifying metal mechanisms. + +||**Metallurgist Progression**| +|---|---| +|**Mechanist Level**|**Features**| +|3rd|Augment: Absorbing, Mystic Metal| +|7th|Heavy Hitter (d6)| +|11th|Heavy Hitter (d8), Juggernaut| +|15th|Full Metal, Heavy Hitter (d10)| + +# Augment: Absorbing + +_3rd-Level Metallurgist Feature_  + +You gain the following unique effect for your Augment feature. This effect can’t be replaced and doesn’t count against the number of effects that you know, as shown in the Augment Effects Known column of the Mechanist Progression table. + +# Absorbing + +_Item Requirement: Armor or Shield_  + +You empower armor or a shield with the ability to absorb and adapt to different damage types. When you take a single instance of acid, cold, fire, force, lightning, poison, or thunder damage while wearing or wielding the item, you can use your reaction to reduce the damage taken by an amount equal to twice your **INT** modifier. You then gain resistance to the triggering damage type for 1 minute or until you use this feature to absorb a different damage type.  + +You can use this feature a number of times equal to your **PB**, regaining all expended charges when you finish a long rest. + +# Mystic Metal + +_3rd-Level Metallurgist Feature_  + +You learn to transmute armor into a mystical form. If you spend 1 hour of uninterrupted focus in contact with a non-magical suit of armor (which can be done as part of a short or long rest), you can transmute that armor into a suit of mystic metal. The transformation lasts until you choose to end it or until you use this feature to transmute a different suit of armor. + +Any ongoing effects from your Augment feature on the armor automatically end when the armor reverts to its normal state. If anyone other than you attempts to don the mystic metal, it instantly reverts to its normal state. + +Once transformed, the mystic metal resembles a head-to-toe suit of metallic armor, but you choose its color, style, and other cosmetic details. Regardless of appearance, mystic metal armor is not made of natural materials such as metal or wood. Therefore, it isn’t affected by magic like the heat metal spell or abilities like that of a rust monster. The mystic metal is lightweight and doesn’t hinder movement, and you are considered proficient with it.  + +Your mystic metal functions as a magic suit of armor with the following properties: + +- Each gauntlet of the armor functions as a simple melee weapon with the Light property (which you are proficient with). You can choose whether you use your **STR** or **INT** modifier to determine the attack bonus and damage dealt by the gauntlets. On a successful hit, a gauntlet deals 1d6 + your **STR** or **INT** modifier (your choice) magical bludgeoning damage. +- If it is on the same plane as you, you can use a bonus action to summon the armor. When you do so, you choose whether the armor appears in an unoccupied space within 5 feet of you or if it appears on you, fully donned. If you are already wearing armor when you summon the mystic metal armor, it can’t appear on you. +- While worn, the armor is attached to your body and can’t be removed against your will. +- While you wear the armor, your AC equals 13 + your **INT** modifier. + +Creatures who handle or inspect the mystic metal can tell it isn’t a true magic item. Otherwise, it follows the rules of a typical magic item (see Magic Items in Chapter 5). + +# Heavy Hitter + +_7th-Level Metallurgist Feature_  + +You learn to upgrade the offensive capabilities of your Mystic Metal feature. While wearing the armor, you gain the following benefits + +- When you deal damage with a weapon attack, you deal an additional 1d6 force damage. This extra damage increases at higher levels, becoming 1d8 at 11th level and 1d10 at 15th level. +- When you make a weapon attack, you score a critical hit on a roll of 19 or 20.  + +# Juggernaut + +_11th-Level Metallurgist Feature_  + +While wearing the armor from your Mystic Metal feature, you have proficiency in the Athletics skill, and you have advantage on any check made to initiate a grapple or shove, or to perform any weapon option that requires a **STR** check. + +In addition, if you move at least 15 feet on your turn before making a melee weapon attack, you have advantage on the attack roll. + +# Full Metal + +_15th-Level Metallurgist Feature_  + +While wearing the armor from your Mystic Metal feature, you can use a bonus action to transform it into a nigh-impervious state for 1 minute. If you are reduced to 0 HP, you can choose for the Full Metal feature to automatically activate (no action required).  + +While this state is active, you are immune to bludgeoning, piercing, and slashing damage, and you have resistance to all other damage types. + +Once this state is used, you can’t activate it again until you complete a long rest. diff --git a/content/Classes/Mechanist/Craft of the Spellwright.md b/content/Classes/Mechanist/Craft of the Spellwright.md new file mode 100644 index 0000000..fb35c39 --- /dev/null +++ b/content/Classes/Mechanist/Craft of the Spellwright.md @@ -0,0 +1,88 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/231250fe17bf0fabc338098c154359b9_MD5.jpg|326x436]] + +Mechanists who pursue the Spellwright’s craft are fascinated by the intricacies of magic and its potential to enhance their creations. Spellwrights are the enchanters, tinkers, and crafters responsible for countless magic items found across the world.  + +|||||**Spellwright Progression**| +|---|---|---|---|---| +|**Mechanist Level**|**Features**|**Imbued Spells Known**|**Maximum Circle**|**Spell Uses**| +|3rd|Artifice Intuition, Augment: Imbue Spell|2|1st|3| +|4th|—|3|1st|4| +|5th|—|4|1st|5| +|6th|—|4|1st|6| +|7th|Energy Efficient|5|2nd|7| +|8th|—|5|2nd|7| +|9th|—|6|2nd|8| +|10th|—|6|2nd|9| +|11th|Device Savant|7|2nd|10| +|12th|—|7|2nd|10| +|13th|—|8|3rd|11| +|14th|—|8|3rd|11| +|15th|Overcharge|9|3rd|12| +|16th|—|9|3rd|12| +|17th|—|10|3rd|13| +|18th|—|10|3rd|14| +|19th|—|11|4th|14| + +Artifice Intuition + +_3rd-Level Spellwright Feature_  + +When you wield a magic weapon (including those with active effects from your Augment feature), you can use your **INT** instead of **STR** or **DEX** to determine the weapon’s attack bonus and damage. + +# Augment: Imbue Spell + +_3rd-Level Spellwright Feature_ + +You gain the following unique effect for your Augment feature. This effect can’t be replaced and doesn’t count against the number of effects that you know, as shown in the Augment Effects Known column of the Mechanist Progression table. + +## Imbue Spell  + +_Item Requirement: Weapon, Shield, or Object that Can Be Worn or Held_ + +You imbue an item with spell-like offensive or defensive magical properties, choosing one of your known imbued spells (see Imbued Spells Known) when you do so. While holding the item, you—and only you—can take an action to produce the spell’s effect from it, using your spellcasting ability (see Spellcasting Ability). Any imbued spell you cast in this way is always cast at the highest circle you have access to via the Maximum Circle column of the Spellwright Progression table. If the imbued spell requires concentration, you must concentrate as the normal spellcasting rules. The Spellwright Progression table shows how many spells you can cast from imbued items at a given level, regardless of the number of items imbued with spells. You regain all expended uses when you finish a long rest. + +## Imbued Spells Known  + +When you first gain access to this feature, choose two 1st circle spells from the abjuration or evocation school. These are your imbued spells. They can be from any source— Arcane, Divine, Primordial, or Wyrd—but they must have a casting time of 1 action. You can’t cast these spells as a normal spellcaster would, but you know these spells for the purposes of use with this feature. + +You learn more imbued spells in this way as you progress in mechanist levels as shown on the Spellwright Progression table. Each imbued spell must be from the abjuration or evocation school and each must be from the same circle or lower as the circle listed in the Maximum Circle column. When you gain a new level of mechanist, you can replace one imbued spell you know with another spell of your choice that fits the required criteria. + +## Spellcasting Ability  + +Intelligence (**INT**) is your spellcasting ability. Your **INT** modifier determines the save **DC** or the attack modifier for your imbued spells: + +**Spell save **DC**** = 8 + your proficiency bonus (**PB**) + your Intelligence (**INT**) modifier  + +**Spell attack modifier** = your proficiency bonus (**PB**) + your Intelligence (**INT**) modifier + +# Energy Efficent + +_7th-Level Spellwright Feature_  + +When you cast a spell from a magic item (including items you have augmented), you can apply one of the following applicable benefits: + +- Casting the spell expends 1 fewer charge than the listed cost, to a minimum of 1 charge. +- The spell deals additional damage equal to your **INT** modifier (of the same damage type as the spell). If the spell has multiple targets, you choose which target takes the additional damage. Don’t add this bonus more than once on the same casting. +- Double your **PB** when determining the spell save **DC** for this casting of the spell. + +# Device Savant + +_11th-Level Spellwright Feature_  + +Your metaphysical understanding of magic items allows you to use them with ease. You ignore all restrictions on use of magic items, including class, lineage, level requirements, or access to specific spells. + + If an item requires you use of your spell save **DC** or spell attack modifier, use Intelligence (**INT**) as your spellcasting ability (see Spellcasting Ability in this subclass). + +# Overcharge + +_15th-Level Spellwright Feature_  + +When you cast one of your imbued spells, you can modify it in one of the following ways. Once you do so, you can’t modify that same spell again until you finish a long rest: + +- When you cast a spell that targets only you, you can choose to double the spell’s duration. +- When you successfully hit a target with a spell attack or when a target fails to make its save against your spell, you can use your reaction to cause your spell to deal maximum damage (no roll required). + diff --git a/content/Classes/Mechanist/Craft of the Tinker.md b/content/Classes/Mechanist/Craft of the Tinker.md new file mode 100644 index 0000000..8fb543e --- /dev/null +++ b/content/Classes/Mechanist/Craft of the Tinker.md @@ -0,0 +1,124 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/f492a18194c79a9a1e188b00e9e1044b_MD5.jpg|Astrov|274x321]] + +Inventors, builders, and engineers, tinkers are driven by the thrill of creation, a thirst to learn new things, and an innate talent for anything involving clockwork, gears, or mechanical contraptions and devices. With their clockwork companions always close by, tinkers are well suited and well equipped for almost every contingency. + +||**Tinker Progression**| +|---|---| +|**Mechanist Level**|**Features**| +|3rd|Augment: Wind Up, Clockwork Companion, Crafty| +|7th|Compound Machine| +|11th|Expert Modifications| +|15th|Kill Switch| + +# Augment: Wind Up  + +_3rd-Level Tinker Feature_  + +You gain the following unique effect for your Augment feature. This effect can’t be replaced and doesn’t count against the number of effects that you know, as shown in the Augment Effects Known column of the Mechanist Progression table in the Player’s Guide. + +# Wind Up  + +_Item Requirement: Medium or Smaller Object that Isn’t Being Worn or Held_ + +You imbue an item with the ability to move and follow commands for a short time. While the item is within 30 feet of you, you can use an action to speak a command word and cause it to activate. An object remains active for a number of minutes equal to your **INT** modifier or until it is reduced to 0 HP. When the object drops to 0 HP, the effect ends, and any remaining damage carries over to its original item form. Once a wind up item is activated, it can’t be activated again until you finish a short or long rest. + +**Object Statistics.** An activated item counts as an object for the purposes of targeting (not a creature) and it can be augmented like a typical item (assuming its form meets effect prerequisites). The object’s AC, HP, and maximum lift weight are determined by its size, as shown in the Wind Up Object Statistics table. If an object makes a **STR**or **DEX**-based ability check or save, use the relevant modifier listed in the table. For other checks, the object uses your modifiers and any relevant proficiencies. An object is immune to poison and psychic damage. Its speed is 30 feet; if the object lacks legs or other appendages, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has keensense out to a range 30 feet and can’t sense beyond that range.  + +**Controlling Objects.** As a Bonus action, you can mentally command one or more active wind up objects within 300 feet of you (if commanding multiple objects with the same bonus action, they must all take the same action). An object can’t attack, but it can take other actions as normal. When you issue a command, you decide what action the object takes and where it moves (if it moves) and the object immediately follows the command to the best of its ability. If you issue no command to an active object, it takes no action and it remains in its current position.  + +**At Higher Levels.** As you reach higher levels in the mechanist class, you can affect larger objects. At 9th level, you can affect objects of Large size or smaller. At 18th level, you can affect Huge or smaller objects. + +|||||||**Wind Up Object Statistics**| +|---|---|---|---|---|---|---| +|**Size**|**Example Object**|**HP**|**AC**|**STR**|**DEX**|**Push, Lift, or Drag Max. Weight**| +|Tiny|Inkpot, ladle, toy figurine|20|18|-3|+4|50 lb.| +|Small|Chair, marionette, stew pot|25|16|-2|+2|150 lb.| +|Medium|Handcart, saddle, table|40|13|+0|+1|300 lb.| +|Large|Armoire, boulder, memorial statue|50|10|+2|+0|850 lb.| +|Huge|Ancient fallen tree, towering pillar|80|10|+4|-2|1000 lb.| + +# Clockwork Companion  + +_3rd-Level Tinker Feature_  + +You learn a ritual that allows you to create a clockwork construct to fight alongside you as a trusted companion. The ritual takes 1 hour to complete and it can be done as part of a short or long rest. You must have access to tinker tools to conduct this ritual. Once the ritual is complete, the clockwork companion appears in an unoccupied space you can see within 5 feet of you.  + +**Appearance.** The companion is composed of gears, belts, pistons and other mechanical parts, housed within an articulated metal exoskeleton, but you choose the other details of appearance and its overall shape. Tinkers typically create their companions to resemble an animal of some kind, though the companion is obviously not a creature of the natural world. + +**Communication.** The clockwork companion can’t speak, but it understands all the languages you know. It also understands Machine Speech (even if you don’t). If your clockwork companion is destroyed, you immediately learn of its death—regardless of the distance between you, and even if you are on different planes of existence. + +**Statistics.** The companion’s base statistics are detailed in the clockwork companion stat block, which uses your **PB** in several places. The companion has a number of hit dice (d8s) equal to your mechanist level. It can spend these hit dice to recover hit points during a short rest just as a PC would. It recovers all HP when it finishes a long rest.  + +**Modifications.** As part of the ritual used to create your companion, you choose one modification that alters the base clockwork companion base stat block (modifications are detailed later in this subclass). Over the course of 1 hour (can be part of a short or long rest), you can use tinker tools to swap out one or more of your companion’s modifications for different modification options. Your companion must remain in physical proximity to you for the entirety of the hour to alter modifications in this way. As you gain more levels in the mechanist class, your increasing skill allows you to activate multiple modifications at once. Your companion can have a total of two modifications at 7th level, three at 11th level, and four at 15th level. + +**Controlling Your Companion.** The clockwork companion is friendly to you and your allies and obeys your commands. During encounter gameplay, the companion shares your initiative, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any commands, it takes the Dodge action and uses its move to avoid danger.  + +**Destroying the Companion.** If a companion is reduced to 0 HP, it is destroyed, and you must perform the 1-hour ritual to create a new one. The new clockwork companion can have the same base body and modifications as the one that was destroyed, or you may create an entirely new clockwork companion with different modifications. If you use this feature to create a companion while another clockwork companion is still alive, the original companion is destroyed when the new companion appears. + +[![[assets/ad43709c7024826b5b83359a477d81ec_MD5.png]]](https://www.worldanvil.com/i/7139685 "Screenshot_20251109_120100.png") + +## Modifications + +You can modify your clockwork companion to enhance and upgrade its abilities. Unless otherwise noted, a modification can be selected only once. + +- **Armored Shell.** You reinforce the companion’s exoskeleton with additional plating, granting a +2 bonus to armor class. You can select this modification multiple times to gain a cumulative bonus to AC. This modification can’t raise the companion’s maximum AC above 20. +- **Force Cannon.** You upgrade your companion with a ranged energy weapon. The companion gains the following action: + +**Force Cannon.** Ranged Weapon Attack: +4 + your **INT** modifier to hit, range 120 ft., one target. Hit: 5 + **PB** (1d10 + your **PB**) force damage. + +- **Retractable Limbs.** You upgrade your companion with retractable wings, fins, claws, or similar to increase its movement capabilities. The companion gains your choice of a burrow speed, climb speed, fly (hover) speed, or swim speed equal to its base movement speed. You can select this modification multiple times, choosing a different movement type each time. +- **Sentry Sight.** You upgrade your companion’s senses. The companion gains keensense out to a range of 30 feet and it gains a bonus to its Perception value equal to your **INT** modifier. Additionally, the companion can’t be surprised while it is conscious. +- **Steam Powered.** The companion’s base movement speed and any other forms of movement increase by 10 feet. Additionally, the companion can use a bonus action on each of its turns to perform the Dash action. +- **Tempered Steel.** Choose one of the following damage types: acid, cold, fire, or lightning. The companion gains resistance to the chosen damage type. You can select this modification multiple times, choosing a different damage type or the same damage type. If you select the same damage type twice, the companion is immune to the selected type instead of just resistant (choosing the same type three or more times has no effect). + +# Crafty  + +_3rd-Level Tinker Feature_  + +As a tinker, you have dabbled in all manner of construction, artistry, and engineering. Your experiences across many disciplines allow you to craft and repair items more efficiently than most. You gain the following benefits: + +- When you craft non-magical items as part of the downtime crafting activity (see Player’s Guide), you produce items more quickly. For each workday spent crafting, you can craft one or more items worth a combined total of 10 gp × your **PB** (minimum of 20 gp), instead of the standard 10 gp limit. If you are crafting something worth more than that total, you contribute 10 gp × your **PB** worth of progress each workday you spend crafting the item instead of 10 gp limit. +- You can attempt to make repairs on any vehicle, even if you aren’t proficient in the relevant vehicle type (see Vehicle Repair rules in the Player’s Guide). Vehicle repairs you make take half the time and you can halve the cost of spare parts required to make said repairs. At the GM’s discretion, the benefits of this ability might also extend to repairing damaged objects and structures— but this feature can’t be used to reduce any costs or requirements to the creation or repair of magic items. + +# Compound Machine  + +_7th-Level Tinker Feature_  + +When you start your turn within 5 feet of your clockwork companion or an activated object created by your Augment: Wind Up feature, you have advantage on the first ability check, attack roll, or save you make during your turn. If your clockwork companion starts its turn within 5 feet of you or an activated object created by your Augment: Wind Up feature, it has advantage on the first ability check, attack roll, or save it makes during its turn. + +In addition, when you use Rapid Augment or activate an augment effect that requires you to touch the item, your clockwork companion can deliver the required touch instead of you. To do so, the companion must be within 100 feet of you, the target item must be within the companion’s reach (typically 5 feet), and the companion must use its reaction to deliver the touch when you use Rapid Augment or activate the augment effect. + +# Expert Modifications  + +_11th-Level Tinker Feature_  + +You can now select any of the following clockwork companion modifications in addition to the options previously available.  + +- **Flamethrower.** You upgrade your companion with a flammable fuel reservoir. The companion gains the following action: + +**Flamethrower (Recharge 5–6). T**he companion exhales fire in either a 30-foot line that is 5 feet wide or a 15-foot cone (your choice). Each creature in the affected area must make a **DEX** save (**DC** is 8 + your **PB** + your **INT** mod), taking 36 (8d8) fire damage on a failure or half as much on a success. The fire ignites any flammable objects in the area that aren’t being worn or carried. + +- **Healing Serum.** You install an internal reservoir that allows the companion to generate and administer a limited quantity of healing serum. The companion gains the following action: + +**Healing Serum (3/Day).** The companion or one creature within 5 feet of the companion magically recovers hit points. To determine the amount healed, roll a number of d8s equal to your **PB**. + +- **Large Frame.** You replace your companion’s standard exoskeleton with a larger model. While it has this modification, your companion is a Large sized creature (instead of Medium size), and its weight, the amount it can lift, and the area it occupies all adjust accordingly to a creature of its new size. The companion also has advantage on all **STR**-based checks and saves it makes and the damage die for all its weapon attacks increase by one dice size (for example, the companion’s Slam attack die becomes a d10 instead of the standard d8). +- **Spring Loaded.** You modify the companion’s weaponry, causing it to deal more damage. Whenever the companion successfully hits with a weapon attack, you can roll one additional damage die (dice type is the same as the type used in the base attack), and you also add additional damage equal to your **INT** modifier (damage type is the same as the type listed in the triggering attack). + +# Kill Switch  + +_15th-Level Tinker Feature_  + +While your clockwork companion is conscious and within 30 feet of you, you can use a bonus action to utter a command word that sends your companion into a vicious overdrive state. The overdrive state lasts for 1 minute or until your companion is reduced to 0 HP. At the end of 1 minute, the companion becomes incapacitated until you spend 1 hour repairing it (can be done as part of a short or long rest). The companion can’t enter an overdrive state again until it finishes a long rest. + +While in an overdrive state, the clockwork companion gains the following: + +- The companion has advantage on all attack rolls and saves. Creatures have advantage on attack rolls against the companion. +- The first time the companion successfully hits a target with a weapon attack on its turn, the attack automatically deals the maximum possible damage. +- The companion’s movement speed is doubled (base speed and all additional speeds). +- The companion gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only) or Dash action. + diff --git a/content/Classes/Mechanist/Craft of the Toymaker.md b/content/Classes/Mechanist/Craft of the Toymaker.md new file mode 100644 index 0000000..38b67b9 --- /dev/null +++ b/content/Classes/Mechanist/Craft of the Toymaker.md @@ -0,0 +1,77 @@ +--- +source: Players Guide 2 +--- + +Toymakers are mechanists who revel in creating miniature replicas of animals and humans for their own entertainment, to help with various tasks, and to inflict a surprising hurt on their foes. + +| Toymaker Progression | | +| -------------------- | ----------------------------------- | +| Mechanist Level | Features | +| 3rd | Augment: Messenger, Autonomous Toys | +| 7th | Automated Power | +| 11th | Eyes Everywhere | +| 15th | Ultimate Toymaker | + +Augment: Messenger  + +3rd-Level Toymaker Feature  + +You gain the following unique effect for your Augment feature. This effect can’t be replaced and doesn’t count against the number of effects that you know, as shown in the Augment Effects Known column of the Mechanist Progression table (see Player’s Guide).  + +Augment: Messenger  + +Item Requirement: Small or Smaller Item That Can Be Worn or Held + +You imbue an item with the ability to emit sound. As an action while touching the item, you can activate it. As part of this same action, you can throw the item to a point you can see within 30 feet of you. The item can be activated a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. The activated item can produce only one of its effects, which you choose when you activate it. + +- Disruptive Noise. The object emits a sudden, disruptive noise, such as a high-pitched beep, a long whistle, or similar sudden, startling sound. Each creature within 10 feet of the item must succeed on a **WIS** save or be deafened until the end of its next turn. Any target concentrating on a spell or similar effect must also make a **CON** save against your augment save **DC** or lose concentration.  +- Master’s Voice. For 1 minute, you can speak through the item and hear sounds near the item as if you were in its space. When you speak through the item in this way, you can’t use your speech to activate magic items with command words, cast spells with verbal components, or similar. If this augment is on a toy, the toy can activate it at any distance from you, provided you are both on the same plane of existence, and you instantly become mentally aware that it has been activated. + +At Higher Levels. Once you reach 5th level in the mechanist class, the Disruptive Noise effect can now affect creatures within 15 feet of the item, and the Master’s Voice effect can last up to 10 minutes. In addition, you can activate this item to translate spoken languages for up to 10 minutes. For the duration, the item repeats any languages spoken within 30 feet of it into a language of your choice, and the repetition can be audible or as a voice in your mind, which you decide when you activate the item.  + +# Autonomous Toys + +3rd-Level Toymaker Feature  + +You design and animate intricate Tiny objects that follow your instructions. During a long rest, you can create up to two autonomous toys in the shapes of animals. Each toy is modeled after a Small or smaller Beast (or creature with the Animal tag) of your choice that has a CR of 1/4 or lower. The toy uses the statistics of that creature, except it loses all traits and actions that assume it either has a living body, such as Amphibious, or possesses complex knowledge, such as Spellcasting. The toy’s type changes to Construct, its hit points are reduced by 13 percent, its **INT** is 5 (−3), it understands all languages you know but can’t speak, and it has darkvision to a range of 60 feet. The toy also gains the following traits: + +- Construct Nature. The toy doesn’t require air, food, drink, or sleep. +- Construct Resilience. The toy is immune to poison and psychic damage, and it is immune to exhaustion and the charmed, frightened, paralyzed, petrified, and poisoned conditions. +- Immutable Form. The toy is immune to any spell or effect that would alter its form. + +If a toy is reduced to 0 HP, it is destroyed. A toy can be augmented with any augment that can affect an item or object that doesn’t need to be worn, and a toy can be augmented with the Detecting augment (see Player’s Guide), treating itself as both the augmented item and the “you” receiving the benefit. A toy can be augmented with any augment that can be applied to a weapon, but the augment applies to the toy’s weapon attacks. + +Starting at 5th level, you can have any number of toys under your control, provided the combined total CR of the toys is no higher than half your level in the mechanist class (rounded down). Toys with a CR of 0 are considered to have a CR of 1/8 for the purpose of this calculation.  + +Commanding Toys  + +As a bonus action, you can command any number of your toys within 60 feet that can see or hear you to move up to their speeds. As part of that same bonus action, you can command a number of toys up to your **PB** that can see or hear you to attack a creature within 5 feet of it or to perform one of the following tasks: + +- Activate Augment. The toy activates an augment on it that requires activation, using your augment save **DC** when necessary. If the augment’s activation directly affects you or doesn’t make sense to come from the augmented item itself, such as the Returning augment, the “you” in the augment’s description is you instead of the toy. +- Assist Ally. The toy assists one friendly creature it can see within 5 feet of it. The target gains a +1 bonus on the next ability check it makes before the start of your next turn. If you command more than one toy to assist a creature in this way, the bonuses are cumulative, up to a maximum bonus on the check equal to your **PB**. +- Distract Enemy. The toy distracts one hostile creature it can see within 5 feet of it, pecking at its eyes, hopping around its legs, or performing some other distracting activity. The next attack roll against that creature before the start of your next turn has advantage. +- Protect Ally. The toy protects one friendly creature it can see within 5 feet of it, leaping in the way of incoming attacks, nudging the creature out of the way of a blow, and similar. The next attack roll against that creature before the start of your next turn has disadvantage. If the attack still hits, and the creature is within 5 feet of the toy, the toy takes up to half the damage, reducing the damage the target takes. The toy can’t take more damage than its current hit point total. + +# Automated Power  + +7th-Level Toymaker Feature  + +The toys from your Autonomous Toys feature gain a bonus to their saves and to their ACs equal to your **PB**, and when one of your toys is destroyed while within 30 feet of you, you become empowered until the end of your next turn. While empowered, you have advantage on attack rolls and saves.  + +In addition, a friendly creature that makes an attack roll against a creature within 5 feet of a toy gains a +1 bonus to the attack roll for each toy within 5 feet of that creature, up to a maximum of +3. A friendly creature within 10 feet of at least two toys increases its AC by 1 for every two toys within 10 feet of it, up to a maximum of +3. + +# Eyes Everywhere  + +11th-Level Toymaker Feature  + +While you are within 10 feet of at least two of the toys from your Autonomous Toys feature, you have advantage on **WIS** (Perception) checks and can’t be surprised. + +In addition, you can now create toys during a short or long rest, and the toys can be modeled after Beasts (or creatures with the Animal tag) that have a CR up to 1. + +# Ultimate Toymaker  + +15th-Level Toymaker Feature  + +Your maximum number of augmented items (see Augment feature in Player’s Guide) increases by 3, but these extra augments must be on toys from your Autonomous Toys feature. A toy can have up to two augments on it at one time. As normal, multiple instances of one augment aren’t cumulative on the toy.  + +In addition, the toys you create can now be modeled after Beasts (or creatures with the Animal tag) that are Medium or smaller and that have a CR up to 2. diff --git a/content/Classes/Monk/*Playing a Monk*.md b/content/Classes/Monk/*Playing a Monk*.md new file mode 100644 index 0000000..ffe4e39 --- /dev/null +++ b/content/Classes/Monk/*Playing a Monk*.md @@ -0,0 +1,54 @@ +[[assets/3376950bc6a3a24b9025768ab8edadf9_MD5.jpg|Open: image-8.png]] + +![[assets/3376950bc6a3a24b9025768ab8edadf9_MD5.jpg|Grant Griffin|284x338]] + +Monks are martial warriors that might hail from palatial fortresses in the sand-choked desert, forlorn island hermitages where they study the stars, or expansive communes where they toil to perfect their bodies and minds. All monks possess a near-perfect understanding of their bodies and have deeper connections to the world that are indistinguishable from magic, be it anatomical, mystical, or occult in origin. + +Monk is a class that can more easily stand alone than others. Your class sports powerful attacks, strong defenses, and fast movement. + +# MONKS AS ADVENTURERS + +Monks seek out ever greater understanding and challenges. Due to their strict adherence to personal improvement, monks are among the most self-sufficient class, prepared to take on a variety of obstacles and journeys. + +Though they’re capable warriors, most monks follow teachings or seek specific experiences that might not align with every party. The monk’s self-reliance, strict discipline, and morality might conflict with traveling companions intent on following materialistic desires. + +Continued in the [[ToV - Players Guide.pdf]]; Chapter 2, pg 61. + +# Errata + +## Unarmored Movement Feature + +_2nd-Level Monk Feature_  + +Your walking speed increases by 10 feet while you aren’t wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk Progression table. + +## Monk Boons + +When you reach 10th level and 20th level in your chosen class, you gain the Heroic Boon and Epic Boon class features (see Player’s Guide), which allow you to choose one potent ability from a list of options. This section offers additional boons to choose from when you reach those levels of the monk class. + +### Heroic Boons  + +When you reach 10th level in the monk class, you have the following additional options to choose from when selecting the boon for your Heroic Boon feature. + +Heroic Boon  + +10th-Level Monk Feature  + +Your commitment to the monk’s path grants you a powerful ability. Choose one of the following heroic boons: + +- Superior Deflection. Your continued martial arts training allows you to deflect all manner of attacks. As a reaction when you are hit by a melee or ranged attack, you can reduce the damage you take from the attack by 1d10 + your **DEX** modifier + your monk level. If you reduce the damage to 0, you can redirect the force of the attack as long as you have at least one hand free. If you redirect the attack in this way, you can force one creature you can see within 60 feet of you to succeed on a **DEX** save against your technique save **DC** or take force damage equal to your martial arts die + your **DEX** modifier. +- Vitality of Spirit. As a reaction when you spend technique points (see Player’s Guide) on your turn, you can redirect some of that energy to heal your injuries. When you do so, roll your martial arts die a number of times equal to the amount of technique points spent (up to a maximum number of rolls equal to your **PB**) and recover hit points equal to the total amount rolled. You can use this feature a number of times equal to your **PB** and regain expended uses when you finish a long rest.  + +### Epic Boons  + +When you reach 20th level in the monk class, you have the following additional options to choose from when selecting the boon for your Epic Boon feature. + +Epic Boon + +20th-Level Monk Feature  + +Your commitment to the monk’s path grants you a powerful new ability. You gain one of the following epic boons: + +- Harmonious Being. You have honed your mind and body to work in perfect unison. Your **DEX** and **WIS** scores each increase by 4. Your maximum for those scores is now 24. + +Meditation Technique. As an action, if you don’t move and don’t take any other action on your turn, you can regain technique points (see Player’s Guide) up to your maximum. Once you recover technique points in this way, you can’t do so again until you finish a long rest. diff --git a/content/Classes/Monk/Way of Angels.md b/content/Classes/Monk/Way of Angels.md new file mode 100644 index 0000000..8f96cca --- /dev/null +++ b/content/Classes/Monk/Way of Angels.md @@ -0,0 +1,59 @@ +--- +source: Corpus Angelus +--- + +Although an angel fighting is a rare sight to behold, it’s not unheard of. The masters of various monastic traditions that witnessed such scenes retrain themselves in the search of heavenly perfection. They experiment with their styles to find the most efficient and elegant moves, and by doing so, they try to resemble angels. + +One follows the Way of Angels to unlock the heavenly Energy that resides in every mortal soul. Of all monk traditions, the way of angels may require the most discipline. + +| Angels Progression | | +| ------------------ | ---------------- | +| Monk Level | Features | +| 3rd | Golden Rings | +| 7th | Energy Treatment | +| 11th | Superior Deflect | +| 15th | Heavenly Energy | + +# Golden Rings + +3rd-Level Angels Feature  + +You can materialize your energy in the form of large golden rings. As a bonus action, you can spend technique points to create golden rings on your wrist. You can spend 1 technique point to create a golden ring on each wrist. At 11th level, you can spend up to 2 technique points to create up to two golden rings on each wrist. At 20th level, you can spend up to 3 technique points to create up to three golden rings on each wrist. The rings disappear after 1 minute. + +While you have a golden ring on your wrist, your successful unarmed attacks or your attacks made with monk weapons deal 1 extra radiant damage. In addition, on each hit, the extra radiant damage is doubled until the start of your next turn. For example, if you make four unarmed attacks against a creature and three of them are successful, your first successful attack deals 1 extra radiant damage, your second successful attack deals 2 extra radiant damage, and your third successful attack deals 4 extra radiant damage. + +While you have two rings on each wrist, the extra damage increases to 2. While you have three rings on each wrist, the extra damage increases to 3. + +# Energy Treatment  + +7th-Level Angels Feature  + +Whenever you spend technique points, you regain 3 hit points per technique point spent. + +# Superior Deflect  + +11th-Level Angels Feature  + +You can use your reaction to deflect harm when you are hit by a melee weapon attack or a spell attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. + +# Heavenly Energy  + +15th-Level Angels Feature  + +Absolute control over your Energy enables you to unlock the secrets of heavenly Energy, which sustains, protects, and empowers you. + +You no longer need to breathe to stay alive and you can’t die of old age. In addition, you can use the following benefits. The limitations to the durations of the following features are determined by those in the Golden Rings feature. + +- Blessing of Heavenly Energy. As an action, you can spend (at least) 2 technique points to share (at least) two of your golden rings (one from each arm) with an ally of your choice within 100 feet of you. When you do, the golden rings disappear from your wrists and reappear on those of your ally. You can choose to share your golden rings with multiple allies by spending additional technique points. Every ally with two golden rings gains 20 temporary hit points and a +1 bonus to AC. Every ally that has a golden ring deals an extra 1 radiant damage with melee weapon attacks (the additional damage is doubled in the same way as in the Golden Rings feature). You cannot give more than two rings to the same ally within the duration. + + While you are using your golden rings in this way, you can’t benefit from their damage bonus. You can call back any number of rings (in multiples of two) as a bonus action. + +- Golden Celestial Gardens of Heavenly Legion. As a bonus action, you can spend 2 technique points to take two golden rings off your wrist and place them on the ground, completely covering a 15-foot radius with gold. Silver and golden flowers bloom in the area, and the smell of heavenly incense fills the air. You can spend 2 additional technique points to place two more golden rings on the ground, and the radius of the area increases by 10 feet per every two golden rings taken off. The allies in the area gain the resistances and immunities you have. While in the area you can also use your action to expend 1 to 10 technique points, and have an ally of your choice that is also within the area regain 1d10 hit points per technique points spent. + + While you are using your golden rings in this way, you can’t benefit from their damage bonus. You can call back any number of rings (in multiples of two) as a bonus action. + +Wall of Golden Rings. As a bonus action, you can throw two golden rings, one from each wrist, at two different unoccupied spaces within 30 feet by expending 2 technique points. These golden rings form a 30-foot-high radiant force wall between the two points in a Straight line. + +Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by the dispel magic spell. A disintegrate spell instantly destroys the wall and the golden rings return to you. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall. + +While you are using your golden rings in this way, you can’t benefit from their damage bonus. You can call back any number of rings (in multiples of two) as a bonus action. diff --git a/content/Classes/Monk/Way of Psychic Echoes.md b/content/Classes/Monk/Way of Psychic Echoes.md new file mode 100644 index 0000000..9a474b4 --- /dev/null +++ b/content/Classes/Monk/Way of Psychic Echoes.md @@ -0,0 +1,51 @@ +--- +source: "Campaign Builder: Dungeons and Ruins" +--- + +Monks who follow this way develop the ability to read the psychic imprints on items, even if they were last touched by a living creature decades or even centuries ago. These imprints, essentially echoes of the item’s past, can inform a practitioner of how an item was used, who used it, and when. These monks begin with vague feelings and suspicions, but as their abilities grow, they see into the past through these psychic echoes. + +Psychic Echoes monks primarily read the impressions on unattended items or inanimate forms, but also train to read items held or worn by other creatures, or even the dirt and detritus that cling to creatures without gear. This allows them to detect weaknesses in their enemy’s armor or forms, striking at weak points. These monks typically avoid handling weapons (their own or others’) outside of combat because of the echoes of violence and death that cling to them. They often make gifts of weapons they have used, opting for newly made weapons to avoid such dark echoes.  + +| Psychic Echoes Progression | | +| -------------------------- | ------------------------- | +| Monk Level | Features | +| 3rd | Read Echoes, Sense Secret | +| 7th | Read Foe | +| 11th | Item Communion | +| 15th | Exploit Weakness | + +# Read Echoes + +3rd-Level Psychic Echoes Feature  + +You can use an action to read the psychic echoes of an item by touching the object with your bare skin. You learn one piece of information about the item such as who created it, what it is used for, who used it last, or when it was last used or touched by a living creature. If you spend a minimum of 1 minute touching the item, you learn two more pieces of information about it, and you have advantage on **INT** checks related to it. + + In addition, you can expend 1 technique point to cast the identify ritual, without the need for components. + +# Sense Secret + +3rd-Level Psychic Echoes Feature  + +Your ability to read items helps you detect hidden passages, traps, and secret doors. When you touch the surface of a structure, such as a wall or floor, you have advantage on checks to notice or detect hidden passages, secret doors, and traps connected to that surface and within 30 feet of where you are touching the surface. If you detect a trap in this way, you have advantage on any checks made to disable or disarm it and on saves to avoid or mitigate its effects.  + +At the GM’s discretion, you can detect traps not connected to the surface you are touching if the surface’s memories hold other evidence of the trap’s presence, such as an ancient memory of an exploding trap blowing a victim against a wall you are touching. + +# Read Foe + +7th-Level Psychic Echoes Feature  + +A creature’s equipment or even the detritus that clings to it can reveal secrets about the creature to your fine-tuned senses. When you hit a creature with an unarmed strike, you can expend 3 technique points to give yourself advantage on attack rolls against that creature for 1 minute. + +# Item Communion + +11th-Level Psychic Echoes Feature  + +Your ability to read items elevates to an almost spiritual connection with any item you touch. When using your Read Echoes feature and touching an item for at least 1 minute, you can learn a number of facts about its properties and history equal to up to twice your **PB**. Also, your unarmed strikes against the item treat its damage threshold as 10 lower (to a minimum of 0) than it actually is.  + +In addition, attuning to a magic item takes you only 1 minute instead of 1 hour, and if an item has charges, its maximum number of charges increases by an amount equal to half your **PB** while you are attuned to it. + +Exploit Weakness  + +15th-Level Psychic Echoes Feature  + +When you hit a creature already affected by your Read Foe feature with an unarmed strike, you can expend 4 technique points to deal an extra 8d8 force damage to the target. diff --git a/content/Classes/Monk/Way of Still Waters.md b/content/Classes/Monk/Way of Still Waters.md new file mode 100644 index 0000000..c150e67 --- /dev/null +++ b/content/Classes/Monk/Way of Still Waters.md @@ -0,0 +1,47 @@ +--- +source: Tome of Heroes +--- + +![[assets/80ea0aba80e73019154817491c29c889_MD5.jpg|Royz]] + +Monks who follow the Way of the Still Waters are like placid mountain lakes; they are still and calm until some outside force disrupts them and forces a reaction. Many adherents live a pacifistic lifestyle and never seek conflict. When strife finds them, though, they deal with it in a swift and decisive use of power and grace. + +||**Still Waters Progression**| +|---|---| +|**Monk Level**|**Features**| +|3rd|Perfect Calm, Turbulent Waters| +|7th|Spreading Ripples| +|11th|Duality of Water| +|15th|Tempestuous Waters| + +# Perfect Calm  + +_3rd-Level Still Waters Feature_  + +When you spend a ki point on Flurry of Blows, Patient Defense, or Step of the Wind, you also have advantage on one saving throw of your choice that you make before the end of your next turn. + +# Turbulent Waters  + +_3rd-Level Still Waters Feature_  + +When an attack made by a hostile creature misses you or you succeed on a saving throw, you can use your reaction to gain a Turbulence die, which is the same type as your Martial Arts die. You can have a maximum number of Turbulence dice equal to your proficiency bonus. When you hit with an attack, you can roll any number of Turbulence dice and add the total result to the damage you deal. Turbulence dice that result in a 1 or 2 are expended, otherwise you don’t expend Turbulence dice when you add them to the damage you deal. You lose all accumulated Turbulence dice when you haven’t made an attack or been the target of an attack by a hostile creature for 1 minute. + +# Spreading Ripples  + +_7th-Level Still Waters Feature_  + +When a creature within 10 feet of you and friendly to you is hit by an attack or fails a saving throw, you can use your reaction to gain a Turbulence die.  + +When you hit with an attack and use two or more Turbulence dice on the attack’s damage, you can choose one creature within 10 feet of your target that you can see. That creature takes damage equal to the roll of one of the Turbulence dice you rolled. If you spend 1 ki point, you can instead choose any number of creatures within 10 feet of your target to take that amount of damage. + +# Duality of Water  + +_11th-Level Still Waters Feature_  + +When you have no Turbulence dice, you have advantage on saving throws against being frightened, and you have resistance to fire damage. When you have at least one Turbulence die, you have advantage on saving throws against being charmed, and you have resistance to cold damage. + +# Tempestuous Waters  + +_15th-Level Still Waters Feature_  + +When you spend any number of ki points, you can also choose to gain an equal number of Turbulence dice, up to your proficiency bonus. diff --git a/content/Classes/Monk/Way of the Affliction Eater.md b/content/Classes/Monk/Way of the Affliction Eater.md new file mode 100644 index 0000000..0d15335 --- /dev/null +++ b/content/Classes/Monk/Way of the Affliction Eater.md @@ -0,0 +1,59 @@ +--- +source: Players Guide 2 +--- + +Some monks realize the careful balance between life and death, and they’ve honed their bodies and minds to ensure the balance tips in their favor. However, they also understand that not every creature can withstand the same rigor of training, and they take mercy on their companions by accepting their allies’ wounds. This heightened appreciation for the sanctity of life extends to their enemies as well. + +| Affliction Eater Progression | | +| ---------------------------- | --------------------------------- | +| Monk Level | Features | +| 3rd | Absorb Affliction, Stay Execution | +| 7th | Intercedence | +| 11th | Shield from Harm | +| 15th | Merciful Burst | + +# Absorb Affliction  + +3rd-Level Affliction Eater Feature  + +As a bonus action, you can touch a creature within 5 feet of you and heal it at a cost to you. The target regains a number of hit points up to your **CON** modifier + your monk level or loses a condition affecting it. In exchange, you take damage equal to the hit points the target regained, or you gain the condition you removed from the target. If the condition allowed a save and has a duration of 1 minute or less, you can make that save at the end of each of your turns, ending the effect on yourself on a success, even if the effect allowed no repeat saves. If the condition has a longer duration, you can make the save every hour. + +Starting at 7th level, you can use this feature to affect a creature within 30 feet of you. You can extend the range by spending 1 technique point (see Player’s Guide) for each additional 30 feet. + +You can use this feature a number of times equal to your **WIS** modifier, and you regain all expended uses when you finish a long rest. + +# Stay Execution  + +3rd-Level Affliction Eater Feature  + +When a creature within 30 feet of you is reduced to 0 HP, you can spend 2 technique points to stay its death. The target is unconscious but stable, or you can choose for it to regain hit points equal to one roll of your martial arts die + your **WIS** modifier and become conscious. If the target was hostile toward you before it was reduced to 0 HP, you have advantage on CHA checks to interact with it for the next 24 hours, as it understands you spared its life. + +# Intercedence  + +7th-Level Affliction Eater Feature  + +You grant good fortune to your ally at the cost of your own. As a reaction when a friendly creature you can see within 30 feet of you makes an attack roll or save, you can roll a d4 and add the number rolled to that attack roll or save. Then, you roll a d4 and subtract the number rolled to the next attack roll or save you make. The die the target rolls increases to a d6 at 11th level and to a d8 at 15th level. This doesn’t change the d4 you roll on your next attack roll or save. + +Alternatively, as a reaction, you can spend your own Luck to add to an ability check, attack roll, or save made by a friendly creature you can see within 30 feet of you. + +# Shield from Harm  + +11th-Level Affliction Eater Feature  + +You link yourself to another creature, reducing harm to it as you channel some of its wounds to yourself. As an action, you can spend 3 technique points to cast the warding bond spell on a friendly creature, without requiring a material component. + +In addition, you can spend 5 technique points to cast the death ward spell on a friendly creature. When the warded creature is reduced to 0 HP, it drops to 1 HP per the spell, but you also take the same amount of damage as the warded creature. You are subjected to any effect that would kill the warded creature instantaneously without dealing damage, but you can attempt the same save to negate the effect. + +# Shield from Harm  + +11th-Level Affliction Eater Feature  + +You link yourself to another creature, reducing harm to it as you channel some of its wounds to yourself. As an action, you can spend 3 technique points to cast the warding bond spell on a friendly creature, without requiring a material component. + +# Merciful Burst  + +15th-Level Affliction Eater Feature  + +As a bonus action, you can reduce your current hit points by 40, reducing your hit point maximum by the same amount, to release a burst of healing energy in a 60-foot radius centered on you. If you spend 11 technique points when activating this feature, you don’t reduce your hit points or hit point maximum. Each creature you choose within the area regains a number of hit points equal to your **CON** modifier + your monk level and ends one condition of its choice affecting it. If a creature’s hit point maximum is reduced, this feature increases its hit point maximum by the same number of hit points it regains (up to its normal hit point maximum). + +If using this feature reduces your hit point maximum to 0, you die. Otherwise, this reduction to your hit point maximum lasts until you finish a long rest. diff --git a/content/Classes/Monk/Way of the Arcane Hand.md b/content/Classes/Monk/Way of the Arcane Hand.md new file mode 100644 index 0000000..33058d2 --- /dev/null +++ b/content/Classes/Monk/Way of the Arcane Hand.md @@ -0,0 +1,105 @@ +--- +source: Drakkenheim +--- + +Monks who practice the Way of the Arcane Hand have trained their bodies and souls to be attuned to the weave of arcane magic. They can harness those cosmic energies and use them to fuel their martial practices. Monks of this tradition, although not mageborn, have gained control over the rawest and most natural forms of power. + +| Arcane Hand Progression | | +| ----------------------- | ------------------------------------------------ | +| Monk Level | Features | +| 3rd | Erudite Education, Spellcasting, Eldritch Flurry | +| 7th | Arcane Empowerment | +| 11th | Focus Power, Spell Resistance | +| 15th | Meditative Casting | + +| Arcane Hand Spellcasting | | | | | | | +| ------------------------ | -------------- | ------------ | --- | --- | --- | --- | +| Monk Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | +| 3rd | 2 | 3 | 2 | —- | —- | —- | +| 4th | 2 | 4 | 3 | —- | —- | —- | +| 5th | 2 | 4 | 3 | —- | —- | —- | +| 6th | 2 | 4 | 3 | —- | —- | —- | +| 7th | 2 | 5 | 4 | 2 | —- | —- | +| 8th | 2 | 6 | 4 | 2 | —- | —- | +| 9th | 2 | 6 | 4 | 2 | —- | —- | +| 10th | 3 | 7 | 4 | 3 | —- | —- | +| 11th | 3 | 8 | 4 | 3 | —- | —- | +| 12th | 3 | 8 | 4 | 3 | —- | —- | +| 13th | 3 | 9 | 4 | 3 | 2 | —- | +| 14th | 3 | 10 | 4 | 3 | 2 | —- | +| 15th | 3 | 10 | 4 | 3 | 2 | —- | +| 16th | 3 | 11 | 4 | 3 | 3 | —- | +| 17th | 3 | 11 | 4 | 3 | 3 | —- | +| 18th | 3 | 11 | 4 | 3 | 3 | —- | +| 19th | 3 | 12 | 4 | 3 | 3 | 1 | +| 20th | 3 | 13 | 4 | 3 | 3 | 1 | + +# Erudite Education  + +3rd-Level Arcane Hand Feature  + +You gain proficiency in the Arcana skill. Whenever you make an Intelligence ability check, you can gain a bonus to the check equal to your Wisdom modifier (minimum of +1).  + +You can use this feature a number of times equal to your **PB**. You regain all expended uses when you finish a long rest.  + +# Spellcasting  + +3rd-Level Arcane Hand Feature  + +You gain the ability to cast spells. See Spell Rules for the general rules of spellcasting and the Spells Listing for the Arcane spell list. + +Arcane Focus  + +You can use a monk weapon as an arcane focus for your spellcasting. + +Cantrips  + +You learn two cantrips of your choice from the arcane spell list. You learn an additional arcane cantrip of your choice at 10th level. + +Spells Known of 1st-Circle and Higher  + +You know three 1st-circle arcane spells of your choice. The Spells Known column of the Way of the Arcane Hand Spellcasting table shows when you learn more arcane spells of 1st circle or higher of a circle for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd circle.  + +Whenever you gain a level in this class, you can replace one of the arcane spells you know with another spell of your choice from the arcane spell list. The new spell must be of a circle for which you have spell slots. + +Spellcasting Ability + +Wisdom is your spellcasting ability for your arcane spells, since you learn your spells through contemplation and meditation. 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 an arcane spell you cast and when making an attack roll with one. + +Spell save **DC** = 8 + your proficiency bonus + your Wisdom modifier  + +Spell attack modifier = your proficiency bonus + your Wisdom modifier  + +# Eldritch Flurry + +3rd-Level Arcane Hand Feature  + +Whenever you take the Attack action on your turn, you can cast one of your cantrips in place of one of those attacks.  + +When you use your Flurry of Blows, you can cast a spell with a casting time of 1 action as a bonus action instead of making unarmed strikes. Finally, when you use your action to cast a spell, you may treat this as taking an attack with a monk weapon for the purposes of your other monk features. + +# Arcane Empowerment + +7th-Level Arcane Hand Feature  + +While you are concentrating on a spell, you add the spell’s circle to the damage rolls of your unarmed strikes and attacks made with monk weapons. Starting at 11th level, add double the spell’s circle to the damage rolls instead.  + +# Focus Power   + +11th-Level Arcane Hand Feature  + +When you cast a spell, you can expend technique points to increase the circle of the spell as if you’d cast the spell using a higher circle spell slot. You must use a spell slot as normal to cast the spell, then expend 1 technique point for each circle you increase the spell in this way. You can increase the spell’s circle higher than your highest-circle spell slot to a maximum circle equal to your proficiency bonus.  + +For example, if you’re an 11th-level Way of the Arcane Hand monk, when you cast the spell scorching ray using a 2nd-circle spell slot, you could expend 2 technique points to cast the spell as 4th technique spell. + +# Spell Resistance + +11th-Level Arcane Hand Feature  + +You have advantage on saving throws against spells and magical effects. Furthermore, you have resistance to damage from spells and magical effects.  + +# Meditative Casting + +15th-Level Arcane Hand Feature  + +When you cast a spell with a casting time of 1 action that requires your concentration, you can expend technique points equal to the spell’s level to modify the spell so that it does not require your concentration. Instead, the spell lasts up to 1 minute, or its maximum duration, whichever is shorter. diff --git a/content/Classes/Monk/Way of the Dragon.md b/content/Classes/Monk/Way of the Dragon.md new file mode 100644 index 0000000..cc0c59d --- /dev/null +++ b/content/Classes/Monk/Way of the Dragon.md @@ -0,0 +1,57 @@ +--- +source: Tome of Heroes +--- + +![[assets/a9346958837fc7b1197eb5bac20c8c4e_MD5.jpg|Saint Winter|242x343]] + +You have studied at a monastery devoted to dragonkind. Warriors trained in these places adapt their fighting styles to match the dragons they hold in such esteem. They are respected and feared by students of other traditions. Once they are trained, followers of this Way travel far and wide, rarely settling in one place for long. + +||**Dragon Progression**| +|---|---| +|**Monk Level**|**Features**| +|3rd|Draconic Affiliation, Draconic Onslaught| +|7th|Take Flight| +|11th|Conquering Wyrm| +|15th|Scales of the Wyrm| + +# Draconic Affiliation  + +_3rd-Level Dragon Feature_  + +You feel an affinity for one type of dragon, which you choose from the Draconic Affiliation table. You model your fighting style to match that type of dragon, and some of the features you gain from following this Way depend upon the affiliation you chose.  + +|||**Draconic Affiliation**| +|---|---|---| +|**Dragon**|**Associated Skill**|**Damage Type**| +|Black or Copper|Stealth|Acid| +|Blue or Bronze|Insight|Lightning| +|Brass, Gold, or Red|Intimidation|Fire| +|Green|Deception|Poison| +|Silver or White|History|Cold| +|Yellow|Nature|Radiant| + +When you make your selection, you gain proficiency in the dragon’s associated skill, and you gain resistance to the listed damage type. If you already have this skill proficiency, you double your proficiency bonus with that skill.  + +# Draconic Onslaught  + +_3rd-Level Dragon Feature_  + +When you use Step of the Wind then hit with an attack, the attack deals an extra 2d6 damage of the type associated with your Draconic Affiliation.  + +# Take Flight  + +_7th-Level Dragon Feature_  + +When you take the Dash action, you can spend 1 technique point to gain a flying speed equal to your walking speed until the end of your turn. While you are flying, a creature that hits you with an opportunity attack takes 2d6 damage of the type associated with your Draconic Affiliation.  + +# Conquering Wyrm  + +_11th-Level Dragon Feature_  + +When you take the Attack action after using Step of the Wind in the same turn, you can spend an extra 2 technique points to replace your first attack with one unarmed strike against each creature within 5 feet of the space in which you end your movement. On a hit, your unarmed strike deals an extra 4d6 of the type associated with your Draconic Affiliation. You can’t use this feature and your Draconic Onslaught feature in the same round.  + +# Scales of the Wyrm  + +_15th-Level Dragon Feature_  + +You can harden yourself against harm like the eldest of dragons. On your turn, you can spend 4 technique points to increase your Armor Class by 2, gain temporary hit points equal to your monk level, and gain immunity to the frightened condition for 10 minutes. For the duration, when you take damage of the type associated with your Draconic Affiliation, you can use your reaction to reduce the damage you take from that source to 0. diff --git a/content/Classes/Monk/Way of the Elemental Voice.md b/content/Classes/Monk/Way of the Elemental Voice.md new file mode 100644 index 0000000..44d263c --- /dev/null +++ b/content/Classes/Monk/Way of the Elemental Voice.md @@ -0,0 +1,218 @@ +--- +source: Players Guide 2 +--- + +Monks that pursue the way of the Elemental Voice seek to reshape the primordial world around them with their will. These monks often share similarities in manner or dress with their preferred elements—such as the fiery temper of f lame, the placid calm of water, the unshakable resolve of earth, or the aloof curiosity of wind. + +| Elemental Voice Progression | | +| --------------------------- | ---------------------------------------- | +| Monk Level | Features | +| 3rd | Element Speaker, Voice of Wood and Steel | +| 7th | Additional Elemental Words | +| 11th | Primordial Aspect | +| 15th | Additional Elemental Words | + +# Element Speaker  + +3rd-Level Elemental Voice Feature  + +When you choose this tradition, you learn certain words and phrases that command the primordial elements: earth, flame, water, and wind. Choose one of those elements as the element that calls to you the strongest. Your attire, adornments, and even mannerisms might be influenced by your connection with this element. Regardless of the element chosen, your connection to all elements allows you to spend technique points (see Player’s Guide) to invoke them to empower yourself, infuse your attacks, or reshape your environment.  + +You know the Shape Elements word and one other elemental word of your choice from the list (see Elemental Words). You learn two additional words of your choice at 7th, 11th, and 15th level, which can be chosen from the words in this feature or from those in either of the Additional Elemental Words features, provided you are of the appropriate level. When you gain a level of monk, you can replace one elemental word you know with another word of your choice.  + +You can invoke each elemental word by spending the listed number of technique points. Some words require your target to make a save to resist its effects—the **DC** is your technique save **DC**. If a word allows you to spend additional technique points, you can spend a number of points up to your **PB** with each use.  + +You can’t invoke an elemental word while you are unable to speak, holding your breath, or don’t meet the specific requirements stated in the word description. + +The elemental words available to you are listed here and are divided into earth, flame, water, and wind (see also the Elemental Words table). Additional words will become available at higher monk levels. + +| | | +|---|---| +|Boulder Fist Strikes \| Earth, 1 Technique Point| | + +Whenever you use your Flurry of Blows feature (see Player’s Guide), you can spend 1 additional technique point to increase the damage of your unarmed strikes by an amount equal to your **WIS** modifier until the start of your next turn. You can use this word even while you can’t speak or are otherwise silenced.  + +| | | +|---|---| +|Drown \| Water, 2 Technique Points| | + +As an action, you can spend 2 technique points to attempt to drown one creature you can see within 30 feet of you. The target must succeed on a **STR** save or be choked by a bubble of translucent water until the end of your next turn (see Suffocating in the Player’s Guide). You can spend additional technique points to increase the duration by 1 round for each point spent. The bubble moves with the target, remaining centered on it. While choked, the target can’t breathe or speak unless it can breathe water. The target or a creature within 5 feet of it can use its action to make a **STR** check against your technique save **DC** to free the target from the bubble. The bubble harmlessly bursts if the target moves farther than 30 feet away from you.  + +| | | +|---|---| +|Erupt \| Flame, 1 Technique Point| | + +When you deal damage with an unarmed strike, you can spend 1 technique point to engulf the target and each creature within 5 feet of it in a sudden blast of scorching fire. Each creature must make a **DEX** save, taking 2d8 fire damage on a failed save or half as much damage on a successful one. You can spend additional technique points to increase the damage by 1d8 for each point spent. + +| | | +|---|---| +|Iron \| Earth, 1 Technique Point| | + +As a reaction when you would be hit by an attack, you can expend 1 technique point and increase your AC by an amount equal to your **WIS** modifier. This bonus to your AC lasts until the start of your next turn. + +| | | +|---|---| +|Shape Elements \| All, No Point Cost| | + +As an action, you can perfectly manipulate a 5-foot cube of your chosen element in any way you see fit, so long as the cube is within 20 feet of you. Any temporary changes last for a number of rounds equal to your monk level. Creatures take no damage from effects caused by this feature (such as freezing water around a creature) but might be hindered, moved, or otherwise affected by the change (GM’s discretion). Shape Elements can ignite a carriage, erect a hardened pedestal of sand, thaw a hole in glacial ice, or hedge away noxious vapors. + +In addition, Shape Elements can be used to lift and hurl up to 5 pounds of your chosen element up to 60 feet at a creature within range. The target must make a **DEX** save against your technique save **DC** or take a type of damage based on your chosen element (fire for flame, bludgeoning for earth, cold for water, thunder for wind) equal to your martial arts die + your monk level.  + +| | | +|---|---| +|Spit Flame \| Flame, 1 Technique Point| | + +Whenever you make an unarmed strike, you can spend 1 technique point to make the attack out to a range of 60 feet. The attack deals fire damage instead of bludgeoning but otherwise functions the same as your unarmed strike. + +| | | +|---|---| +|Squall \| Wind, 1 Technique Point| | + +As an action, you can spend 1 technique point to create a blast of wind that explodes out from you in an 80-foot line that is 5 feet wide. Each creature in the line must make a **STR** save. On a failure, a creature takes 1d12 thunder damage and is pushed up to 20 feet away from you. On a success, a creature takes half the damage and isn’t pushed. A flying or hovering creature that fails the save is knocked to the ground. You can spend additional technique points to increase the damage by 1d12 for each point spent. + +| | | +|---|---| +|Storm \| Wind, 1 Technique Point| | + +As a bonus action, you can spend 1 technique point to cause powerful winds to surround you. Until the start of your next turn, you gain the following benefits: + +- Ranged attacks automatically miss you. +- You are immune to the effects of gases or vapors. +- You have advantage on unarmed strikes. + +At the start of your next turn, you can spend 1 technique point to extend the duration of this effect for an additional round. You can use this word even while you can’t speak or are otherwise silenced. + +| | | +|---|---| +|Vicious Heat \| Flame, 2 Technique Points| | + +When you score a critical hit with an unarmed strike, you can expend 2 technique points to bathe the target in primordial fire. The critical hit deals additional fire damage equal to 5 of your martial arts damage dice. If the target is resistant to fire damage, it ceases to be resistant to fire damage until the end of your next turn. You can spend additional technique points to increase the damage by 1 martial arts damage die for each point spent. + +| | | +|---|---| +|Waterkin \| Water, 1 Technique Point| | + +As a bonus action, you can spend 1 technique point to cast the water breathing or water walk spell on yourself. You can spend 1 additional technique point to target three additional creatures within 10 feet of you. + +| | | +|---|---| +|Whip \| Water, 1 Technique Point| | + +As a bonus action, you can spend 1 technique point to encircle your limbs in powerful torrents of swirling water for a number of rounds equal to twice your **PB**. Your reach with unarmed strikes increases by 10 feet, and your jump distance triples. Each time you hit a creature with an unarmed strike while the whips remain, you can expend 1 technique point to deal an additional 2d6 bludgeoning damage to the target and either push or pull it up to 5 feet or knock it prone. + +| | | +|---|---| +|Whispers of Earth \| Earth, 2 Technique Points| | + +As an action, you can spend 2 technique points to gain tremorsense to a range of 60 feet for 1 minute. You can also sense the presence and direction of precious metals and stones within that range, so long as they are touching dirt or stone. + +| | | +|---|---| +|Zephyr’s Step \| Wind, 2 Technique Points| | + +As a bonus action, you can spend 2 technique points to teleport up to 60 feet to an unoccupied space you can see. Until the end of your turn, your movement doesn’t trigger hazards or traps unless you allow it.  + +# Voice of Wood and Steel  + +3rd-Level Elemental Voice Feature  + +With a whisper and unbroken focus, you can connect yourself to any weapon through the elements that crafted it. You can spend 1 hour focusing your technique into a weapon, which can be done as part of a rest. Afterward, that weapon counts as a monk weapon for you until you use this feature again. + +If the weapon is magical, you learn all the weapon’s properties and become immune to any curse that would afflict you while wielding it. If the weapon is sentient, you have advantage on checks made to maintain control if a conflict arises.  + +To gain this benefit, a weapon must be a simple or martial weapon that lacks the Heavy property.  + +# Additional Elemental Words  + +7th-Level Elemental Voice Feature  + +Elemental words are divided into earth, flame, water, or wind (see Element Speaker feature and the Elemental Words table). + +| | | +|---|---| +|Glacial Calling \| Water, 3 Technique Points| | + +As an action, you can spend 3 technique points to cast the ice storm spell. The spell can’t be countered, and you don’t suffer any of its effects if you are within its radius. + +| | | +|---|---| +|Pummeling Tempest \| Wind, 1 Technique Point| | + +When you hit a creature with an unarmed strike, you can spend 1 technique point to cause the target and each creature in a 10-foot line that is 5 feet wide behind the target to take 1d12 thunder or lightning damage (your choice). + +| | | +| --------------------------------------------- | --- | +| Roots of the Mountain \| Earth, No Point Cost | | + +When you take the Dodge action, you can’t be pushed, pulled, lifted, knocked prone, or teleported against your will until the start of your next turn. You can use this word even if you can’t speak or are otherwise silenced. + +| | | +|---|---| +|Searing Strikes \| Flame, 3 Technique Points| | + +When you roll initiative or as an action on subsequent turns, you can spend 3 technique points to wreathe your hands in ghostly flames for 1 minute. While the flames persist, your unarmed strikes deal an additional 1d6 fire damage. + +| | | +|---|---| +|Shallow Depths \| Water, No Point Cost| | + +While in an area of rain or while standing in two or more inches of water, you are invisible. If you take fire damage, this effect ends until the end of your next turn.  + +| | | +|---|---| +|Soul of the Leaf  \| Wind, No Point Cost| | + +You can cast the featherfall spell at will. If you fall more than 30 feet, you are automatically under the effects of the featherfall spell, even if you are unconscious or in an area of antimagic. + +| | | +|---|---| +|Stone Cage \| Earth, 2 Technique Points| | + +As a bonus action, you can spend 2 technique points to cause spires of stone to erupt around one creature that you can see within 120 feet of you that is within 30 feet of the ground. The target must make a **STR** save or be restrained by stone spires for 1 minute. The restrained creature can use its action to make a **STR** check against your technique save **DC**, freeing itself on a success.  + +| | | +|---|---| +|Sweeping Flame \| Flame, 2 Technique Points| | + +As an action, you can spend 2 technique points to make a scything attack with your weapon, hands, or feet that creates a wave of flame all around you. Each creature within 20 feet of you must make a **DEX** save against your technique save **DC**, taking fire damage equal to 5d8 + your **WIS** modifier on a failed save or half as much damage on a successful one. Flammable objects in the area that aren’t being worn or carried ignite. + +# Primordial Aspect  + +11th-Level Elemental Voice Feature  + +You have become one with the elements to which you speak. You gain a powerful benefit based on the element you chose when you selected this subclass at 3rd level. + +- Bones of the Earth. Dust flakes from your skin, your eyes look like brilliant opals, or you take on a gray or rust colored complexion. You are resistant to lightning damage. In addition, you regain 2 HP for every technique point you spend.  +- Breath of the Storm. Your clothes billow, electricity races along your skin or eyes, or cool air swirls around you. You are resistant to lightning damage. In addition, while you have 2 or more technique points, you have a flying speed equal to your walking speed and can hover. +- Crashing Tide. Your hair looks perpetually damp, bright light ripples off your skin, or the smell of salty brine follows you. You are resistant to cold damage. In addition, your unarmed strikes gain a +2 bonus to attack and damage rolls.  +- Feast of Flames. Steam seeps from your skin or mouth, your eyes burn like embers, or your footsteps smoke and smolder. You are resistant to fire damage. In addition, each time a creature hits you with a melee attack, that creature takes fire damage equal to your **WIS** modifier. + +# Additional Elemental Words  + +15th-Level Elemental Voice Feature  + +Elemental words are divided into earth, flame, water, or wind (see Element Speaker feature and the Elemental Words table). + +| | | +|---|---| +|Adamantine Resolve \| Earth, 2 Technique Points| | + +As a reaction when you take damage, you can expend 2 technique points and reduce the damage by an amount equal to twice your monk level. You can spend additional technique points to reduce the damage by an additional 10 for each point spent. + +| | | +|---|---| +|Call the Rapids \| Water, 4 Technique Points| | + +You can create a rushing wall of water that crashes into your enemies. As an action, you can spend 4 technique points to conjure a wave of breaking water that floods out from you, filling a 90-foot cone. Each creature in the cone must make a **STR** save, taking 6d6 bludgeoning damage on a failed save or half as much damage on a successful one. A creature that fails its save is swept out to the edge of the cone and knocked prone. The area is water-slick difficult terrain that lasts for 1 minute. + +| | | +|---|---| +|Cyclonic Stance \| Wind, 4 Technique Points| | + +As a bonus action, you can spend 4 technique points to enter a special stance of whirling wind and swiping attacks that lasts until you end it (no action required), you are incapacitated, or you lose concentration on it, as though concentrating on a spell. Until this stance ends, each creature that starts its turn within 10 feet of you must make a **STR** save or be hurled up to 20 feet directly away from you and knocked prone. If a hurled creature strikes a solid surface, the creature takes 1d12 bludgeoning damage for every 10 feet it was thrown. If the hurled creature is thrown at another creature, that creature must succeed on a **STR** save or take the same damage and be knocked prone. + +| | | +| ----------------------------------------- | --- | +| Volcanic Ray  \| Fire, 4 Technique Points | | + +You can create a scorching beam of fire that explodes when it hits its target. As an action, you can spend 4 technique points and choose a creature within 120 feet of you. That creature must make a **DEX** save. On a failure, the creature takes fire damage equal to 7d8 + half your monk level (rounded down) and is knocked prone. On a success, the creature takes half the damage and isn’t knocked prone. You can spend additional technique points to increase the damage by 2d8 for each point spent. diff --git a/content/Classes/Monk/Way of the Equine Soul.md b/content/Classes/Monk/Way of the Equine Soul.md new file mode 100644 index 0000000..13601a6 --- /dev/null +++ b/content/Classes/Monk/Way of the Equine Soul.md @@ -0,0 +1,55 @@ +--- +source: Book of Blades +--- + +![[assets/9ab1ad93901bad8527bb4cb81f341292_MD5.jpg|Kelly McLarnon]] + +Certain monks learn to enter a state of calm, purposeful action when riding a horse. After intense training and meditation with their equine companion, it is as if the pair’s souls merge and achieve a perfect harmony. The two move and fight together, moving around the battlefield and launching deadly barrages of arrows at their enemies.  + +||**Equine Soul Progression**| +|---|---| +|**Monk Level**|**Features**| +|3rd|Horse Archer, Twin Soul| +|7th|Swift Speed| +|11th|Bonded Defense| +|15th|Storm of Arrows| + +# Horse Archer  + +_3rd-Level Equine Soul Feature_  + +Carried by your horse, you can be anywhere on the battlefield to rapidly launch a volley of arrows. You gain proficiency with shortbows and they are considered monk weapons for you. + +# Twin Soul  + +_3rd-Level Equine Soul Feature_  + +You have found and bonded with a horse using a meditation ritual that takes 1 hour to complete and can be done as part of a short or long rest. Once the ritual is complete, you and your bonded horse share thoughts telepathically as long as you are within 1 mile of each other. As long as you can see your bonded horse and it is not wearing barding, you can spend technique points to have your bonded horse use the Patient Defense and Step of the Wind techniques.  + +In combat, your bonded horse shares your initiative count, but it takes its turn immediately after yours. It obeys your telepathic commands (no action required by you). If you don’t issue any commands, it takes the Dodge action and uses its move to avoid danger.  + +Your bonded horse has a d10 for hit dice. It has a number of hit dice equal to your monk level. It can expend these hit dice to recover hit points during a short rest just as a PC would. It recovers all hit points during a long rest. If your horse is slain, you must perform the 1-hour ritual again to bond to a new horse. + +[![[assets/bd3e20fb044bdb69e02ab98f01388a6a_MD5.png]]](https://www.worldanvil.com/i/7139739 "Screenshot_20251109_121853.png") + +# Swift Steed  + +_7th-Level Equine Soul Feature_  + +You and your mount work together with significant swiftness. You receive these benefits: + +- You can mount and dismount from your bonded horse using 5 feet of movement instead of half your movement. +- As long as your bonded horse is not wearing barding, its speed increases by the same amount as your Unarmored Movement class feature. +- When you spend a technique point to use Flurry of Blows, your bonded horse can make an attack with its Hooves as a reaction. + +# Bonded Defense  + +_11th-Level Equine Soul Feature_  + +You and your bonded horse are effective at fighting together. While you are mounted on your bonded horse, it shares your Evasion class feature, and you do not have disadvantage on ranged attack rolls made against enemies within 5 feet. + +# Storm of Arrows  + +_15th-Level Equine Soul Feature_  + +You enter a state of perfect calm as you launch a rapid volley of arrows. As a bonus action, you can fire one arrow for every technique point you spend on this feature. Arrows fired using this feature have the Ricochet Shot weapon option. diff --git a/content/Classes/Monk/Way of the Flickering Dark.md b/content/Classes/Monk/Way of the Flickering Dark.md new file mode 100644 index 0000000..1a7f583 --- /dev/null +++ b/content/Classes/Monk/Way of the Flickering Dark.md @@ -0,0 +1,63 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/cf9ae0bd1d86377f5907db92dc13f2c2_MD5.jpg|317x452]] + +Those few monks who coax and feed the shadows from beyond the veil may bond with the all-consuming darkness. They can conjure life-devouring expanses of shadow, peer beyond the material world, and funnel that endless hunger into a strike that bridges the gap between here and beyond. + +||**Flickering Dark Progression**| +|---|---| +|**Monk Level**|**Features**| +|3rd|Dark Flame, Obsidian Eyes| +|7th|Grace of Umbra| +|11th|Feeding Dark| +|15th|Strike of Searing Shadow| + +# Dark Flame + +_3rd-Level Flickering Dark Feature_  + +As a bonus action, you can spend 2 technique points to shroud yourself in a 10-foot radius of coiling, flickering magical darkness. The darkness moves with you, remaining centered on you, and lasts for 1 minute. It can’t be dispelled by a spell of 5th circle or lower.  + +When you first summon the dark flames, choose one of the following properties: + +- **Clawing Shadows.** Creatures that enter the darkness for the first time on a turn or end their turn within it take necrotic damage equal to your martial arts damage die. You regain hit points equal to the necrotic damage dealt. Constructs and Undead are unaffected. +- **Grasp of Nothingness.** Your unarmed strikes deal additional necrotic damage equal to your **PB**. +- **Spreading Darkness.** While the darkness is active, you can use an action to spend 1 technique point to cast the darkness spell without expending a spell slot or material component. This spell ends if you cast it again or dismiss it (no action required). + +At 11th level, you can choose two options instead of one each time you use this feature. + +# Obsidian Eyes + +_3rd-Level Flickering Dark Feature_  + +With 1 minute of quiet meditation (which can be done as part of a rest), you fill the eyes of a willing creature, including yourself, with inky black shadow. Until that creature finishes a long rest, it can see in dim light, darkness, and magical darkness as if it were bright light, to a distance of 60 feet. You can have this effect active on only one creature at a time. + +At 7th level, the target can see invisible creatures. At 11th level, the target can’t be blinded. + +# Grace Of Umbra + +_7th-Level Flickering Dark Feature_  + +A wisp of true darkness shrouds your movement. When you use your Step of the Wind technique, you become as insubstantial as darkness until the end of your next turn. While you aren’t in sunlight, you and everything you’re carrying and wearing becomes intangible, and you can move through small holes, cracks, and narrow openings.  + +In addition, you can spend 1 additional technique point as part of the same bonus action to teleport up to your speed to an unoccupied space that you can see within an area of dim light, darkness, or magical darkness. + +At 15th level, you have resistance to all damage, except radiant, while this feature is active. + +# Feeding Dark + +_11th-Level Flickering Dark Feature_  + +Your hold over shadow siphons energy from those around you. Creatures that start their turn within an area of magical darkness created by you must succeed on a **CON** save or deal only half damage with weapon attacks that use **STR** or **DEX** until the end of its turn.  + +Whenever a creature succeeds or fails its save against this feature, you can use your reaction to teleport up to 1 mile to a space adjacent to the target. Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 3 technique points to do so. + +# Strike of Searing Shadow + +_15th-Level Flickering Dark Feature_  + +When you hit a target with a melee attack, you can use your reaction to spend 5 technique points. When you do, your strike carries a touch of infinite nothingness. The target must make a **CON** save, taking 3d10 fire damage and 3d10 necrotic damage on a failed save or half as much damage on a successful one. Each creature of your choice within 30 feet of the target must succeed on a **STR** save against your technique save **DC** or take 2d10 force damage and be pulled up to 20 feet directly toward the target. + +When you reduce a creature to 0 HP with this feature, it is reduced to ash, and its shadow remains permanently affixed to the surface upon which it died. You gain a number of temporary hit points equal to half the creature’s hit point maximum. diff --git a/content/Classes/Monk/Way of the Humble Elephant.md b/content/Classes/Monk/Way of the Humble Elephant.md new file mode 100644 index 0000000..900e752 --- /dev/null +++ b/content/Classes/Monk/Way of the Humble Elephant.md @@ -0,0 +1,41 @@ +--- +source: Tome of Heroes +--- + +![[assets/63488e07a9a65db464d5decbfdbda6e6_MD5.jpg|277x400]] + +Like their namesake, monks of the Way of the Humble Elephant are respectful and accommodating. A large part of their training involves traveling through their home region and assisting local farmers and common folk with problems ranging from rebuilding burned homes to dispatching troublesome bandits. In areas where their Way is known, adherents are welcomed into the community and their needs are seen to in exchange for the host of benefits their presence brings to the community. + +||**Humble Elephant Progression**| +|---|---| +|**Monk Level**|**Features**| +|3rd|Slow to Anger| +|7th|Unyielding Step| +|11th|Decisive in Wrath| +|15th|Thick Hide| + +# Slow to Anger  + +_3rd-Level Humble Elephant Feature_  + +When you use Patient Defense and an attack hits you, you can use your reaction to halve the damage that you take. When you use Patient Defense and a melee attack made by a creature within your reach misses you, you can use your reaction to force the target to make a Strength saving throw. On a failure, the target is knocked prone.  + +When you use either of these reactions, you can spend 1 technique point. If you do, your first melee weapon attack that hits before the end of your next turn deals extra damage equal to one roll of your Martial Arts die + your Wisdom modifier.  + +# Unyielding Step  + +_7th-Level Humble Elephant Feature_  + +You can spend 1 technique point on your turn to ignore difficult terrain for 1 minute or until you are incapacitated. For the duration, your speed can’t be reduced below 15 feet. If you use this feature while grappled, the creature can use its reaction to move with you whenever you move; otherwise, the grapple ends. If you use this feature while restrained but not grappled, such as by a spider’s web, you break free from the restraining material unless it is capable of moving with you.  + +# Decisive in Wrath  + +_11th-Level Humble Elephant Feature_  + +When you spend 1 technique point as part of your Slow to Anger feature, all of your melee weapon attacks that hit before the end of your next turn deal extra damage equal to one roll of your Martial Arts die + your Wisdom modifier.  + +# Thick Hide  + +_15th-Level Humble Elephant Feature_  + +You can spend 5 technique points as a bonus action to gain resistance to bludgeoning, piercing, and slashing damage for 10 minutes. diff --git a/content/Classes/Monk/Way of the Mystic Flow.md b/content/Classes/Monk/Way of the Mystic Flow.md new file mode 100644 index 0000000..abbe7c2 --- /dev/null +++ b/content/Classes/Monk/Way of the Mystic Flow.md @@ -0,0 +1,54 @@ +--- +source: Kobold Presshttps://koboldpress.com/play-these-exclusive-tales-of-the-valiant-subclasses-for-fighter-and-monk/ +--- + +![[assets/afd77a0b7734f1eb386d9ec93a61cd1e_MD5.jpg|246x347]] + +Some monks train their bodies, minds, and spirits to recognize the streams of mystic energy that flow through the earth and all living things. Some call it a type of intuitive geomancy, but the monks dedicated to the way of the mystic flow tap into this energy to perform incredible physical feats. They can alter and disrupt this flow through movement and strikes, inflicting debilitating conditions or removing them, or tapping their own internal flow to provide uncanny boosts to their own beings. + +# Flow Point Strike + +_3rd-Level Mystic Flow Feature_ + +You can disrupt the flow of a creature’s energy. When you hit a creature with one of the attacks granted by your Flurry of Blows technique, you can impose one of the following effects on that target. + +- It can’t take reactions until the end of its next turn. +- Its movement is reduced by half until the end of your next turn. +- It has disadvantage on either sight or hearing-based **WIS** (Perception) checks until the end of your next turn. + +# Restore the Flow + +_3rd-Level Mystic Flow Feature_ + +You can touch a creature to adjust its energy flow and mend ailments. As an action, you can spend 1 technique point and touch a creature, restoring a number of hit points equal to your martial arts die + your **WIS** modifier + your **PB**. When you use Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a technique point. + +At 7th level, when you use this feature, you can also remove one disease or condition from the target, as the _restoration_ spell. + +# Tap the Earth’s Flow + +_7th-Level Mystic Flow Feature_ + +You spend 1 technique point to attune your flow to that of the earth beneath you, allowing you to use one of the following abilities. + +- **Anchor.** You tie your energy to that of the earth beneath, anchoring you in place. When you are targeted by an effect that would knock you prone or move you, you can use this ability as a reaction, making you immune to the prone condition or to any unintentional movement until the start of your next turn. If you are grappled by a creature, it cannot move on its turn unless it releases you. While this version of this feature is active, your movement is reduced to 0 feet. +- **Repel.** Your energy is repelled by that of the earth. As a bonus action, you can enact this feature, quadrupling your maximum jumping distance until the start of your next turn. While this version of the feature is active, you have disadvantage on saves against any effect that would knock you prone or move you. + +# Improved Flow Point Strikes + +_11th-Level Mystic Flow Feature_ + +Your ability to disrupt the natural flow of a creature’s energy has increased. When you hit a creature with one of the attacks granted by your Flurry of Blows technique, you can spend 1 technique point to impose one of the following effects on that target. + +- It is incapacitated until the start of your next turn. +- It is restrained until the start of your next turn. +- It is blinded or deafened until the start of your next turn. + +# Stop the Flow + +_15th-Level Mystic Flow Feature_ + +As an action, you can make a single unarmed strike against a creature. On a hit, you can spend 5 technique points to break the creature’s connection to the mystic flow. A creature that is not Undead must make a **CON** save, taking 10d10 necrotic damage on a failed save or half as much damage on a successful one. This damage ignores temporary hit points, and is always taken off the creature’s actual hit points. + +When you reduce a creature to 0 HP with this feature, it dies. If the creature has some form of regeneration or rejuvenation trait that allows it to return to life after dying, that trait ceases to function unless its description says it can only be prevented by a _wish_. _Raise dead_, _revivify_, and similar magic can’t restore a creature to life that has been killed by this ability. + +A creature that survives the damage has its flow disrupted. It cannot regain hit points by resting and only receives half the hit points normally restored by healing magic. This condition persists until a _greater restoration_ is cast on the creature. diff --git a/content/Classes/Monk/Way of the Ooze.md b/content/Classes/Monk/Way of the Ooze.md new file mode 100644 index 0000000..ab170ab --- /dev/null +++ b/content/Classes/Monk/Way of the Ooze.md @@ -0,0 +1,54 @@ +--- +source: Corpus Malicious +--- + +The circle of life and death is like a never-ending river that all must travel through. Monks who disagree with this notion learn to change the flow of the river, or change what fills the river. For many, it is simply filled with water. Yet for these monks, it is filled with something much thicker than water or blood.  + +It is an ooze-like liquid. In this way, they decrease the entropy in their life to reach a perfectly stable state. Still, even they know that mortals are social constructs, and in one way or another, they are connected to each other. So, to create a perfectly balanced utopia, every creature must be part of this river… A river filled with ooze and the remains of those who contributed to the entropy.  + +| Ooze Progression | | +| ---------------- | ------------------ | +| Monk Level | Features | +| 3rd | Acid Strikes | +| 7th | Ooze Form | +| 11th | Gelatinous Healing | +| 15th | Entropy in Me | + +# Acid Strikes  + +3rd-Level Ooze Feature  + +You can spend your technique points to change your body parts into an ooze-like liquid: + +- When you use the Flurry of Blows feature on a turn in which you have not moved, you can choose to hit your target with your transformed fists or kicks. If you do so, the creature takes 1 additional acid damage from each successful unarmed strike. +- When a creature makes a weapon attack against you, you can spend 1 technique point as a reaction to transform the part of your body that is hit into green goo. You take half damage from a non-magical attack that hits you. +- When you use the Step of the Wind feature, you can choose to spend 1 technique point to spray acid to the path on which you moved by the Step of the Wind. The surface you move on becomes covered with a sticky, ooze-like liquid and counts as difficult terrain for a number of rounds equal to your **PB**. The terrain created by this feature is not counted as difficult terrain for you. + +# Ooze Form  + +7th-Level Ooze Feature  + +You discover that your body has inhuman flexibility when in ooze shape. As an action, you can change your body to a greenish ooze-like gelatin and stretch your body parts for 1 minute. In ooze form you gain the following benefits: + +- You can stretch your body parts to increase the reach of your melee weapon attacks to 15 feet.   +- Every creature who hits you with a melee attack must make a successful Dexterity saving throw against your technique save **DC** or take 5 acid damage. Additionally, if a creature attacks you with a non-magical weapon, that weapon is partly dissolved and when creatures attack with it, they take a -1 penalty to damage rolls. This penalty becomes -2 on the 2nd damage roll made with the weapon, -3 on the 3rd damage roll, and -4 on the 4th damage roll. When the penalty becomes -5 on the 5th damage roll, the weapon is destroyed. +- You can spend 1 technique point to melt a small amount and stick to a surface. By doing so you can stick to the ground, walls, ceilings, and any other surface. You can make unarmed strikes or weapon attacks while stuck like this.  +- The acid damage you deal when using your Acid Strikes feature increases by 2.  + +You can use this feature a number of times equal to your **PB**. You regain all expended uses when you finish a long rest.  + +# Gelatinous Healing  + +11th-Level Ooze Feature  + +You can tend to your own wounds by transforming your internal organs to ooze. As an action, you can spend 1 technique point to regain 1d6 + 3 hit points. As an action, you can spend 2 technique points to end one effect on yourself that is causing you to be blinded, deafened, or poisoned. By spending 5 points as an action, you can reduce your exhaustion level by 1. + +# Entropy in Me + +15th-Level Ooze Feature  + +You can fully understand the reasons why an ooze exists. The entropy of the universe is all that matters and it can only be destroyed with your gelatinous body. As your body becomes dynamic and mutable, you decrease the entropy’s effect on you. + +You can now spend 10 technique points as an action to transform yourself into a blob of ooze and leap onto a target creature within 100 feet of you. The target must make a Dexterity saving throw against your technique save **DC**. On a failed save, you cover all of its body and can stay on the creature as long as you want. The target creature must be of your size or smaller.  + +While you are covering a creature, the creature can still move freely, and you move with it. It cannot attack you, but you can make melee attacks against it as well as against any other creature within your reach. Damage dealt by others to the creature you are covering is split equally between you and the creature, but as long as you are covering the creature, you have resistance to all damage types except radiant and necrotic. You can still use your other abilities but you cannot move or talk. diff --git a/content/Classes/Monk/Way of the Open Hand.md b/content/Classes/Monk/Way of the Open Hand.md new file mode 100644 index 0000000..c10a2d4 --- /dev/null +++ b/content/Classes/Monk/Way of the Open Hand.md @@ -0,0 +1,55 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/26239225339576e2f1c2ac7ed103fed1_MD5.jpg|Simul]] + +Monks of the Open Hand hone their bodies to physical perfection. They learn techniques to push and trip their opponents, practice advanced meditation to protect them from harm, and develop secret techniques to transform their bodies into the ultimate weapon. + +||**Open Hand Progression**| +|---|---| +|**Monk Level**|**Features**| +|3rd|Focus Intent, Open Hand Technique| +|7th|Wholeness of Body| +|11th|Tranquil Soul| +|15th|Quivering Palm| + +# Focus Intent + +_3rd-Level Open Hand Feature_  + +When you or a creature within 5 feet of you makes an ability check or attack roll, you can use your reaction to roll your martial arts die. The target gains a bonus or a penalty (your choice) to its roll equal to the number you rolled.  + +You can use this feature a number of times equal to your **WIS** modifier. You regain all expended uses when you finish a long rest. + +# Open Hand Technique + +_3rd-Level Open Hand Feature_  + +You can manipulate your enemy’s energy with your own. When you hit a creature with one of the attacks granted by your Flurry of Blows technique, you can impose one of the following effects on that target: + +- It can’t take reactions until the end of your next turn.  +- It must succeed on a **DEX** save or be knocked prone. +- It must succeed on a **STR** save or be pushed up to 15 feet away from you. + +# Wholeness of Body  + +_7th-Level Open Hand Feature_  + +When you roll initiative and have at least 1 hit point, you regain a number of hit points equal to your **CON** modifier + your monk level. + +# Tranquil Soul  + +_11th-Level Open Hand Feature_  + +You have learned the way of war, so you may better walk the world in peace. As an action, you can spend 3 technique points to cast the sanctuary spell on yourself. The spell lasts until the end of your next short or long rest (or it can end early as normal). + +# Quivering Palm  + +_15th-Level Open Hand Feature_  + +As an action, you can make a single unarmed strike against a creature. On a hit, you can spend 4 technique points to fill that creature with potentially lethal vibrations that last for a number of days equal to your monk level.  + +For the duration, so long as you and the target are on the same plane, you can use an action to end the vibrations, ripping the creature apart. When you do, the target must make a **CON** save. On a failure, the target takes force damage equal to 5 × your monk level and is paralyzed until the end of your next turn. On a success, the target is stunned for 1 minute, and at the end of each of their turns, and each time they take damage, the target can repeat the save, ending the effect on a success. A target that fails the save by 5 or more instantly dies. + +Each time you use this feature after the first, the technique cost to use it increases by 2. When you finish a long rest, the cost resets. This feature can affect only one target at a time. diff --git a/content/Classes/Monk/Way of the Radiant Dawn.md b/content/Classes/Monk/Way of the Radiant Dawn.md new file mode 100644 index 0000000..1b23a6a --- /dev/null +++ b/content/Classes/Monk/Way of the Radiant Dawn.md @@ -0,0 +1,55 @@ +--- +source: Labyrinth Worldbook +--- + +Monks of the Radiant Dawn learn to kindle and amplify light wherever darkness threatens. To these monks, radiance is a state of being that provides literal and spiritual illumination. Embracing the teachings of the Radiant Dawn means transforming oneself into a beacon that stands against agents of fear and despair. + +| Radiant Dawn Progression | | +| ------------------------ | --------------------------- | +| Monk Level | Features | +| 3rd | Golden Fist, Shining Nimbus | +| 7th | Blazing Strike | +| 11th | Dawn Bringer | +| 15th | Searing Corona | + +# Golden Fist  + +3rd-Level Radiant Dawn Feature  + +Whenever you would make an Unarmed Strike as part of the Attack action or Flurry of Blows, you can turn the strike into a ranged spell attack that fires a bolt of searing light with a range of 30 feet. You can turn any number of your allotted attacks into a ranged spell attack with this feature.  + +Your attack bonus to hit with a bolt is equal to your **PB** + your **DEX** modifier. On a successful hit, the bolt deals radiant damage equal to your martial arts damage die + your **DEX** modifier. + +This feature improves as you reach certain levels of the monk class. Starting at 7th level, you can expend 1 technique point to increase the range and damage of the Bolt . At 7th level, the range of your bolt increases to 60 feet, and you roll your martial arts die twice when calculating damage. At 11th level, the range increases to 90 feet and you roll your martial arts die three times. At 15th level, the range is 120 feet, and you roll your die four times. + +# Shining Nimbus  + +3rd-Level Radiant Dawn Feature  + +You emit an aura of light. As a bonus action, you can spend 2 technique points to cloak yourself in a 10-foot radius of shining bright light. The light moves with you, remaining centered on you, and lasts for 1 minute. It can’t be dispelled by a spell of 5th circle or lower. + +When you first summon the nimbus, choose one of the following properties: + +- Sacred Fire. Hostile creatures that enter the light for the first time on a turn or end their turn within it take radiant damage equal to your martial arts damage die + your **WIS** modifier. +- Holy Hand. Your unarmed strikes deal additional radiant damage equal to your **PB**. +- True Radiance. While the nimbus is active, you can use an action to spend 3 technique points to transform your aura’s light into sunlight for the duration. This sunlight can’t be dimmed, suppressed, or dispelled by any magical means. If this sunlight overlaps with an area of magical darkness created by a spell of 5th circle or lower, the spell that created the darkness is dispelled.  + +At 11th level, you can choose two options instead of one each time you use this feature. + +# Blazing Strike  + +7th-Level Radiant Dawn Feature  + +Once per turn when you deal radiant damage to a creature, you can spend 1 technique point to attempt to blind your foe. When you do so, the creature must succeed on a **CON** save (**DC** is your technique save **DC**) or be blinded until the end of its next turn.  + +# Dawn Bringer  + +11th-Level Radiant Dawn Feature  + +As an action, you can spend 2 technique points to cast the daylight spell. The spell lasts until the end of your next short or long rest (or it can end early as normal). + +# Searing Corona  + +15th-Level Radiant Dawn Feature  + +While you are standing in an area of bright light or sunlight, you can use an action to expend 5 technique points to create an explosive corona of sunlight. All creatures of your choice within 20 feet of you must make a **CON** save. On a failure, a creature takes 3d10 fire damage and 3d10 radiant damage. diff --git a/content/Classes/Monk/Way of the Righteous Fist.md b/content/Classes/Monk/Way of the Righteous Fist.md new file mode 100644 index 0000000..35bf0de --- /dev/null +++ b/content/Classes/Monk/Way of the Righteous Fist.md @@ -0,0 +1,71 @@ +--- +source: Book of Blades +--- + +[[assets/0bcf74018d1738595a4625eed7308072_MD5.jpeg|Open: a3a7373878bd10338b3fe0a70d4fe3f7.jpeg]] + +![[assets/0bcf74018d1738595a4625eed7308072_MD5.jpeg|Andrew Clark|284x359]] + +Monks of the Righteous Fist subclass channel their deep spirituality into energy, dealing devastating strikes infused with holy power. Their deep devotion to a particular religion, spirituality, philosophy, or path empowers them with the will and fortitude to cleanse themselves and others of darkness. + +||**Righteous Fist Progression**| +|---|---| +|**Monk Level**|**Features**| +|3rd|Blazing Strike, Manifest Light| +|7th|Soul Flare| +|11th|Cleansing Soul| +|15th|Soul Burst| + +# Blazing Strike  + +_3rd-Level Righteous Fist Feature_  + +You can infuse your strikes with searing light. When you hit with a monk weapon or unarmed strike, you can deal radiant damage instead of the weapon’s normal damage type. If the target is Undead or fiend, your strikes deal an additional die of damage equal to your martial arts die. + +You can increase the damage of your Blazing Strike by spending technique points. For each 1 point you spend, roll an extra martial arts die of radiant damage. The maximum number of technique points you can spend on this feature equals half your monk level. + +# Manifest Light  + +_3rd-Level Righteous Fist Feature_  + + As a bonus action, you can spend 1 technique point to manifest your inner light through some part of your body. When you do, you shed dim light in a 30-foot radius that is visible only to you for 1 minute. Magical darkness obscures this light. + +When you first manifest the light, choose one of the following properties. + +- **Burnished Fist.** Your hands shed bright light in a 10 foot radius and dim light in 60-foot radius beyond that. +- **Harsh Light of Reality.** Your eyes flare with light. You know the creature type of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within the dim light radius of Manifest Light that is visible only to you. +- **Wings Alight.** Light bursts from your shoulder blades in a winglike pattern. You gain a flying speed of 60 feet until the end of your turn. + +# Soul Flare  + +_7th-Level Righteous Fist Feature_  + +You can expand your inner light to touch those around you. As an action, you spend 2 technique points to magically create a 15-foot-diameter sphere of radiant energy centered on yourself. When you do so, choose one effect:  + +- **Cleansing Flare.** Each creature of your choice within the area must make a **CON** save. On a failure, a creature takes 3d6 radiant damage, or half as much damage on a success. You can increase the size of your Cleansing Flare by 10 feet for every 2 technique points you spend above 2. +- **Soothing Flare.** Each creature of your choice within the area regains 1d6 hit points. For every 2 technique points you spend above 2, you can increase the healing done by your Soothing Flare by 1d6. + +# Cleansing Soul  + +_11th-Level Righteous Fist Feature_  + +You can extend your soul to cleanse yourself and those around you. At the end of a short rest, you can end a condition or affliction on yourself. You can extend this cleansing to include creatures within 30 feet of you by spending 2 technique points for each additional creature you wish to cleanse. The effects you can cleanse are: + +- Blinded +- Charmed +- Deafened +- Paralyzed +- Poisoned +- A curse +- An effect that reduces an ability score +- An effect that reduces hit point maximum + +Spend the technique points at the beginning of the short rest. At the end of the short rest, you end one effect on a creature. With multiple uses of this feature, you can cleanse different creatures of different conditions or afflictions. + +# Soul Burst  + +_15th-Level Righteous Fist Feature_  + +You can summon the light of the sun to push back darkness. As an action, you spend 5 technique points to cause a flash of sunlight to burst from your body. Each creature within a 60-foot radius must make a **CON** save. On a failure, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a success, it takes half as much damage and isn’t blinded by this effect. Undead and Fiends have disadvantage on this save. A creature blinded by this effect makes another **CON** save at the end of each of its turns. On a successful save, it is no longer blinded. + +When you activate this feature, you can designate any number of creatures within the area, and spend 2 technique points per creature. These creatures automatically succeed on their save. diff --git a/content/Classes/Monk/Way of the Seal Guardian.md b/content/Classes/Monk/Way of the Seal Guardian.md new file mode 100644 index 0000000..1f7095f --- /dev/null +++ b/content/Classes/Monk/Way of the Seal Guardian.md @@ -0,0 +1,88 @@ +--- +source: Players Guide 2 +--- + +Seal Guardian monks apply the knowledge they gain from transcribing written works to the creation of magical seals, which they can offer to others for protection or to drive out evil influences in people or an area. + +| Affliction Eater Progression | | | | +| ---------------------------- | ------------------------------- | ----------------------- | -------------- | +| Monk Level | Features | Protective Spells Known | Maximum Circle | +| 3rd | Protective Seals, Shielded Mind | 2 | 1st | +| 4th | — | 3 | 1st | +| 5th | — | 4 | 1st | +| 6th | — | 4 | 1st | +| 7th | Seal of Cleansing | 5 | 2nd | +| 8th | — | 5 | 2nd | +| 9th | — | 6 | 2nd | +| 10th | — | 6 | 2nd | +| 11th | Ward Against the Otherworldly | 7 | 2nd | +| 12th | — | 7 | 2nd | +| 13th | — | 8 | 3rd | +| 14th | — | 8 | 3rd | +| 15th | Sanctify Location | 9 | 3rd | +| 16th | — | 9 | 3rd | +| 17th | — | 10 | 3rd | +| 18th | — | 10 | 3rd | +| 19th | — | 11 | 4th | +| 20th | — | 11 | 4th | + +# Protective Seals  + +3rd-Level Seal Guardian Feature  + +You transcribe protective spells (see Protective Spells Known) onto parchment, creating magic seals for your allies. You can create such a seal by using the same type of action required to cast the spell that you want to transcribe. Once you give a seal to a creature, only that creature can use it and gain its benefits. Using the seal requires the same type of action that casting the spell inscribed upon the seal requires. The spell uses your spellcasting ability (see Spellcasting Ability), and any spell cast in this way is always cast at the highest circle you have access to, via the Maximum Circle column of the Seal Guardian Progression table. If the spell requires concentration, the creature using the seal must concentrate as per the normal spellcasting rules (see Chapter 7 in the Player’s Guide).  + +A seal loses its magic after 24 hours, the magical inscription fading from it. The parchment can then be used to make a new seal. You can create a number of seals equal to your **PB**, and you regain all expended uses when you finish a long rest.  + +# Protective Spells Known  + +When you first gain access to this feature, choose two 1st-circle spells from the abjuration school. These are the spells you can use to create protective scrolls. They can be from any source—Arcane, Divine, Primordial, or Wyrd— but they must have a casting time of 1 action, 1 bonus action, or 1 reaction. You can’t cast these spells as a normal spellcaster would, but you know them for the purposes of this feature. + +You learn more protective spells in this way as you progress in monk levels, as shown on the Seal Guardian Progression table. Each protective spell must be from the abjuration school, and each must be from the same or lower circle as that listed in the Maximum Circle column. When you gain a new level of monk, you can replace one protective spell you know with another spell of your choice that fits the requirements. + +Starting at 11th level, you can choose ritual spells from the abjuration school when learning new spells. Creating a ritual seal takes 1 action, but casting the spell from the seal takes the normal casting time for the ritual. Creating a ritual seal still counts against the number of seals you can create between rests. + +Spellcasting Ability  + +Wisdom (**WIS**) is your spellcasting ability. Your **WIS** modifier determines the save **DC** or the attack modifier for your protective spells: + +Spell save **DC** = 8 + your proficiency bonus (**PB**) + your Wisdom (**WIS**) modifier  + +Spell attack modifier = your proficiency bonus (**PB**) + your Wisdom (**WIS**) modifier + +# Shielded Mind  + +3rd-Level Seal Guardian Feature  + +Your thoughts are girded against the influence of other creatures. You have advantage on saves against being charmed or frightened. If you already have advantage on saves against both conditions, you can choose to be immune to one of these two conditions instead. + +# Seal of Cleansing  + +7th-Level Seal Guardian Feature  + +As an action, you can spend 1 technique point (see Player’s Guide), draw a series of runes imbued with power on a bit of parchment, and place it on a creature within 5 feet of you. If the creature is charmed, frightened, or paralyzed, it immediately makes another save against that effect (even if the effect doesn’t allow for repeat saves), and it makes the save with advantage, ending the condition on itself on a success. If a creature that caused the effect on the target is within 30 feet of you, it must make a **WIS** save against your technique save **DC**, taking radiant damage equal to your **WIS** modifier + your monk level on a failed save or half as much damage on a successful one. + +# Ward Against the Otherworldly  + +11th-Level Seal Guardian Feature  + +As an action, you can spend 2 technique points, write a warning of rebuke on a bit of parchment, and place it on a threshold, like a door or archway. You designate one of the following when you create this ward: Aberrations, Celestials, Elementals, Fey, Fiends, Undead, or creatures with the Outsider tag. If a creature is of the designated type, it can’t pass the threshold, it has disadvantage on attack rolls when its attacks must pass the threshold, and creatures with the threshold between them and the affected creature have advantage on saves against spells and abilities used by the affected creature. This ward lasts for 1 hour. + +You can use this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. + +# Sanctify Location  + +15th-Level Seal Guardian Feature  + +You can spend 1 minute, or spend 5 technique points and require only 1 action, to prepare a seal (see Protective Seal feature) that temporarily hallows a location up to 1,600 square feet (that is, a 40-foot-square area, or either sixty-four 5-foot squares or sixteen 10-foot squares). For 8 hours after your seal is affixed to the location, or until the seal is removed, magical darkness is suppressed in the area, and creatures you designate are protected by two of the following effects of your choice while they remain in the area: + +- Clear Mind. Each affected creature can’t be charmed or frightened and has advantage on saves against effects that force the creature to act randomly, such as the confusion spell. +- Energy Protection. Each affected creature is resistant to one damage type of your choice, except for bludgeoning, piercing, or slashing. +- Health. Each affected creature gains a bonus to its AC equal to half your **PB** (rounded down) and temporary hit points equal to your monk level. These temporary hit points are gained when the seal is affixed or when the affected creature first starts its turn in the area, if the creature wasn’t in the area when the seal was first affixed. The temporary hit points last for the duration of the seal. +- Magic Protection. Each affected creature gains a bonus to its saves equal to half your **PB** (rounded down). +- Might. Each affected creature gains a bonus to its attack rolls equal to half your **PB** (rounded down). +- Tongues. Each affected creature can communicate with any other creature in the area, even if they don’t share a common language. + +A creature other than you can take an action to attempt to remove the seal. It must make a **WIS** save against your technique save **DC**. On a failure, the creature takes radiant damage equal to twice your **WIS** modifier + twice your monk level and is stunned for 1 minute. On a success, it takes half the damage and is stunned until the end of its next turn. A stunned creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.  + +Once you use this feature, you can’t use it again until you finish a long rest. diff --git a/content/Classes/Monk/Way of the Tipsy Monkey.md b/content/Classes/Monk/Way of the Tipsy Monkey.md new file mode 100644 index 0000000..d7636b9 --- /dev/null +++ b/content/Classes/Monk/Way of the Tipsy Monkey.md @@ -0,0 +1,53 @@ +--- +source: Tome of Heroes +--- + +[[assets/05d67b228c40ff6abcdabcf8a6b3c433_MD5.jpg|Open: image-9.png]] + +![[assets/05d67b228c40ff6abcdabcf8a6b3c433_MD5.jpg|Matteo Parati]] + +Monks who practice the Way of the Tipsy Monkey lurch and waddle across the battlefield, seeming to be too intoxicated to comport themselves. Their school of fighting is typified by its low-standing stance, periods of swaying in place punctuated with bursts of wild, staggering movement, and the disorienting manner in which they seem to never be in the place they appear to be standing. + +Despite the name of their style, monks of this Way often abstain from drinking alcohol, though they are not prohibited from doing so. Many do, however, display traits of their patron monkey in their love of jests and their easy laughter, even in the most fraught situations. + +||**Tipsy Monkey Progression**| +|---|---| +|**Monk Level**|**Features**| +|3rd|Adaptive Fighting, Sway and Strike| +|7th|Jester Style| +|11th|Fortune Favors the Fool| +|15th|Stumbling Stance| + +# Adaptive Fighting + +_3rd-Level Tipsy Monkey Feature_  + +Monks of the Way of the Tipsy Monkey keep their foes off-balance by using unexpected things as weapons. You are proficient with improvised weapons, and you can treat them as monk weapons. When you use a magic item as an improvised weapon, you gain a bonus to attack and damage rolls with that improvised weapon based on the magic item’s rarity: +1 for uncommon, +2 for rare, or +3 for very rare. At the GM’s discretion, some magic items, such as rings or other magical jewelry, might not be viable as improvised weapons. + +# Sway and Strike  + +_3rd-Level Tipsy Monkey Feature_  + +Your unpredictable movements let you take advantage of more openings. Once per round when an enemy provokes an opportunity attack from you, you can spend 1 technique point to make an opportunity attack without spending your reaction. If this attack hits, you can force the target to roll a Strength saving throw. On a failure, it falls prone. + +# Jester Style  + +_7th-Level Tipsy Monkey Feature_  + +When an attacker that you can see hits you with a weapon attack, you can use your reaction to halve the damage that you take.  + +When you are prone, you don’t have disadvantage on attack rolls, and enemies within 5 feet of you don’t have advantage on attack rolls against you. You can stand up without spending movement anytime you spend technique points on your turn.  + +You have advantage on any ability check or saving throw you make to escape from a grapple. If you fail to escape a grapple, you can spend 1 technique point to succeed instead. + +# Fortune Favors the Fool  + +_11th-Level Tipsy Monkey Feature_  + +When you miss with an attack on your turn, the next attack you make that hits a target before the end of your turn deals an extra 1d6 damage of the weapon’s type. If you make that attack using an improvised weapon, it deals an extra 1d10 damage of the weapon’s type instead. + +# Stumbling Stance  + +_15th-Level Tipsy Monkey Feature_  + +Your staggering movements make you dangerous at a distance and make it difficult for foes to safely move away from you. If your speed is not 0, your reach is extended by 5 feet, and you have advantage on opportunity attacks diff --git a/content/Classes/Monk/Way of the Wildcat.md b/content/Classes/Monk/Way of the Wildcat.md new file mode 100644 index 0000000..7e0f793 --- /dev/null +++ b/content/Classes/Monk/Way of the Wildcat.md @@ -0,0 +1,57 @@ +--- +source: Tome of Heroes +--- + +[[assets/4f0421acad4dc929228d1e6655fbd17d_MD5.jpg|Open: image-9.png]] + +![[assets/4f0421acad4dc929228d1e6655fbd17d_MD5.jpg|Nasuno|271x358]] + +Monks of the Wildcat train relentlessly to incorporate speed, acrobatics, and precision strikes to exert control over the field of battle and foes alike. They learn techniques that emulate the grace and agility of felines, including reflexively avoiding blows and bounding between opponents with ease. Embodying the Way of the Wildcat requires intense devotion, endless practice, and no small amount of daring. + +||**WildCat Progression**| +|---|---| +|**Monk Level**|**Features**| +|3rd|Enhanced Agility, Feline Reflexes| +|7th|Springing Pounce| +|11th|Improved Feline Reflexes| +|15th|Hundred Step Strike| + +# Enhanced Agility  + +_3rd-Level WildCat Feature_  + +You gain proficiency in the Acrobatics skill if you don’t already have it. When you move at least 10 feet on your turn, you have advantage on the next Dexterity (Acrobatics) check you make before the start of your next turn. + +# Feline Reflexes  + +_3rd-Level WildCat Feature_  + +The inner power infusing your reflexes augments your nimbleness and makes it harder to hit you. When a creature you can see misses you with an attack, the next attack against you before the start of your next turn is made with disadvantage. This can happen only once each turn. If you spend 2 technique points when a creature you can see misses you with an attack, you can take the Dodge action as a reaction instead. + +You can’t benefit from this feature if your speed is 0.  + +# Springing Pounce  + +_7th-Level WildCat Feature_  + +When you move at least 10 feet straight toward a creature and hit it with an attack on the same turn, you can spend 1 technique point to channel your momentum into your attack, dealing extra damage or pushing the target (your choice). If dealing extra damage, the attack deals extra damage of the weapon’s type equal to a roll of your Martial Arts die + your Wisdom modifier. If pushing the target, the target must succeed on a Strength saving throw or be pushed up to 10 feet away from you. If you used Step of the Wind to Dash before making the attack, the target has disadvantage on the saving throw.  + +You can use this feature only once per turn.  + +# Improved Feline Reflexes + +_11th-Level WildCat Feature_  + +When you take no damage after succeeding on a Dexterity saving throw as a result of the Evasion monk class feature, you can use your reaction to move up to half your speed toward the source of the effect, such as the dragon or spellcaster that exhaled the lightning or cast the fireball that you avoided. If you end this movement within 5 feet of the source, you can spend 3 technique points to make one unarmed strike against it. + +# Hundred Step Strike  + +_15th-Level WildCat Feature_  + +You can use your Springing Pounce feature as many times each turn as you want, provided you have the movement and attacks to do so. You must still spend 1 technique point each time you channel your momentum into your attack. Each time you move after hitting a creature in this way, you don’t provoke opportunity attacks. If you miss an attack, further movement provokes opportunity attacks as normal.  + +If you use Flurry of Blows with Springing Pounce and hit a different creature with each attack, you can make one additional Springing Pounce attack without spending technique, provided you have the movement to do so. + +_Content Source: Tome of Heroes_ + +_Art Credit: Nasuno_ diff --git a/content/Classes/Paladin/*Playing a Paladin*.md b/content/Classes/Paladin/*Playing a Paladin*.md new file mode 100644 index 0000000..274c7e3 --- /dev/null +++ b/content/Classes/Paladin/*Playing a Paladin*.md @@ -0,0 +1,52 @@ +![[assets/f10db63ab9459658dfc64edba2177945_MD5.jpeg|Graey Erb|287x343]] + +Though many consider a life pursuing divinity to be a life of healing, learning, and worship, there are a few who pledge themselves as unbending instruments of a greater cause. These divinely guided warriors are called paladins, and each of them follows a set of principles—an oath sworn to a god, themselves, or the tides of fate. + +Paladin is a class that combines aspects of healing and fighting. Your class can hit very hard a small number of times, so stay in the thick of things to be useful when the moment comes up + +# PALADINS AS ADVENTURERS + +Paladins are versatile warriors with a variety of divine and martial abilities and proficiencies that make them perfect for a life of adventuring. They are hardy traveling companions, capable of shrugging off physical and mental strain, and they often possess rousing personalities and unshakable resolve that fortifies adventure, whether in backstabbing noble courts or monster-strewn badlands. + +Unlike clerics, paladins aren’t bound to the sometimes-mercurial whim of gods, but to an oath that allows them to act with utter surety. Companions who try to subvert that oath might find themselves at odds with the powerful divine warrior. + +Continued in the [[ToV - Players Guide.pdf]]; Chapter 2, pg 66. + +# Errata + +## Divine Smite + +_2nd-Level Paladin Feature_  + +Once per turn, when you hit a creature with a weapon attack, you can expend one spell slot to deal extra radiant damage to the target, in addition to the weapon’s normal damage. The extra damage is 2d8 for a 1st-circle spell slot, plus 1d8 for each circle higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a Fiend or Undead. + +## Paladin Boons + +When you reach 10th level and 20th level in your chosen class, you gain the Heroic Boon and Epic Boon class features (see Player’s Guide), which allow you to choose one potent ability from a list of options. This section offers additional boons to choose from when you reach those levels of the paladin class. + +### Heroic Boons  + +When you reach 10th level in the paladin class, you have the following additional options to choose from when selecting the boon for your Heroic Boon feature. + +Heroic Boon  + +10th-Level Paladin Feature  + +Your commitment to the paladin’s path grants you a powerful ability. Choose one of the following heroic boons: + +- Mystic Steed. Your faith is rewarded with the ability to summon a mystic steed. You learn a more potent version of the find steed ritual spell, and you can cast it as an action without the need for any material components. This spell doesn’t count against your number of spells known. When you cast it, you can choose one of the normal steed forms or one of the following special forms: dire wolf, griffon, hippogriff, pegasus, rhinoceros, or saber-toothed tiger (see Monster Vault for all); or hippalektryon or rampede (see Monster Vault 2 for both). Alternatively, with the approval of your GM, you can select any other Medium or Large Beast (or creature with the Animal tag) of CR 2 or lower. +- Seraphic Sight. While your Divine Sense feature (see Player’s Guide) is active, you don’t have disadvantage on attack rolls against creatures you sense with Divine sense, even if you can’t see them, and such creatures don’t have advantage on attack rolls against you from being hidden, invisible, or otherwise unable to be seen by you. In addition, you can target such creatures with spells, even if the spell normally requires you to see the target. + +### Epic Boons  + +When you reach 20th level in the paladin class, you have the following additional options to choose from when selecting the boon for your Epic Boon feature. + +Epic Boon + +20th-Level Paladin Feature  + +Your commitment to the paladin’s path grants you a powerful new ability. You gain one of the following epic boons: + +- Avenger. When you expend a Divine spell slot of 5th circle or lower to deal extra damage with your Divine Smite feature (see Player’s Guide), you can choose to roll a d6. If the result of the roll is higher than the circle of the expended slot, you automatically recover the spell slot. + +Sacred Conduit. When you finish a long rest, you gain one additional use of your Channel Divinity feature (see Player’s Guide). Once this extra use is expended, you can’t recover it by any means other than finishing a long rest. In addition, whenever you roll initiative, you automatically recover up to two expended uses of Channel Divinity. diff --git a/content/Classes/Paladin/Oath of Anathema.md b/content/Classes/Paladin/Oath of Anathema.md new file mode 100644 index 0000000..0761eb2 --- /dev/null +++ b/content/Classes/Paladin/Oath of Anathema.md @@ -0,0 +1,82 @@ +Paladins wishing to end immediate threats posed by evil creatures and who don’t mind the stains of close dealings with such creatures swear an oath of Anathema. These paladins use the tools of the enemy—typically guile and threats—against the enemy, preferring those over blades. However, they have no problem resorting to direct combat when necessary. Many argue these paladins are no better than the evils they purport to fight, but few can argue against the results of their efforts. + +## Tenets of Anathema + +Paladins who swear the oath of Anathema are often quick to adapt to unexpected situations, and though this can take unexpected forms, depending on the individual, their actions all evolve from the same convictions. + +- Evil Is a Viable Tool. Take advantage of evil creatures’ venal natures to gather information on their superiors or turn them against former allies. +- Forcing a Retreat Is a Victory. Weigh the benefits of removing an imminent threat at great cost and regrouping to deal with it permanently at a later time with collateral damage. +- Moral Flexibility. Your foes don’t care about the concepts of compassion, honesty, or honor, and sometimes, you must also eschew them for the greater good. + +| Anathema Progression | | +| -------------------- | ------------------------------------------------------------------------------------------------------------------------------------ | +| Paladin Level | Features | +| 3rd | Anathema Oath Spells, Channel Divinity: Reveal Deceivers, Channel Divinity: Turn the Profane, Expanded Proficiencies and Talent List | +| 7th | Aura of Fearsomeness | +| 11th | Direct Action | +| 15th | Divine Anathema | + +## Channel Divinity  + +3rd-Level Anathema Feature  + +You gain the following two Channel Divinity options.  + +- Reveal Deceivers. As an action, you present your holy symbol and call out falsehoods in creatures within 30 feet of you. Each creature in the area that is using magic or a feature to disguise itself (such as the disguise self spell or a hag’s Illusory Appearance) or to take on a form other than its true form (such as the alter self spell or a werewolf’s Change Shape) is outlined in holy light of a color of your choice for 1 minute. While outlined in this light, a creature takes radiant damage equal to your CHA modifier at the start of each of its turns, can’t benefit from being invisible, and attack rolls against it have advantage. A creature outlined in light can make a **CON** save at the end of each of its turns, ending the effect on itself on a success. +- Turn the Profane  As an action, you present your holy symbol and utter dire warnings of destruction to unholy creatures. Each Fiend and Undead of your choice within 30 feet of you and that can see or hear you must make a **WIS** save. If the creature fails its save, it is turned for 1 minute or until it takes any damage. + + A turned creature must try to move as far away from you as it can, though it can’t first get closer to you to do it. On its turn, it can only use the Dash action or otherwise try to escape from an effect that prevents it from moving. If there’s nowhere to move, it can use the Dodge action. It can’t take any reactions. + +## Anathema Oath Spells  + +3rd-Level Anathema Feature  + +You gain oath spells at the paladin levels listed in the Anathema Oath Spells table. See the Paladin Subclass class feature in the Player’s Guide for how these spells work. + +| Anathema Oath Spells | | +| -------------------- | ----------------------------- | +| Spell Circle | Spells | +| 3rd | protection from evil and good | +| 5th | silence | +| 9th | protection from energy | +| 13th | banishment | +| 17th | mislead | + +## Expanded Proficiencies and Talent List  + +3rd-Level Anathema Feature  + +When you gain a new talent, you can select it from the martial or technical talent list.  + +In addition, you gain proficiency in one of the following: Deception, Sleight of Hand, or thieves’ tools. + +## Aura of Fearsomeness  + +7th-Level Anathema Feature  + +While you aren’t incapacitated, you and friendly creatures within 10 feet of you gain a bonus to CHA (Intimidation) checks equal to your proficiency bonus. + +In addition, such checks are made with advantage against Fiends and Undead. This aura is enhanced by the 17th-level Aura Improvements class feature (see Player’s Guide). + +## Direct Action  + +11th-Level Anathema Feature  + +You take a more proactive approach with Fiends and Undead, and your attacks reflect that approach. You gain the following benefits against Fiends and Undead: + +- If you target a Fiend or Undead with a spell that specifically affects such creatures, the target has disadvantage on its save. If you target a Fiend or Undead with a spell that deals damage, the target is vulnerable to that damage. If the target is resistant to that damage type, it instead loses its resistance. This feature has no effect if the target is immune to that damage type. +- When you use your Divine Sense feature (see Player’s Guide), for any being whose presence you sense, you now know the specific kind of creature it is. +- You score a critical hit on a d20 roll of 19 or 20. If you score a critical hit and are using your Divine Smite feature or the Radiant Strikes boon (see Player’s Guide for both), you can add one extra d8 of damage to the attack. Alternatively, you can forgo the extra damage dealt to Fiends and Undead (from this feature and from Divine Smite or Radiant Strikes) to force the target to succeed on a CHA save or be affected as if it failed a save against the dismissal option of the dispel evil and good spell. + +## Divine Anathema  + +15th-Level Anathema Feature  + +As an action, you can draw on the full weight of your divine power to destroy evil. You gain the following benefits for 1 minute: + +- When you deal damage to a Fiend or Undead, you treat all damage rolls of 1 or 2 as 3. +- You are resistant to all damage dealt by Fiends and Undead. +- You automatically detect the presence of Fiends and Undead within 10 feet of you, and they don’t benefit from invisibility against you. +- You have advantage on saves against all spells and effects from Fiends and Undead. + +Once you use this feature, you can’t use it again until you finish a long rest. diff --git a/content/Classes/Paladin/Oath of Anemnesis.md b/content/Classes/Paladin/Oath of Anemnesis.md new file mode 100644 index 0000000..868f91a --- /dev/null +++ b/content/Classes/Paladin/Oath of Anemnesis.md @@ -0,0 +1,73 @@ +--- +source: Book of Blades +--- + +![[assets/e0f63d1e7f5abf154147e5327e73d652_MD5.jpg|JamBo|325x481]] + +The Anamnesis paladin is an oath of heralds and martyrs. Legends have been passed down through the ages, the simple memories of which spur warriors on to feats of heroism. Its adherents are a varied lot, from living embodiments of storybook ideals to cultured warrior scholars learned in the traditions of a dozen languages to insular knights so steeped in centuries of in-jokes and literary references that they are near-incomprehensible to strangers. All are champions of ancient lines, not merely for their memory but for the virtues and cultural impact they have on the living. + +# Tenets of Anamnesis  + +Tenets of Anamnesis are as varied as the legends that spawn them. Their similarity is less in specific tenets, for different cultures may consider different traits virtuous, but in their belief that culture can be a force for good and that all cultures, even those of their foes, are worth remembering. + +- **Exalt Others.** To provoke virtue, you must exalt it as it occurs. Publicly praise others for their good works and even admit virtue from your foes. +- **Remember the Fallen.** Too often, martyrs are forgotten by happenstance. Spread the memory of those who have fallen in your adventures, not merely for their ends, but for the lives they lived and the ideals they stood for. +- **Preserve Culture.** All traditions are worthy of preservation, even those alien to you. Save artifacts, stories, and art from destruction and prevent their theft by others. +- **Embody Virtue.** Take on the virtues of those legends you extoll and be mindful to avoid their failings. Act in such a manner that when others carry on your memory, they need not embellish it. + +||**Anamnesis Progression**| +|---|---| +|**Paladin Level**|**Features**| +|3rd|Anamnesis Oath Spells, Channel Divinity: Borrowed Knowledge, Channel Divinity: Tactical Brilliance| +|7th|Aura of Splendor| +|11th|Unending Chant| +|15th|Legendary Mien| + +# Channel Divinity  + +_3rd-Level Anamnesis Feature_  + +You gain the following two Channel Divinity options.  + +- **Borrowed Knowledge.** As a bonus action, you recite the legend of an ancient hero and channel their legendary skills. For 10 minutes, you have proficiency in two skills of your choice. If you already have proficiency in a chosen skill, double your **PB** with it. +- **Tactical Brilliance.**  As an action, you can perform any Battle Tactic (see Battle Tactics in Chapter 4) with an activation time of one action or less, even if you don’t have the Battle Tactician talent, by spending a spell slot whose spell circle equals its point cost. This does not count against your one Battle Tactic per short rest.. + +# Anamnesis Oath Spells  + +_3rd-Level Anamnesis Feature_  + +You gain oath spells at the paladin levels listed in the Anamnesis Oath Spells table. + +||**Ashen Base Oath Spells**| +|---|---| +|**Spell Circle**|**Spells**| +|3rd|comprehend languages| +|5th|enthrall| +|9th|spirit guardians| +|13th|compulsion| +|17th|legend lore| + +# Aura of Splendor  + +_7th-Level Anamnesis Feature_  + +You draw power from all glory on the battlefield, regardless of origin, emanating as an aura that steadies your allies. When any creature within 10 feet of you performs a critical hit, all creatures of your choice within 10 feet of you gain temporary hit points equal to your paladin level. While they have these hit points, they are immune to the frightened and charmed conditions. + +This aura is enhanced by the 17th-level Aura Improvements paladin class feature. + +# Unending Chant  + +_11th-Level Anamnesis Feature_  + +The memory of your chant continues even after you fall. Battle Tactics that you use last for their full duration, even if you are knocked unconscious or otherwise removed from a combat. + +# Legendary Mien  + +_15th-Level Anamnesis Feature_  + +As an action, you take on the unmistakable appearance of a paladin of legend whose tales you know well. In this state, you stride unhindered across the battlefield and all allies who look upon you know your command. For 1 minute you gain the following benefits: + +- Your walking speed increases to 50 feet. You gain the effects of the freedom of movement spell. You cannot be moved unless you wish to move. +- You can use any two Battle Tactics (see Battle Tactics in Chapter 4) of your choice, regardless of whether you know them, at no cost. + +Once you use this feature, you can’t use it again until you finish a long rest. diff --git a/content/Classes/Paladin/Oath of Devotion.md b/content/Classes/Paladin/Oath of Devotion.md new file mode 100644 index 0000000..e83d27d --- /dev/null +++ b/content/Classes/Paladin/Oath of Devotion.md @@ -0,0 +1,78 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/d1bf0df271911c5a035de813baec38a9_MD5.jpg]] + +Swearing an oath of Devotion binds a paladin to the principles of duty, honor, justice, and order. These paladins define themselves as holy warriors or knights, pledged to further a righteous cause to which they devote themselves. They typically hold angels, resplendent servants of good, in high regard, often adorning their armor, shield, or weapon with their iconography. + +# Tenets of the Devotion + +Though the exact words and strictures of the oath of Devotion vary, its paladins share these tenets. + +- **Compassion.** Protect the weak, aid the helpless, and show mercy to your enemies whenever you are able. +- **Courage.** Though caution is wise, never fear to act.  +- **Duty.** Do always as you have sworn to do. Obey those who have authority over you. +- **Honesty.** Never tell a lie when the truth will suffice. Your word is your sacred promise. +- **Honor.** Treat others with fairness. Let your deeds prove your character. + +||**Devotion Progression**| +|---|---| +|**Paladin Level**|**Features**| +|3rd|Channel Divinity: Sacred Weapon, Channel Divinity: Sanctifying Light, Devotion Oath Spells| +|7th|Aura of Devotion| +|11th|Purity of Spirit| +|15th|Holy Nimbus| + +# Channel Divinity + +_3rd-Level Devotion Feature_  + +You gain the following two Channel Divinity options.  + +- **Channel Divinity: Sacred Weapon.** As an action, you can imbue one weapon you are holding with positive energy. For 1 minute, you add your CHA modifier to attack rolls you make with that weapon (minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the effected weapon isn’t already magical, it becomes magical for the duration. + +You can end this effect on your turn (no action required). It ends early if you fall unconscious. + +- **Channel Divinity: Sanctifying Light.** As an action, you present your holy symbol and speak a prayer to bathe yourself in a flash of holy light. Each Aberration, Fey, Fiend, and Undead of your choice within 30 feet of you that can see you must make a CHA save. If the creature fails its save, it is blinded for 1 minute. At the end of each of its turns, a target can make a **CON** save, ending the effect for itself on a success. + +# Devotion Oath Spells + +_3rd-Level Devotion Feature_  + +You gain oath spells at the paladin levels listed in the Devotion Oath Spells table. See the Paladin Subclass class feature for how these spells work. + +||**Devotion Oath Spells**| +|---|---| +|**Paladin Level**|**Spells**| +|3rd|sanctuary| +|5th|warding bond| +|9th|protection from energy| +|13th|stoneskin| +|17th|mass cure wounds| + +# Aura of Devotion  + +_7th-Level Devotion Feature_  + + You and friendly creatures within 10 feet of you can’t be charmed while you are conscious. This aura is enhanced by the 17th-level Aura Improvements class feature. + +# Purity of Spirit  + +_11th-Level Devotion Feature_  + +Your connection to divinity gives you constant protection from the influence of supernatural creatures. You always have the following protections against Aberrations, Celestials, Elementals, Fey, Fiends, Undead, and creatures with the Outsider tag: + +- Listed creatures have disadvantage on attack rolls against you. +- You can use your Divine Sense feature to detect any listed creatures, not just Celestials, Fiends, and Undead. +- You can’t be charmed, frightened, or possessed by listed creatures. + +# Holy Nimbus  + +_15th-Level Devotion Feature_  + +As an action, you can emanate a nimbus of sunlight. For 1 minute, you emit sunlight in a 30-foot radius and dim light for an additional 30 feet. This light banishes areas of magical darkness created by the darkness spell or similar magic. + +When an enemy creature starts its turn in the bright light, it takes radiant damage equal to your paladin level. In addition, for the duration, you have advantage on saves. + +Once you use this feature, you can’t use it again until you finish a long rest. diff --git a/content/Classes/Paladin/Oath of Justice.md b/content/Classes/Paladin/Oath of Justice.md new file mode 100644 index 0000000..52259ff --- /dev/null +++ b/content/Classes/Paladin/Oath of Justice.md @@ -0,0 +1,71 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/39ad38e6db4b2f0b57910b8036ccdc9b_MD5.jpg|Hit More|287x430]] + +Swearing an oath of Justice binds a paladin to the purpose of bringing great evil to justice. These paladins have been stripped of concerns for honor, piety, or purity—given free rein to oppose evil as they find prudent. They have promised themselves only to enact divine justice on those who bring harm and terror. Oftentimes, these paladins can be identified by the trappings with which they adorn themselves—ceremonial weapons, etchings of scripture, or vestments depicting their fallen enemies. + +# Tenets of the Justice + +Simple, sharp, and undeniable, the tenets of justice are as efficient as the paladins who swear them. Enacting them supersedes the paladin’s desires, fears, promises, and righteousness, so long as justice is served. + +- **Bury the Fallen.** Put to rest anyone who falls while facing your sworn enemy. +- **Excise the Wicked.** Those who sow evil and terror must be destroyed. +- **No Mercy.** Forgiveness of evil is evil itself.  + +||**Justice Progression**| +|---|---| +|**Paladin Level**|**Features**| +|3rd|Channel Divinity: Burden of Guilt, Channel Divinity: Judgement, Justice Oath Spells| +|7th|Aura of Vigilance| +|11th|Unworthy Adversary| +|15th|Divine Executioner| + +# Channel Divinity + +_3rd-Level Justice Feature_  + +You gain the following two Channel Divinity options.  + +- **Channel Divinity: Burden of Guilt.** As a bonus action, you can call upon your divine power to curse a single foe you can see within 30 feet. For 1 minute, the target’s speed is halved. If it is flying at the end of its turn, it must succeed on a CHA save or fall to the ground. This effect ends early if you fall unconscious. +- **Channel Divinity: Judgement.** As a bonus action, you can use your Channel Divinity to designate a single target within 10 feet of you as your divine quarry. For 1 minute, you have advantage on attack rolls against the target, and your weapon attacks against it deal additional radiant damage equal to your CHA modifier. This effect ends early if you deal damage to a creature other than the target of this feature. + +# Justice Oath Spells + +_3rd-Level Justice Feature_  + +You gain oath spells at the paladin levels listed in the Justice Oath Spells table. See the Paladin Subclass class feature for how these spells work. + +||**Justice Oath Spells**| +|---|---| +|**Paladin Level**|**Spells**| +|3rd|pendulum| +|5th|misty step| +|9th|haste| +|13th|greater invisibility| +|17th|greater hold| + +# Aura of Vigilance  + +_7th-Level Justice Feature_  + +While you aren’t incapacitated, you and friendly creatures within 10 feet of you gain a bonus to initiative rolls equal to your proficiency bonus. This aura is enhanced by the 17th-level Aura Improvements class feature. + +# Unworthy Adversary  + +_11th-Level Justice Feature_  + +When a creature you can see within 30 feet of you makes an attack against an ally, you can use your reaction to move up to half your speed toward the attacking creature. If the attacking creature is the target of the Judgement effect of your Channel Divinity feature, you can make a weapon attack against that creature as part of the same reaction. + +# Divine Executioner  + +_15th-Level Justice Feature_  + +Using your action, you can channel the full might of order, balance, and righteous violence into yourself and become an instrument of decisive justice. You gain the following benefits for 1 hour: + +- Each time you deal damage, you can reroll the damage, but you must use the new result. +- When you take the attack action on your turn, you can make one additional attack as part of that action. +- When an enemy you can see within 10 feet of you deals damage to you or an ally within 10 feet of you, you can use your reaction to force that creature to also take half the damage it dealt, of the same damage type. + +Once you use this feature, you can’t use it again until you finish a long rest. diff --git a/content/Classes/Paladin/Oath of Safekeeping.md b/content/Classes/Paladin/Oath of Safekeeping.md new file mode 100644 index 0000000..fd2d7cf --- /dev/null +++ b/content/Classes/Paladin/Oath of Safekeeping.md @@ -0,0 +1,70 @@ +--- +source: Players Guide 2 +--- + +Swearing an oath of Safekeeping binds a paladin to a person, place, or object, which they steadfastly guard. These paladins might change the subjects of their protection, but they never demand any recompense for their safeguarding duty. Though they can use any means at their disposal, they personally act as the last line of defense against harm to their charges. + +## Tenets of Safekeeping  + +Paladins who swear the oath of Safekeeping might have different motivations for protecting their charges, but they all sacrifice everything to make sure no harm comes to those under their protection. + +- As Long as It Takes. Obligate yourself to an accepted charge until no threat remains or until the charge is turned over to another guardian. +- Last Line of Defense. Protect your charge until you draw your dying breath. +- Watchfulness. When guarding your charge, never divert your attention. When you must rest, ensure you can relinquish your duty to a trusted agent. + +| Safekeeping Progression | | +| ----------------------- | ---------------------------------------------------------------------------------------------- | +| Paladin Level | Features | +| 3rd | Channel Divinity: Divine Blockade, Channel Divinity: Shielding Nimbus, Safekeeping Oath Spells | +| 7th | Aura of Watchfulness | +| 11th | Unwavering Protection | +| 15th | To the Last | + +## Channel Divinity  + +3rd-Level Safekeeping Feature  + +You gain the following two Channel Divinity options.  + +- Divine Blockade. As a bonus action, you can ward an object or space, no larger than 5 feet on a side, from a single target creature you can see within 30 feet. For 1 minute, the target’s speed is halved when trying to move toward the object or space. For the duration, if the target tries to touch the object or enter the space you designated, it must succeed on a CHA save or be stunned until the end of its next turn. +- Shielding Nimbus.  As an action, you present your holy symbol and target a friendly creature within 10 feet of you. For 1 minute, that creature adds your CHA modifier to its AC (minimum bonus of +1). This effect ends early if you fall unconscious. + +## Safekeeping Oath Spells  + +3rd-Level Safekeeping Feature  + +You gain oath spells at the paladin levels listed in the Safekeeping Oath Spells table. See the Paladin Subclass class feature in the Player’s Guide for how these spells work. + +| Safekeeping Oath Spells | | +| ----------------------- | ---------------- | +| Spell Circle | Spells | +| 3rd | alarm | +| 5th | warding bond | +| 9th | nondetection | +| 13th | resilient sphere | +| 17th | wall of force | + +## Aura of Watchfulness  + +7th-Level Safekeeping Feature  + +While you aren’t incapacitated, you and friendly creatures within 10 feet of you gain a bonus to **WIS** (Insight and Perception) checks equal to your **PB**.  + +This aura is enhanced by the 17th-level Aura Improvements class feature (see Player’s Guide). + +## Unwavering Protection  + +11th-Level Safekeeping Feature  + +The divinity guiding you in your ordained task guarantees you won’t falter in your goal. At the end of each long rest, choose a charge, which must be a single person, a location no larger than 1,000 feet on a side, or an object. You have the following benefits while within 30 feet of your charge: + +- As a reaction when a creature targets your charge with an attack, spell, or effect, you can move up to your speed toward your charge and intercept it. If this movement brings you to within 5 feet of your charge, the attacking creature either has disadvantage on its attack roll or your charge has advantage on its save against the spell or effect targeting it. If the attack hits your charge, it takes only half the damage, and you take the other half. If your charge fails the save, you can become the new target of the effect, suffering the full effects of the failed save in place of your charge. +- You are immune to the incapacitated and unconscious conditions. + +## To the Last  + +15th-Level Safekeeping Feature  + +Your dogged resolution frees you from the embrace of death for a short period. If you are reduced to 0 HP and within 30 feet of your charge, you don’t fall unconscious but remain at 0 HP. Until you regain hit points, you must make death saves as normal. Each time you take damage, it counts as an automatic death save failure, though you remain conscious. After the threat to your charge has ended (typically when the combat encounter ends) or after 1 minute has elapsed, whichever comes first, you succumb to your injuries. If you succeeded on three death saves and still have 0 HP, you fall unconscious and are stable. If you failed three death saves and still have 0 HP, you die. + +Once this feature has activated, it can’t be activated again until you finish a long rest. diff --git a/content/Classes/Paladin/Oath of the Ashen Base.md b/content/Classes/Paladin/Oath of the Ashen Base.md new file mode 100644 index 0000000..e32396c --- /dev/null +++ b/content/Classes/Paladin/Oath of the Ashen Base.md @@ -0,0 +1,83 @@ +--- +source: Book of Blades +--- + +![[assets/4611dd15fc19f335426bcb2035bc8a8f_MD5.jpg|Ember Nick|338x239]] + +The Ashen Base is a simple oath, as old as nations and hatred. These paladins dedicate themselves to a self-destructive loathing for someone or something. Its adherents are evil, either knowingly or by degree, as their oath turns their lives to its central truth: everything burns. + +The Ashen Base is the oath of total warfare: burned villages, slaughtered innocents, salted fields, and the ruin of nations, even one’s own, because victory is not enough. T his oath exalts gods of murder, warfare, or the Baleful Sun, an aspect of the Sun in its role as bringer of drought and wildfire. To the devotees of Ash, the only thing that matters is ensuring that your foe dies so thoroughly that generations to come remember them only as a warning. + +# Tenets of Ash  + +Tenets of the Ashen Base are remarkably consistent, considering the enormous variety in its adherents. Fallen heroes, remorseless butchers, and bereaved scions all pledge themselves to a life of violence, bereft of beauty, kindness, or peace. + +- **No Quarter.** To provide mercy, even to the most meagre or sympathetic of foes, is an affront to your rage. To ask for it is unthinkable. You shall never surrender, nor shall you accept it. +- **No Bystanders.** No belonging, holding, or relative of your enemy is safe. If you find a treasure of the enemy, it is to be destroyed. If you find a home, it is to be sacked. If you find an ally, they are to be slain. +- **No Rest.** To falter is to allow the enemy to recover. You shall not allow yourself laxity, sloth, or joy. When your current enemy falls, you shall find a new foe. +- **No Restraint.** No weapon is too dangerous, no associate too vile, to be wielded against your foe. Anything and everything that can be used in your war must be used. + +||**Ashen Base Progression**| +|---|---| +|**Paladin Level**|**Features**| +|3rd|Ashen Base Oath Spells, Channel Divinity: Ignite the World Kiln, Channel Divinity: Rite of Devastation| +|7th|Aura of Contempt| +|11th|Scorched Earth Brand| +|15th|Form of the Destroyer| + +# Channel Divinity  + +_3rd-Level Ashen Base Feature_  + +You gain the following two Channel Divinity options.  + +- **Ignite the World-Kiln.** As an action, you stoke the hatred within you and a torrent of unnatural flame follows in your wake. When you activate this ability, and at the start of each of your turns for 1 minute, deal fire damage equal to your **PB** to all creatures and objects within 10 feet of you. While you burn in this fashion, you emit dim light in a 20-foot radius. +- **Rite of Devastation.** As a bonus action, you raise your holy symbol and recite a condemnation of all edifices of civilization. For 1 minute, double all damage you deal to objects, and any successful melee attacks you make against doors, walls, and floors are critical hits. + +# Ashen Base Oath Spells  + +_3rd-Level Ashen Base Feature_  + +You gain oath spells at the paladin levels listed on the Ashen Base Oath Spells table. + +||**Ashen Base Oath Spells**| +|---|---| +|**Spell Circle**|**Spells**| +|3rd|hellish rebuke| +|5th|misty step| +|9th|fireball| +|13th|fire shield| +|17th|contagion| + +# Aura of Contempt  + +_7th-Level Ashen Base Feature_  + +You armor yourself in disdain for your foes. A hostile creature within 10 feet of you can’t use reactions if you dealt damage to it since the start of your last turn. In addition, if you deal damage to a creature with a melee weapon, you have advantage on saves against effects from that creature until the start of your next turn.  + +This aura is enhanced by the 17th-level Aura Improvements paladin class feature. + +# Scorched Earth Brand  + +_11th-Level Ashen Base Feature_  + +You can manifest an icon of devastation when you attack. When you deal damage with your Divine Smite class feature, you can cause the wound to take the shape of a glowing, painful brand. You know the location of any creature with this brand, even on other planes. + +You have advantage on attacks against a creature you have branded. In addition, if a branded creature within line of sight would regain hit points, the brand flares painfully and prevents the first 10 HP the target would regain. + +You can brand creatures in this manner a number of times equal to your **PB**. You regain all uses after finishing a long rest. All brands issued last for 24 hours before disappearing.  + +# Form of the Destroyer  + +_15th-Level Ashen Base Feature_  + +As an action, you transform into an embodiment of the Baleful Sun, the fiery aspect of the Sun which will one day extinguish itself in a grand detonation, scouring all life from the world. Your appearance changes in a manner you define. Common themes include an aura of green flame, black sclera, sharpened teeth, burning hair, or metallic skin. + + For 1 minute, you gain the following benefits:  + +- Killing a Humanoid sates your need to eat, drink, or sleep for the next 24 hours. +- You soar upon jets of flame, gaining a fly speed of 60 feet. +- Whenever you deal radiant damage to a creature with a melee weapon attack, you can spend a bonus action to deal that much radiant damage to a different creature you can see within 30 feet of you. +- Your Rite of Devastation and Ignite the World-Kiln Channel Divinity subclass features are active without the need to spend a bonus action or action, respectively. + +Once used, this feature can’t be used again until you finish a long rest. diff --git a/content/Classes/Paladin/Oath of the Elements.md b/content/Classes/Paladin/Oath of the Elements.md new file mode 100644 index 0000000..0684f52 --- /dev/null +++ b/content/Classes/Paladin/Oath of the Elements.md @@ -0,0 +1,89 @@ +--- +source: Tome of Heroes +--- + +![[assets/fb22f0a2257b4f990d6884b6f2d85292_MD5.jpg|Kelvin Millington|261x369]] + +The Oath of the Elements is taken by those paladins who have dedicated their lives to serving the awakened spirits of air, earth, fire, and water. Such paladins might also serve a genie, elemental deity, or other powerful elemental creature. + +# Tenets of the Elements  + +Though exact interpretations and words of the Oath of the Elements vary between those who serve the subtle, elemental spirits of the world and those who serve elemental deities or genies, paladins of this oath share these tenets.  + +- Defend the Natural World. Every mountaintop, valley, cave, stream, and spring is sacred. You would fight to your last breath to protect natural places from harm.  +- Lead the Line. You stand at the forefront of every battle as a beacon of hope to lead your allies to victory.  +- Act Wisely, Act Decisively. You weigh your actions carefully and offer counsel to those who would behave impulsively. When the time is right, you unleash the fury of the elements upon your enemies.  +- Integrity. Your word is your bond. You don’t lie or deceive others and always treat them with fairness. + +||**The Elements Progression**| +|---|---| +|**Paladin Level**|**Features**| +|3rd|Channel Divinity: Abjure the Otherworldly, Channel Divinity: Elemental Strike, The Elements Oath Spells, Elemental Language| +|7th|Aura of Resistance| +|11th|Elemental Companion| +|15th|Elemental Champion| + +# Channel Divinity  + +_3rd-Level The Elements Feature_  + +You gain the following two Channel Divinity options.  + +- **Abjure the Otherworldly.** You can use your Channel Divinity to rebuke elementals and fiends. As an action, you present your holy symbol and recite ancient edicts from when the elements ruled the world. Each elemental or fiend that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.  + +A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.  + +- **Elemental Strike.** As a bonus action, you can use your Channel Divinity to magically imbue one weapon you are holding with the power of the elements. Choose air, earth, fire, or water. For 1 minute, you gain a bonus to damage rolls equal to your Charisma modifier (minimum of +1) on attacks made with the weapon. The type of damage is based on the element you chose: lightning or thunder (air), acid (earth), fire (fire), or cold (water). While your weapon is imbued with an element, you can choose to deal its damage type instead of radiant damage when you use your Divine Smite.  + +You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. + +# The Elements Oath Spells  + +_3rd-Level The Elements Feature_  + +You gain oath spells at the paladin levels listed in The Elements Spells table. See the Paladin Subclass class feature for how these spells work. + +||**The Elements Spells**| +|---|---| +|**Paladin Level**|**Spells**| +|3rd|Burning Hands| +|5th|Acid Arrow| +|9th|Call Lightning| +|13th|Conjure Minor Elementals| +|17th|Conjure Elemental| + +# Elemental Language  + +_3rd-Level The Elements Feature_  + +You learn to speak, read, and write Primordial. + +# Aura of Resistance  + +_7th-Level The Elements Feature_  + +Your power over the elements forms a magical ward around you. Choose acid, cold, fire, lightning, or thunder damage when you finish a short or long rest. You and friendly creatures within 10 feet of you have resistance to damage of this type.  + +When you reach 17th level in this class, the range of this aura increases to 30 feet. + +# Elemental Companion  + +_11th-Level The Elements Feature_  + +You can call upon the service of an elemental companion to aid you on your quests. As an action, you can summon an elemental of challenge rating 2 or lower, which appears in an unoccupied space you can see within 30 feet of you. The elemental is friendly to you and your companions, and it obeys any verbal commands you issue to it. If you don’t issue any commands to it, it defends itself from hostile creatures but otherwise takes no actions. It rolls its own initiative and has its own turns in combat.  + +You can have only one elemental companion at a time. If you summon a new one, the previous one disappears. In addition, you can’t have a creature magically bound to you or your service, such as through the conjure elemental or dominate person spells or similar magic, while you have an elemental companion, but you can still have the willing service of a creature that isn’t magically bound to you.  + +The elemental continues to serve you until you dismiss it as a bonus action or it is reduced to 0 hit points, which causes it to disappear. Once you summon an elemental companion, you can’t summon another one until you finish a long rest. + +# Elemental Champion  + +_15th-Level The Elements Feature_  + +You can use a bonus action to manifest the unchained power of the elements. Your eyes glow with fire, your hair and clothes move as if blown by a strong wind, droplets of rain float in a watery halo around you, and the ground trembles with your every step. For 1 minute, you gain the following benefits:  + +- You gain the flying speed of an air elemental (90 feet with hover), the Earth Glide trait and burrowing speed of an earth elemental (30 feet), or the swimming speed of a water elemental (90 feet).  +- You have resistance to acid, cold, fire, lightning, and thunder damage. +- Any weapon you hold is imbued with the power of the elements. Choose an element, as with Elemental Strike. Your weapon deals an extra 3d6 damage to any creature you hit. The type of damage is based on the element you chose: lightning or thunder (air), acid (earth), fire (fire), or cold (water). While your weapon is imbued with an element, you can choose to deal its damage type in place of radiant damage when you use your Divine Smite.  + +Once you use this feature, you can’t use it again until you finish a long rest. diff --git a/content/Classes/Paladin/Oath of the Old World.md b/content/Classes/Paladin/Oath of the Old World.md new file mode 100644 index 0000000..0bdf71b --- /dev/null +++ b/content/Classes/Paladin/Oath of the Old World.md @@ -0,0 +1,75 @@ +--- +source: Labyrinth Worldbook +--- + +![[assets/63722a9ab73dd47b9fd7fedd1999005a_MD5.jpg|Roby Drayson]] + +Swearing an oath of the Old World binds a paladin to the principles of freedom, nature, light, and justice—not morality or law, but beauty and balance. Kindred to druids and rangers, these paladins understand the eternal cycle of beauty inherent to the multiverse and seek to protect it and those who live there from harm. They concern themselves with courage, decisiveness, and understanding and muse on the world as it was long ages ago or far into the future, along the endless march of time. They often adorn themselves with things found in nature—bones, bark, gemstones, vines, and flowers—to symbolize their connection to the most ancient understandings of life. + +# Tenets of The Old World  + +The words of the oath of The Old World have been reshaped by time, though its tenets are as immutable as the stars. This oath does not concern itself with the laws of civilization or the machinations of evil, only with the eternal cycle of life. + +- **Shelter the Fearful.** Those who seek your help deserve it.  +- **Light the Dark.** Through your actions, show those who live in darkness or despair there is hope of a brighter tomorrow. Let nothing and no one darken the light within you. +- **Bask in Beauty.** Cherish and protect that which brings joy, laughter, and contentment. Create it wherever you can.  + +||**Old World Progression**| +|---|---| +|**Paladin Level**|**Features**| +|3rd|Channel Divinity: Upheaval,  Channel Divinity: Quelling Chime, Old World Spells| +|7th|Aura of Perseverance| +|11th|Vigor of Creation| +|15th|Bygone Emissary| + +# Channel Divinity  + +_3rd-Level Old World Feature_  + +You gain the following two Channel Divinity options.  + +- **Upheaval.** As a bonus action, you can awaken the elder spirits of earth around you, trapping your enemies in a vice of stone, wood, or sucking mud. Each creature of your choice within 10 feet of you must succeed on a **STR** save or be restrained for up to 1 minute. The target can repeat its save at the end of each of its turns, ending the effect for itself on a successful save. This effect ends early if you willingly move or use another Channel Divinity option. +- **Quelling Chime.** You can use your Channel Divinity to echo the primeval sounds of creation, wholly unknown to outsiders of the Material Plane. As an action, you display your holy symbol, and an enrapturing sound resonates from it. Each Aberration, Celestial, Fey, and Fiend within 60 feet of you must succeed on a CHA save or be stunned for 1 minute. The effect ends for a creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.  + +# Old World Oath Spells  + +_3rd-Level Old World Feature_  + +You gain oath spells at the paladin levels listed in the Old World Oath Spells table. See the Paladin Subclass class feature for how oath spells work. + +||**Old World Oath Spells**| +|---|---| +|**Spell Circle**|**Spells**| +|3rd|fog cloud| +|5th|spike growth| +|9th|fly| +|13th|freedom of movement| +|17th|wall of stone| + +# Aura of Perseverance  + +_7th-Level Old World Feature_  + +The supernatural resilience of the primordial titans flows through you. When you or any ally within 10 feet of you takes acid, cold, fire, lightning, or thunder damage, that damage is reduced by an amount equal to your paladin level. + +This aura is enhanced by the 17th-level Aura Improvements paladin class feature. + +# Vigor of Creation  + +_11th-Level Old World Feature_  + +When you take damage, you can immediately use Lay On Hands as a reaction, targeting yourself. Once used, you can’t use this feature again until you finish a short or long rest. + +In addition, so long as you maintain your oaths, you no longer age and can’t be aged by magic. + +# Bygone Emissary  + +_15th-Level Old World Feature_  + +You can assume the terrifying form of the primordial elements made flesh. Your skin may become like stone, your eyes may burn like embers, or your limbs may writhe like the churning sea—but your new form is insurmountable in toughness. As an action, you can assume the form of a primeval being for 1 hour, gaining the following benefits: + +- You gain immunity to one of the following damage types: acid, cold, fire, lightning, or thunder. +- When you start your turn with 1 hit point or more, you regain a number of hit points equal to half your paladin level, rounded up.  +- Creatures within 10 feet of you have disadvantage on saves and vulnerability to the damage of your paladin spells (this does not include your Divine Smite).  + +Once used, this feature can’t be used again until you finish a long rest. diff --git a/content/Classes/Paladin/Oath of the Plague-touched.md b/content/Classes/Paladin/Oath of the Plague-touched.md new file mode 100644 index 0000000..c6d4782 --- /dev/null +++ b/content/Classes/Paladin/Oath of the Plague-touched.md @@ -0,0 +1,80 @@ +--- +source: Tome of Heroes +--- + +[[assets/51e0b2d72e0d7a62c589671abcdc435e_MD5.jpeg|Open: 2f5e2c61dc0ef7b9ff167beb06656e21.jpeg]] + +![[assets/51e0b2d72e0d7a62c589671abcdc435e_MD5.jpeg|Marco Dotti|255x360]] + +After suffering an attack by an Undead, you were infected with a dreaded—and generally fatal— fever. As you felt your life draining away and the grasp of eternal undeath clenching its cold fingers around your heart, you called out to any power that would answer your prayers. You pledged that you would do anything asked of you, if only you would be spared this fate worse than death. + +That prayer was answered. The source of that answered prayer is not known, but its power flowed through you, helping you drive off the horrible unlife that was your fate. That power flows through you still. It drives you to defend innocents from the scourge of undeath, and it provides special powers for you to use in that fight. + +## Tenets of the Plague-touched  + +Paladins following the Oath of the Plague-touched share these tenets.  + +- **Bravery.** In the face of terrible creatures, you stand like a wall between them and the innocent people whom those creatures would devour or transform.  +- **Stop the Spread of Undeath.** Fight to ensure the undead don’t snuff out the light of life in the world.  +- **Relentless.** Creatures of undeath never tire; you must remain vigilant.  +- **Mercy.** Those who suffer disease must be cared for. If you could survive certain death, so can they. But when it is clear they are about to transform into a monster, you must end their suffering quickly.  + +||**Plague-touched Progression**| +|---|---| +|**Paladin Level**|**Features**| +|3rd|Channel Divinity: Protective Aura, Channel Divinity: Turn Profane, Plague-touched Oath Spells| +|7th|Aura of Radiant Energy| +|11th|Bulwark Against Death and Disease| +|15th|Scourge of Undeath| + +## Channel Divinity  + +_3rd-Level Plague-touched Feature_  + +You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.  + +- **Protective Aura.** As a bonus action, you summon forth your power into a shining aura around yourself. For 1 minute, you shed bright light in a 10-foot radius and dim light for an additional 10 feet. In addition, each hostile creature within 5 feet of you has disadvantage on its first attack roll each turn that isn’t against you. If the hostile creature is undead, it instead has disadvantage on all attack rolls that aren’t against you. You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends.  +- **Turn Profane.** As an action, you present your holy symbol and call upon your power, using your Channel Divinity. Each undead or fiend that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.  + +A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. + +## Plague-touched Oath Spells + +_3rd-Level Plague-touched Feature_  + +You gain oath spells at the paladin levels listed in the Plague-touched Oath Spells table. See the Paladin Subclass class feature for how these spells work. + +||**Plague-Touched Oath Spells**| +|---|---| +|**Paladin Level**|**Spells**| +|3rd|bane| +|5th|enhance Ability| +|9th|vampiric touch| +|13th|blight| +|17th|greater restoration| + +## Aura of Radiant Energy  + +_7th-Level Plague-touched Feature_  + +You and your allies within 10 feet of you have resistance to necrotic damage. In addition, when you or a friendly creature hit an undead creature within 10 feet of you with a melee weapon attack, the attacker can choose if the attack deals radiant damage or its normal type of damage.  + +At 17th level, the range of this aura increases to 30 feet. + +## Bulwark Against Death and Disease  + +_11th-Level Plague-touched Feature_  + +You can expend only 1 hit point from your lay on hands pool to cure the target of a disease. In addition, your hit point maximum can’t be reduced, and you have advantage on saving throws against effects from undead creatures that reduce your ability scores, such as a shadow’s Strength Drain. + +## Scourge of Undeath  + +_15th-Level Plague-touched Feature_  + +As a bonus action, you can become a scourge to undead. For 1 minute, you gain the following benefits: + +- The bright light shed by your Protective Aura is sunlight.  +- You have advantage on attack rolls against undead. +- An undead creature in your Aura of Radiant Energy takes extra radiant damage equal to twice your Charisma modifier (minimum of 2) when you or a friendly creature hit it with a melee weapon attack.  + +Once you use this feature, you can’t use it again until you finish a long rest. diff --git a/content/Classes/Paladin/Oath of the Spellsworn.md b/content/Classes/Paladin/Oath of the Spellsworn.md new file mode 100644 index 0000000..16119ea --- /dev/null +++ b/content/Classes/Paladin/Oath of the Spellsworn.md @@ -0,0 +1,72 @@ +--- +source: Deep Magic 2 +--- + +Paladins who dedicate themselves to the Oath of the Spellsworn train to defend spellcasting allies in the heat of battle. They attune to arcane energies to increase the capabilities of those they are sworn to protect and efficiently eliminate enemy magicians who interfere with their charge’s capabilities. + +## Tenets of Spellsworn + +The principles of this oath are simple and emphasize the value of strength above all else. + +- Hold the Line. Safeguard your fellows so they might live to fight another day. Be the first and last barrier to your foes.  +- Constant Vigilance. Power is a corrupting force that can poison any who wield it. Guard those with such abilities, especially from themselves. +- Maintain the Balance. Punish those who use magic for evil purposes. Wrest back natural order from those who would subvert it. + +| Spellsworn Progression | | +| ---------------------- | ---------------------------------------------------------------------------------------- | +| Paladin Level | Features | +| 3rd | Channel Divinity: Arcane Tether, Channel Divinity: Spell Breaker, Spellsworn Oath Spells | +| 7th | Aura of Focus | +| 11th | Spell Shredder | +| 15th | Arcane Bulwark | + +## Channel Divinity  + +3rd-Level Spellsworn Feature  + +You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. + +- Arcane Tether. As a bonus action, you create a magical bond between yourself and one creature you can see within 30 feet of you, using your Channel Divinity. For 1 minute, whenever the target attempts—or would be forced—to move or teleport more than 30 feet away from you, you can force the target to make a Charisma saving throw (no action required by you). On a success, the creature moves as intended. On a failure, the target can’t leave its current space through mundane or magical means until the end of your next turn. The target can choose to fail this saving throw.  +- Spell Breaker. When you hit a target with a weapon attack as part of the Attack action, you can expend one use of Channel Divinity to end one spell affecting the target. If the target is under the effects of multiple spells, the lowest circle spell ends. In the event of a tie, you decide which spell ends. + +## Spellsworn Oath Spells  + +3rd-Level Spellsworn Feature  + +You gain oath spells at the paladin levels listed in the Spellsworn Oath Spells table. See the Paladin Subclass class feature for how these spells work. + +| | | +|---|---| +|Spellsworn Oath Spells| | +|Spell Circle|Spells| +|3rd|sanctuary| +|5th|restoration| +|9th|dispel magic| +|13th|banishment| +|17th|greater restoration| + +## Aura of Focus  + +7th-Level Spellsworn Feature  + +Each friendly creature within 10 feet of you automatically succeeds on Constitution saving throws that it makes to maintain concentration on a spell when it takes damage, and each hostile creature within 10 feet of you has disadvantage on Constitution saving throws that it makes to maintain concentration on a spell when it takes damage. This aura is active only while you are conscious. + +At 17th level, the range of this aura increases to 30 feet. + +## Spell Shredder  + +11th-Level Spellsworn Feature  + +You can bolster your allies against the arcane. Whenever you or a friendly creature you can see within 30 feet of you fails a saving throw against a spell or other magical effect, you can use your reaction to cause them to succeed instead. If the source of the triggering effect is a creature, it takes 1d12 force damage. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. + +## Arcane Bulwark  + +15th-Level Spellsworn Feature  + +You can assume the form of an arcane bulwark, cloaking yourself in a shield of raw magic power. As an action, you undergo a transformation. For 1 minute, you gain the following benefits:  + +- You have advantage on saving throws against spells and other magical effects.  +- You have resistance to all types of magical damage.  +- When you succeed on a saving throw against a spell, or when a spell attack misses you, you can choose another creature, including the spellcaster, you can see within 60 feet of you. The spell targets the chosen creature instead of you. If the spell forced a saving throw, the chosen creature makes its own saving throw. If the spell was an attack, the attacker makes a new attack roll against the chosen creature.  + +Once you use this feature, you can’t use it again until you finish a long rest. diff --git a/content/Classes/Paladin/Oath of the Unbound.md b/content/Classes/Paladin/Oath of the Unbound.md new file mode 100644 index 0000000..392243d --- /dev/null +++ b/content/Classes/Paladin/Oath of the Unbound.md @@ -0,0 +1,82 @@ +--- +source: Players Guide 2 +--- + +Paladins who have witnessed duplicity in their leaders or that feel taken advantage of often swear an oath of the Unbound. They saw their leaders’ corruption and blasé positions on sending pawns to death and devastation in pursuit of causes the leaders don’t truly believe in. These paladins extend this bitter view to deities and planar powers that exert their wills on hapless followers, and while many draw from their own personal wells of resolve for their abilities, some unknowingly attract powerful entities that use the paladins as tools to dismantle oppositional organizations. + +## Tenets of the Unbound  + +Though the methods and attitudes might vary, paladins undertaking the oath of the Unbound share the following convictions. + +- Belief Is Weakness. Show people the error of their ways, that their faith is a weakness allowing them to be exploited by the faithful. +- End Hypocrisy. Expose hypocritical religious leaders as frauds and charlatans. Thwart their plans of expansion and control. +- Independence. Question authority. Keep your mind clear. Ensure others can freely make their own decisions. + +| Unbound Progression | | +| ------------------- | ------------------------------------------------------------------------------------------------------------ | +| Paladin Level | Features | +| 3rd | Channel Divinity: Forceful Unyoking, Channel Divinity: Oathbreaker, Divine Disaffection, Unbound Oath Spells | +| 7th | Aura of Disaffection | +| 11th | Free Body/Free Mind | +| 15th | Bond Severer | + +## Channel Divinity  + +3rd-Level Unbound Feature  + +You gain the following two Channel Divinity options.  + +- Forceful Unyoking. As an action, you can present your holy symbol and utter a rebuke in a 30-foot cone. Each creature in the area that is charmed, grappled, or restrained by another creature is immediately freed and has advantage on checks and saves against these conditions for 1 minute. Each creature within 30 feet of you that caused a creature in the cone to suffer one of the removed conditions takes psychic damage equal to twice your CHA modifier (minimum of 1).  +- Oathbreaker.  As an action, you can imbue one weapon you are holding with your wrath. For 1 minute, your weapon attacks against Celestials and Fiends—and creatures who devotedly worship a deity or have a patron—deal additional psychic damage equal to your CHA modifier (minimum of 1). + +## Unbound Oath Spells  + +3rd-Level Unbound Feature  + +You gain oath spells at the paladin levels listed in the Unbound Oath Spells table. See the Paladin Subclass class feature in the Player’s Guide for how these spells work. + +| Unbound Oath Spells | | +| ------------------- | -------------------- | +| Spell Circle | Spells | +| 3rd | bane | +| 5th | detect thoughts | +| 9th | remove curse | +| 13th | freedom of movement | +| 17th | dispel evil and good | + +. + +## Divine Disaffection  + +3rd-Level Unbound Feature  + +When you use features that would normally deal radiant damage, such as your Divine Smite feature or the Radiant Strikes boon (see Player’s Guide for both), that damage is instead psychic, and if such effects deal extra damage to Fiends and Undead, they instead deal that extra damage to Celestials and Fiends. This doesn’t change the damage type of spells you cast that deal damage. + +## Aura of Disaffection  + +7th-Level Unbound Feature  + +While you aren’t incapacitated, you and friendly creatures within 10 feet of you gain a bonus equal to your **PB** to saves against spells and effects that inflict the charmed condition and against all spells of the enchantment school.  + +This aura is enhanced by the 17th-level Aura Improvements class feature (see Player’s Guide). + +## Free Body/Free Mind  + +11th-Level Unbound Feature + +Your resolve prevents direct control of your body and mind. This feature grants you the following benefits: + +- When you use your Divine Sense feature (see Player’s Guide), you also know the location of any creature with the charmed condition or that is being magically controlled by another creature. +- You are immune to the charmed, incapacitated, and paralyzed conditions, provided those conditions come from another creature. You can still suffer these conditions from effects like hazards, poisons, or traps. +- You can use your Lay on Hands feature (see Player’s Guide) to expend 5 HP from your pool of healing to remove the charmed, grappled, or restrained condition from a target. + +## Bond Severer  + +15th-Level Unbound Feature  + +As an action, you draw on your full willpower to break any mundane or magical control exerted on creatures. You gain the following benefits for 1 hour: + +- As a reaction when a creature that you can see within 60 feet of you attempts to charm, grapple, or restrain either you or a friendly creature within 10 feet of you, you can rebuff that attempt. That target of the effect now has advantage on its save against it. If the target succeeds in avoiding the effect, the creature that caused the effect must make a CHA save against your spell save **DC**, taking a number of d6s equal to your **PB** of psychic damage on a failed save or half as much damage on a successful one. Celestials and Fiends have disadvantage on this save. +- You have advantage on attack rolls against targets magically controlled by or receiving orders from more powerful creatures, and your weapon attacks against such creatures deal additional psychic damage equal to your CHA modifier (minimum of 1). Alternatively, you can forgo all damage dealt by the attack to instead force the target to make a CHA save against your spell save **DC**. On a failure, the creature ignores the orders of its superiors until the end of its next turn, acting of its own accord, though it might still view you as an enemy. + +Once you use this feature, you can’t use it again until you finish a long rest. diff --git a/content/Classes/Ranger/*Playing a Ranger*.md b/content/Classes/Ranger/*Playing a Ranger*.md new file mode 100644 index 0000000..0e31194 --- /dev/null +++ b/content/Classes/Ranger/*Playing a Ranger*.md @@ -0,0 +1,44 @@ +![[assets/59d96c480b4daae69ca31367a56fddd6_MD5.jpg|302x390]] + +Rangers are unparalleled explorers with a mystical connection to the natural world. A combination of martial prowess, spellcasting, and supernatural awareness ensures rangers excel as scouts, trackers, and hunters. Few classes prove as deadly as a ranger once their quarry is within sight. + +Ranger is a class that blends features from multiple classes and has plenty of opportunity for customization. Your class features lend themselves to creating a skirmisher, archer, or warrior focused on high-utility magic. + +## RANGERS AS ADVENTURERS + +Rangers are born adventurers. No class is better suited to surviving the rigors of the wild than a ranger, and their excellent survival skills are often the difference between life and death for adventuring parties far from civilization. + +While rangers shine outside of combat, they also possess an impressive array of martial abilities. They might lack the brawn of fighters or full spellcasting abilities of druids, but they make up for it with excellent damage output and mobility. + +Continued in the Player’s Guide; Chapter 2, pg 72. + +### Ranger Boons + +When you reach 10th level and 20th level in your chosen class, you gain the Heroic Boon and Epic Boon class features (see Player’s Guide), which allow you to choose one potent ability from a list of options. This section offers additional boons to choose from when you reach those levels of the ranger class. + +#### Heroic Boons  + +When you reach 10th level in the ranger class, you have the following additional options to choose from when selecting the boon for your Heroic Boon feature. + +Heroic Boon  + +10th-Level Ranger Feature  + +Your commitment to the ranger’s path grants you a powerful ability. Choose one of the following heroic boons: + +- Cat’s Pride. All your movement speeds increase by 10 feet, and you ignore bludgeoning damage caused by falling. In addition, as a bonus action, you can now take the Dash action. +- Salamander’s Renewal. If you start your turn with at least 1 HP but below your hit point maximum, you gain 1d10 + your **CON** modifier temporary hit points. If you start your turn with any number of temporary hit points, you automatically recover hit points equal to the number of temporary HP you have (up to your hit point maximum). In addition, if any of your limbs or nonvital body parts are severed (such as a finger, leg, tail, or similar), they grow back and become fully functional after 24 hours. + +#### Epic Boons  + +When you reach 20th level in the ranger class, you have the following additional options to choose from when selecting the boon for your Epic Boon feature. + +Epic Boon + +20th-Level Ranger Feature  + +Your commitment to the ranger’s path grants you a powerful new ability. You gain one of the following epic boons: + +- Deadeye. The extra damage dealt by your Mystic Mark feature (see Player’s Guide) becomes a d12, and you can now use your Mystic Mark an unlimited number of times. + +Ghost Step. You can now activate your Stalker’s Step feature (see Player’s Guide) at any time, regardless of current environment, lighting conditions, and obscurement, and the invisibility granted by the feature lasts up to 1 minute (though it still ends early if you attack or cast a spell). As part of the bonus action used to become invisible, and as a bonus action on any subsequent turns you remain invisible, you can teleport up to 30 feet to an unoccupied space you can see. diff --git a/content/Classes/Ranger/Calling of Shadow.md b/content/Classes/Ranger/Calling of Shadow.md new file mode 100644 index 0000000..6dc0650 --- /dev/null +++ b/content/Classes/Ranger/Calling of Shadow.md @@ -0,0 +1,70 @@ +--- +source: Players Guide 2 +--- + +The Shadow’s calling is a rare one, often drawing in rangers who have lost much to the world’s monsters. Such rangers draw on the gloom of night and the dark of sunless caves to evade, isolate, and destroy their foes. Theirs is a perilous hunt, journeying into the lightless lairs of untold horrors to end threats at their source. + +| | | +|---|---| +|Shadow Progression| | +|Ranger Level|Features| +|3rd|Night’s Gaze, Predator’s Strike, Shadow Calling Spells| +|7th|One with Shadow| +|11th|Stalker’s Leap| +|15th|Night’s Wrath| + +## Shadow Calling Spells  + +3rd-Level Shadow Feature  + +You gain calling spells at the ranger levels listed in the Shadow Calling Spells table. See the Ranger Subclass class feature in the Player’s Guide for how these spells work. + +| | | +|---|---| +|Shadow Calling Spells| | +|Ranger Level|Spells| +|3rd|protection from evil and good| +|5th|shadow guardians*| +|9th|nondetection| +|13th|greater invisibility| +|17th|mislead| + +*indicates a spell found in this Document + +## Night’s Gaze  + +3rd-Level Shadow Feature  + +Your attunement to the dark corners of the world sharpens your senses. You gain darkvision to a range of 60 feet, if you don’t already have it, and can see in magical darkness as if it was normal darkness. You have advantage on **DEX** (Stealth) checks made while in magical darkness. + +## Predator’s Strike  + +3rd-Level Shadow Feature  + +You have advantage on attack rolls against surprised creatures. Once on your turn, when you make a weapon attack that hits a creature that can’t see you or that has no allies within 5 feet of it, you deal extra damage to the creature. The extra damage is equal to the amount your Mystic Mark feature (see Player’s Guide) deals at your level and is of the same damage type as the weapon. + +## One with Shadow + +7th-Level Shadow Feature  + +When you use your Stalker’s Step feature (see Player’s Guide), you can also take the Hide action as part of that bonus action. When you have no uses of Stalker’s Step available, you can expend a spell slot to regain a use of it. + +## Stalker’s Leap  + +11th-Level Shadow Feature  + +As a bonus action when you are in dim light or darkness or are lightly or heavily obscured by foliage, mist, or other natural phenomena, you can teleport up to 60 feet to a location that also meets one of these conditions. + +You can use this feature a number of times equal to your **PB** and regain all expended uses when you finish a long rest. + +## Night’s Wrath  + +15th-Level Shadow Feature  + +As an action, you subsume yourself into an embodiment of a moonless, pitiless night. For 1 minute, the area within 5 feet of you is shrouded in magical darkness. While shrouded in this way, you gain the following benefits: + +- At the start of each of your turns, you can take the Hide action without spending an action. +- You can use your Predator’s Strike feature on any hit, not just once on your turn, and the extra damage is equal to the amount your Mystic Mark feature (see Player’s Guide) deals at your level + your ranger level. The target must still meet all other requirements of the Predator’s Strike feature.  +- You have advantage on saves. + +Once you use this feature, you can’t use it again until you finish a long rest. diff --git a/content/Classes/Ranger/Calling of the Arrow Binder.md b/content/Classes/Ranger/Calling of the Arrow Binder.md new file mode 100644 index 0000000..685827a --- /dev/null +++ b/content/Classes/Ranger/Calling of the Arrow Binder.md @@ -0,0 +1,76 @@ +--- +source: Players Guide 2 +--- + +Arrow binders are rangers who have melded their mastery of the wilds with their mastery of the bow. They channel primordial magic into their ammunition, unleashing spells and shots as one to defend the natural world from those that would despoil it. While most Arrow Binder rangers prefer bows, some swear by crossbows or will use slings in a pinch. + +| Arrow Binder Progression | | +| ------------------------ | ----------------------------------------------------------- | +| Ranger Level | Features | +| 3rd | Arrow Binder Calling Spells, Bind Spell, Trickster’s Quiver | +| 7th | Arrow Dance | +| 11th | Master’s Quiver | +| 15th | Counterfire | + +## Arrow Binder Calling Spells  + +3rd-Level Arrow Binder Feature  + +You gain calling spells at the ranger levels listed in the Arrow Binder Calling Spells table. See the Ranger Subclass class feature in the Player’s Guide for how these spells work. + +| Arrow Binder Calling Spells | | +| --------------------------- | -------------- | +| Ranger Level | Spells | +| 3rd | grease | +| 5th | thunderburst* | +| 9th | stinger spray* | +| 13th | blight | +| 17th | cloudkill | + +*indicates a spell found in this Document + +## Bind Spell  + +3rd-Level Arrow Binder Feature  + +As an action, you can expend a spell slot to cast a Primordial spell you know into a ranged weapon you are holding and with which you are proficient. The spell isn’t cast but is instead bound into that weapon for 1 hour. You can have only one weapon bound in this way at a time. If you bind another, the spell in the previous weapon fades, and you don’t regain the expended spell slot. + +When you bind a spell into a ranged weapon, the spell must have a casting time of 1 action or 1 bonus action, can’t have a range of Self, and must target a single creature or affect an area. For example, you can bind the entangle spell to a shortbow, but you can’t bind the giant insect spell to it.  + +When you hit a target with a ranged attack using the bound ranged weapon, as a bonus action, you can activate the spell bound to it, ending the binding effect and causing the spell’s effect to trigger. The target of the attack becomes the target of the spell, making any saves as normal. If the spell affects an area, the spell’s effect is centered on a point of your choice within the target’s space. + +While you have a spell bound into a ranged weapon, ranged attacks you make with that weapon count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. + +## Trickster’s Quiver  + +3rd-Level Arrow Binder Feature  + +You imbue your ammunition with primordial magic as you fire. Once on your turn, when you hit a creature marked by your Mystic Mark feature (see Player’s Guide) with a ranged weapon attack, you can cause one of the following effects: + +- Frost Shot. The target’s speed is reduced by 10 feet until the end of its next turn. +- Shock Shot. The target can’t take reactions until the start of its next turn. +- Venom Shot. The attack deals poison damage instead of its normal damage, and the target is poisoned until the end of its next turn.  + +## Arrow Dance  + +7th-Level Arrow Binder Feature  + +When you make a ranged weapon attack roll, you don’t have disadvantage on the attack roll from being within 5 feet of a hostile creature, though you can still have disadvantage from other sources. When you hit a creature within 5 feet of you with a ranged weapon attack, it can’t make opportunity attacks against you until the end of your turn. + +## Master’s Quiver  + +11th-Level Arrow Binder Feature  + +You can now bind a spell into your ranged weapon as a bonus action instead of an action, and activating a bound spell after you hit a target with a ranged weapon attack now requires no action. You can now also use your Trickster’s Quiver feature against any creature you hit, not only creatures marked with your Mystic Mark, but you still use it only once on your turn.  + +In addition, as an action, you can fire ammunition with your ranged weapon at a point you can see within your weapon’s range and cause one of the following effects instead of dealing damage: + +- Paw Shot. Your shot interacts with an item within 1 foot of that point as if you had taken the Use an Object action on that item. +- Smoke Shot. A 5-foot-radius sphere of smoke appears centered on that point. The smoke spreads around corners, and its area is heavily obscured. The smoke dissipates at the start of your next turn. +- Vine Shot. A rope-like vine is now anchored to that point. The vine has the statistics of a 100-foot length of rope and disappears after 1 hour. If you are within 100 feet of that point, you can choose for the other end of the vine to appear in your empty hand or be anchored on a point you can see within 5 feet of you. Otherwise, the vine’s length lies curled or dangling from the point where it appeared. You can make a vine in this way a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. + +## Counterfire + +15th-Level Arrow Binder Feature  + +When a creature you can see hits you with a ranged attack, you can make one ranged weapon attack against that creature, provided you are wielding the ranged weapon and the attacker is within your weapon’s normal range. If you have a spell bound into your ranged weapon, you have advantage on the attack roll. diff --git a/content/Classes/Ranger/Calling of the Courier.md b/content/Classes/Ranger/Calling of the Courier.md new file mode 100644 index 0000000..f2862c3 --- /dev/null +++ b/content/Classes/Ranger/Calling of the Courier.md @@ -0,0 +1,68 @@ +--- +source: "Campaign Builder: Castles and Crowns" +--- + +![[assets/43f874a3956ba4d966e2829506bb9195_MD5.jpg|Robyn Dreys]] + +Galloping along lonely, bandit-infested roads or running through assassin-filled streets, the courier protects their package or message with blade and spell until it is delivered to its rightful recipient. As a courier, you learn to move swiftly and avoid obstacles. Your array of spells and tricks are meant to keep you free from impediments. You are by no means defenseless, a fact those who try to stop you often learn to their sorrow. + +||**Courier Progression**| +|---|---| +|**Ranger Level**|**Features**| +|3rd|Courier Calling Magic, Adroit Traveler, Skirmisher’s Step| +|7th|Inconspicuous| +|11th|Evasive Strike| +|15th|Dimensional Traveler| + +# Courier Calling Magic  + +_3rd-Level Courier Feature_  + +You gain the find steed ritual, and you gain calling spells at the ranger levels listed in the Courier Calling Spells table. See the Ranger Subclass class feature for how these spells work. + +||**Courier Calling Spells**| +|---|---| +|**Ranger Level**|**Spells**| +|3rd|Longstrider| +|5th|Knock| +|9th|Haste| +|13th|Freedom of Movement| +|17th|Passwall| + +# Adroit Traveler  + +_3rd-Level Courier Feature_  + +You learn two languages of your choice, and you learn to travel faster and weave through combat, avoiding the attacks of your foes. On each of your turns, you can use a bonus action to take the Disengage action. In addition, if you spend 10 minutes examining a mount you plan to ride, its speed (in all movement types) increases by 10 feet until you finish a long rest. This bonus speed increases when you reach certain levels in this class: 20 feet at 7th level and 30 feet at 15th level. + +# Skirmisher’s Step + +_3rd-Level Courier Feature_  + +Your instincts allow you to quickly react to danger and maneuver through social situations. You can add your **WIS** modifier to your initiative rolls. + +In addition, choose one skill from the following list: Deception, Insight, Intimidation, or Persuasion. You gain proficiency in that skill, and your proficiency bonus is doubled for any ability check you make using that skill. + +# Inconspicuous + +_7th-Level Courier Feature_  + +You can weave a shroud around yourself, becoming unobtrusive and unnoticeable. As an action, you can magically render yourself inconspicuous for 1 minute. You must maintain concentration on this effect as if it was a spell. + +For the duration, **WIS** (Perception) checks made to see or hear you have disadvantage, and any creature that targets you with an attack or harmful spell must first make a **WIS** save against your spell save **DC**. On a failure, the creature must choose a new target or lose the attack or spell. This doesn’t protect you from spells that affect areas, such as the fireball spell. On a success, the target is immune to your Inconspicuous feature for 24 hours. + +You can use this feature a number of times equal to your **PB**, regaining all expended uses when you finish a long rest + +# Evasive Strike  + +_11th-Level Courier Feature_  + +You know how to avoid attacks while maneuvering to deliver unexpected strikes. When a creature you can see moves within 60 feet of you, you can use your reaction to move up to your speed toward that creature without provoking opportunity attacks. If you end this move within 5 feet of a hostile creature, you can immediately make one melee attack against that hostile creature. + +You can use this feature a number of times equal to your **PB**, regaining all expended uses when you finish a long rest. + +# Dimensional Traveler  + +_15th-Level Courier Feature_  + +You can shift your form beyond mortal realms and can cast one of the following spells on yourself without expending a spell slot: etherealness or plane shift. Once you use this feature, you can’t use it again until you finish a short or long rest. diff --git a/content/Classes/Ranger/Calling of the Gunslinger.md b/content/Classes/Ranger/Calling of the Gunslinger.md new file mode 100644 index 0000000..349c98c --- /dev/null +++ b/content/Classes/Ranger/Calling of the Gunslinger.md @@ -0,0 +1,74 @@ +--- +source: Tome of Heroes +--- + +![[assets/dee6c66e72e36b375a99684ff695a55e_MD5.jpg|242x342]] + +Gunslingers use their expertise to hunt and track for coin, using their marksmanship skills to bring down their prey. Some gunslingers work by a personal code that defines what they will or will not do for money, while others have no scruples in who or what they hunt. + +||**Gunslinger Progression**| +|---|---| +|**Ranger Level**|**Features**| +|3rd|Gunslinger Calling Spells, Trick Shot| +|7th|Defensive Tactics| +|11th|Improved Trick Shot| +|15th|Deadeye| + +## Gunslinger Calling Spells + +_3rd-Level Gunslinger Feature_  + +You gain calling spells at the ranger levels listed in the Gunslinger Calling Spells table. See the Ranger Subclass class feature for how these spells work + +||**Gunslinger Calling Spells**| +|---|---| +|**Ranger Level**|**Spells**| +|3rd|Charm| +|5th|Hold| +|9th|Clairvoyance| +|13th|Faithful Hound| +|17th|Legend Lore| + +## Trick Shot  + +_3rd-Level Gunslinger Feature_  + +You can use your firearms to pull off special feats of marksmanship. Trick shots provide special effects or secondary functions to your firearm attacks. Unless otherwise stated, you can use a trick shot as part of the same action you use to attack with the firearm. You can use only one trick shot each turn. If you are wielding a blunderbuss, you can use only the Deafening Blast and Haft Strike trick shots.  + +If a trick shot requires a saving throw against its effects, the **DC** equals 8 + your proficiency bonus + your Dexterity modifier. Some trick shots reference weapon options, which can be found in the Adventuring Rules chapter of this book.  + +- **Deafening Blast.** As your bullet flies toward your target, you can cause one creature you can see within 5 feet of the path of the shot to make a Constitution saving throw. On a failure, the creature is deafened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.  +- **Disarming Shot.** You can use the Disarm weapon option when attacking with a firearm. If the target is beyond the normal range for the weapon, it has advantage on its saving throw. Use your trick shot **DC** for this saving throw instead of the weapon option **DC**.  +- **Haft Strike.** As a bonus action after you load your firearm, you can whip the weapon around and use the stock to make a melee attack at a target within 5 feet of you. This attack deals 1d6 bludgeoning damage if done with a one-handed firearm, or 1d8 bludgeoning damage with a two-handed firearm, plus your Strength modifier.  +- **Improved Ricochet Shot.** You can use the Ricochet Shot weapon option against a target that has total cover, provided you are aware of which space the target occupies.  +- **Manipulate Object.** You can fire a round from your gun to manipulate an object at a distance, up to the maximum range of your firearm. This allows you to take the Use an Object action from a distance, though your action is limited to things that can be done with the impact of the bullet, such as punching a button, moving a lever, severing a rope, or similar actions. You can also use this trick shot to move an object weighing no more than 10 pounds, pushing it up to 5 feet away from its original location. If an object is being worn or carried, the creature wearing or carrying it must succeed on a Dexterity saving throw to prevent the object from being moved.  +- **Shifting Shot.** You fire a shot into a space occupied by a Large or smaller creature, near its feet or body. The creature must succeed on a Dexterity saving throw or be compelled to move 5 feet in a direction of your choosing. The creature automatically succeeds on this saving throw if it would be compelled to move into damaging terrain, such as lava or a pit. + +## Defensive Tactics  + +_7th-Level Gunslinger Feature_  + +you gain one of the following features of your choice.  + +- **Die Hard.** When you fail a death saving throw, you can choose to succeed instead. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.  +- **Fortified Hearing.** You are immune to the deafened condition.  +- **Return Fire.** When a hostile creature you can see makes a ranged attack against you before your turn (including during the first round of combat), you can make a ranged attack against that enemy as a reaction.  +- **Sudden Withdrawal.** When a creature you can see hits you with a melee attack, you can move up to half your speed as a reaction after the damage is dealt. This movement doesn’t provoke opportunity attacks. + +## Improved Trick Shot  + +_11th-Level Gunslinger Feature_  + +Your impressive marksmanship allows you to perform even greater trick shots with more powerful effects. These improved trick shots require more focus, and you must use an action to perform an improved trick shot.  + +- **Disruptive Shot.** Make one ranged attack with your firearm. On a hit, if the target is concentrating on a spell, the **DC** of the Constitution saving throw to maintain concentration is equal to 10 or the full damage taken, whichever is higher.  +- **Sharpshooter.** Make one ranged attack with your firearm. Attacking at long range doesn’t impose disadvantage on this attack roll. On a hit, double your damage dice for the attack. If you are firing a blunderbuss, choose one target in range to take the extra damage, rolling normally for the rest.  +- **Stunning Shot.** Make one ranged attack with your firearm. On a hit, the target takes damage as normal and must succeed on a Constitution saving throw or be stunned until the end of its next turn. + +## Deadeye  + +_15th-Level Gunslinger Feature_  + +Your weapon attacks with firearms score a critical hit on a roll of 19 or 20.  + +If you can already score a critical hit on a 19 when you earn this feature, you can also score a critical hit on a roll of 18 as well. diff --git a/content/Classes/Ranger/Calling of the Haunted Warden.md b/content/Classes/Ranger/Calling of the Haunted Warden.md new file mode 100644 index 0000000..370edc9 --- /dev/null +++ b/content/Classes/Ranger/Calling of the Haunted Warden.md @@ -0,0 +1,78 @@ +--- +source: Tome of Heroes +--- + +![[assets/f26a7506d72ec3760558f0ffd7720288_MD5.jpg]] + +It is no secret the wilds are dangerous and that many an intrepid adventurer has met an untimely end while exploring them. Haunted wardens are rangers who have come face to face with the restless spirit of one of those lost wanderers. Somehow during the course of this meeting, the yearning phantom tethers its spirit to the warden’s in order to put its unfinished business to rest. Even after its final wishes are met, or in the tragic instance they can’t come to fruition, your companion remains with you until you meet your end, both as a constant confidante and a reminder that the veil between life and death is thin indeed. + +||**Haunted Warden Progression**| +|---|---| +|**Ranger Level**|**Features**| +|3rd|Hunted Warden Calling Spells, Beyond the Pale, Spirit Usher| +|7th|Merge Spirit| +|11th|Guardian Geist| +|15th|True Psychopomp| + +# Hunted Warden Calling Spells + +_3rd-Level Haunted Warden Feature_  + +You gain calling spells at the ranger levels listed in the Haunted Warden Calling Spells table. See the Ranger Subclass class feature for how these spells work + +||**Haunted Warden Calling Spells**| +|---|---| +|**Ranger Level**|**Spells**| +|3rd|False Life| +|5th|Invisibility| +|9th|Speak with Dead| +|13th|Death Ward| +|17th|Dispel Evil and Good| + +# Beyond the Pale  + +_3rd-Level Haunted Warden Feature_  + +You can use a bonus action to see into the Ethereal Plane for 1 minute. Ethereal creatures and objects appear ghostly and translucent.  + +You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. + +# Spirit Usher  + +_3rd-Level Haunted Warden Feature_  + +You gain an undead spirit that anchors itself to you and accompanies you on your journeys. The spirit is friendly to you and your companions and obeys your commands. See the spirit’s game statistics in the Spirit Usher stat block, which uses your proficiency bonus (**PB**) in several places.  + +You determine the spirit’s appearance, name, and personality. You should choose a personality trait, ideal, bond, and flaw for it, and you should work with your GM to decide on a background story for the spirit that fits the campaign. + +In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any commands, it takes the Dodge action and uses its move to avoid danger. If you are incapacitated, the spirit can take any action of its choice, not just Dodge. + +When it joins with you, the spirit learns three cantrips it can cast at will, which you select from the following lists. At the end of a long rest, you can change which cantrips the spirit knows.  + +- Choose one of chill touch, ray of frost, sacred flame, or vicious mockery. Use your level when determining the damage of the chosen cantrip. +- Choose one of druidcraft, prestidigitation, or thaumaturgy. +- Choose one of dancing lights, message, or minor illusion. + +[![[assets/1a4e47e5d7117e1b0e3643b1e53a0529_MD5.png]]](https://www.worldanvil.com/i/7139874 "Screenshot_20251109_125318.png") + +# Merge Spirit  + +_7th-Level Haunted Warden Feature_  + +You can use an action to cause your spirit usher to join its essence with you for 1 minute. While merged, you gain the spirit usher’s Ethereal Sight trait and can interact with creatures and objects on both the Ethereal and Material Planes. In addition, while you are merged, you become less substantial and gain the spirit usher’s damage resistances and damage immunities.  + +Once you use this feature, you shouldn’t use it again until you finish a short or long rest. Each time you use it again, you suffer one level of exhaustion. + +# Guardian Geist + +_11th-Level Haunted Warden Feature_  + +When you take damage that would reduce you to 0 hit points, you can use your reaction to call out to your spirit usher. If you do, your spirit usher teleports to an unoccupied space within 5 feet of you and takes half the damage dealt to you, potentially preventing your death.  + +In addition, when your spirit usher dies, you have advantage on attack rolls until the end of your next turn. + +# True Psychopomp  + +_15th-Level Haunted Warden Feature_  + +You can use your Merge Sprit feature as a bonus action instead of an action. When you and your spirit usher merge forms, you gain its Incorporeal Movement trait and Etherealness action, and you are considered to be undead for the purposes of determining whether or not spells or other magical effects can affect you. diff --git a/content/Classes/Ranger/Calling of the Holy Messenger.md b/content/Classes/Ranger/Calling of the Holy Messenger.md new file mode 100644 index 0000000..821fcfd --- /dev/null +++ b/content/Classes/Ranger/Calling of the Holy Messenger.md @@ -0,0 +1,68 @@ +--- +source: Corpus Angelus +--- + +Holy Messengers are the chosen couriers of divine forces. They carry their divine words to mortals and sometimes to other deities. Holy messengers are known for their speed and their iconic, shining armor. Usually, they receive word of their divine purpose in their dreams or visions, and start spreading the divine word as fast as they can. People in some places believe that a visit by a holy messenger brings good harvest, but this is simply not true. + +| Holy Messenger Progression | | +| -------------------------- | ---------------------------------------------------- | +| Ranger Level | Features | +| 3rd | Holy Messenger Calling Magic, Armor of the Messenger | +| 7th | Messenger’s Fury | +| 11th | Unknown Gospel | +| 15th | The Sacred Envoy | + +## Holy Messenger Calling Magic  + +3rd-Level Holy Messenger Feature  + +You gain calling spells at the ranger levels listed in the Holy Messenger Calling Spells table. See the Ranger Subclass class feature for how these spells work.  + +| Holy Messenger Calling Spells | | +| ----------------------------- | ----------------- | +| Ranger Level | Spells | +| 3rd | healing word | +| 5th | prayer of healing | +| 9th | beacon of hope | +| 13th | guardian of faith | +| 17th | Mass Cure Wounds | + +## Armor of the Messenger  + +3rd-Level Holy Messenger Feature  + +Divine forces bless you with a spectral-looking, shining armor to help you in your journeys. As an action, you can summon the Armor of the Messenger onto yourself or dismiss it. You can also summon this armor on top of another armor since the Armor of the Messenger doesn’t provide AC. The armor sheds bright light in a 5-foot radius and dim light for an additional 5 feet. You can work with your GM to determine the appearance of your armor. When you summon the Armor of the Messenger, you gain one of the following benefits of your choice.  + +- Celerity of the Unicorn. The armor’s leg pieces flash a bright light, and your speed increases by 20 feet for 1 hour.  +- Flight of the Pegasus. The armor’s back piece flashes with light, and translucent pegasus wings sprout from it. You gain a flying speed equal to your walking speed for 1 hour. If you already have a flying speed, that speed is instead increased by 20 feet.   +- Rush of the Shark. An armor made of fin-like translucent pieces extends around you, granting you a swimming speed equal to your walking speed for 1 hour. If you already have a swimming speed, that speed is instead increased by 20 feet.   + +Once you use this feature, you can’t use it again until you finish a long rest. When you reach 10th level in this class, you can use this feature twice. + +## Messenger’s Fury  + +7th-Level Holy Messenger Feature  + +Your attacks clear the way against heretics. When you hit a creature with a weapon attack, you can choose to deal radiant damage instead of the damage normally dealt by the attack. If you choose to use this feature against a target with your Mystic mark, the target takes extra radiant damage. The extra damage is equal to the amount your Mystic Mark feature deals at your level.  + +You can use this feature a number of times equal to your **PB**. You regain any expended uses when you finish a long rest. + +## Unknown Gospel  + +11th-Level Holy Messenger Feature  + +As you carry the will and the words of the divine, you memorize some of them. As an action, you can shout out a single word granted to you by your deity that isn’t in any known language. When you do so, each creature of your choice that can hear you within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature takes 3d6 psychic damage and is frightened of you for 1 minute. On a successful save, the damage is halved and the creature isn’t frightened. + +Once you use this feature, you can’t use it again until you finish a short or long rest. + +## The Sacred Envoy  + +15th-Level Holy Messenger Feature  + +Your abilities as a messenger are heard across the heavens and the divine reward your prowess accordingly: + +- Armor of the Messenger sheds bright light in a 10-foot radius and dim light for an additional 10 feet.  +- You can use the feature of Armor of the Messenger for an unlimited amount of time and you can gain all the benefits of it instead of one if you choose to do so.  +- Your movement doesn’t provoke any opportunity attacks.  +- Once per week, you can cast the plane shift and teleport spells, requiring no material components. + diff --git a/content/Classes/Ranger/Calling of the Hunter.md b/content/Classes/Ranger/Calling of the Hunter.md new file mode 100644 index 0000000..f27228b --- /dev/null +++ b/content/Classes/Ranger/Calling of the Hunter.md @@ -0,0 +1,68 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/499e0d4ceffe39bd43cef87890902869_MD5.jpg|Robyn Drayson]] + +Rangers who heed the calling of the Hunter are no mere trappers or furriers. They are the last line of defense between the natural and the supernatural world. Hunters seek, stalk, and slay monstrous predators like outsiders, fiends, and undead who devastate populations with their malign magic. + +||**Fey Wanderer Progression**| +|---|---| +|**Ranger Level**|**Features**| +|3rd|Hunter Calling Spells, Killer Instinct, Relentless Pursuit| +|7th|Favored Foe| +|11th|No Escape| +|15th|Predator’s Shield| + +# Hunter Calling Spells + +_3rd-Level Hunter Feature_  + +You gain calling spells at the ranger levels listed in the Hunter Calling Spells table. See the Ranger Subclass class feature for how these spells work. + +||**Hunter Calling Spells**| +|---|---| +|**Ranger Level**|**Spells**| +|3rd|protection from evil and good| +|5th|misty step| +|9th|nondetection| +|13th|banishment| +|17th|greater hold| + +# Killer Instinct + +_3rd-Level Hunter Feature_  + +As a bonus action, choose a creature within 60 feet of you that you can see. You immediately learn the creature’s immunities, resistances, and vulnerabilities, or you learn if it has none. This feature doesn’t function if the target is magically concealed by a nondetection spell or similar effect that counters divination magic. + +You can use this feature a number of times equal to your **PB** and regain all uses of it when you finish a long rest. + +# Relentless Pursuit + +_3rd-Level Hunter Feature_  + +Your tenacity wears down even potent foes. When you hit a creature with a weapon attack, you deal extra damage if the target is below its hit point maximum. The extra damage is equal to the amount your Mystic Mark feature deals at your level and is of the same damage type as the weapon. You can deal this extra damage only once per turn. + +# Favored Foe + +_7th-Level Hunter Feature_  + +As part of a long rest, you can spend time reviewing your research and preparing to face a specific type of monster. + +Choose a type of enemy: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Monstrosity, Ooze, Plant, or Undead. For 24 hours, creatures of that type have disadvantage on attack rolls against you. You also have advantage on saves against being charmed, frightened, or possessed by them. + +At the end of your next long rest, you can choose the same type of creature or a different creature type as your Favored Foe. + +# No Escape + +_11th-Level Hunter Feature_  + +When a creature marked by your mystic mark attempts to move, you can use your reaction to magically teleport up to 30 feet. If you teleport to a space within your weapon’s reach of the target, you can immediately make an opportunity attack as part of the same reaction. + +# Predator’s Shield + +_15th-Level Hunter Feature_  + +When you take damage from a creature you can see, you can use your reaction to supernaturally ward yourself against that creature for a short time. You have resistance to all damage dealt by the target for 1 minute, including resistance to the damage dealt by the triggering attack. This effect ends early if you become incapacitated.  + +Once used, this feature can’t be used again until you finish a long rest. diff --git a/content/Classes/Ranger/Calling of the Pack Master.md b/content/Classes/Ranger/Calling of the Pack Master.md new file mode 100644 index 0000000..35a0a85 --- /dev/null +++ b/content/Classes/Ranger/Calling of the Pack Master.md @@ -0,0 +1,82 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/5721acd351e1582ad34c0a75380b9a6c_MD5.jpg|Dario Jelusic|322x303]] + +Pack masters rarely choose this calling, rather they are chosen by it. Rangers who heed the call of the Pack Master are the appointed guardians of wild creatures. They naturally move to defend the interests of the wild and gain the service of a spirit creature. + +||**Pack Master Progression**| +|---|---| +|**Ranger Level**|**Features**| +|3rd|Beast Spirit, Life Link, Pack Master Calling Spells| +|7th|Shared Mark| +|11th|Soul Bond| +|15th|Undying Friendship| + +# Pack Master Calling Spells + +_3rd-Level Pack Master Feature_  + +You gain calling spells at the ranger levels listed in the Pack Master Calling Spells table. See the Ranger Subclass class feature for how these spells work. + +||**Pack Master Calling Spells**| +|---|---| +|**Ranger Level**|**Spells**| +|3rd|animal friendship| +|5th|wildsense| +|9th|spirit guardians| +|13th|polymorph| +|17th|dominate| + +# Beast Spirit + +_3rd-Level Pack Master Feature_  + +You learn a ritual that allows you to bind a beast spirit into a physical form to fight alongside you as a trusted companion. The ritual takes 1 hour to complete and can be done as part of a short or long rest. + +Once the ritual is complete, the spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. You choose whether the spirit assumes an avian, agile, aquatic, or sturdy form. Your choice of form affects the creature’s statistics, as shown in the beast spirit stat block. Your choice also affects how the spirit looks, causing it to resemble a Medium animal of your choice that suits the chosen form. As part of a long rest, you can change the spirit’s form. + +The spirit has the ability to understand one language of your choice that you speak, and you can communicate with it telepathically while it is within 1 mile of you. + +The beast spirit is friendly to you and your companions and obeys your commands. See this creature’s statistics in the beast spirit stat block, which uses your **PB** in several places.  + +In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any commands, it takes the Dodge action and uses its move to avoid danger. + +The spirit has a number of hit dice (d10s) equal to your ranger level. It can spend these Hit Dice to recover hit points during a short rest just as a PC would. It recovers all hit points during a long rest. + +If the spirit is reduced to 0 hit points, its body is instantly destroyed, and you must perform the 1-hour ritual to create a new body for it. The new body appears in an unoccupied space within 30 feet of you, assuming the form it had when it was destroyed or a different form of your choosing. Even though it receives a new body, the spirit retains its memories and personality, unless you decide otherwise. + +[![[assets/233b2cca8c0ccb882b3e6758f9ec6ded_MD5.png]]](https://www.worldanvil.com/i/7139854 "Screenshot_20251109_124929.png") + +# Life Link + +_3rd-Level Pack Master Feature_  + +Your connection to your companion allows you to ease its injuries by taking on some of its pain. When your beast spirit takes damage while you are within 30 feet of it, you can use your reaction to take any amount of that damage instead. Damage you take in this way isn’t reduced by any resistances or immunities you have. + +You can use this feature a number of times equal to your **PB**. You regain all expended uses when you finish a long rest. + +# Shared Mark  + +_7th-Level Pack Master Feature_  + +Time spent with your companion has deepened your mystical connection. Your beast spirit’s attacks now count as magical for the purpose of overcoming resistance or immunity to nonmagical attacks. + +In addition, while a creature is marked by your Mystic Mark feature, your beast spirit deals an extra 1d6 damage to it each time it successfully hits the target with a weapon attack. This extra damage scales at the same rate as yours, becoming 1d8 when you reach 13th level and 1d10 when you reach 17th level in the ranger class. + +# Soul Bond  + +_11th-Level Pack Master Feature_  + +When you are targeted by a spell, you can choose for your beast spirit to also be targeted, if it is within 30 feet of you when the spell is cast, receiving the same benefits as you. + +In addition, when you cast a spell without a range of self, your beast spirit can deliver the spell as if it had cast the spell. It must still be within 100 feet of you and must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll or save, use your spellcasting modifier and spell save **DC**. + +# Undying Friendship  + +_15th-Level Pack Master Feature_  + +If you are reduced to 0 HP or killed outright while your beast spirit is active, you can choose to allow your beast spirit to sacrifice itself. If you do so, the beast spirit’s body is destroyed, and you return to life with a number of hit points equal to the number of hit points your spirit had when it was destroyed. + +When a spirit is destroyed in this way, you must complete a long rest before you can perform the 1-hour ritual required to create a new body for it. diff --git a/content/Classes/Ranger/Calling of the Spelunker.md b/content/Classes/Ranger/Calling of the Spelunker.md new file mode 100644 index 0000000..d7d1c48 --- /dev/null +++ b/content/Classes/Ranger/Calling of the Spelunker.md @@ -0,0 +1,75 @@ +--- +source: "Campaign Builder: Dungeons and Ruins" +--- + +![[assets/0285a0e733b95ec242b925e5ee168374_MD5.jpg|208x369]] + +While rangers are known for exploring and traversing the natural world, it takes a certain kind of individual to focus on the dark, underground, cramped places of the world. Spelunkers excel at navigating caves, caverns, tunnels, dungeons, and any similar environments. To such rangers, the smell of minerals and fungi, the sound of water dripping, the gleam of a luminescent crystal formation, and even the scraping of stone against one’s body are all reassuring sensations.  + +||**Spelunker Progression**| +|---|---| +|**Ranger Level**|**Features**| +|3rd|Spelunker Calling Spells, Friend of Darkness, Shadowy Ambush| +|7th|Cave Crawler| +|11th|Friend of Darkness| +|15th|Subterranean Master| + +# Spelunker Calling Magic  + + _3rd-Level Spelunker Feature_  + +You gain calling spells at the ranger levels listed in the Spelunker Calling Spells table. See the Ranger Subclass class feature for how these spells work. + +||**Spelunker Calling Magic**| +|---|---| +|**Ranger Level**|**Spells**| +|3rd|feather fall| +|5th|darkvision| +|9th|water breathing| +|13th|freedom of movement| +|17th|passwall| + +# Friend of Darkness + +_3rd-Level Spelunker Feature_  + +You gain darkvision out to a range of 60 feet. If you already have darkvision from your lineage, its range increases by 30 feet.  + +In addition, when viewing a lightly obscured area, as a bonus action you can tune your senses to ignore the normal disadvantage on **WIS** (Perception) checks that rely on sight for 10 minutes. Once you use this ability, you can’t use it again until you finish a long rest.  + +# Shadowy Ambush + +_3rd-Level Spelunker Feature_  + +You use the shadows to ambush your foes. When you attack from dim light, darkness, or magical darkness and hit a creature with a weapon attack, you deal extra damage. The extra damage is equal to the amount your Mystic Mark feature deals at your level and is of the same damage type as the weapon. You can deal this extra damage only once per turn.  + +# Cave Crawler + +_7th-Level Spelunker Feature_  + + You are adept at moving through subterranean spaces, no matter the terrain. As a bonus action, you can choose one of the following options for 1 hour: + +- You gain a climb speed equal to your base movement speed. If you already have a climb speed, it increases by 15 feet.  +- You gain a swim speed equal to your base movement speed. If you already have a swim speed, it increases by 15 feet.  +- Your jump distance is doubled.  +- You take half the usual damage from falling.  + +You can do this a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. The abilities granted by multiple uses of this feature can overlap, so for example, you could have both a climb speed and reduced damage from falling for whatever time remains on the first one activated. + +In addition, you suffer no penalties for squeezing into a smaller space. + +# Friend of Darkness + +_11th-Level Spelunker Feature_  + + Your time in the dark lets you energize yourself when hidden in shadows. When you use your Stalker’s Step feature, you gain temporary hit points equal to your **PB**.   + +# Subterranean Master + +_15th-Level Spelunker Feature_  + +Your skill at navigating subterranean spaces grants you the following benefits: + +- The range of your Keensense class feature increases to 20 feet.  +- You have learned to make quick adjustments in perilous situations. Once per turn, when you miss with a weapon attack, you can immediately reroll and use the results of the new roll. You can use this ability a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. + diff --git a/content/Classes/Ranger/Calling of the Trailblazer.md b/content/Classes/Ranger/Calling of the Trailblazer.md new file mode 100644 index 0000000..3627950 --- /dev/null +++ b/content/Classes/Ranger/Calling of the Trailblazer.md @@ -0,0 +1,71 @@ +--- +source: Players Guide 2 +--- + +Trailblazers lead expeditions into the unknown and guard travelers through the most dangerous wilds. They are unparalleled experts of the natural world, navigating extreme climes with ease and protecting their charges from the myriad dangers of those environs. In combat, they leap into the fray, marking targets for their allies to bring down. + +| Trailblazer Progression | | +| ----------------------- | ---------------------------------------------------- | +| Ranger Level | Features | +| 3rd | Expert Guide, Focus Fire, Trailblazer Calling Spells | +| 7th | Skirmisher’s Mobility | +| 11th | Primordial Goad | +| 15th | Tracker’s Brand | + +## Trailblazer Calling Spells  + +3rd-Level Trailblazer Feature  + +You gain calling spells at the ranger levels listed in the Trailblazer Calling Spells table. See the Ranger Subclass class feature in the Player’s Guide for how these spells work. + +| | | +|---|---| +|Trailblazer Calling Spells| | +|Ranger Level|Spells| +|3rd|feather fall| +|5th|pass without trace| +|9th|water breathing| +|13th|freedom of movement| +|17th|feathered flock*| + +*indicates a spell found in this Document + +## Expert Guide  + +3rd-Level Trailblazer Feature  + +You gain proficiency in the Nature and Survival skills. If you are already proficient in one or both of these skills, double your **PB** instead for checks made with that skill. + +In addition, when you make a Nature or Survival check or when you roll initiative, you can expend a Primordial spell slot and gain a bonus to the check equal to twice the spell slot’s circle. + +## Focus Fire  + +3rd-Level Trailblazer Feature  + +When you mark a creature with your Mystic Mark feature (see Player’s Guide), you can share some of its power with an ally. Choose one friendly creature within 30 feet that can see or hear you. While the mark lasts, the chosen ally deals extra damage of their weapon’s type equal to your Mystic Mark die the first time they hit the marked creature with a weapon attack on each of the ally’s turns. This feature ends early if your chosen ally can no longer see or hear you, or if the ally ends their turn more than 60 feet away from you. + +## Skirmisher’s Mobility  + +7th-Level Trailblazer Feature  + +Your walking speed increases by 10 feet.  + +In addition, as a bonus action, you can expend a Primordial spell slot to increase your climbing speed or swimming speed by 10 feet × the circle of the spell slot. This effect lasts for 10 minutes per circle of the expended spell slot. If you don’t have that type of movement speed, you gain it for the duration. + +## Primordial Goad  + +11th-Level Trailblazer Feature  + +When you hit a creature with an attack roll, you can goad the creature into attacking you. The target must succeed on a **WIS** save against your spell save **DC**, or until the end of its next turn, it has disadvantage both on attack rolls against creatures that aren’t you and on saves against spells and effects from creatures that aren’t you. If the target is marked with your Mystic Mark (see Player’s Guide), this effect instead lasts until the mark ends. You can use this feature a number of times equal to your **PB**. You regain all expended uses when you finish a long rest. + +## Tracker’s Brand  + +15th-Level Trailblazer Feature  + +As a bonus action, you can choose a creature marked by your Mystic Mark (see Player’s Guide) and enhance the mark’s effect on it. For 1 minute, the target suffers the following effects: + +- The first attack roll you make against the target each turn has advantage. +- The target is vulnerable to damage dealt by your Mystic Mark, including the extra damage your ally deals via your Focus Fire feature. +- When the ally chosen in your Focus Fire feature deals Mystic Mark’s extra damage to the target, the ally regains hit points equal to that extra damage. + +Once you use this feature, you can’t use it again until you finish a long rest. diff --git a/content/Classes/Ranger/Calling of the Wasteland Strider.md b/content/Classes/Ranger/Calling of the Wasteland Strider.md new file mode 100644 index 0000000..3896c36 --- /dev/null +++ b/content/Classes/Ranger/Calling of the Wasteland Strider.md @@ -0,0 +1,70 @@ +--- +source: Tome of Heroes +--- + +![[assets/63e61cdb00a5bb6162445da699e2def0_MD5.jpg|Lofi + Kenket]] + +A barren landscape wracked by chaotic magics, crawling with strange monstrosities and twisted aberrations that warp the minds of those who lay eyes upon them … you have learned to traverse these wastes and face these creatures without flinching. You patrol its boundaries and stride unseen through its harsh landscape, evading danger and protecting those who find themselves at the mercy of the arcana-laced wilds and eldritch horrors. + +||**Wasteland Strider Progression**| +|---|---| +|**Ranger Level**|**Features**| +|3rd|Wasteland Strider Calling Spells, Chaotic Strikes| +|7th|Stalwart Psyche| +|11th|Call the Otherworldly| +|15th|Dimensional Step| + +# Wasteland Strider Calling Spells + +_3rd-Level Wasteland Strider Feature_  + +You gain calling spells at the ranger levels listed in the Wasteland Strider Calling Spells table. See the Ranger Subclass class feature for how these spells work + +||**Wasteland Strider Calling Spells**| +|---|---| +|**Ranger Level**|**Spells**| +|3rd|Protection from Good and Evil| +|5th|Calm Emotions| +|9th|Dispel Magic| +|13th|Banishment| +|17th|Greater Hold| + +# Chaotic Strikes  + +_3rd-Level Wasteland Strider Feature_  + +You’ve learned to channel the unpredictable energies of magical wastelands into your weapon attacks. You can use a bonus action to imbue your weapon with chaotic energy for 1 minute. Roll a d8 and consult the Chaotic Strikes table to determine which type of energy is imbued in your weapon. While your weapon is imbued with chaotic energy, it deals an extra 1d4 damage of the imbued type to any target you hit with it. If you are no longer holding or carrying the weapon, or if you fall unconscious, this effect ends.  + +||**Chaotic Strikes**| +|---|---| +|**D8**|**Damage Type**| +|1|Fire| +|2|Cold| +|3|Lightning| +|4|Psychic| +|5|Necrotic| +|6|Poison| +|7|Radiant| +|8|Force| + +# Stalwart Psyche  + +_7th-Level Wasteland Strider Feature_  + +You have learned to guard your mind against the terrors of the unknown and to pierce the illusions of the otherworldly creatures that lurk in the wastelands. You have advantage on saving throws against being charmed or frightened and on ability checks and saving throws to discern illusions. + +# Call the Otherworldly  + +_11th-Level Wasteland Strider Feature_  + +You’ve gained some control over otherworldly beings. You can use an action to summon a fiend or aberration with a challenge rating of 2 or lower, which appears in an unoccupied space that you can see within range. It disappears after 1 hour, when you are incapacitated, or when it is reduced to 0 hit points.  + +The otherworldly being is friendly to you and your companions. In combat, roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the otherworldly being, it attacks the creature you are attacking, or defends itself from hostile creatures if you aren’t attacking a creature, but otherwise takes no actions.  + +Once you use this feature, you can’t use it again until you finish a short or long rest. When you reach 17th level in this class, you can summon a fiend or aberration with a challenge rating of 5 or lower with this feature. + +# Dimensional Step  + +_15th-Level Wasteland Strider Feature_  + +You have learned to slip briefly between worlds. You can cast the dimension door spell without expending a spell slot. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. diff --git a/content/Classes/Ranger/Calling of the Windsworn.md b/content/Classes/Ranger/Calling of the Windsworn.md new file mode 100644 index 0000000..6b56ebd --- /dev/null +++ b/content/Classes/Ranger/Calling of the Windsworn.md @@ -0,0 +1,62 @@ +--- +source: Book of Blades +--- + +![[assets/dac8ddb0e725304cbd6195f12edc4f46_MD5.jpg|Alina Fuhrmann|253x357]] + +A Windsworn is as beautiful to behold as they are dangerous. They artfully whirl through melee, flowing across the battlefield, dodging blows, and rapidly slicing foes to bloody pieces. While rangers are often associated with the longbow, the Windsworn ranger embodies the spirit of two-weapon fighting. Facing a Windsworn with a weapon in each hand is a dance with death. + +||**Windsworn Progression**| +|---|---| +|**Ranger Level**|**Features**| +|3rd|Bob and Weave, Momentum Swing, Windsworn Calling Spells| +|7th|Parry| +|11th|Superior Two-Weapon Fighting| +|15th|Dance of Death| + +# Windsworn Calling Spells  + +_3rd-Level Windsworn Feature_  + +You gain calling spells at the ranger levels listed in the Windsworn Calling Spells table.  + +||**Windsworn Calling Magic**| +|---|---| +|**Ranger Level**|**Spells**| +|3rd|expeditious retreat| +|5th|blur| +|9th|wind wall| +|13th|freedom of movement| +|17th|mislead| + +# Bob and Weave  + +_3rd-Level Windsworn Feature_  + +You are adept at moving in and out of combat with two weapons in hand. You can treat any melee weapon that does not have the Two-Handed property as if it had the Light property. + +During your turn, if you make a melee weapon attack against a creature as a bonus action while two-weapon fighting, that creature can’t make opportunity attacks against you for the rest of your turn. + +# Momentum Swing  + +_3rd-Level Windsworn Feature_  + +For each melee attack you make on your turn, add 5 feet to your speed until the end of your turn. + +# Parry + +_7th-Level Windsworn Feature_  + +You can use your reaction to add your **PB** to your AC against one melee attack that would hit you. To do so, you must see the attacker and be wielding a melee weapon with the Light property in each hand. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 13th level, you can use it twice before a rest, but only once on the same turn. + +# Superior Two-Weapon Fighting  + +_11th-Level Windsworn Feature_  + +When you engage in two-weapon fighting, you gain a +2 bonus to damage rolls with each weapon. Once while two-weapon fighting on your turn, you can rend a creature that you hit with two attacks, dealing an extra 3d6 damage to that creature. + +# Dance of Death  + +_15th-Level Windsworn Feature_  + +As a bonus action, you can perform a dance of whirling death that lasts until the end of your turn. When you take an Attack action while engaging in two-weapon fighting, you may make a melee attack for every 5 feet that you move, up to a maximum number of attacks equal to your **PB**. No more than half your attacks can use the same weapon. Your movement does not provoke opportunity attacks while using dance of death. Once you use this feature, you must finish a long rest before you can use it again. diff --git a/content/Classes/Rogue/*Playing a Rogue*.md b/content/Classes/Rogue/*Playing a Rogue*.md new file mode 100644 index 0000000..43583a7 --- /dev/null +++ b/content/Classes/Rogue/*Playing a Rogue*.md @@ -0,0 +1,56 @@ +![[assets/37e7e2816f110294cfcb370a910c5aa6_MD5.jpg|Lorenzo Massaro|226x374]] + +Rogues are clever and cunning with a wide array of skills. Their broad expertise makes them well suited for challenges that can’t be overcome by either brute force or magic. There’s no “standard” rogue; they come in all sizes and dispositions. + +Rogue is a class that can shine out of combat, but you remain fearsome in the fight. Your class needs someone else around to draw fire, though. Don’t get too far away from allies once weapons come out. + +## ROGUES AS ADVENTURERS + +Rogues are jacks-of-all-trades who thrive in high-pressure situations—perfect adventurer qualities. Given the nature of their skill set, rogues are drawn to adventure. No class is better suited to bypassing obstacles quickly and quietly, whether confronted with a locked door, a trapped hallway, or a dozing guard. + +A rogue’s strength in combat relies on agility and precision. They can’t hold down a front line for long. However, when allowed to play to their strengths, they dart around the battlefield, positioning to make deadly strikes against unprotected flanks. + +Continued in the [[ToV - Players Guide.pdf]]; Chapter 2, pg 78. + +## Errata + +### Sneak Attack + +_1st-Level Rogue Feature_  + +You know how to strike subtly and exploit a foe’s distraction. Once on your turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The weapon you use must have the Finesse property or be a ranged weapon. + +You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.  + +The amount of your extra damage you deal increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue Progression table. + +### Rogue Boons + +When you reach 10th level and 20th level in your chosen class, you gain the Heroic Boon and Epic Boon class features (see Player’s Guide), which allow you to choose one potent ability from a list of options. This section offers additional boons to choose from when you reach those levels of the rogue class. + +#### Heroic Boons  + +When you reach 10th level in the rogue class, you have the following additional options to choose from when selecting the boon for your Heroic Boon feature. + +Heroic Boon  + +10th-Level Rogue Feature  + +Your commitment to the rogue’s path grants you a powerful ability. Choose one of the following heroic boons: + +- Double Tap. If you deal damage using your Sneak Attack feature (see Player’s Guide) to a creature as part of an attack made during your turn and the target isn’t reduced to 0 HP, you can immediately make a single additional weapon attack against that creature with a Finesse or ranged weapon you are wielding.  +- Vanishing Act. You can now use the Hide action to attempt to hide from creatures that can clearly sense you, as long as you aren’t within 5 feet of a hostile creature. When you attempt to hide in this way, make a **DEX** (Stealth) check against the creature’s Perception score as normal. If multiple creatures can sense you when you attempt to hide, roll against the creature with the highest Perception score. If your attempt is successful, you become invisible for 1 minute, along with any equipment you are wearing or carrying. This invisibility ends early (and you are no longer hidden) if you make an attack, cast a spell, or stop hiding. + +#### Epic Boons  + +When you reach 20th level in the rogue class, you have the following additional options to choose from when selecting the boon for your Epic Boon feature. + +Epic Boon + +20th-Level Rogue Feature  + +Your commitment to the rogue’s path grants you a powerful new ability. You gain one of the following epic boons: + +- Mask of Oblivion. As an action, you can become invisible for 1 minute. This invisibility ends early only if you become unconscious or you choose to end it. While invisible in this way, you can’t be detected by any nonmagical or magical means short of truesight. Once you use this feature, you can’t do so again until you finish a short or long rest. + +Shroud of Shadow. While you are in an area of dim light or darkness, you are considered to have half-cover (+2 bonus to AC and **DEX** saves) and are resistant to all damage that isn’t radiant. diff --git a/content/Classes/Rogue/Con Archanist.md b/content/Classes/Rogue/Con Archanist.md new file mode 100644 index 0000000..c5d3fad --- /dev/null +++ b/content/Classes/Rogue/Con Archanist.md @@ -0,0 +1,107 @@ +--- +source: Players Guide 2 +--- + +You add magic to your bag of tricks to confound your foes or relieve others of their possessions. Your spellcasting allows you to perform more dangerous stunts from a distance. + +| Con Arcanist Progression | | +| ------------------------ | ------------------------------------------------------------- | +| Rogue Level | Features | +| 3rd | Arcane Spellcasting, Expanded Talent List, Ranged Legerdemain | +| 7th | Subtle Spellcasting | +| 11th | Distracting Hand | +| 15th | Invisible Thief | + +| Con Arcanist Spellcasting | | | | | | | +| ------------------------- | -------------- | ------------ | --- | --- | --- | --- | +| Rogue Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | +| 3rd | 3 | 3 | 2 | —- | —- | —- | +| 4th | 3 | 4 | 3 | —- | —- | —- | +| 5th | 3 | 4 | 3 | —- | —- | —- | +| 6th | 3 | 4 | 3 | —- | —- | —- | +| 7th | 3 | 5 | 4 | 2 | —- | —- | +| 8th | 3 | 6 | 4 | 2 | —- | —- | +| 9th | 3 | 6 | 4 | 2 | —- | —- | +| 10th | 4 | 7 | 4 | 3 | —- | —- | +| 11th | 4 | 8 | 4 | 3 | —- | —- | +| 12th | 4 | 8 | 4 | 3 | —- | —- | +| 13th | 4 | 9 | 4 | 3 | 2 | —- | +| 14th | 4 | 10 | 4 | 3 | 2 | —- | +| 15th | 4 | 10 | 4 | 3 | 2 | —- | +| 16th | 4 | 11 | 4 | 3 | 3 | —- | +| 17th | 4 | 11 | 4 | 3 | 3 | —- | +| 18th | 4 | 11 | 4 | 3 | 3 | —- | +| 19th | 4 | 12 | 4 | 3 | 3 | 1 | +| 20th | 4 | 13 | 4 | 3 | 3 | 1 | + +## Arcane Spellcasting  + +3rd-Level Con Arcanist Feature  + +You further enhance your wide range of skills with the ability to cast Arcane spells. See Spell Rules in the Player’s Guide for the general rules of spellcasting and the Arcane spell list. + +Cantrips  + +At 3rd level, you learn mage hand and can choose two other cantrips to learn from the Arcane spell list. You choose more Arcane cantrips to learn at higher levels, as shown in the Cantrips Known column of the Con Arcanist Progression table. + +Casting Spells  + +You know a small number of spells and can cast any of them by using an Arcane spell slot of the spell’s circle or higher. You don’t need to prepare spells ahead of time. + +The Con Arcanist Progression table shows how many spells you know and how many spell slots you have at a given level. For example, at 7th level, you know four 1st circle slots and two 2nd-circle slots. If you know the 1st circle spell sleep and have a 1st-circle and a 2nd-circle spell slot available, you can cast sleep using either slot. If you use a 1st-circle slot, you have three 1st-circle slots remaining. + +You regain all used spell slots when you finish a long rest. + +Spells Known of 1st-Circle and Higher  + +At 3rd level, choose three 1st-circle spells from the Arcane spell list that you know, two of which must be from either the enchantment or illusion schools.  + +The Spells Known column of the Con Arcanist Progression table shows when you learn additional Arcane spells. Each spell you choose must be an enchantment or illusion spell and from a circle for which you have Arcane spell slots. The spells you learn at 8th level and beyond can come from any school of magic. + +In addition, when you gain a level of rogue, you can choose one Arcane spell you know and replace it with another spell of your choice from the Arcane spell list. The replacement spell must be of a circle for which you have Arcane slots, and it must be an enchantment or illusion spell—unless you’re replacing the third spell you gained at 3rd level or any of the spells you chose at 8th level and beyond. + +Spellcasting Ability  + +Intelligence (**INT**) is your spellcasting ability. Your **INT** modifier determines the save **DC** or the attack modifier for certain spells you can cast: + +Spell save **DC** = 8 + your proficiency bonus (**PB**) + your **INT** modifier + +Spell attack modifier = your proficiency bonus (**PB**) + your **INT** modifier  + +Expanded Talent List  + +3rd-Level Con Arcanist Feature  + +When you gain a new talent, you can select it from the magic or technical talents list. + +## Ranged Legerdemain  + +3rd-Level Con Arcanist Feature  + +When you cast the mage hand cantrip, you can make the floating hand invisible, and you can control it using the bonus action granted by your Cunning Action feature (see Player’s Guide).  + +When you control the hand, you can choose to have it stow or retrieve an item from a container worn or carried by another creature. When you do so, make a **DEX** (Sleight of Hand) check contested by the target’s **WIS** (Perception) check. If you win the contest, the creature doesn’t notice the hand, its activity, or your control of the hand. + +In addition, you can use the hand to make **DEX** (Thieves’ Tools) checks at a distance, but the hand must still have the tools at its disposal to do so. + +## Subtle Spellcasting  + +7th-Level Con Arcanist Feature  + +You can choose to cast a spell without any somatic or verbal components. If you do so while targeting a creature for which you meet the conditions to use your Sneak Attack feature (see Player’s Guide), the target has disadvantage on its save. + +You can use this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. + +## Distracting Hand  + +11th-Level Con Arcanist Feature  + +As a bonus action, you can choose a target within 5 feet of the floating hand created by the mage hand cantrip. You have advantage on attack rolls against that target until the start of your next turn. + +## Invisible Thief  + +15th-Level Con Arcanist Feature  + +As an action, you can make yourself invisible and create an illusory double of yourself in your space. This effect works like the mislead spell, except only the invisibility aspect requires concentration. The illusory double remains for 1 hour or until you dismiss it (no action required). You can use the bonus action granted by your Cunning Action feature (see Player’s Guide) to move and control your illusory double. + +Once you use this feature, you can’t use it again until you finish a long rest. diff --git a/content/Classes/Rogue/Dawn Blade.md b/content/Classes/Rogue/Dawn Blade.md new file mode 100644 index 0000000..e40c51c --- /dev/null +++ b/content/Classes/Rogue/Dawn Blade.md @@ -0,0 +1,58 @@ +--- +source: Tome of Heroes +--- + +![[assets/291126925f776700d0ce762ae94f4d37_MD5.jpg|Arvin Zari Ogerio|315x245]] + +Even churches and temples of deities of goodness and light have need of those willing to get their hands dirty and willing to sully their honor in service of what must be done. Dawn blades are devout rogues, drawing divine power from deities of light to strike as a sudden ray of searing sunlight in the darkness. They are often considered controversial by other adherents of their faith, yet the faith’s leadership understands such agents are sometimes necessary. + +||**Dawn Blade Progression**| +|---|---| +|**Rogue Level**|**Features**| +|3rd|Eyes of the Dawn, Dawn Strike, Radiant Beam| +|7th|Bolstering Light| +|11th|Sudden Illumination| +|15th|Dawn Flare| + +# Eyes of the Dawn  + +_3rd-Level Dawn Blade Feature_  + +You gain darkvision out to a range of 60 feet. If you already have darkvision, the range increases by 30 feet.  + +# Dawn Strike  + +_3rd-Level Dawn Blade Feature_  + +When you deal damage with your Sneak Attack feature, you can magically change the extra damage dealt to radiant damage. When you hit an undead or a creature of shadow with such a Sneak Attack, you deal an extra 1d6 radiant damage.  + +# Radiant Beam  + +_3rd-Level Dawn Blade Feature_  + +When you deal radiant damage to a creature with a melee weapon attack, you can use a bonus action to throw a portion of that radiant energy at a different creature you can see within 30 feet of you. Make a ranged weapon attack against the second creature. You are proficient with this beam, and you don’t have disadvantage on the ranged attack roll from being within 5 feet of the first creature (though you can still have disadvantage from other sources). On a hit, the beam deals 1d6 radiant damage.  + +When you reach 10th level in this class, the beam’s damage increases to 2d6.  + +# Bolstering Light  + +_7th-Level Dawn Blade Feature_  + +When you reduce a creature to 0 hit points with radiant damage, choose one of the following:  + +- Gain temporary hit points equal to twice your rogue level for 1 hour.  +- End one condition affecting you. The condition can be blinded, deafened, or poisoned.  +- End one curse affecting you.  +- End one disease affecting you.  + +# Sudden Illumination  + +_11th-Level Dawn Blade Feature_  + +When you hit a creature with your Radiant Beam, it must succeed on a Constitution saving throw (**DC** equal to 8 + your proficiency bonus + your Wisdom modifier) or be blinded until the end of its next turn.  + +# Dawn Flare  + +_15th-Level Dawn Blade Feature_  + +When you use your Dawn Strike feature to deal radiant damage to a creature that can’t see you, the creature must make a Constitution saving throw (**DC** equal to 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the creature takes 10d6 radiant damage and can’t regain hit points until the start of your next turn. Once a creature takes damage from this feature, it is immune to your Dawn Flare for 24 hours. diff --git a/content/Classes/Rogue/Delver.md b/content/Classes/Rogue/Delver.md new file mode 100644 index 0000000..be28b10 --- /dev/null +++ b/content/Classes/Rogue/Delver.md @@ -0,0 +1,59 @@ +--- +source: Kobold Press Blog +--- + +Delvers have honed their skills specifically for the exploration and looting of remote, dangerous locales. Ancient ruins, forgotten temples, deep cave systems, and especially dungeons are the purview of the delver. They are prepared for the hazards, traps, and strange creatures found in such locales, making them a valuable member of any band exploring such areas. + +# Delver Progression + +|Rogue Level|Features| +|---|---| +|3rd|Curse-Versed, Hardy, Warded| +|7th|Master Delver| +|11th|Dynamic Explorer| +|15th|Abomination Slayer| + +# CURSE-VERSED + +_3rd-Level Delver Feature_ + +You can determine if an item, object, or area is cursed with a successful **INT** (Investigation) or **WIS** (Perception) check (passive Perception does not apply here). The **DC** of the check is determined by the GM, but typically a **DC** 15 can be applied for most curses. + +# HARDY + +_3rd-Level Delver Feature_ + +You are resistant to poison damage, and have advantage on saves against spells and effects that cause poison damage or the poisoned condition. + +# WARDED + +_3rd-Level Delver Feature_ + +You have collected abjurations, blessings, and small warding charms to better protect you against the fell magics lurking in the places you delve. You have advantage on saves against spells or effects that would curse you. If you attune to a cursed item, you can attempt to slip free of the curse by making a successful **INT** save. On success, you immediately break attunement with the item. + +# MASTER DELVER + +_7th-Level Delver Feature_ + +Your delving knowledge and expertise grant you the following features. + +- You have advantage on saves against spells and effects that inflict the charmed or frightened conditions. +- When applying Sneak Attack damage to an Aberration, Monstrosity, Ooze, or Undead, you can reroll any number of the dice, but you must take the new result. +- You can use your Sneak Attack feature when using improvised weapons, acid, or alchemist’s fire. + +# DYNAMIC EXPLORER + +_11th-Level Delver Feature_ + +You are an expert at making your way through areas many would find inaccessible. You gain the following abilities. + +- When squeezing through a space, you spend 1 extra foot for every two feet you move. Creatures attacking you while you are squeezing do not have advantage. +- Add your **PB** to the number of minutes you can hold your breath. +- Your speed is not reduced by difficult terrain caused by nonmagical effects. +- You gain a climbing speed and swimming speed equal to your walking speed. + +# ABOMINATION SLAYER + +_15th-Level Delver Feature_ + +Your knowledge of the strange, foul creatures that infest your usual delving areas allow you to quickly kill them. You can use your Sneak Attack feature against an Aberration, Monstrosity, Ooze, or Undead with either a melee or ranged weapon, without having advantage on the attack roll, or having another enemy of the target within 5 feet of it. You still must not have disadvantage on your attack roll. diff --git a/content/Classes/Rogue/Duelist.md b/content/Classes/Rogue/Duelist.md new file mode 100644 index 0000000..2473ba4 --- /dev/null +++ b/content/Classes/Rogue/Duelist.md @@ -0,0 +1,66 @@ +--- +source: Midgard Heroes Handbook +--- + +![[assets/db0fa5cb586685fa6799995fea18a72c_MD5.jpg|Benjamin Ee]] + +The roguish duelist is a lightly armored combatant who favors quick, precise attacks with a light weapon in each hand. The duelist is murderously effective when fighting one-on-one. The quick, resourceful, and precise duelist may look like an artist, but more often he or she is just another killer for hire—but one with a dashing and lethal sense of style. + +||**Duelist Progression**| +|---|---| +|**Rogue Level**|**Features**| +|3rd|Prowess, Dancing Blade| +|7th|Strike First, Strike Last| +|11th|Virtuoso| +|15th|Deep Reserve| + +# Prowess + +_3rd-Level Duelist Feature_  + +You learn techniques that are fueled by a special reserve of strength called prowess. + +- **Techniques.** You learn three techniques of your choice from those described below (see “Techniques”). You can use only one technique per attack. You learn one additional technique of your choice at 7th, 11th, and 15th levels. Each time you learn a new technique, you can also replace one technique you know with a different one.  +- **Prowess.** You have an amount of prowess equal to your proficiency bonus × 2. To spend prowess, you must be wielding a finesse weapon in one hand and have either nothing or a dagger in your other hand. You can spend prowess once per turn. You regain all spent prowess when you finish a short or long rest.  +- **Saving Throws.** Some of your techniques require your target to make a saving throw to resist an effect. The saving throw **DC** = 8 + your proficiency bonus + your Dexterity modifier. + +# Dancing Blade + +_3rd-Level Duelist Feature_  + +You can wield a rapier as a light weapon, provided you have nothing heavier than a light weapon in your other hand. + +# Strike First, Strike Last + +_7th-Level Duelist Feature_  + +Your reflexes are honed to a razor’s edge, granting you advantage on initiative checks. Additionally, if you are surprised, you can take the Attack action on your first turn by spending 1 prowess. + +# Virtuoso + +_11th-Level Duelist Feature_  + +Choose two skills from the following list: Acrobatics, Athletics, Deception, History, Intimidation, Persuasion, Sleight of Hand. You gain proficiency in the chosen skills, or add double your proficiency bonus if you are already proficient. + +# Deep Reserve + +_15th-Level Duelist Feature_  + +When you roll initiative and have no prowess remaining, you regain 2 prowess. + +# Techniques + +The techniques are presented in alphabetical order.  + +- **Clinch.** Immediately after you hit with a finesse weapon, you can spend 2 prowess to automatically grapple the creature you hit. Normal size and reach restrictions apply. Select one of the creature’s attack actions; for as long as the grapple persists, the creature has disadvantage with that attack. You can maintain this grapple even if you hold a dagger in your offhand. +- **Deep Slice.** When you inflict damage with a finesse weapon, you can spend 1 prowess to deal a deep, bleeding wound. At the start of its turn, the bleeding creature must make a successful Constitution saving throw or take 3 (1d6) piercing damage. On a successful save, the effect ends. The creature or its adjacent ally can end the effect by spending an action to use a healer’s kit or to make a successful Wisdom (Medicine) check against your technique save **DC**. Any amount of healing also ends the effect. A deep slice has no effect against constructs and undead. +- **Disarming Parry.** When you are missed by a melee attack, you can spend 1 prowess as a reaction to force the attacker to make a Strength saving throw. If it fails, the attacker drops the weapon it attacked with. If you have a free hand, you can catch the weapon with a successful **DC** 10 Dexterity check; otherwise it lands 10 feet away from the attacker in a random direction. +- **Driving Assault.** When you take the Attack action, you can spend 2 prowess to press your target back. Until the end of your turn, each time you hit with a finesse weapon, the target must succeed on a Dexterity saving throw or move 5 feet away from you. The target can be no more than one size category larger than you. You can immediately advance into the space the target vacated if you wish, without triggering an opportunity attack. +- **Effortless Steps.** When you take the Dash action, you can spend 1 prowess to ignore non-magical difficult terrain, and climbing doesn’t cost extra movement until the end of your turn. You can spend 1 additional prowess to move through a single foe’s space without triggering an opportunity attack from that creature. +- **Pommel Punch.** When you make an attack, you can spend 2 prowess to strike the target with the pommel of your weapon instead of the blade. This does 1d6 bludgeoning damage instead of the weapon’s normal damage dice, and the target must make a successful Constitution saving throw or be incapacitated until the end of its next turn. The target can be no more than one size category larger than you. +- **Stick and Move.** After you attack with a finesse weapon, you can spend 2 prowess as a bonus action to move up to your speed. This movement doesn’t provoke opportunity attacks. +- **Swift Strikes.** If you make an attack with a light weapon in your off-hand, you can spend 1 prowess to add your ability bonus to this attack’s damage roll. +- **Tagging Strike.** When you hit a creature with a finesse weapon, you can spend 2 prowess to impair your target by cutting a strap, injuring a joint, or dealing some other distracting blow. The target must make a successful Constitution saving throw or have disadvantage on the first attack roll or ability check it makes during its turn. The effect ends when the creature spends an action to end it. (readjusting its gear, regaining its balance, etc.) +- **Wall of Flashing Steel.** As a reaction when you are hit by a melee weapon attack, you can spend 2 prowess to attack with a finesse weapon. If the result of your attack roll exceeds your AC, use the attack roll in place of your AC until the start of your next turn. This can cause the triggering attack to miss. +- **Witty Repartee.** As a reaction after a creature you can see makes an attack roll, ability check, or saving throw but before success or failure is revealed, you can spend 2 prowess to encourage or mock the creature. If the creature can hear you, roll a d4; the result is added to or subtracted from the creature’s attack roll (your choice). + diff --git a/content/Classes/Rogue/Enforcer.md b/content/Classes/Rogue/Enforcer.md new file mode 100644 index 0000000..074d230 --- /dev/null +++ b/content/Classes/Rogue/Enforcer.md @@ -0,0 +1,55 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/ee89daa5e6c2a50f7c28a9b87fb77fa3_MD5.jpg|Beast World? Selius]] + +Enforcers excel at practical violence. Whether plying their trade as bounty hunters, assassins, or mercenaries, rogues of this specialty strive to make their bloody craft efficient and effective. + +||**Enforcer Progression**| +|---|---| +|**Rogue Level**|**Features**| +|3rd|Ambush, Cold-Blooded, Expanded Talent List| +|7th|Brawler| +|11th|Ready to Rumble| +|15th|Kill Shot| + +# Ambush + +_3rd-Level Enforcer Feature_  + +During the first round of combat, you have advantage on the first attack roll you make against any creature involved in the combat. In addition, when you make a successful attack roll against a creature with the surprised condition, that attack is automatically considered a critical hit. + +# Cold-Blooded + +_3rd-Level Enforcer Feature_  + +Once per turn when you reduce a creature to 0 HP with a weapon attack, you can use the same weapon to immediately make an additional weapon attack against a different creature you can see within your weapon’s normal range. You can’t add Sneak Attack damage to this additional attack, even if circumstances would normally allow you to do so. + +# Expanded Talent List + +_3rd-Level Enforcer Feature_  + +When you gain a new talent, you can select that talent from either the martial or the technical talents list (see Talents in Chapter 4). + +# Brawler + +_7th-Level Enforcer Feature_  + +You can now use your Sneak Attack feature against a target within 5 feet of you even if no other creatures (besides the target) are within 5 feet of you. You don’t need to have advantage on the attack roll, but you can’t have disadvantage on it. All other required conditions for Sneak Attack still apply. + +In addition, you can now use your Sneak Attack feature with unarmed strikes (in addition to ranged weapons and weapons with the Finesse property). + +#  Ready to Rumble  + +_11th-Level Enforcer Feature_  + +You have advantage on **DEX** checks made to determine your place in initiative order. As long as you aren’t incapacitated, you can’t be surprised (see Appendix A: Conditions). + +# Kill Shot  + +_15th-Level Enforcer Feature_  + +When you roll Sneak Attack damage, you can reroll any number of the dice, but you must take the new result.  + +In addition, you can apply your Sneak Attack feature to any eligible weapon attack you make as part of an attack of opportunity if you haven’t already used your Sneak Attack during the round. diff --git a/content/Classes/Rogue/Nightblade.md b/content/Classes/Rogue/Nightblade.md new file mode 100644 index 0000000..e58e1a6 --- /dev/null +++ b/content/Classes/Rogue/Nightblade.md @@ -0,0 +1,53 @@ +--- +source: Players Guide 2 +--- + +Instead of relying on physical weapons, you draw from your inner resolve to manifest soul-bound knives. As you progress in power, you can use these knives to impose your will on your targets. + +| Nightblade Progression | | +| ---------------------- | ----------------------------------------------------- | +| Rogue Level | Features | +| 3rd | Psychic Blade, Psychic Bulwark | +| 7th | Enhanced Blades (+1) | +| 11th | Home In | +| 15th | Enhanced Blades (+2, spiritual weapon), Psychic Burst | + +## Psychic Blade  + +3rd-Level Nightblade Feature  + +You manifest a portion of your soul into psychic blades. Whenever you take the Attack action, you can manifest a blade of psychic energy from your free hand and make an attack with that blade. The blade has the same statistics as a dagger, but it deals psychic damage rather than piercing damage. You can manifest a second blade in your other hand for two-weapon fighting. + +If you use a psychic blade to perform a Pinning Shot (see Weapon Options in Player’s Guide), the blade remains until the creature frees itself or until you use Pinning Shot again. + +## Psychic Bulwark  + +3rd-Level Nightblade Feature  + +You have spent time honing the power of your mind. You are resistant to psychic damage.  + +In addition, when you take psychic damage, you can hold a portion of that energy within your mind until the end of your next turn. Once before the effect ends, you can add half the damage you took to a Psychic Blade attack. + +## Enhanced Blades  + +7th-Level Nightblade Feature  + +Your psychic blade becomes magical, and you gain a +1 bonus to attack and damage rolls with it. + +Starting at 15th level, the bonus to attack and damage rolls increases to +2. As a bonus action, you can now manifest an extra blade that hovers over a point you can see within 60 feet of you. This effect works like the spiritual weapon spell, except the blade deals psychic damage, and your spellcasting ability is **INT**. + +## Home In  + +11th-Level Nightblade Feature  + +Your psychic blades now act as beacons. The range of your Psychic Blade feature increases to 30/120 feet, and when you hit a target with a psychic blade attack, as a bonus action, you can teleport to an unoccupied space you can see within 5 feet of the target. + +## Psychic Burst  + +15th-Level Nightblade Feature  + +Your blades of your Psychic Blade feature hum with barely contained energy. When you use your Sneak Attack feature (see Player’s Guide) or score a critical hit with an attack roll with a psychic blade (which can include the psychic blade created by your Enhanced Blades feature), you can cause a burst of psychic energy to spill from the target. The target and each creature within 15 feet of it must make an **INT** save (**DC** 8 + your **PB** + your **INT** modifier), taking psychic damage equal to your Sneak Attack damage dice on a failed save or half as much damage on a successful one. A creature with an **INT** of 3 (−4) or lower can’t be affected by this burst.  + +If you use Psychic Burst as part of a critical hit, the target’s thoughts are also jumbled for 1 minute. Until this effect ends, each time the target makes an attack roll or ability check or makes a **CON** save to maintain concentration, it rolls a d6 and subtracts the number rolled from the attack roll, ability check, or **CON** save. The target can make an **INT** save at the end of each of its turns, ending this effect on itself on a success. + +You can use this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. diff --git a/content/Classes/Rogue/Shade.md b/content/Classes/Rogue/Shade.md new file mode 100644 index 0000000..68cc1da --- /dev/null +++ b/content/Classes/Rogue/Shade.md @@ -0,0 +1,78 @@ +--- +source: Corpus Malicious +--- + +Shadow is a Shade’s friend. As a Shade moves in it, lives in it, and uses it, it feels closer to the shadows. Day by day, its bond gets stronger. + +As a Shade Rogue, you have understood what it is to be alive and felt the shadows deep inside. At that moment, your path was determined within the cold and dark of shadows. + +| Shade Progression | | +| ----------------- | ------------------------------- | +| Rogue Level | Features | +| 3rd | Shadow’s Embrace, Shadow Dagger | +| 7th | Stretching Shadows | +| 11th | One with the Shadows | +| 15th | Shadow Stealer | + +##  Shadow Powers  + +Some of the features below require creatures to make saving throws against your spell save **DC**. Your spell save **DC** for these features are as follows: + +Spell Save **DC** = 8 + your proficiency bonus + your Intelligence modifier + +## Shadow’s Embrace  + +3rd-Level Shade Feature  + +You gain darkvision out to a range of 90 feet. Additionally, in dim light or darkness, your speed increases by 10 feet. + +Also, if you remain in the shadows for 1 minute, you can add your **PB** (your proficiency bonus is doubled if you are already proficient) on your Dexterity (Stealth) checks as long as you are still in the shadows.   + +## Shadow Dagger + +3rd-Level Shade Feature  + +You gain the ability to conjure a Shadow Dagger from the shadow of an opponent. As a bonus action, you target a creature within 30 feet of you. The target must succeed on a Charisma saving throw (**DC** equal to 10 + your **PB**+ your Charisma modifier) or you conjure a Shadow Dagger out of the target’s shadow that floats around the target.  + +When you conjure the dagger, you can make a melee weapon attack against the creature. As a bonus action on your turn, you can repeat the attack against the target. The shadow dagger deals 1d4 piercing damage as if it is a normal dagger. Starting at 9th level, Shadow Dagger becomes a magic weapon. While attacking with the Shadow Dagger, you can use your Sneak Attack against that target even if you don’t have advantage on that attack roll, but not if you have disadvantage on it.  + +The dagger stays for 1 minute. Once you use this feature Successfully, you cannot do so again until you finish a short or long rest. + +## Stretching Shadows  + +7th-Level Shade Feature  + +As you grow in power, your control over the shadows grows as well. You are able to cast the see invisibility and black tentacles spells without their material components.  + +Once you cast see invisibility spell three times and black tentacles once, you have to take a short or long rest to use them again.   + +## One with the Shadows + +11th-Level Shade Feature  + +You become more attuned to the shadows and start to bend them to your will, to serve your purposes. You can use the following benefits:  + +- Obscuring Shadows. When you are in the shadows, even if there is nothing that you can hide behind, you can still hide. You can also hide an additional creature or object of your size or smaller. You gain a +5 bonus to your Dexterity (Stealth) and Dexterity (Sleight of Hand) checks in shadowy areas. You can also use your Cunning Action feature to play with the shadows around the creature or object, granting a proficiency bonus (double proficiency bonus if the target is already proficient with Stealth) on your target’s Dexterity (Stealth) checks. This bonus remains as long as you or the other creature or object affected by this benefit remain in the shadows.  +- Shadow Leap. You can use your Cunning Action feature to teleport from one shadow to another that is within 30 feet.  +- Shadow Reach. You can use shadows as pathways that lead your blade to the enemy. You can sink your hand into a shadow within reach and it comes out of another shadow of your choice that is within 30 feet of you. If your target is aware of your presence, it must make a successful Wisdom (Perception) check vs your Shadow Powers **DC** to see your hand reaching out to it through the shadows. If your target is unaware of your presence, you can use your Sneak Attack feature.  + +You can use these features a number of times equal to your Intelligence modifier (minimum once). You gain any expended uses after you finish a long rest. + +## Shadow Stealer  + +15th-Level Shade Feature  + +You can steal your target’s shadow, or you can bring your shadow to life by bestowing your own blood upon it.  + +To steal another creature’s shadow, you must concentrate on its shadow as an action. The creature must be within 30 feet of you. When you try to steal the shadow, the target must make a Charisma saving throw. On a failed save, you successfully steal it. To bring your own shadow to life, you have to spill your blood as an action, dealing 20 damage to yourself. This damage cannot be reduced by any means.  + +Once you start to command a shadow in either way, its Initiative is equal to yours minus 10. The shadow stays under your command for 1 minute and has the following properties: + +- It has 60 hit points, and 15 AC (Natural Armor).  +- It has resistance to bludgeoning, slashing, and piercing damage coming from non-magical attacks. It also has immunity to being grappled, petrified, prone and restrained. +- Its saving throws are as follows: Dexterity +6, Constitution +5, Intelligence +4, Wisdom +5, Charisma +5.  +- It can make two melee weapon attacks or two ranged weapon attacks on its turn. It uses weapons conjured from the shadows and these weapons are magical. You can choose the shape of the weapon and its damage type changes according to the weapon. Regardless of its shape, the weapons deal 1d8 damage. +- It also has no Strength score, so it cannot execute tasks tied to Strength score and it automatically fails Strength saving throws.  +- It has a flying (hover) speed of 30 feet.  +- It can use its bonus action to teleport to another shadow within 60 feet of it. + diff --git a/content/Classes/Rogue/Skirmish Surgeon.md b/content/Classes/Rogue/Skirmish Surgeon.md new file mode 100644 index 0000000..9024e92 --- /dev/null +++ b/content/Classes/Rogue/Skirmish Surgeon.md @@ -0,0 +1,61 @@ +--- +source: "Campaign Builder: Cities and Towns" +--- + +![[assets/fbb46c17962a97db49c6337e8a6ad202_MD5.jpg|Samuel Inkiläinen|278x196]] + +You’ve dedicated yourself to watching over your comrades in battle and pelting your foes with dangerous concoctions. You keep a steady hand amid the chaos to practice life-saving techniques while mitigating the taxes they leave on the body. And when you’re not playing the doctor, you fight with a blade in one hand and bottled disaster in the other. + +||**Skirmish Surgeon Progression**| +|---|---| +|**Rogue Level**|**Features**| +|3rd|Field Surgeon, Bloodletting, Harmacy| +|7th|Surgeon’s Ambidexterity| +|11th|Preventative Care| +|15th|Lethal Dosing| + +# Field Surgeon + +_3rd-Level Skirmish Surgeon Feature_  + +You gain proficiency in the Medicine skill if you don’t already have it, and you gain proficiency with alchemist’s supplies or the herbalism kit (your choice). You also can use the bonus action granted by your Cunning Action to make a Wisdom (Medicine) check on yourself or one creature within 5 feet of you. + +# Bloodletting  + +_3rd-Level Skirmish Surgeon Feature_  + +You understand that precise cuts in the body can be just as effective at helping as harming. You can use the Medicine skill in the following additional ways. + +- **Bleed the Vein.** You can deal 1d4 piercing damage to yourself or a creature within 5 feet of you and make a **DC** 15 Wisdom (Medicine) check. On a success, you end one of the following conditions affecting the target: incapacitated, paralyzed, poisoned, or Stunned. +- **Field Patch.** You tie a tourniquet, wrap a wound, or perform some other quick patch-up to yourself or a creature within 5 feet of you that is below half its hit-point maximum. Make a Wisdom (Medicine) check and consult the table below to determine the effectiveness of the patch-up.  + +|**Check**|**Spells**| +|---|---| +|0-5|The target loses 1d4 hit points.| +|6-15|The target gains 1 + your Wisdom modifier temporary hit points.| +|16-20|The target gains 1d4 + your Wisdom modifier temporary hit points. In Addition, If the target is at 0 hit points, it heals for 1 hit point.| +|21+|The target regains 1d4 + your Wisdom modifier hit points. If the target is at 0 hit points, it instead heals for 2d4 + your Wisdom Modifier hit points.| + +# Harmacy  + +_3rd-Level Skirmish Surgeon Feature_  + +Your time in medical tents and tending wounded on battlefields has taught you how to handle and distribute alchemical substances. You are proficient with improvised alchemical weapons, such as vials of acid, alchemist’s fire, holy water, or jars of leeches. When you hit a creature with an improvised alchemical weapon, you can deal your Sneak Attack damage to it, provided you meet the normal requirements for dealing your Sneak Attack damage to the target. If the alchemical weapon requires the target to make a saving throw, the **DC** equals 8 + your proficiency bonus + your Wisdom modifier. + +# Surgeon’s Ambidexterity  + +_7th-Level Skirmish Surgeon Feature_  + +You are adept at switching between patching wounds and causing them. If you successfully use your Bloodletting feature on yourself or a friendly creature to end one condition or provide temporary hit points or healing, you have advantage on the next attack roll you make before the end of your next turn. + +# Preventative Care  + +_11th-Level Skirmish Surgeon Feature_  + +You can provide others with therapeutic treatment to help them ward off illness and injury. You can spend at least 10 minutes tending to the medical needs of up to six friendly creatures (which can include yourself), bolstering their bodies’ natural defenses. Each creature gains temporary hit points equal to your proficiency bonus and has advantage on Constitution checks and Constitution saving throws for 1 hour. A creature can’t benefit from Preventative Care again until it has finished a short or long rest. + +# Lethal Dosing + +_15th-Level Skirmish Surgeon Feature_  + +You learn to exploit weaknesses revealed by your alchemical substances. If you have damaged a creature with an improvised alchemical weapon within the last 1 minute, your Sneak Attack damage against that creature increases by 3d6. diff --git a/content/Classes/Rogue/SoulSpy.md b/content/Classes/Rogue/SoulSpy.md new file mode 100644 index 0000000..e60e753 --- /dev/null +++ b/content/Classes/Rogue/SoulSpy.md @@ -0,0 +1,104 @@ +--- +source: Tome of Heroes +--- + +![[assets/ae31d490ba31c52013afa916c7fd583d_MD5.jpg|Valeria Folko|362x256]] + +In the eternal war between good and evil, between light and darkness, between life and death, there are many types of participants on each side. Soulspies are agents of the divine who lurk in the shadows, taking a less-visible role in the fight. Occasionally, they aid other agents of their deities, but most often they locate and manage or eliminate threats to their deities that more scrupulous agents might be unwilling or unable to handle. + +||**SoulSpy Progression**| +|---|---| +|**Rogue Level**|**Features**| +|3rd|SoulSpy Spellcasting, Bonus Proficiency, Divine Symbol| +|7th|Sacred Stealth| +|11th|Touching the Soul| +|15th|Life Thief| + +|||||||**SoulSpy Spellcasting**| +|---|---|---|---|---|---|---| +|**Rogue Level**|**Cantrips Known**|**Spells Known**|**1st**|**2nd**|**3rd**|**4th**| +|3rd|3|3|2|—-|—-|—-| +|4th|3|4|3|—-|—-|—-| +|5th|3|4|3|—-|—-|—-| +|6th|3|4|3|—-|—-|—-| +|7th|3|5|4|2|—-|—-| +|8th|3|6|4|2|—-|—-| +|9th|3|6|4|2|—-|—-| +|10th|4|7|4|3|—-|—-| +|11th|4|8|4|3|—-|—-| +|12th|4|8|4|3|—-|—-| +|13th|4|9|4|3|2|—-| +|14th|4|10|4|3|2|—-| +|15th|4|10|4|3|2|—-| +|16th|4|11|4|3|3|—-| +|17th|4|11|4|3|3|—-| +|18th|4|11|4|3|3|—-| +|19th|4|12|4|3|3|1| +|20th|4|13|4|3|3|1| + +# SoulSpy Spellcasting  + +_3rd-Level SoulSpy Feature_  + +You gain the ability to cast spells drawn from the magic of a divine entity. + +## Cantrips  + +You learn three cantrips of your choice from the Divine Source list. You learn another cleric cantrip of your choice at 10th level.  + +## Spell Slots  + +The Soulspy Spellcasting table shows how many spell slots you have to cast your Divine spells of 1st circle and higher. To cast one of these spells, you must expend one of these slots at the spell’s circle or higher. You regain all expended spell slots when you finish a long rest.  + +For example, if you know the 1st-circle spell inflict wounds and have a 1st-circle and a 2nd-circle spell slot available, you can cast inflict wounds using either slot. + +## Spells Known of 1st-Circle and Higher  + +You know three 1st-circle divine spells of your choice, two of which you must choose from the abjuration and necromancy spells on the divine spell list. The Spells Known column of the Soulspy Spellcasting table shows when you learn more divine spells of 1st circle or higher. Each of these spells must be an abjuration or necromancy spell and must be of a circle for which you have spell slots. The spells you learn at 8th, 14th, and 20th level can be from any school of magic.  + +When you gain a level in this class, you can choose one of the divine spells you know and replace it with another spell from the divine source list. The new spell must be of a circle for which you have spell slots, and it must be an abjuration or necromancy spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level.  + +## Spellcasting Ability  + +Wisdom is your spellcasting ability for your divine spells. You learn your spells through meditation and prayer to the powerful forces that guide your actions. 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 divine spell you cast and when making an attack roll with one.  + +**Spell save **DC**** = 8 + your proficiency bonus + your Wisdom modifier  + +**Spell attack modifier** = your proficiency bonus + your Wisdom modifier  + +# Bonus Proficiency  + +_3rd-Level SoulSpy Feature_  + +You gain proficiency in the Religion skill, if you don’t already have it. + +# Divine Symbol  + +_3rd-Level SoulSpy Feature_  + +You can use an action to create a symbol of your deity that hovers within 5 feet of you. The symbol is a Tiny object that is visible but invulnerable and intangible, and it lasts for 1 minute, until you die, or until you dismiss it (no action required). While this symbol is active, you gain the following benefits:  + +- Your Divine Symbol functions as a spellcasting focus for your divine spells.  +- As a bonus action, you can turn the symbol into thieves’ tools, which you can use to pick locks, disarm traps, or any other activities that would normally require such tools. While your Divine Symbol is functioning in this way, it loses all other properties listed here. You can change it from thieves’ tools back to its symbol form as a bonus action.  +- The symbol sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can extinguish or restore the light as a bonus action. When you extinguish the symbol’s light, you can also snuff out one candle, torch, or other non-magical light source within 10 feet of you.  +- When you create this symbol, and as an action on each of your turns while the symbol is active, you can force the symbol to shoot divine energy at a creature you can see within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 radiant or necrotic damage (your choice). When you reach certain levels in this class, the symbol’s damage increases: at 5th level (2d8), 11th level (3d8), and 17th level (4d8). + +# Sacred Stealth  + +_7th-Level SoulSpy Feature_  + +You can use your Sneak Attack on a creature hit by an attack with your Divine Symbol if the target of the attack is within 5 feet of an ally, that ally isn’t incapacitated, and you don’t have disadvantage on the attack roll. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a short or long rest. + +# Touching the Soul  + +_11th-Level SoulSpy Feature_  + +You can use your Divine Symbol to deliver your divine spells that have a range of touch. Choose a creature you can see within 30 feet of you as the target of the spell. You can’t use your Sacred Stealth feature on a spell delivered in this way. After you cast the spell, your Divine Symbol ends. + +In addition, when you cast a spell that deals radiant or necrotic damage, you can switch it to do the other type of damage instead.  + +# Life Thief  + +_15th-Level SoulSpy Feature_  + +You gain the ability to magically channel life force energy out of one creature and into another. When you deal radiant or necrotic damage with your Divine Symbol attack or a divine spell or cantrip, choose a friendly creature you can see within 30 feet of you. That creature regains hit points equal to half the radiant or necrotic damage dealt. You can target yourself with this feature. Once you use this feature, you can’t use it again until you finish a short or long rest. diff --git a/content/Classes/Rogue/Spy.md b/content/Classes/Rogue/Spy.md new file mode 100644 index 0000000..a534fb1 --- /dev/null +++ b/content/Classes/Rogue/Spy.md @@ -0,0 +1,54 @@ +--- +source: Labyrinth Worldbook +--- + +![[assets/cf25a94c7a6ebf40c4a5b0f76b9ac856_MD5.jpg|Joseph Weston]] + +You are whoever you need to be, without flaws or exceptions. That is the ultimate talent of the Spy rogue. Your capabilities are geared toward fading into the background at a critical moment, or sharing a piece of information heard in the right place at the right time. Anonymity is second nature to you; defining yourself outside of your multiple personas is the real challenge. + +||**Spy Progression**| +|---|---| +|**Rogue Level**|**Features**| +|3rd|Feint, Infiltrator| +|7th|Deep Cover| +|11th|Upper Hand| +|15th|Cloaked Dagger| + +# Feint  + +_3rd-Level Spy Feature_  + +You can attempt to use trickery to lower your enemy’s guard. When you use the Attack action against a creature within 30 feet of you that can see and hear you—but before you make your attack roll—you can force the target to make a **WIS** save (the **DC** is equal to 8 + your **PB** + your CHA modifier). On a success, proceed with your attack roll as normal. On a failure, you have advantage on the first attack roll you make against the target.  + +Advantage granted by this feature triggers the use of Sneak Attack, as long as all other required conditions for Sneak Attack are also met. + +# Infiltrator  + +_3rd-Level Spy Feature_  + +You’ve mastered a set of tricks that allow you to more easily hide your true identity and pass along discreet communications:  + +- You learn the message cantrip and can cast it without material components. +- You gain proficiency with charlatan tools (see the Player’s Guide). If you are already proficient, double your **PB** instead for checks made with charlatan tools. + +Once you reach 7th level in the rogue class, you also learn the sending spell, which you can cast once per long rest without expending a spell slot or requiring material components. + +# Deep Cover + +_7th-Level Spy Feature_  + +You have learned to steel your mind against magical influence or discovery. Your thoughts can’t be read by any magical means (unless you choose to allow such an effect). + +Additionally, as a bonus action, you can heighten your mystical defenses for 1 hour. During this time, you gain all the benefits of the nondetection spell. Once you use this feature, you can’t do so again until you finish a long rest. + +# Upper Hand  + +_11th-Level Spy Feature_  + +After initiative is rolled (but before the first round begins), you can choose to switch your initiative or the initiative of a willing allied creature you can see with the initiative of one other creature of your choice that you can see. You can’t use this feature if you are surprised. + +# Cloaked Dagger  + +_15th-Level Spy Feature_  + +When you successfully deal damage with your Sneak Attack feature against a creature that hasn’t taken damage during the current round, the target is automatically stunned until the end of its next turn (in addition to taking damage as normal). The stunned target can attempt a **CON** save each time it suffers an instance of damage while stunned (**DC** equals 8 + your **PB** + your **DEX** modifier), ending the effect early on a success. diff --git a/content/Classes/Rogue/Strategist.md b/content/Classes/Rogue/Strategist.md new file mode 100644 index 0000000..743773c --- /dev/null +++ b/content/Classes/Rogue/Strategist.md @@ -0,0 +1,48 @@ +--- +source: Book of Blades +--- + +![[assets/76b5d91a7e9f9224915900b3d9f9ad34_MD5.jpg|RicaMitten|292x365]] + +From academy-trained officers to world-weary veterans of the front lines, there are always those who leverage their wits on the battlefield for maximum effect. Trained in the arts of tactical maneuver and a little skullduggery in a pinch, these rogues use their wits to command or guide allies for maximum effect. + +||**Strategist Progression**| +|---|---| +|**Rogue Level**|**Features**| +|3rd|Keen Discernment, Tactical Guidance| +|7th|Know the Field| +|11th|Ambusher’s Awareness| + +# Keen Discernment  + +_3rd-Level Strategist Feature_ + +You can add your **INT** modifier to initiative rolls in addition to your **DEX** modifier. You can also add your **INT** modifier to **DEX** or **WIS** saves. As a bonus action, you can grant either benefit to an ally that can see or hear you if you haven’t benefited from it since the end of your last turn. If you do, you can’t benefit from this bonus until the start of your next turn. + +# Tactical Guidance  + +_3rd-Level Strategist Feature_  + +If you didn’t benefit from your Sneak Attack on your last turn, you can use your reaction when an ally that can see or hear you attacks a creature to apply your Sneak Attack damage to that attack instead. + +# Know the Field  + +_7th-Level Strategist Feature_  + +You can guide allies to take routes they normally wouldn’t consider. As a bonus action, you can grant an ally the ability to use its reaction to Dash or Hide. Alternately, you can use your reaction to allow an ally to immediately Disengage from any number of creatures. + +You can give such commands a number of times equal to your **PB**, regaining all expended uses after you finish a short or long rest. + +# Ambusher’s Awareness  + +_11th-Level Strategist Feature_  + +Your discernment improves further. You and allies that can see or hear you can’t be surprised so long as you aren’t incapacitated. In addition, you and allies that can see or hear you add your **INT** modifier to damage on attacks against surprised enemies. + +# Commander’s Eye  + +_15th-Level Strategist Feature_  + +Your insights in the battlefield pay dividends. You gain a second reaction that you can use before the start of your next turn.  + +In addition, you can use a reaction to move a willing ally within 15 feet of you that you can see into an unoccupied space adjacent to another willing ally within 15 feet of you, swapping the target of any effects between them. diff --git a/content/Classes/Rogue/Thief-Acrobat.md b/content/Classes/Rogue/Thief-Acrobat.md new file mode 100644 index 0000000..d2ee6c5 --- /dev/null +++ b/content/Classes/Rogue/Thief-Acrobat.md @@ -0,0 +1,51 @@ +--- +source: Book of Blades +--- + +[[assets/f1762f5711e4c9fe3f884dccc2751627_MD5.jpg|Open: image-11.png]] + +![[assets/f1762f5711e4c9fe3f884dccc2751627_MD5.jpg|Septimius Ferdian H.|280x196]] + +The core of the rogue lies in its mobility, and the Thief-Acrobat takes that mobility to its mortal limits and beyond. Through training that could vary from circus performance to freerunning through city streets, you’ve keenly trained not just your body, but your environmental awareness to find and navigate impossible paths. Running works in more directions that way, though. You can also run circles around enemies in a fight and leave a nasty wake. + +||**Thief-Acrobat Progression**| +|---|---| +|**Rogue Level**|**Features**| +|3rd|Ever-Ready, Nimble Strider| +|7th|Momentum Mastery| +|11th|Touching the Wind| +|15th|Airdancer| + +# Ever-Ready  + +_3rd-Level Thief-Acrobat Feature_  + +You gain proficiency with improvised weapons. Your damage die with an improvised weapon is always at least a d6, and you can use your **DEX** modifier for attack and damage rolls. You gain proficiency with improvised weapons. Your damage die with an improvised weapon is always at least a d6, and you can use your **DEX** modifier for attack and damage rolls. You gain proficiency with improvised weapons. Your damage die with an improvised weapon is always at least a d6, and you can use your **DEX** modifier for attack and damage rolls.  + +Your attacks with improvised weapons qualify for your Sneak Attack. In fact, the first time you attack a creature with an improvised weapon in combat, you do not need to meet any other conditions to deal Sneak Attack damage. Creatures who witness this attack are immune to this effect for the next 24 hours. + +# Nimble Strider  + +_3rd-Level Thief-Acrobat Feature_  + +Your walking speed increases by 10 feet, and you gain a climbing speed equal to your walking speed. You can also use your **DEX** in place of **STR** for Athletics ability checks and for determining jumping distances. + +# Momentum Mastery  + +_7th-Level Thief-Acrobat Feature_  + +When you move at least 20 feet toward a target, you don’t need advantage on the attack roll to use your Sneak Attack against it and you deal an additional d6 of damage on a hit. + +In addition, when you use your Uncanny Dodge feature, you can also push or pull a Large or smaller size attacker up to 10 feet. If you do, you can also move up to 10 feet in the same direction. + +# Touching the Wind  + +_11th-Level Thief-Acrobat Feature_  + +If you use Uncanny Dodge in response to a melee attack or fail a save that qualifies for your Evasion feature, you can choose to take no damage or secondary effects. Once you do so, you cannot use this feature again until you complete a long rest. + +# Airdancer + +_15th-Level Thief-Acrobat Feature_  + +Your high-flying acrobatics defy mortal limits. You gain a flying speed equal to your walking speed, which begins at the start of your turn and ends at the end of your turn. You can land on any surface that can hold at least 5 pounds of weight, so long as you move again before the end of your next turn. If you don’t move from a space that couldn’t normally hold you, the foothold gives way and you fall immediately. diff --git a/content/Classes/Rogue/Thief.md b/content/Classes/Rogue/Thief.md new file mode 100644 index 0000000..186343c --- /dev/null +++ b/content/Classes/Rogue/Thief.md @@ -0,0 +1,55 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/700bcd7e6274663df7b817aa958eb02e_MD5.jpg|TamLin123|290x290]] + +You have a reputation for quick thinking and quicker fingers. Leave throat-cutting and con-running to lesser scoundrels. You live to liberate treasures held under lock and key. The thrill of bypassing a sealed door, complex trap, or other “impassable” obstacle is the true prize—followed by the payday that comes from whatever you took. + +||**Enforcer Progression**| +|---|---| +|**Rogue Level**|**Features**| +|3rd|Fast Hands, Second-Story Work| +|7th|Appraising Eye| +|11th|Trap Specialist| +|15th|Thief’s Reflexes| + +# Fast Hands + +_3rd-Level Thief Feature_  + +Experience has honed your skills, allowing you to accomplish precision work in a flash. In addition to its standard uses, you can now use the bonus action granted by your Cunning Action feature to do any of the following:  + +- Make a **DEX** (Sleight of Hand) check. +- Take the Use an Object action. +- Use thieves’ tools to attempt to disarm a trap or open a lock. + +# Second-Story Work + +_3rd-Level Thief Feature_  + +You’ve never met a wall you couldn’t conquer, and climbing them is second nature. You gain a climbing speed equal to your walking speed. If you already have a climbing speed when you gain this feature, it increases by 10 feet. + +In addition, when you make a long jump, you cover a number of feet equal to your walking speed if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap half your walking speed. Either way, each foot you clear on the jump costs a foot of movement. In the event a **STR** (Athletics) check is required to clear or extend a jump, you can choose to make a **DEX** (Acrobatics) check instead. + +# Appraising Eye + +_7th-Level Thief Feature_  + +You’ve developed an eye for quality. As an action, you can inspect any object within 10 feet of you that you can see to learn whether it is nonmagical or magical. If the object is nonmagical, you immediately learn its approximate value in gold pieces. You also learn whether the object is fake or could conceal other objects inside it (though you don’t learn whether it is currently concealing objects or what those objects are). + +If the object is magical, you can spend 1 minute examining it to learn its type, rarity, whether it is cursed, and if it requires attunement (and any specific attunement requirements it has). After you have examined a magic item in this way, you learn how to use it and can ignore any class or feature requirements that would normally prevent you from using it (though you still must abide by any level restrictions). If a magic item requires the use of a spellcasting ability, use your **DEX** to determine your spell save **DC** or spell attack bonus. + +# Trap Specialist  + +_11th-Level Thief Feature_  + +When you or a creature within 5 feet of you triggers a trap, you can use your reaction to roll an ability check to attempt to disarm the trap. If you are successful, the trap is disarmed and not triggered. If you are unsuccessful, the trap is triggered as normal. + +In addition, you can now disarm any magical traps that would typically require the use of the dispel magic spell. When you do so, make an ability check using only your **DEX** modifier, without adding any other modifiers to the roll. If the result meets or exceeds the trap’s **DC** (your GM has this number), it is disarmed as if you had successfully cast the dispel magic spell. + +# Thief’s Reflexes  + +_15th-Level Thief Feature_  + +You have become adept at laying ambushes and quickly escaping danger. Now, you can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature if you are surprised (see Appendix A: Conditions). diff --git a/content/Classes/Rogue/Trapsmith.md b/content/Classes/Rogue/Trapsmith.md new file mode 100644 index 0000000..a35f4cf --- /dev/null +++ b/content/Classes/Rogue/Trapsmith.md @@ -0,0 +1,85 @@ +--- +source: Players Guide 2 +--- + +Some rogues focus all their attention on understanding traps. This fixation makes them better at avoiding dangers and keeping their companions safe. Trapsmith rogues also design their own traps or tweak existing traps to turn the tables on those who put their trust in these mechanical or magical apparatuses. + +| Trapsmith Progression | | +| --------------------- | ------------------------------ | +| Rogue Level | Features | +| 3rd | Makeshift Trap, Trap Expertise | +| 7th | Rework Trap | +| 11th | Improved Traps | +| 15th | Trap Mastery | + +## Makeshift Trap  + +3rd-Level Trapsmith Feature  + +You can spend 1 minute crafting a simple, makeshift trap, using the materials at hand. The trap is a Small or smaller object with an AC of 10 + your **PB** and hit points equal to twice your rogue level. You can place the trap as an action, setting it up in an unoccupied space, no more than 5 feet on a side, within 5 feet of you that you can see. The trap remains until triggered or until 24 hours pass, at which point it crumbles. You can set a number of traps equal to your **PB** + your **DEX** modifier (minimum of 1). You regain all expended uses when you finish a long rest. + +Trap Effects  + +When you set a trap, you decide its trigger and effects, including if it deals damage or applies a condition. Use the Trap Triggers and Trap Effects tables to create it. Several options have a “cost” listed in d6s. The maximum number of d6s you can spend to create a single trap is equal to the number of d6s listed in the Sneak Attack column of the Rogue Progression table (see Player’s Guide). For example, a 5th-level rogue can create a trap that costs up to 3d6, which can be a trap that deals acid damage to a creature that enters its space or a trap that inflicts a condition for 1 minute when a creature enters a space within 5 feet of it. + +Area of Effect. A trap’s area of effect is typically only the triggering creature. If you expend a d6 from the d6s available for creating the trap, you can make the trap affect each creature within 5 feet of the trap’s space when it is triggered. This range increases by 5 feet for each additional d6 you spend in this way, to a maximum of 30 feet (6d6). Any d6s spent increasing the trap’s area can’t be spent on triggers or effects. + +Conditions. A trap can inflict one of the following conditions: blinded, deafened, or poisoned. Each time you add a condition to a trap’s effects, choose a different condition, expending d6s from the d6s available for creating the trap. + +Save. When a trap is triggered, the affected creature or creatures must make a save against the trap’s effects. The trap’s save **DC** equals 8 + your **PB** + the number of d6s the trap’s triggers and effects cost. + +Trap Resolution  + +When you set a trap, decide if you want it to be hidden. If you do, make a **DEX** (Stealth) check. The result becomes the **DC** to find the trap. The **DC** to disarm the trap is equal to the trap’s save **DC**. + +| Trap Triggers | | +| ------------------------------------------------------------ | ---- | +| Trigger | Cost | +| Creature enters the trap’s space. | 0 | +| Creature enters a specific space within 5 feet of the trap. | 0 | +| Creature enters a specific space within 15 feet of the trap. | 1d6 | +| Creature enters any space within 5 feet of the trap. | 1d6 | +| Creature enters any space within 10 feet of the trap. | 2d6 | + +| Trap Effects | | +| -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---- | +| Effect | Cost | +| On a failed save, the affected creature is grappled. The escape **DC** is equal to the trap’s save **DC**. | 1d6 | +| On a failed save, the affected creature suffers a condition until the end of its next turn. | 1d6 | +| On a failed save, the affected creature is tethered and can’t move more than 15 feet away from the trap’s space until it or another creature takes an action to free it by succeeding on a **STR** check against the trap’s save **DC**. Alternatively, destroying the trap frees the tethered creature. | 1d6 | +| The affected creature takes bludgeoning, piercing, or slashing damage (your choice) equal to your Sneak Attack damage dice on a failed save or half as much damage on a successful one. | 1d6 | +| On a failed save, the affected creature is grappled and restrained until the grapple ends. The escape **DC** is equal to the trap’s save **DC**. | 2d6 | +| On a failed save, the affected creature suffers a condition for 1 minute. It can repeat the save at the end of each of its turns, ending the effect on itself on a success. | 2d6 | +| The affected creature takes acid, cold, fire, lightning, poison, or thunder damage (your choice) equal to your Sneak Attack damage dice on a failed save or half as much damage on a successful one. | 3d6 | + +## Trap Expertise  + +3rd-Level Trapsmith Feature  + +You have advantage on checks to find or notice traps, checks to determine how traps work, and checks to disarm or disable traps with thieves’ tools. If you don’t have thieves’ tools, you can attempt to disarm or disable a trap with the materials at hand, but you have disadvantage on the check.  + +Starting at 11th level, you can now disarm any magical traps that would typically require the use of the dispel magic spell. When you do so, make an ability check using only your **DEX** modifier, without adding any other modifiers to the roll. If the result meets or exceeds the trap’s **DC** (your GM has this number), it is disarmed as if you had successfully cast the dispel magic spell. + +## Rework Trap  + +7th-Level Trapsmith Feature  + +When you disarm a trap you didn’t make or set, you can leave the trap untriggered and change the **DC** to disable it to your trap save **DC**. You can also add effects from the Trap Effects table to it, choosing effects that cost up to a number of d6s equal to half your maximum d6s available for creating traps.  + +In addition, if you are within 30 feet of a trap you are aware of, which can include a trap you set, you can force it to trigger. You can trigger a trap from a distance in this way a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. + +## Improved Traps  + +11th-Level Trapsmith Feature  + +You can now create a trap as an action and set it as a bonus action. When you set a trap you created, it can now be in any unoccupied space you can see within 30 feet of you, and the distance at which you can remotely trigger a trap with the Rework Trap feature increases to 60 feet. + +In addition, the list of conditions your traps can inflict expands to include incapacitated, paralyzed, stunned, and unconscious. + +## Trap Mastery  + +15th-Level Trapsmith Feature  + +When you fail to disarm a trap that automatically triggers when a disarm attempt fails, the trap doesn’t trigger, and you can try to disarm the trap again. If you fail a second time, the trap triggers. + +In addition, traps you make and set are hardier, and you can choose one check or save **DC** associated with the trap, such as the **DC** to find the trap or the **DC** to avoid its effects, to be more challenging than normal. Traps you make now have an AC of 10 + twice your **PB** and hit points equal to 5 × your rogue level, and the check or save **DC** you chose increases by an amount equal to your **DEX** modifier. diff --git a/content/Classes/Rogue/Umbral Binder.md b/content/Classes/Rogue/Umbral Binder.md new file mode 100644 index 0000000..2df9fa3 --- /dev/null +++ b/content/Classes/Rogue/Umbral Binder.md @@ -0,0 +1,57 @@ +--- +source: Book of Ebon Tides +--- + +[[assets/59599cbf28e3b3dd151c72d22029b872_MD5.jpg|Open: image-11.png]] + +![[assets/59599cbf28e3b3dd151c72d22029b872_MD5.jpg|Ángel Zamorano|204x275]] + +Some rogues are content to steal mere treasures, but umbral binders possess the energies that shape the world. Through secret rites and rituals, these rogues have learned to bind the powers of shadow into themselves and to use its power to fuel their abilities. + +||**Umbral Binder Progression**| +|---|---| +|**Rogue Level**|**Features**| +|3rd|Eyes in the Dark, Shadow Bind| +|7th|Cloaked Dagger| +|11th|Dark Magic| +|15th|Shadow Grasp| + +# Eyes in the Dark + +_3rd-Level Umbral Binder Feature_  + +Your experience with the raw magic of shadow affects your senses. You gain darkvision out to a range of 120 feet.  + +# Shadow Bind + +_3rd-Level Umbral Binder Feature_  + +You can perform a special ritual to siphon the power of shadow and bind it to yourself. You can conduct this ritual during a long rest.  + +Performing the ritual requires time spent meditating in non-magical darkness for at least 1 hour. At the end of the ritual, you choose one of the following effects, which lasts for 24 hours or until you perform the ritual again: + +- When you are in dim light or darkness, as part of your move, you can teleport up to half your speed to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first Dexterity (Stealth) check you make before the end of your turn.  +- When you are in dim light or darkness, if you move at least half your speed, you benefit from a perpetual half cover until the start of your next turn: +2 bonus to AC and Dexterity saving throws. +- When you hit with a melee or ranged weapon attack, you can cause the attack to deal additional cold damage equal to your **PB**. You can use this feature only once on each of your turns. + +# Cloaked Dagger + +_7th-Level Umbral Binder Feature_  + +Shadows hide your every strike. You gain an additional way to use your Sneak Attack. You don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 30 feet, are in dim light or darkness, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you. + +# Dark Magic + +_11th-Level Umbral Binder Feature_  + +You can draw more power from the shadows bound to you. As a bonus action, you can cast darkness without providing material components. Once you use this feature three times, you cannot do so again until you finish a long rest. + +Additionally, when you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light. + +# Shadow Grasp + +_15th-Level  Umbral Binder Feature_  + +You can wrap your foes in debilitating shadow. When you deal Sneak Attack damage to a creature, you can force them to make a Dexterity saving throw (**DC** 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is restrained for 1 minute. The restrained target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + +Once you use this feature, you can’t do so again until you finish a short or long rest. diff --git a/content/Classes/Sorcerer/*Playing a Sorcerer*.md b/content/Classes/Sorcerer/*Playing a Sorcerer*.md new file mode 100644 index 0000000..cb2b3e1 --- /dev/null +++ b/content/Classes/Sorcerer/*Playing a Sorcerer*.md @@ -0,0 +1,103 @@ +Though magic courses through all things, some people are so intrinsically tied to it that they can command magic through force of will. These spellcasters, called sorcerers, feel magic coursing through them just as they might feel their own heartbeat. + +Sorcerer is a class that revolves around manipulating the game mechanics of spells, changing up timing, distance, targets, and effects. Your class doesn’t give you a variety of spells, but this is not a hard limit on your play options. + +## SORCERERS AS ADVENTURERS + +Sorcerers command a masterful control over a small reservoir of magic. No god, patron, book, or instrument holds sway over a sorcerer’s magical abilities. They are versatile, reliable spellcasters capable of harnessing extremely potent magic as a part of their being. + +Though most sorcerers embrace a life of adventure, they must rely on the skills, abilities, and equipment of others to truly thrive. Those who travel with the sorcerer must watch them closely, for the allure of power can overtake an otherwise amenable nature + +Continued in the [[ToV - Players Guide.pdf]]; Chapter 2, pg 82. + +## Errata + +### Metamagic + +_2nd, 6th, 13th, and 18th-Level Sorcerer Feature_  + +… + +### Enlarged Spell  + +When you cast a spell with a range of self that affects an area (not a specific target), you can spend 3 sorcery points to increase the size of the spell’s area of effect in one of the following ways (depending on the shape of the spell effect): + +- **Circle, Cylinder, or Sphere.** The radius of circle, sphere, or circular base of the cylinder increases by 5 feet. For example, the antimagic field spell could be altered to affect a 15-foot-radius sphere (instead of a 10-foot-radius sphere). +- **Cone.** The cone’s size increases by 15 feet. For example, the burning hands spell could be altered to affect a 30-foot cone (instead of a 15-foot cone). +- **Cube.** The length of each cube face increases by 5 feet. For example, the thunderwave spell could be altered to affect a 20-foot cube (instead of a 15-foot cube). +- **Line.** The length of the line increases by 15 feet. For example, the lightning bolt spell could be altered to affect a 115-foot line (instead of a 100-foot line). + +## Metamagics + +**METAMAGIC OPTIONS**  + +When you choose Metamagic options, you can choose from the following additional options. + +**Bewildering Spell**  + +You can cast a spell that overwhelms the senses of its target. When you cast a spell that deals damage to one creature, you can spend 2 sorcery points to increase the intensity of the spell’s visual effect. The target of your spell has disadvantage on the next Intelligence, Wisdom, or Charisma saving throw it makes within the next minute. + +**Concussive Spell**  + +When you cast a spell that deals damage to a creature, you can spend 1 sorcery point to push the target of your spell 10 feet away from you. If the spell affects multiple targets, you can choose only one of the targets to be pushed away from you. + +**Contingent Spell**  + +You can cast a spell to be triggered at a later time. To do so, you must spend a number of sorcery points equal to the circle of the spell slot used to cast the spell. You then use your reaction to trigger the spell when the event you stipulated when you cast the spell occurs.  + +For example, you use your action, expend a 4th circle spell slot, and spend 4 sorcery points to cast dimension door as a contingent spell that will take effect when a creature moves within 5 feet of you. When a creature moves within 5 feet of you a moment later, you use your reaction to trigger the dimension door and teleport to a space 200 feet away. + +**Emotional Spell**  + +When you cast a spell that allows its target to make a Wisdom saving throw, you can spend 3 sorcery points to change the type of saving throw required to a Charisma saving throw instead. + +**Logical Spell**  + +When you cast a spell that allows its target to make a Wisdom saving throw, you can spend 3 sorcery points to change the type of saving throw required to an Intelligence saving throw instead. + +**Hidden Spell**  + +When you cast a spell with a duration longer than instantaneous, you can spend 2 sorcery points to mask its magical aura. For the duration of your spell, it can’t be detected or discerned with spells or effects, such as the detect magic spell or a chuul’s Sense Magic trait. + +**Hungry Spell**  + +When you cast a spell that deals damage to a single target, you can spend 1 sorcery point to add your Charisma modifier to the damage roll of the spell. If you reduce a creature to 0 hit points with a hungry spell, you regain hit points equal to your Charisma modifier (minimum of 1). + +**Insatiable Spell**  + +When you cast a spell on a creature that is immune to the damage or effects of the spell, you can spend 5 sorcery points to bypass the creature’s immunity for this casting of the spell. The creature is affected by the spell as if it didn’t have immunity to the spell’s damage or effects and must make any saving throws allowed by the spell as normal. + +**Sapping Spell**  + +You can increase the damage you deal with a spell by expending 2 sorcery points and up to half your remaining Hit Dice. Roll the Hit Dice and add the total result to the damage dealt by the spell. You then take damage equal to half the amount of damage your Hit Dice added to the spell’s damage. + +### Sorcerer Boons + +When you reach 10th level and 20th level in your chosen class, you gain the Heroic Boon and Epic Boon class features (see Player’s Guide), which allow you to choose one potent ability from a list of options. This section offers additional boons to choose from when you reach those levels of the sorcerer class. + +#### Heroic Boons  + +When you reach 10th level in the sorcerer class, you have the following additional options to choose from when selecting the boon for your Heroic Boon feature. + +Heroic Boon  + +10th-Level Sorcerer Feature  + +Your commitment to the sorcerer’s path grants you a powerful ability. Choose one of the following heroic boons: + +- Meta Surge. When you cast a spell modified by one or more options from your Metamagic feature (see Player’s Guide), you can choose to either add a bonus to the spell attack roll or increase the spell save **DC** by an amount equal to half your **PB** rounded down (minimum of +2).  +- Secrets Within. Immediately gain two Metamagic feature (see Player’s Guide) options of your choice. These options don’t count against the total number of options you know. When you gain a level in sorcerer, you can choose to replace these options as you would any other. + +#### Epic Boons  + +When you reach 20th level in the sorcerer class, you have the following additional options to choose from when selecting the boon for your Epic Boon feature. + +Epic Boon + +20th-Level Sorcerer Feature  + +Your commitment to the sorcerer’s path grants you a powerful new ability. You gain one of the following epic boons: + +- Boundless Magic. Whenever you cast a spell with a 1st–4th circle spell slot, roll a d4. If the number rolled is equal to the circle of the spell slot used, the slot isn’t expended (though the spell is still cast as if you had spent it). + +Source Tap. When you roll for initiative, you regain up to 4 expended sorcery points (see Player’s Guide). If you start your turn with no sorcery points remaining, you regain 2 sorcery points. diff --git a/content/Classes/Sorcerer/Abominable.md b/content/Classes/Sorcerer/Abominable.md new file mode 100644 index 0000000..511272d --- /dev/null +++ b/content/Classes/Sorcerer/Abominable.md @@ -0,0 +1,71 @@ +--- +source: Players Guide 2 +--- + +You receive your magic from the primordial beings who existed before the creation of reality and that remain uncaring about its existence or their horrific influence upon it. Whether through your lineage or some unspeakable ritual, you become a conduit for these beings’ incursions. You feel assured, however, that you will withstand the changes they evoke. + +| | | +|---|---| +|Abominable Progression| | +|Sorcerer Level|Features| +|3rd|Abominable Origin Spells, Physical Mutation, Unsettling Reaction| +|7th|Shadow Servant| +|11th|Black Guard| +|15th|Night’s Veil| + +## Abominable Origin Spells  + +3rd-Level Abominable Feature  + +You gain origin spells at the sorcerer levels listed in the Abominable Origin Spells table. See the Sorcerer Subclass class feature in the Player’s Guide for how these spells work. + +| | | +|---|---| +|Abominable Origin Spells| | +|Sorcerer Level|Spells| +|3rd|detect thoughts, ray of enfeeblement| +|5th|bestow curse, fear| +|7th|black tentacles, confusion| +|9th|cloudkill, telepathic bond| +|11th|mass suggestion, true seeing| + +## Physical Mutation  + +3rd-Level Abominable Feature  + +Your body undergoes subtle transformations as you embrace your otherworldly origin. Vital organs shift or merge without any negative impact to you, but they make it more difficult for others to inflict grievous harm to you. When a creature scores a critical hit against you, there is a 25 percent chance it becomes a normal hit. This increases to 50 percent at 11th level and 75 percent at 15th level. As a reaction when you take damage, you can spend 1 sorcery point (see Player’s Guide) to increase the percent chance by 25 percent (and automatically turning the critical hit into a normal hit at 15th level or higher).  + +In addition, you have advantage on saves against spells and effects that would alter your form against your will. + +## Unsettling Reaction  + +3rd-Level Abominable Feature  + +When you reduce one or more creatures to 0 HP, one creature you can see within 30 feet of you must succeed on a **WIS** save against your spell save **DC** or be frightened until the end of its next turn. You can spend 1 sorcery point to affect one additional creature you can see within 30 feet or to extend the duration on the target to 1 minute. A frightened creature can repeat its save at the end of each of its turns, ending the effect on itself on a success. + +## Alien Mind  + +7th-Level Abominable Feature  + +As you become more comfortable with the eldritch realities underlying your origin, your outlook and psyche change. You have advantage on saves against being charmed or frightened. As a bonus action, you can spend 1 sorcery point to become immune to one of these conditions for 1 minute. + +In addition, as a reaction when a creature that isn’t an Aberration tries to read your mind or contact you telepathically, you can cause a mental backlash, your alien mind sending the creature reeling. The creature must succeed on a CHA save against your spell save **DC** or be stunned until the end of its next turn. + +## Beyond Death  + +11th-Level Abominable Feature  + +Death becomes another trivial aspect of reality you can ignore. When reduced to 0 HP, you can spend 5 sorcery points to be reduced instead to 1 HP. Until you regain hit points, your body shows signs of the trauma it endured, and you have disadvantage on all CHA ability checks except for Intimidation. + +Alternatively, when you are reduced to 0 HP, you can spend 3 sorcery points to grant yourself advantage on death saves for 1 minute. + +## Body Warping  + +15th-Level Abominable Feature  + +As an action, you can manipulate your flesh to your liking. For 1 minute or until you are knocked unconscious, you gain the following benefits: + +- As a bonus action, you can cast any Arcane transmutation spell without expending a spell slot and without needing spell components. To do so, the spell must have a casting time of 1 minute or less and be of a spell circle no higher than half your **PB** (rounded down). Regardless of the spell’s duration, the spell ends when this feature’s duration ends. If the spell requires concentration, you don’t need to maintain concentration on the spell for the duration. +- If you cast a transmutation spell on another creature and it fails its save, it takes damage equal to your **PB** at the start of each of its turns until the spell ends. + +Once used, you can’t use this feature again until you finish a long rest, unless you spend 11 sorcery points to do so. diff --git a/content/Classes/Sorcerer/Chaos.md b/content/Classes/Sorcerer/Chaos.md new file mode 100644 index 0000000..9fe8e30 --- /dev/null +++ b/content/Classes/Sorcerer/Chaos.md @@ -0,0 +1,140 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/e2c9b043f2b7567c69a67bcd2e48b4e2_MD5.jpg|Emil Carlsson|203x300]] + +Be it a blessing or a curse, your innate magic stems from the churning chaos that spawned reality. You may have harnessed this enigmatic power through an ancient ritual, proximity to a cataclysmic event, or maybe you haplessly wandered into a ley line amid a cosmic convergence, wholly unaware. This magic pulses inside you, prepared to spring forth, unbidden, whenever it may. + +||**Chaos Progression**| +|---|---| +|**Sorcerer Level**|**Features**| +|3rd|Chaos Manifestation, Chaos Origin Spells, Volatile Magic| +|7th|Embrace Chaos| +|11th|Inflict Disorder| +|15th|Apotheosis of Discord| + +**Chaos Origin Spells**  + +_3rd-Level Chaos Feature_  + +You gain origin spells at the sorcerer levels listed in the Chaos Origin Spells table. See the Sorcerer Subclass class feature for how these spells work. + +||**Chaos Origin Spells**| +|---|---| +|**Sorcerer Level**|**Spells**| +|3rd|misty step, shatter| +|5th|blink, hypnotic pattern| +|7th|compulsion, polymorph| +|9th|seeming, telekinesis| +|11th|eyebite, irresistible dance| + +# Chaos Manifestation + +_3rd-Level Chaos Feature_  + +When you reduce one or more creatures to 0 HP or score a critical hit with a spell attack, the chaos within you manifests in a random way. To determine the effect, roll a d6 and consult the Chaos Manifestation table. Once you trigger a benefit, you can’t trigger another before the start of your next turn. + +||**Chaos Manifestation**| +|---|---| +|**d6**|**Effect**| +|1|You become invisible until the end of your next turn (see Appendix A: Conditions). This invisibility ends early if you attack or cast a spell.| +|2|Threads of magic explode out from you, dealing 1d4 + your **PB** force damage to each creature within 30 feet of you of your choice.| +|3|You gain a +1 bonus to AC for each hostile creature within 30 feet of you that you can see, up to a number equal to your **PB**, until the end of your next turn.| +|4|Until the end of your next turn, you can move through creatures and objects as though they were difficult terrain. If you end your turn inside a creature or object, you take 4d10 force damage and are pushed to the nearest unoccupied space.| +|5|Until the end of your next turn, magical darkness pours out from you in a 10-foot-radius sphere. The darkness is centered on you and moves with you. You can see normally through this darkness.| +|6|You teleport to an unoccupied space within 60 feet of you that you can see. You must succeed on a **DC** 10 **CON** save or be stunned until the start of your next turn.| + +# Volatile Magic + +_3rd-Level Chaos Feature_  + +The magic that courses through you is unpredictable at best, dangerous at worst. When you cast a spell of 1st circle or higher, you must roll a d20 against your volatile save **DC**. On a failure, the spell’s effects happen, but the spell becomes volatile, and you must roll on the Volatile Spell Effect table to determine any additional effects the spell has: + + **Volatile save **DC**** = 20 − your sorcerer level + the circle of the spell + +You can spend Luck, as normal, on the d20 roll to determine whether your magic is volatile. However, if you make a volatile magic roll while you have 0 Luck, roll twice and take the higher result. + +Any effects created by the volatile spell that require a save use your sorcerer spell save **DC**. + +# Embrace Chaos  + +_7th-Level Chaos Feature_  + +As a bonus action, you can roll on the Volatile Spell Effect table and suffer the effects as though you are the target of any effect or spell. If the number rolled is an even number, you gain a number of sorcery points equal to your **PB**. If the number rolled is an odd number, you gain a number of temporary hit points equal to your **CON** score, which last for 1 hour. + +Once used, you can’t use this feature again until you finish a short or long rest. + +# Inflict Disorder  + +_11th-Level Chaos Feature_  + +When a creature targets you with a spell or attack, you can use your reaction to roll on the Volatile Spell Effect table. After you roll, but before the effect takes place, you can spend 1 sorcery point to force the attacking creature to be the target of the effect instead of you. + +Once used, you can’t use this feature again until you f inish a short or long rest, unless you spend 2 sorcery points to do so. + +# Apotheosis of Discord  + +_15th-Level Chaos Feature_  + +When you cast a spell of 6th circle or higher, you can choose to become a conduit for the magic around you, overwhelming you with Arcane power. This state lasts for 1 minute or until you are knocked unconscious. While affected, you gain the following benefits: + +- The number of sorcery points required to use each metamagic option you know is reduced by 1 (to a minimum of 0).  +- When you cast a spell of 1st circle or higher, you gain resistance to all damage until the end of your next turn. +- You can cast any Arcane or origin spell you know without expending a spell slot or needing any components. To do so, the spell must have a casting time of 1 minute or less and be of a spell circle no higher than half your **PB** (rounded down).  + +Once used, you can’t use this feature again until you f inish a long rest, unless you spend 15 sorcery points to do so. + +||**Volatile Spell Effect**| +|---|---| +|**d100**|**Effect**| +|1-2|Roll on this table at the start of each of your turns for the next minute. For the duration, the cost of your Metamagic options is reduced by 1 (to a minimum of 0).| +|3-4|At the end of your next turn, a 3rd-circle fireball spell will detonate centered on you. If you are completely covered by water or dirt, the fireball doesn’t go off.| +|5-6|A mischievous and judgmental quasit named Gerknoz appears in an unoccupied space within 30 feet of you. Gerknoz remains for 1 hour or until slain and is controlled by the GM.| +|7-8|The target of your spell is enlarged as if by the enlarge/reduce spell. If the spell has no target, you are enlarged instead.| +|9-11|At the end of your turn, wind blasts out from you in all directions (as the gust of wind spell).| +|11-12|You become as heavy as iron and are knocked prone. Until the end of your next turn, your speed is reduced to 0. A creature grappling, restraining, or carrying you must succeed on a **DC** 30 **STR** save or fall prone as well.| +|13-14|You rise 30 feet into the air and hover there until the end of your next turn, at which point you fall.| +|15-16|You are cloaked in shadow and reek of brimstone for 1 hour. Light sources within 5 feet of you have the range of their bright and dim light reduced by 20 feet. During this time, you have advantage on **DEX** (Stealth) checks and CHA (Intimidation) checks but disadvantage on CHA (Persuasion) checks.| +|17-18|Inky crows appear circling around you for 1 minute. The crows release a shrill caw that gives you and each creature within 20 feet of you disadvantage on concentration checks.| +|19-20|A falling star hurtles toward the target of your spell. If the spell has no target, the target is you. At the end of your next turn, if the target is within 100 feet of where it was when you cast the spell, they must succeed on a **DEX** save or take 3d10 bludgeoning damage and 3d10 fire damage from the meteor.| +|21-22|You and a being from another plane can use a bonus action to see, hear, and speak to one another for 1 minute. The being is neither hostile nor helpful, though that can change at GM’s discretion.| +|23-24|You and a random creature that can see or hear you take 1 piercing damage as your mouths are stitched shut by arcane thread. Until a creature uses an action to cut the thread, you and the target can speak only in muffled groans and can’t supply the verbal components for spellcasting.| +|25-26|Tar drips from the sky in a 30-foot radius around you. The tar makes the area difficult terrain, and any open flames in the area grow by 1d10 feet toward you at the start of each of your turns. The downfall persists for 1 minute.| +|27-28|A plush armchair, an end table with a magically burning oil lamp, and one of your favorite books all appear in an unoccupied space within 10 feet of you. You regain 2 additional sorcery points if you complete a short rest in such luxury.| +|29-30|Your hair falls out and takes the vague shape of an animated sword. The sword follows and defends you until it is reduced to 0 HP, at which point the hair scurries off, now free. Your hair regrows normally.| +|31-32|You gain resistance to all damage for 1 minute or until you are incapacitated.| +|33-34|Until you finish a short or long rest, you can’t see or hear Fey, such as sprites.| +|35-36|You gain truesight to a distance of 100 feet for 1 hour. For the duration, you can’t tell a lie by any means short of divine intervention.| +|37-38|Your skin glows with pale, colorful light. For 1 hour, you gain a bonus to AC equal to half your sorcerer level, rounded up.| +|39-40|A portal to a random elemental plane is ripped open in an unoccupied space within 10 feet of your spell’s target. The portal remains for 1 minute. Roll a d4: 1, Plane of Fire; 2, Plane of Air; 3, Plane of Water; 4, Plane of Earth. On initiative count 20 of each round, roll a d20. On a roll of 20, an elemental creature of the GM’s choice emerges from the portal.| +|41-42|Your skin becomes translucent, showing the muscle and vein beneath. For 1 minute, you gain vulnerability to bludgeoning, piercing, and slashing damage.| +|43-44|Each friendly creature within 30 feet of you can instantly choose to teleport up to 1 mile. The creature must be able to see or be familiar with the location in order to teleport there.| +|45-46|One creature of your choice on the same plane as you becomes paralyzed until the end of your next turn. Creatures with legendary actions are unaffected.| +|47-48|You and each hostile creature within 30 feet of you become stunned for 1 minute. A creature can make a **CON** save against your spell save **DC** at the end of each of its turns, ending the effect on itself on a success.| +|49-50|Until you finish a long rest, every word you utter sounds normal to you but is heard by others as incomprehensible babbling. This effect doesn’t impair your ability to cast spells.| +|51-52|The sun or moon (depending on the time of day) is eclipsed for 10 minutes. For the duration, you are incorporeal and can move through creatures and objects as though they were difficult terrain. If you end your turn inside a creature or object, you take 1d10 force damage and are shunted to the nearest unoccupied space.| +|53-54|Arcane energy thrums through you, creating an unnatural warble that is audible to a distance of 300 feet. For 1 hour, your cantrips deal additional damage equal to your CHA modifier.| +|55-56|Until you finish a long rest, your walking speed increases by 15 feet. When you take the Dash action, your jump distance is tripled until the end of your turn.| +|57-58|For 1 hour, you leave behind smoldering footprints of hellfire. Ice, snow, or difficult terrain caused by a liquid, such as mud or oil, is burned away and doesn’t affect you for the duration.| +|59-60|The surface upon which you stand becomes as smooth as polished glass to a distance of 300 feet. Difficult terrain in the area is instantly removed and creatures that move more than half their speed on the surface must succeed on a **DEX** save or fall prone.| +|61-62|You and another creature within 30 feet of you regain 3d10 hit points. If no other creature is within 30 feet of you, you instead take necrotic damage equal to half your current hit points.| +|63-64|Your **STR** score increases to 19 for 1 hour. If your **STR** score is 19 or higher already, your **STR** score instead becomes 10.| +|65-66|One item you are carrying or wearing ignites in harmless flames, as with the continual flame spell.| +|67-68|The target of your spell is bathed in a sickening pink light. The creature has disadvantage on attack rolls and saves until the start of your next turn.| +|69-70|Treat the next ability check, attack roll, or save that you make before the end of your next turn as though you rolled a 20 on the d20.| +|71-72|You and each creature within 20 feet of you are instantly dressed in fine clothing worth a total of 100 gp.| +|73-74|The target of your spell teleports to an unoccupied space within 5 feet of you. While you remain within 5 feet of the target, you are invisible to it.| +|75-76|You can immediately cast a cantrip or take the Attack, Dash, Disengage, Hide, or Use Object action as part of casting the spell that became volatile.| +|77-78|You fall asleep until a creature uses its action to shake you awake or you take damage. While asleep, hostile creatures within 20 feet of you take 1d6 psychic damage from your nightmares.| +|79-80|Each creature within 20 feet of you (other than you) is targeted by the heat metal spell as though you cast it. You lose concentration on any other spell you are currently concentrating on and begin concentrating on heat metal as though you cast it.| +|81-82|You become a fine pink mist, as with the gaseous form spell, for 1 hour. You can use your action to revert to your true form.| +|83-84|You take 2d6 piercing damage as bony spikes sprout from your limbs, chest, and head. For 10 minutes, a creature that touches you or hits you with a melee attack takes 2d6 piercing damage.| +|85-86|Massive insect wings, like those of either a dragonfly or a moth, sprout from your back. You gain a flying speed of 60 feet for 1 hour.| +|87-88|A non-magical weapon held by the target of your spell (or the closest creature holding a weapon) becomes a scorpion. The scorpion has 30 temporary hit points, **INT** 7 (-2), can speak Abyssal, and regards the caster as a trusted friend.| +|89-90|A number of your teeth (1d4 + 1) fall out. For each tooth that hits the ground, a skeleton appears. Any such skeletons are hostile to everyone except you, and they fight until destroyed. Your teeth regrow when you finish a short or long rest.| +|91-92|You and the target of your spell (if any) can choose to teleport up to 30 feet to an unoccupied space you can see.| +|93-94|Each hostile creature within 30 feet of you that can see or hear you is frightened of you for 1 minute. A creature can make a **WIS** save against your spell save **DC** at the end of each of its turns, ending the effect on itself on a success.| +|95-96|Any metal weapons, armor, or jewelry you are wearing crackle with lightning and shine bright light in a 20-foot radius and dim light for an additional 10 feet for 1 minute. A creature that touches you or hits you with a melee attack takes 1d6 lightning damage.| +|97-98|For 1 hour, should you die, you instead remain at 1 hit point and appear in the location in which you last took a long rest.| +|99-100|You regain a number of sorcery points equal to half your **PB** (rounded up) at the start of each of your turns for the next minute. At the end of each of your turns for the duration, you take force damage equal to the number of sorcery points you have.| \ No newline at end of file diff --git a/content/Classes/Sorcerer/Cyclonic.md b/content/Classes/Sorcerer/Cyclonic.md new file mode 100644 index 0000000..f46c723 --- /dev/null +++ b/content/Classes/Sorcerer/Cyclonic.md @@ -0,0 +1,78 @@ +--- +source: Players Guide 2 +--- + +The power of the storm thunders within you. The magic that courses through you is as inescapable as a blizzard, as undeniable as a hurricane. Highly prized as sailors and mercenaries, these powerful sorcerers, completely untethered to the earth that bore them, can unleash natural disasters as easily as an exhaled breath, empowering their spells with enough thunder and lightning to shake the earth and split the skies. + +| Cyclonic Progression | | +| -------------------- | ------------------------------------------------- | +| Sorcerer Level | Features | +| 3rd | Cyclonic Origin Spells, Stormborn, Whirlwind Step | +| 7th | Fulminated Magic | +| 11th | Become Wind | +| 15th | Raging Storm | + +## Cyclonic Origin Spells  + +3rd-Level Cyclonic Feature  + +You gain origin spells at the sorcerer levels listed in the Cyclonic Origin Spells table. See the Sorcerer Subclass class feature in the Player’s Guide for how these spells work. + +| Cyclonic Origin Spells | | +| ---------------------- | --------------------------- | +| Sorcerer Level | Spells | +| 3rd | gust of wind, misty step | +| 5th | call lightning, sleet storm | +| 7th | control water, ice storm | +| 9th | cone of cold, flame strike | +| 11th | freezing sphere, wind walk | + +## Stormborn  + +3rd-Level Cyclonic Feature  + +The storm magic within you is tied forever to the elemental planes. You gain the following benefits: + +- While you are outdoors on the Material Plane or the Plane of Air, your emotional state subtly influences the weather around you. You are affected by light wind (less than 10 miles per hour) or light precipitation (mild rain or snowfall, small hail, and similar) only if you allow it. You are still affected by magical or strong weather, such as the wind produced by the gust of wind spell. +- You can hold your breath for 48 hours or until you are knocked unconscious. +- You can speak and understand Auran and have advantage on CHA checks made to interact with Elementals from the Plane of Air. + +## Whirlwind Step  + +3rd-Level Cyclonic Feature  + +Bidden by your magic, a sudden burst of wind can hurl you great distances. Once per turn, immediately after you cast a spell, you can choose to fly up to 30 feet as part of that same action. This movement does not provoke opportunity attacks.  + +You can use this feature a number of times equal to your **PB**. If you have no uses remaining, you can spend 2 sorcery points (see Player’s Guide) to activate this feature. You regain all expended uses when you finish a short or long rest.  + +## Fulminated Magic  + +7th-Level Cyclonic Feature  + +When you cast a spell of 1st circle or higher that deals lightning or thunder damage, you can overcharge the spell with your cyclonic magic. The first time the spell deals damage, each of its targets takes extra damage of the spell’s damage type equal to your sorcerer level. Depending on the damage type of the spell, it gains an additional effect: + +- Lightning. The spell leaps from one of your targets to a number of additional targets of your choice equal to your **PB**, requiring saves and dealing damage as if these other targets were also targets of the spell or in range of its effects. The lightning can only leap from a creature that has taken damage from the spell, each additional target must be within 20 feet of that target, and the lightning can’t target a creature that has already taken lightning damage from this spell.  +- Thunder. The spell blasts nearby creatures with a thunderclap. Each creature of your choice within 10 feet of the spell’s target or within 10 feet of the spell’s area takes thunder damage equal to your CHA modifier and must succeed on a **STR** save against your spell save **DC** or be knocked prone. + +Once used, you can’t use this feature again until you finish a short or long rest.  + +## Become Wind  + +11th-Level Cyclonic Feature  + +You have become untethered from the world around you. You gain a flying speed equal to your walking speed, and you can hover. While hovering, you can’t be knocked prone. + +As an action, you can grant a number of creatures equal to your **PB** a flying speed equal to their walking speed for 1 hour. Once used, you can’t use this feature again until you finish a short or long rest, unless you use 5 sorcery points to do so. + +## Raging Storm  + +15th-Level Cyclonic Feature  + +As a bonus action, you can shroud yourself in the elemental power of raging storms, forming a 10-foot-radius sphere of tumultuous wind and lightning. The storm moves with you, remaining centered on you, and lasts for 10 minutes or until you are incapacitated or die. The area is difficult terrain for every creature but you. While the storm persists, you gain the following benefits: + +- A creature that enters the area for the first time on a turn or starts its turn there must make a **STR** save against your spell save **DC**. On a failure, the creature takes lightning or thunder damage (your choice) equal to 2d8 + your CHA modifier and is pushed up to 10 feet away from you. On a success, the creature takes half the damage and isn’t pushed. +- Ranged and thrown weapon attack rolls against you have disadvantage. +- The wind blasts away any fog, gas, or vapor that can be dispersed by wind. +- You are immune to lightning and thunder damage.  + +Once used, you can’t use this feature again until you finish a long rest, unless you spend 13 sorcery points to do so. diff --git a/content/Classes/Sorcerer/Doomridden.md b/content/Classes/Sorcerer/Doomridden.md new file mode 100644 index 0000000..7a4d20d --- /dev/null +++ b/content/Classes/Sorcerer/Doomridden.md @@ -0,0 +1,71 @@ +--- +source: Deep Magic 2 +--- + +![[assets/9daad6b1baa59ad6ef63839e73436db0_MD5.jpg|Rudi Indra A|341x303]] + +Through dream, vision, hallucination, or study of esoterica, you have seen the end of all things. The doom at the end of the world has revealed itself to you, and it now powers your innate magical abilities. For some doomridden sorcerers, the end comes as a firestorm, for others, a storm of thunder and pestilence consumes everything. Some of these sorcerers have seen the end of things at the hands of a deity or powerful being.  + +Doomridden sorcerers must find their way in a world they are convinced will end. For many, this draws them to a life of adventuring, where they may quest to stop—or spur on—the arrival of the apocalypse. + +||**Doomridden Progression**| +|---|---| +|**Sorcerer Level**|**Features**| +|3rd|Doomridden Origin Spells, Calamitous| +|7th|Disastrous| +|11th|Cataclysmic| +|15th|Apocalyptic| + +# Doomridden Origin Spells  + +_3rd-Level Doomridden Feature_  + +You gain origin spells at the sorcerer levels listed in the Doomridden Origin Spells table. See the Sorcerer Subclass class feature for how these spells work. + +||**Doomridden Origin Spells**| +|---|---| +|**Sorcerer Level**|**Spells**| +|3rd|augury, blindness/deafness| +|5th|Bestow curse, Glimpse the End*| +|7th|Blight, Fear| +|9th|contagion, insect plague| +|11th|Harm, Mass Suggestion| + +*indicates a spell found in this Document + +# Calamitous + +_3rd-Level Doomridden Feature_  + +Choose one of the following facets of the apocalypse that fuels your power. You can’t choose more than one facet of the apocalypse, and your choice determines aspects of the features you gain as you gain levels in this class. + +- **Fire and Smoke.** You can use a bonus action to summon a fiery doom that lasts 1 minute. For the duration, your eyes flicker as though reflecting a roaring fire. When you first activate the doom and at the start of each of your subsequent turns while the doom is active (no action required), you can pronounce fiery doom on one creature you can see within 60 feet of you. The first time you deal damage to that creature before the start of your next turn, the creature takes extra fire damage equal to your proficiency bonus. Once you activate this feature, you can’t do so again until you finish a short or long rest. +- **Wails and Boils.** You can use a bonus action to summon a pox-ridden doom that lasts 1 minute. For the duration, you are surrounded by faint whispers and cries of pain and grief, audible to creatures within 10 feet of you. When you first activate the doom and at the start of each of your subsequent turns while the doom is active (no action required), you can pronounce pox-ridden doom on one creature you can see within 60 feet of you. That creature subtracts an amount equal to your proficiency bonus from the next attack roll it makes against one creature of your choice within 60 feet of you (which can include yourself) before the start of your next turn. Once you activate this feature, you can’t do so again until you finish a short or long rest. +- **Judgment.** You can use a bonus action to summon a judging doom that lasts 1 minute. For the duration, your hands emit soft, red light. When you first activate the doom and at the start of each of your subsequent turns while the doom is active (no action required), you can pronounce a judging doom on one creature you can see within 60 feet of you until the start of your next turn. If that creature fails a saving throw against a spell you cast this turn, it is also frightened of you until the start of your next turn. Once you activate this feature, you can’t do so again until you finish a short or long rest. + +# Disastrous + +_7th-Level Doomridden Feature_  + +Your connection to the end of all things grows, enhancing your chosen facet of the apocalypse. + +- **Fire and Smoke.** When you target a creature with your pronouncement of fiery doom, it must succeed on a Dexterity saving throw against your spell save **DC** or be engulfed in smoke and be blinded until the start of your next turn. +- **Wails and Boils.** When you target a creature with your pronouncement of pox-ridden doom, it must succeed on a Constitution saving throw against your spell save **DC** or be riddled with pus-filled boils and be poisoned until the start of your next turn.  +- **Judgment.** When you target a creature with your pronouncement of judging doom, it must succeed on a Charisma saving throw against your spell save **DC** or have its speed reduced to 0 until the start of your next turn as divine judgment stops it in its tracks.  + +# Cataclysmic  + +_11th-Level Doomridden Feature_  + +Whenever you pronounce doom on a creature, you can expend a number of sorcery points up to your proficiency bonus. If you do, your pronouncement of doom can affect a number of additional creatures equal to that amount. In addition, if you have already activated your doom, you can spend 5 sorcery points to activate it again. + +# Apocalyptic + +_15th-Level Doomridden Feature_  + +While your chosen doom is active, you can channel your apocalyptic essence into a nightmarish manifestation. Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again. + +- **Fire and Smoke.** While this doom is active, you can use an action to emit a blast of apocalyptic fire. Each hostile creature within 15 feet of you must make a Dexterity saving throw against your spell save **DC**. On a failure, a creature takes 6d8 fire damage immediately, and it takes 3d8 fire damage at the start of its next turn. On a success, a creature takes half the fire damage immediately and no additional fire damage at the start of its next turn.  +- **Wails and Boils.**While this doom is active, you can use an action to send the wails and cries surrounding you outward in a sickening cacophony. Each creature within 15 feet of you must make a Constitution saving throw against your spell save **DC**. On a failure, a creature takes 6d8 poison damage and is poisoned and deafened for 1 minute. On a success, a creature takes half the damage and isn’t poisoned or deafened. A poisoned and deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.   +- **Judgment.** While this doom is active, you can use an action to call down divine judgment on nearby creatures. Choose a number of creatures you can see within 30 feet of you equal to your proficiency bonus. Each target must make a Charisma saving throw against your spell save **DC**. On a failure, a creature takes 5d8 radiant damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn’t stunned. + diff --git a/content/Classes/Sorcerer/Draconic.md b/content/Classes/Sorcerer/Draconic.md new file mode 100644 index 0000000..70bb255 --- /dev/null +++ b/content/Classes/Sorcerer/Draconic.md @@ -0,0 +1,85 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/f93d2575758d5eba3f011f33f94c46d4_MD5.jpg|251x355]] + +Through lineage, bargain, or unrequited gift, the origins of your magic lie in the preternatural power of dragons. These beings, monumental in their age, power, and size, possess unshakeable bearing, unstoppable might, and mastery over the elements of the natural world. + +||**Draconic Progression**| +|---|---| +|**Sorcerer Level**|**Features**| +|3rd|Draconic Origin Spells, Draconic Resilience, Dragon Ancestor| +|7th|Elemental Affinity| +|11th|Imperious Wings| +|15th|Draconian Vengeance| + +# Draconic Origin Spells  + +_3rd-Level Draconic Feature_  + +You gain origin spells at the sorcerer levels listed in the Dragon Ancestor Damage Type and Spells table. See the Sorcerer Subclass class feature for how these spells work.  + +Note that one of the spells you gain at each listed sorcerer level is determined by the type of dragon you select as your ancestor (see Dragon Ancestor). + +||**Draconic Origin Spells**| +|---|---| +|**Sorcerer Level**|**Spells**| +|3rd|elemental blade, dragon ancestor spell| +|5th|fear, dragon ancestor spell| +|7th|elemental shield, dragon ancestor spell| +|9th|dominate, dragon ancestor spell| +|11th|mass suggestion, dragon ancestor spell| + +# Draconic Resilience + +_3rd-Level Draconic Feature_  + +As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. Your hit point maximum increases immediately by 1 and by an additional 1 when you gain a level of sorcerer. + +In addition, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your **DEX** modifier. + +# Dragon Ancestor + +_3rd-Level Draconic Feature_  + +You begin to manifest traits of the type of dragon that instilled you with power. Choose that dragon’s type now. This choice also dictates some of your spells gained with your Draconic Origin Spells feature, and the damage type associated with each dragon is used by additional features you gain later. + +You can now speak, read, and write Draconic. In addition, when you make an ability check when interacting with or recalling information about dragons, treat any d20 roll less than your sorcerer level as if you rolled a number equal to your sorcerer level. + +# Elemental Affinity  + +_7th-Level Draconic Feature_  + +When you cast a spell that deals damage of the type associated with your draconic ancestry (including spells with a damage type modified by features such as your Flexible Spell metamagic option), you can spend 1 sorcery point to gain one of the following benefits: + +- Each target takes additional damage equal to your **PB**.  +- You gain resistance to that damage type for 1 minute. + +# Imperious Wings  + +_11th-Level Draconic Feature_  + +You gain the ability to sprout a pair of dragon wings from your back, gaining a fly speed equal to your walking speed. You can create these wings as a bonus action on your turn, and they last until you dismiss them (also as a bonus action on your turn). While the wings are manifested, creatures that can see you have disadvantage on checks and saves to avoid being frightened or intimidated by you. + +You can’t manifest your wings while wearing armor.  + +# Draconian Vengeance  + +_15th-Level Draconic Feature_  + +As an action, you can target one creature within 60 feet of you that you can see to brand it with your draconic element. The target must succeed on a CHA save against your spell save **DC** or become vulnerable to the damage type associated with your draconic ancestry until the end of your next turn. A target resistant to that damage type loses that resistance for the duration, but a target immune to the damage type is still immune to it, even if the target fails the save. + +Once used, you can’t use this feature again until you finish a long rest, unless you spend 4 sorcery points to do so.  + +|**Dragon Type**|**Damage Type**|**3rd level**|**5th Level**|**7th Level**|**9th Level**|**11th Level**| +|---|---|---|---|---|---|---| +|Black or Copper|Acid|acid arrow|stinking cloud|stone shape|cloudkill|flesh to stone| +|Blue or Bronze|Lightning|invisibility|lightning bolt|greater invisibility|conjure elemental (air)|chain lightning| +|Brass, Gold, or Red|Fire|heat metal|fireball|wall of fire|flame strike|eyebite| +|Green|Poison|barkskin|stinking cloud|blight|contagion|transport via plants| +|Silver or White|Cold|hold|sleet storm|ice storm|cone of cold|wind walk| +|Void|Necrotic|ray of enfeeblement|vampiric touch|blight|antilife shell|circle of death| +|Yellow|Radiant|moonbeam|daylight|mass faerie fire|flame strike|sunbeam| + +_Content Source: Player’s Handbook_ diff --git a/content/Classes/Sorcerer/Fey Origin.md b/content/Classes/Sorcerer/Fey Origin.md new file mode 100644 index 0000000..fbc9404 --- /dev/null +++ b/content/Classes/Sorcerer/Fey Origin.md @@ -0,0 +1,51 @@ +--- +source: Kobold Press Blog +--- + +The origin of your magic springs from the otherworldly power of the fey, either through lineage, boon, or in exchange for service. Fey have great power over the minds and perception of mortals, as well as the natural world, and your magic reflects this. + +# FEY ORIGIN SPELLS + +_3rd-Level Fey Feature_ + +You gain origin spells at the sorcerer levels listed in the Fey Origin Spells table. See the Sorcerer Subclass class feature for how these spells work. + +**Fey Origin Spells** + +|Sourcerer Level|Spells| +|---|---| +|3rd|charm, misty step| +|5th|conjure animals, major image| +|7th|hallucinatory terrain, conjure woodland beings| +|9th|modify memory, seeming| +|11th|_irresistible dance_, _transport via plants_| + +# FEY INFLUENCES + +_3rd-Level Fey Feature_ + +You can now speak, read, and write Sylvan. In addition, when you roll a Deception, Insight, Intimidation, or Persuasion check, treat any d20 roll less than your sorcerer level as if you rolled a number equal to your sorcerer level. + +# FEY POTENCY + +_3rd-Level Fey Feature_ + +While a creature is charmed by one of your spells, you gain a bonus equal to your **PB** on saves against spells or effects that would give you the blinded, charmed, deafened, frightened, paralyzed, petrified, or stunned conditions. + +# CLOUD THE MIND + +_7th-Level Fey Feature_ + +You can make defiance against your magic costly. When a creature succeeds on a save against one of your Enchantment school spells, you can spend 1 sorcery point to give the creature the poisoned condition for a number of rounds equal to the circle of the spell you cast. At the end of each of its turns, the creature can make a new save against your spell save **DC**, ending the poisoned condition on a success. + +# ELUSIVE STEP + +_11th-Level Fey Feature_ + +When you take damage, you can spend 2 sorcery points to cast _misty step_ as a reaction. When you arrive at your destination space, the mist clings to you, making the space you occupy lightly obscured until the end of your next turn. + +# MANTLE OF THE FEY + +_15th-Level Fey Feature_ + +The power of your magic ties you more deeply to the fey realms. You are immune to the charmed and frightened conditions. If a creature succeeds on a save against an Enchantment or Illusion school spell that you cast, you can spend 6 sorcery points to make it fail its save instead. (This feature cannot override a creature’s legendary resistance, though it can make such a creature fail its initial save.) diff --git a/content/Classes/Sorcerer/Flora.md b/content/Classes/Sorcerer/Flora.md new file mode 100644 index 0000000..f22d566 --- /dev/null +++ b/content/Classes/Sorcerer/Flora.md @@ -0,0 +1,79 @@ +--- +source: Old Margreve +--- + +![[assets/a14afab99d814305ec0820cdf0f4facf_MD5.jpg|Billy Christian|354x269]] + +The natural world is in your blood. Whether dryad or similar plant-like blood mixed with your ancestors, you are inextricably tied to the natural world. Your power manifests as plant related magic, but how that manifests is up to you. Your magic can reflect a connection with spores and fungi, flowers and vibrant fruits, or sturdy deep-woods trees. + +||**Flora Progression**| +|---|---| +|**Sorcerer Level**|**Features**| +|3rd|Flora Origin Spells, Floral Manifestation, Rampant Growth| +|7th|Floral Metamagic| +|11th|Wild Growth| +|15th|Green Transformation| + +# Flora Origin Spells  + +_3rd-Level Flora Feature_ + +You gain origin spells at the sorcerer levels listed in the Flora Origin Spells table. See the Sorcerer Subclass class feature for how these spells work. + +||**Flora Origin Spells**| +|---|---| +|**Sorcerer Level**|**Spells**| +|3rd|barkskin, spike growth| +|5th|plant growth, speak with plants| +|7th|blight, cloudkill| +|9th|tree stride, yarila and porevit’s mantle*| +|11th|transport via plants, wall of thorns| + +*indicates a spell found in this Document + +# Floral Manifestation + +_3rd-Level Flora Feature_  + +When you cast a spell of 1st circle or higher, your body undergoes subtle changes, taking on more plant-like aspects. This might manifest as flowers blooming in your hair, as leaves growing along your elbows, spine, and knees, or as mycelial growths along your skin. For 1 minute, you are resistant to effects that cause exhaustion and to the paralyzed, petrified, and unconscious conditions. + +When you reach 7th level in this class, this manifestation becomes more powerful. For the duration, your speed isn’t halved when you move through non-magical or magical difficult terrain. You suffer other penalties caused by moving through difficult terrain as normal.  + +# Rampant Growth + +_3rd-Level Flora Feature_  + +When you reduce a hostile creature to 0 HP or when a hostile creature within 30 feet of you is reduced to 0 HP, the ground around the creature erupts with life. A Plant springs up in an unoccupied space within 5 feet of the target. The plant can be any Plant with a CR of 0, such as an awakened shrub or a shrieker, except it has a number of hit points equal to twice your **PB** instead of its normal hit points. The Plant is friendly to you and your companions, obeys your verbal commands (no action required by you), and acts on your initiative count, taking its turn immediately after yours. If you don’t issue any commands to the Plant, it takes the Dodge action and uses its movement to avoid danger. The Plant remains for 1 minute, until it dies, until you die, or until you dismiss it as a bonus action. You can’t have more than one Plant active in this way at a time.  + +At the GM’s discretion, the Plant you create with this feature can be a bramble beast.  + +# Floral Metamagic + +_7th-Level Flora Feature_  + +When you cast a spell of 1st circle or higher, you can spend one or more sorcery points to infuse the spell with the power of nature, using one of the following Metamagic options. + +- **Metamagic: Paralyzing Spell.** You can spend 3 sorcery points to imbue the spell with paralyzing spores. One creature affected by the spell is paralyzed for a number of rounds equal to the spell’s circle, magical spores coating it. A paralyzed creature can make a **CON** save against your spell save **DC** at the end of each of its turns, ending the condition on itself on a success. A creature immune to the poisoned condition has advantage on this save. +- **Metamagic: Sap Spell.** You can spend 3 sorcery points to fill the spell with magical tree sap. Each creature affected by the spell has disadvantage on attack rolls until the end of its next turn, as sap clings to its limbs. +- **Metamagic: Verdant Spell.** You can spend 2 sorcery points to flood the spell with life and growth. Difficult terrain composed of roots, vines, and other vegetation centered on the target of the spell or on the point of origin of the spell fills the area in a radius equal to 5 feet for each circle of the spell. The difficult terrain lasts 1 minute. + +Additionally, when you first cause your horns to appear, you gain your choice of resistance to cold damage or resistance to fire damage for 1 hour.  + +# Wild Growth + +_11th-Level Flora Feature_  + +Plants created by your Rampant Growth feature become stronger. A Plant created by Rampant Growth now has HP equal to four times your **PB**, lasts for 1 hour, and it can be any Plant with a CR up to 2, such as an awakened tree or a child of the briar. In addition, you can have a number of such Plants under your control at one time equal to half your **PB**.  + +# Green Transformation + +_15th-Level Flora Feature_  + +As a bonus action, you tap into the plant life in your blood and take on the characteristics of plants. For 1 minute, you gain the following benefits: + +- You become resistant to bludgeoning and piercing damage, but you become vulnerable to fire damage. +- You gain tremorsense to a range of 30 feet. +- When you use a Floral Metamagic option, the option costs only 1 sorcery point instead of its normal cost. +- You can use an action to conjure a Plant in an unoccupied space you can see within 30 feet of you, as if you had triggered your Rampant Growth feature. This otherwise follows all other restrictions of your Rampant Growth and Wild Growth features. + +Once used, you can’t use this feature again until you finish a long rest, unless you spend 5 sorcery points to do so. diff --git a/content/Classes/Sorcerer/Hungering.md b/content/Classes/Sorcerer/Hungering.md new file mode 100644 index 0000000..748b2c3 --- /dev/null +++ b/content/Classes/Sorcerer/Hungering.md @@ -0,0 +1,62 @@ +--- +source: Tome of Heroes +--- + +![[assets/0ec406e6b4104956ba04208a7d679d85_MD5.jpg|Christian Ardila|283x388]] + +Your innate magic comes from a deep, primal source of hunger and craving. Perhaps your line was cursed for its greed by a god of plenty or generosity. Perhaps one of your forebears was marked by the hungering undead. Sorcerers with this origin have an unyielding appetite for arcana and go to nearly any length to satiate their desire to increase their magical power. + +||**Hungering Progression**| +|---|---| +|**Sorcerer Level**|**Features**| +|3rd|Hungering Origin Spells, Hungry Eyes, Thirsty Soul| +|7th|Feast of Arcana| +|11th|Glutton for Punishment| +|15th|Greedy Heart| + +# Hungering Origin Spells  + +_3rd-Level Hungering Feature_  + +You gain origin spells at the sorcerer levels listed in the Hungering Origin Spells table. See the Sorcerer Subclass class feature for how these spells work. + +||**Hungering Origin Spells**| +|---|---| +|**Sorcerer Level**|**Spells**| +|3rd|Ray of Enfeeblement, Enthrall| +|5th|Vampiric Touch, Hunger of the Void*| +|7th|Compulsion, Blight| +|9th|Dominate, Modify Memory| +|11th|Eyebite, Harm| + +*indicates a spell found in this Document + +# Hungry Eyes  + +_3rd-Level Hungering Feature_  + +You can sense when a creature is nearing death. You know if a creature you can see that isn’t undead or a construct within 30 feet of you is below half its hit point maximum. Your spell attacks ignore half cover and three-quarters cover when targeting creatures you sense with this feature. + +# Thirsty Soul  + +_3rd-Level Hungering Feature_  + +When you reduce a hostile creature to 0 hit points, you regain hit points equal to your sorcerer level + your Charisma modifier (minimum of 1). This feature can restore you to no more than half your hit point maximum. + +# Feast of Arcana  + +_7th-Level Hungering Feature_  + +When you reduce one or more hostile creatures to 0 hit points with one spell of 1st circle or higher, you regain 1 spent sorcery point. + +# Glutton for Punishment  + +_11th-Level Hungering Feature_  + +You can use your reaction to intentionally fail a saving throw against a spell that deals damage and that was cast by a hostile creature. If you do so, you regain a number of spent sorcery points equal to half your Charisma modifier (minimum of 1).  + +# Greedy Heart  + +_15th-Level Hungering Feature_  + +When you spend sorcery points to create spell slots or use metamagic, you reduce the cost by 1 sorcery point (this can’t reduce the cost below 1). diff --git a/content/Classes/Sorcerer/Light Weaver.md b/content/Classes/Sorcerer/Light Weaver.md new file mode 100644 index 0000000..afe5b2f --- /dev/null +++ b/content/Classes/Sorcerer/Light Weaver.md @@ -0,0 +1,66 @@ +--- +source: Book of Ebon Tides +--- + +Your powers are drawn from the spark of light kindled within you. In places of great darkness, there are always those born with the affinity for light, and every shadow must have a shining source. The magic within you represents cosmic balance, and like the light, your magic flickers from radiance to darkness moment to moment. + +| Light Weaver Progression | | +| ------------------------ | --------------------------------------------------------------- | +| Sorcerer Level | Features | +| 3rd | Light Weaver Origin Spells, Trick of the Light, Flickering Aura | +| 7th | Refraction Shield | +| 11th | Aura Magnification | +| 15th | Spell Blind | + +## Light Weaver Origin Spells  + +3rd-Level Light Weaver Feature  + +You gain origin spells at the sorcerer levels listed in the Light Weaver Origin Spells table. See the Sorcerer Subclass class feature for how these spells work. + +| Light Weaver Origin Spells | | +| -------------------------- | --------------------------------- | +| Sorcerer Level | Spells | +| 3rd | Continual Flame, Darkness | +| 5th | Daylight, Hunger of The Void* | +| 7th | Mass Faerie Fire, Shadow Of Moil* | +| 9th | Souleater,* Starfall* | +| 11th | Sunbeam, Harm | + +*indicates a spell found in this Document + +## Trick of the Light + +3rd-Level Light Weaver Feature  + +You can see normally in darkness, both magical and non-magical, to a distance of 60 feet. + +## Flickering Aura + +3rd-Level Light Weaver Feature  + +You can choose whether your magic is light-shifted or dark-shifted. You can change your choice at the end of a long rest. + +While light-shifted you can use an action to emit an aura of bright light in a 15-foot radius sphere centered on yourself. While the aura persists, you can use a bonus action to expand or reduce its radius of bright light by 5 feet, to a maximum of 30 feet each or a minimum of 10 feet.  + +While dark-shifted you gain the same ability, but you project an aura of non-magical darkness. + +## Refraction Shield  + +7th-Level Light Weaver Feature  + +You can manipulate the light around you for protection. As a bonus action, you can spend 3 sorcery points to magically create a shield of light. While the shield is in place, whenever a creature within 5 feet of you hits you with a melee attack, the shield flashes with searing energy, and the attacker takes 2d8 radiant damage if you are light-shifted or 2d8 necrotic damage if you are dark-shifted. The shield disappears if you fall unconscious or after 10 minutes. + +## Aura Magnification  + +11th-Level Light Weaver Feature  + +Your manipulation of the light around you becomes masterful. While light-shifted, your Flickering Aura produces sunlight. While dark shifted, your aura produces magical darkness. + +If any of this aura’s area overlaps with an area of light or darkness created by a spell equal to or lower than the level of your highest available spell slot, the spell that created the light or darkness is dispelled. + +## Spell Blind  + +15th-Level Light Weaver Feature  + +Your spell energy overwhelms your target’s perceptions. As an action, you can spend 5 sorcery points to empower your Flickering Aura. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn within 60 feet of you must succeed on a Constitution saving throw or be blinded until the aura ends. diff --git a/content/Classes/Sorcerer/Resonant Body.md b/content/Classes/Sorcerer/Resonant Body.md new file mode 100644 index 0000000..9f190be --- /dev/null +++ b/content/Classes/Sorcerer/Resonant Body.md @@ -0,0 +1,79 @@ +--- +source: Tome of Heroes +--- + +You are a conduit for the power that exists in sounds and vibrations, your body a living tuning fork capable of emitting, focusing, muting, and transmuting sound and sonic forms of magic. Perhaps you endured overexposure to transmutation magic, arcane thunder, or the ear-splitting cries of an androsphinx, bukavac (see Tome of Beasts), or avalanche screamer (see Tome of Beasts 2). Maybe you can trace your lineage to an ancestor who spent an extended period on a plane dominated by elemental lightning and thunder or by unceasing screams of madness; you yourself may have been born on such a cacophonous plane. Alternatively, you or a forebear may have suffered prolonged exposure to the deafening thunderclaps of a bronze dragon’s lair. Or you may even have been experimented on by aboleths or other maniacal spellcasters, escaping before the transformation was complete.…  + +| | | +|---|---| +|Resonant Body Progression| | +|Sorcerer Level|Features| +|3rd|Resonant Body Origin Spells, Reverberating Quintessence, Signature Sound| +|7th|Sonic Savant| +|11th|Sound and Fury| +|15th|Resounding Spellcasting| + +Whatever its source, resonant magic infuses your very existence, causing you to manifest one or more unusual characteristics. At your option, you can create a quirk or roll a d6 and consult the Resonant Body Quirks table to determine a quirk for your character + +| Resonant Body Quirks | | +| -------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------- | +| D6 | Quirk | +| 1 | You emit a faint hum, audible to any creature within 5 feet of you | +| 2 | In response to natural or magical thunder, your body flickers into brief transparency with the sound of each thunderclap | +| 3 | Beasts with the Keen Hearing trait initially respond aggressively when you come within 30 feet of them. | +| 4 | If you hold a delicate, non-magical glass object such as a crystal wine glass for longer than one round, the object shatters. | +| 5 | Every time you speak, your voice randomly changes in pitch, tone, and/or resonance, so that you never sound quite the same. | +| 6 | When another living creature touches you, you emit a brief, faint tone like a chime, the volume of which increases with the force of the touch. | + +## Resonant Body Origin Spells  + +3rd-Level Resonant Body Feature  + +You gain origin spells at the sorcerer levels listed in the Resonant Body Origin Spells table. See the Sorcerer Subclass class feature for how these spells work. + +| Resonant Body Origin Spells | | +| --------------------------- | ----------------------------------- | +| Sorcerer Level | Spells | +| 3rd | Silence, Shatter | +| 5th | Sending, Thunder Step* | +| 7th | Freedom of Movement, Dimension Door | +| 9th | Greater hold, Destructive Wave* | +| 11th | Scatter*, True Seeing | + +*indicates a spell found in this Document + +## Reverberating Quintessence  + +3rd-Level Resonant Body Feature  + +You harbor sonic vibrations within you. You are immune to the deafened condition, resistance to thunder damage and you have tremorsense out to a range of 10 feet. In addition, you have advantage on saving throws against effects that deal thunder damage.  + +at 7th level, your tremorsense extends to 20 feet. + +## Signature Sound  + +3rd-Level Resonant Body Feature  + +You can cast the alarm spell (audible option only) once without expending a spell slot or requiring material components. Once you cast alarm in this way, you can’t do so again until you finish a long rest. Additionally, you can expend 3 sorcery points to cast the shatter or silence spell without expending a spell slot or requiring material components. + +## Sonic Savant  + +7th-Level Resonant Body Feature  + +Whenever you use a Metamagic option on a spell that deals thunder damage, deafens creatures, or silences or magnifies sounds, you expend only a fraction of your effort to do so. With these sorts of spells, Metamagic options that normally cost only 1 sorcery point instead cost 0 sorcery points; all other Metamagic options cost half the normal number of sorcery points (rounded up).  + +You can use your Sonic Savant feature to reduce the cost of a number of Metamagic options equal to your proficiency bonus. You regain all expended uses when you finish a long rest. + +## Sound and Fury  + +11th-Level Resonant Body Feature  + +Your resistance to thunder damage becomes immunity. In addition, when you cast a spell that deals damage, you can change the damage type to thunder. If the spell also imposes a condition on a creature damaged by the spell, you can choose to impose the deafened condition instead. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. + +## Resounding Spellcasting  + +15th-Level Resonant Body Feature  + +Any of your cantrips that deal thunder damage affect even those creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against a cantrip that deals thunder damage, the creature takes half the cantrip’s damage but suffers no additional effect from the cantrip.  + +Moreover, you can increase the power of some of your spells. When you cast an Arcane spell of 1st through 5th circle that deals thunder damage, you can cause the spell to maximize its damage dice. Once you use this feature, you shouldn’t use it again until you finish a long rest. Each time you use it again, you take 2d12 force damage for each circle of the spell you cast. This force damage ignores any resistance or immunity to force damage you might have. diff --git a/content/Classes/Sorcerer/Rifthopper.md b/content/Classes/Sorcerer/Rifthopper.md new file mode 100644 index 0000000..994cbd8 --- /dev/null +++ b/content/Classes/Sorcerer/Rifthopper.md @@ -0,0 +1,84 @@ +--- +source: Tome of Heroes +--- + +![[assets/cc996811a7b943acf8a677081b27a71f_MD5.jpg|313x469]] + +Rifthoppers are the living embodiment of wanderlust. The yearn to travel and witness unseen vistas burns in them and manifests in their ability to move nearly at the speed of thought. The origin of the rifthoppers’ powers remains a mystery, as they refuse to stay in one place long enough to be studied extensively. Given the lack of empirical evidence, many scholars have hypothesized that rifthoppers absorb energy from the world itself, typically through an innate connection with ley lines or with areas where the borders between planes are thin, and can use it to alter their own magic. + +Adventuring rifthoppers often concern themselves with investigating mysterious portals to unknown locations, researching ley lines and other mystic phenomena, or seeking out and stopping spatial and temporal disturbances. + +||**Rifthopper Progression**| +|---|---| +|**Sorcerer Level**|**Features**| +|3rd|Rifthopper Origin Spells, Teleport Object, Shift Space| +|7th|Tactical Swap| +|11th|Familiar Locations| +|15th|Dimensional Ambler| + +# Rifthopper Origin Spells  + +_3rd-Level Rifthopper Feature_  + +You gain origin spells at the sorcerer levels listed in the Rifthopper Origin Spells table. See the Sorcerer Subclass class feature for how these spells work. + +||**Rifthopper Origin Spells**| +|---|---| +|**Sorcerer Level**|**Spells**| +|3rd|Misty Step, Hold| +|5th|Sending, Blink| +|7th|Dimension Door, Freedom of Movement| +|9th|Passwall, Teleportation Circle| +|11th|Gravity Fissure*, Scatter*| + +# Teleport Object  + +_3rd-Level Rifthopper Feature_  + +You can use an action to teleport a small object that isn’t being worn or carried and that you can see within 30 feet of you into your hand. Alternatively, you can teleport an object from your hand to a space you can see within 30 feet of you. The object can weigh no more than 5 pounds and must be able to fit into a 1-foot cube.  + +The weight of the object you can teleport increases when you reach certain levels in this class: at 7th (10 pounds), 11th level (15 pounds), and 15th level (20 pounds).  + +# Shift Space  + +_3rd-Level Rifthopper Feature_  + +Once on each of your turns, you can spend an amount of movement equal to up to half your speed and teleport to an unoccupied space you can see within a number of feet equal to the movement you spent. If your speed is 0, such as from being grappled or restrained, you can’t use this feature. + +You can also spend movement equal to your full speed, reducing your speed to 0 for the turn, and expend a spell slot of 2nd Circle or higher to teleport yourself to a destination within range. The range you can travel is dependent on the circle of the spell slot expended as detailed in the **Rifthopper Teleportation Distance table**. You bring any objects you are wearing or carrying with you when you teleport, as long as their weight doesn’t exceed your carrying capacity. If you teleport into an occupied space, you take 4d6 force damage and are pushed to the nearest unoccupied space.  + +||**Rifthopper Teleportation Distance**| +|---|---| +|**Spell Slot Circle**|**Distance Teleported**| +|2nd|30 feet| +|3rd|60 feet| +|4th|120 feet| +|5th|240 feet| +|6th|480 feet| +|7th or higher|960 feet| + +# Tactical Swap  + +_7th-Level Rifthopper Feature_  + +When a creature you can see within 60 feet of you starts its turn or when you or a creature you can see within 60 feet of you is attacked, you can use your reaction to swap positions with the creature. The target must be willing.  + +If you use this feature when you or another creature is attacked, the attack’s target becomes the creature that now occupies the space being attacked, not the original target.  + +You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.  + +# Familiar Locations  + +_11th-Level Rifthopper Feature_  + +If you spend an hour in a location, familiarizing yourself with its features and noting its peculiarities, you can use an action to teleport yourself and a number of willing creatures equal to your Charisma modifier (minimum of 1) within 30 feet of you and that you can see to the location. You can teleport to this location over any distance as long as both you and it are on the same plane of existence. If the location is mobile, such as a boat or wagon, you can’t familiarize yourself with it enough to use this feature.  + +You can be familiar with a number of locations equal to your Charisma modifier (minimum of 1). You can choose to forget a location (no action required) to make room for familiarizing yourself with a new location.  + +You can teleport creatures with this feature a number of times per day equal to your proficiency bonus. You regain all expended uses when you finish a long rest.  + +# Dimensional Ambler  + +_15th-Level Rifthopper Feature_  + +You can use an action to transport yourself and a number of willing creatures equal to your Charisma modifier (minimum of 1) within 30 feet of you and that you can see to the Astral Plane or to the Ethereal Plane. While you are on these planes, you and the creatures you transported can move normally, but each transported creature must stay within 60 feet of you. You can choose to return all of you to the Material Plane at any time as a bonus action. Once you use this feature, you can’t use it again until you finish a long rest. diff --git a/content/Classes/Sorcerer/Sacred.md b/content/Classes/Sorcerer/Sacred.md new file mode 100644 index 0000000..8277859 --- /dev/null +++ b/content/Classes/Sorcerer/Sacred.md @@ -0,0 +1,85 @@ +--- +source: Players Guide 2 +--- + +Your magical power derives from a deity. An avatar or a powerful celestial or fiendish proxy might feature in your distant ancestry, or you might be linked to a major change for the deity, for good or for bad. Though you share some characteristics with clerics, you might find yourself shunned by the deity’s worshippers as a false manifestation or competitor for the “rightful” recipients of the deity’s power. + +| Sacred Progression | | +| ------------------ | ---------------------------------------------------------------- | +| Sorcerer Level | Features | +| 3rd | Divine Providence, Metamagic: Divine Spell, Sacred Origin Spells | +| 7th | Divine Retribution | +| 11th | Divine Fortitude | +| 15th | Divine Conduit | + +## Sacred Origin Spells  + +3rd-Level Sacred Feature  + +When you gain this subclass, choose if your magic derives from celestial or fiendish power. You gain origin spells at the sorcerer levels listed in the Celestial Origin Spells table or the Fiendish Origin Spells table, based on which you chose. See the Sorcerer Subclass class feature in the Player’s Guide for how these spells work.  + +| Celestial Origin Spells | | +| ----------------------- | ---------------------------------- | +| Sorcerer Level | Spells | +| 3rd | aid, cure wounds | +| 5th | daylight, mass healing word | +| 7th | aura of mercy*, death ward | +| 9th | dispel evil and good, flame strike | +| 11th | heal, righteous fervor* | + +*indicates a spell found in this Document + +| Fiendish Origin Spells | | +| ---------------------- | ---------------------------------- | +| Sorcerer Level | Spells | +| 3rd | blindness/deafness, inflict wounds | +| 5th | aura of bane*, vampiric touch | +| 7th | blight, compulsion | +| 9th | contagion, dispel evil and good | +| 11th | demonic wings*, harm | + +*indicates a spell found in this Document + +## Divine Providence  + +3rd-Level Sacred Feature  + +Your divine nature grants you a minor amount of grace. If you fail a save or miss an attack roll, you can roll a d4 and add it to the total, potentially turning a failure into a success. You can use this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. + +## Metamagic  + +3rd-Level Sacred Feature  + +You gain the following unique option for your Metamagic feature (see Player’s Guide). This option can’t be replaced and doesn’t count against the number of Metamagic options that you know.  + +**Metamagic: Divine Spell**  + +When you cast a spell that deals damage, you can spend 1 sorcery point (see Player’s Guide) when rolling damage to replace half the spell’s damage with necrotic damage, if you chose Fiendish origin spells, or with radiant damage, if you chose Celestial origin spells (see also Sacred Origin Spells). You can use this Divine Spell option even if you have already used a different Metamagic option during the casting of the spell. + +## Divine Retribution  + +7th-Level Sacred Feature  + +As a reaction when a creature you can see deals damage to you, you can release a backlash of divine energy. The creature must make a **CON** save against your spell save **DC**, taking necrotic damage (if you chose Fiendish origin spells) or radiant damage (if you chose Celestial origin spells) equal to the damage it dealt to you on a failed save or half as much damage on a successful one. Once used, you can’t use this feature again until you finish a short or long rest, unless you spend 3 sorcery points. + +## Divine Fortitude  + +11th-Level Sacred Feature  + +Divine power courses through your body, changing it in subtle ways. You are immune to disease and the poisoned condition, and you are resistant to the charmed and frightened conditions. + +As a bonus action, you can call on this divine power to manifest a pair of wings from your back, gaining a f lying speed equal to your walking speed. They last until you dismiss them (as a bonus action). The wings have a feathered, bird-like appearance if you chose Celestial origin spells or a leathery, bat-like appearance if you chose Fiendish origin spells. The appearance of the wings is otherwise up to you. You can’t manifest your wings while wearing armor. + +## Divine Conduit  + +15th-Level Sacred Feature  + +As an action, you can become a conduit of divine power. This lasts for 1 hour or until you are knocked unconscious. While affected, you gain the following benefits: + +- Each ally within 5 feet of you has advantage on saves against spells and other magical effects and on saves against being charmed or frightened. As a bonus action, you can extend this radius to 20 feet until the start of your next turn. +- If you chose Celestial origin spells, any spell you cast of 1st circle or higher that restores hit points to a creature restores 50 percent more hit points. +- If you chose Fiendish origin spells, any spell you cast of 1st circle or higher that deals necrotic damage to one or more creatures also frightens any creature hit by the spell or that failed its save against the spell until the start of your next turn. +- You gain a +2 bonus to AC.  +- You have advantage on saves against spells and other magical effects. + +Once used, you can’t use this feature again until you finish a long rest, unless you spend 10 sorcery points to do so. diff --git a/content/Classes/Sorcerer/Spore.md b/content/Classes/Sorcerer/Spore.md new file mode 100644 index 0000000..9710c6d --- /dev/null +++ b/content/Classes/Sorcerer/Spore.md @@ -0,0 +1,72 @@ +--- +source: Tome of Heroes +--- + +![[assets/812c37a9061cfa9d4d5dc7c899e1b243_MD5.jpg|Grant Griffin|228x343]] + +One of the most omnipresent elements in the atmosphere is practically invisible and often ignored: spores. Plants of all varieties, fungal sentient life forms like mushroomfolk, and even animals emit these tiny pieces of life. You’ve always had an affinity for the natural world, and your innate magic is carried within the power of these omnipresent spores.  + +Spore sorcerers are regularly found among the mushroomfolk, [[Kobold]], [[Goblin]], and [[Dwarf, Midnight]]. + +who grow large gardens of fungi deep beneath the surface of the world. Spore sorcerers can also be found in any area with an abundance of plant life, such as forests, swamps, and deep jungles. + +||**Spore Progression**| +|---|---| +|**Sorcerer Level**|**Features**| +|3rd|Spore Origin Spells, Nature Magic, Spore Transmission| +|7th|Metamagic Spore Transmission| +|11th|Spore’s Protection| +|15th|Spore Form| + +# Spore Origin Spells  + +_3rd-Level Spore Feature_  + +You gain origin spells at the sorcerer levels listed in the Spore Origin Spells table. See the Sorcerer Subclass class feature for how these spells work. + +||**Spore Origin Spells**| +|---|---| +|**Sorcerer Level**|**Spells**| +|3rd|Suggestion, Gentle Repose| +|5th|Plant Growth, Hypnotic Pattern| +|7th|Confusion, Greater Invisibility| +|9th|Mass Cure Wounds, Cloudkill| +|11th|Circle of Death, Heal| + +# Nature Magic  + +_3rd-Level Spore Feature_  + +Your affinity with the natural world and the spores that exist between all plants and creatures allows you to learn spells from the Primordial Source. When your Spellcasting feature lets you learn or replace an Arcane cantrip or an Arcane spell of 1st circle or higher, you can choose the new spell from the Primordial spell list or the Arcane spell list. You must otherwise obey the restrictions for selecting the spell, and it becomes an Arcane spell for you. In addition, when you reach 5th level in this class, you can cast speak with plants without expending a spell slot a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. + +# Spore Transmission  + +_3rd-Level Spore Feature_  + +Your spores allow you to communicate with creatures telepathically. You can use a bonus action to create a telepathic link with one creature you can see within 30 feet of you. Until the link ends, you can telepathically speak to the target, and, if it understands at least one language, it can speak telepathically to you. The link lasts for 10 minutes or until you use another bonus action to break the link or to establish this link with a different creature.  + +If the target is unwilling, it can make a Charisma saving throw at the end of each of its turns, ending the link on a success. If an unwilling target ends the link in this way, you can’t establish a link with that target again for 24 hours. + +# Metamagic Spore Transmission  + +_7th-Level Spore Feature_  + +The spores connecting you and the target of your Spore Transmission enhance your metamagic effects on the linked target. You gain the following benefits when using the indicated Metamagic options:  + +- **Careful Spell.** If the spell allows a target to take only half damage on a successful saving throw, the linked target instead takes no damage. +- **Distant Spell.** When you use this Metamagic option to increase the range of a touch spell, the spell’s range is 60 feet when cast on the linked target. +- **Extended Spell.** If cast on the linked target, the spell’s duration is tripled rather than doubled, to a maximum of 36 hours. +- **Hungry Spell.** If the linked target is reduced to 0 hit points with your hungry spell, you regain hit points equal to double your Charisma modifier (minimum of 2). +- **Twinned Spell.** By spending 1 additional sorcery point, you can affect the linked target in addition to the two original targets. + +# Spore’s Protection  + +_11th-Level Spore Feature_  + +When an attacker you can see targets you with a melee attack, you can use your reaction to call forth spores to cloud its senses. The attacker has disadvantage on the attack roll. If the attack hits, you gain 10 temporary hit points as the spores bind the wound for a short time. The temporary hit points last for 1 minute.  + +# Spore Form  + +_15th-Level Spore Feature_  + +You gain immunity to poison damage and the poisoned condition. In addition, as an action, you can radiate spores in a 20-foot radius around you for 1 minute. Each friendly creature that starts its turn in the area regains hit points equal to your Charisma modifier (a minimum of 1). Each hostile creature that starts its turn in the area takes poison damage equal to your Charisma modifier (a minimum of 1). The target of your Spore Transmission regains (if it is friendly) or takes (if it is hostile) double this amount. Once you use this action, you can’t use it again until you finish a long rest. diff --git a/content/Classes/Sorcerer/Umbral.md b/content/Classes/Sorcerer/Umbral.md new file mode 100644 index 0000000..01a76be --- /dev/null +++ b/content/Classes/Sorcerer/Umbral.md @@ -0,0 +1,70 @@ +--- +source: Labyrinth Worldbook +--- + +Your magic comes from a shard of shadow imprinted upon your soul. Your magic may have been born from accident or design, but however it came, a force beyond the understanding of mortals has spoken to you. It now demands you embrace what lies beyond comprehension. + +| Umbral Progression | | +| ------------------ | --------------------------------------------- | +| Sorcerer Level | Features | +| 3rd | Fade Away, Umbral Origin Spells, Umbral Sight | +| 7th | Shadow Servant | +| 11th | Black Guard | +| 15th | Night’s Veil | + +## Umbral Origin Spells   + +3rd-Level Umbral Feature  + +You gain origin spells at the sorcerer levels listed in the Umbral Origin Spells table. See the Sorcerer Subclass class feature for how these spells work. + +| Umbral Origin Spells | | +| -------------------- | ----------------------------- | +| Sorcerer Level | Spells | +| 3rd | bane, false life | +| 5th | darkness, pass without trace | +| 7th | blink, fear | +| 9th | black tentacles, invisibility | +| 11th | mislead, seeming | + +## Fade Away  + +3rd-Level Umbral Feature  + +While you are standing in an area of darkness or magical darkness, you can use a bonus action and expend 2 sorcery points to teleport to an unoccupied space you can see that is also in an area of darkness or magical darkness (Note that Umbral Sight, below, allows you to see even in magical darkness).  + +## Umbral Sight  + +3rd-Level Shadow Feature  + +You gain darkvision out to a range of 60 feet. If you already have darkvision, its range is increased by 30 feet. You can see in magical darkness out to a range of 30 feet. + +At 11th level, your darkness range is increased to 120 feet, and you can see in magical darkness out to a range of 60 feet. + +## Shadow Servant  + +7th-Level Umbral Feature  + +You gain the ability to awaken shadows to do your bidding. As a bonus action, you can target a creature you can see within 30 feet. That creature’s shadow comes to life as a separate creature under your command, using the shadow [MV] stat block. + +The shadow appears in an unoccupied space within 5 feet of the target and can act immediately. The shadow acts on your initiative. It must spend its turn moving toward the target by the most direct route, and it can use its action only to attack the target (no action required by you to command the shadow). If the shadow hits with an attack, instead of doing any damage, the target has disadvantage on the first attack or save it makes before the start of the shadow’s next turn. + +The shadow disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 1 minute. + +You can use this feature a number of times equal to your **PB** and you regain all expended uses when you finish a long rest. + +## Black Guard  + +11th-Level Umbral Feature  + +When a creature makes an attack roll against you, you can use your reaction to encase yourself in a 10-foot radius sphere of magical darkness (imposing disadvantage on attacks against you if the attacker can’t see through magical darkness). If the triggering attack still hits, you can’t use this feature again until you finish a short rest; otherwise, the darkness persists until the beginning of your next turn. + +Creatures that don’t perceive via sight are immune to this effect. + +## Night’s Veil  + +15th-Level Umbral Feature  + +You can expend 4 sorcery points and use an action to emit a 15-foot-radius sphere of magical darkness centered on yourself. The sphere moves with you, and its darkness spreads around corners. When you create the sphere, you can designate any number of creatures that can see through the darkness, but otherwise, a creature with darkvision can’t see through it, and nonmagical light can’t illuminate it. + +The sphere lasts for 1 minute, until you are incapacitated, or until it comes into contact with sunlight. If any of this effect’s sphere overlaps with an area of light created by a spell of 7th circle or lower, the spell that created the light is dispelled. diff --git a/content/Classes/Theurge/*Playing a Theurge*.md b/content/Classes/Theurge/*Playing a Theurge*.md new file mode 100644 index 0000000..c9304f9 --- /dev/null +++ b/content/Classes/Theurge/*Playing a Theurge*.md @@ -0,0 +1,238 @@ +--- +source: Players Guide 2 +--- + +## **Base Class + +Some spend their lives poring over ancient tomes and texts. Others devote themselves to the gods, acting as emissaries of the divine. The theurge seeks to achieve a perfect balance between the arcane and the divine, blending both kinds of magic into a powerful and cohesive whole. + +Theurges revel in the unbridled wonders of magic, regardless of its source. They strive to refine their magical abilities, driven by their quest to accomplish ever greater feats of spellcasting. Although many theurges worship a specific deity, often one devoted to magic, others choose to venerate personifications of magical forces or perhaps even magic itself. Theurges typically possess an unquenchable and obsessive thirst to further their understanding and mastery of spellcasting and magic. Their might lies in their ability to draw upon, combine, and manipulate multiple forms of magical power to overcome any obstacle. + +Playing this class will yield great rewards for players with a keen understanding of spellcasting, especially those who delight in curating the perfect spell list from a bounty of options. The theurge class allows you to break the rules, rewrite the laws of magic, and combine spells in ways other casters can only dream of. + +### Theurges as Adventurers + +Theurges are remarkable individuals who redefine the limitations of spellcasting by uniting Arcane and Divine magic. A theurge pursues their craft with a cleric’s devotion and a wizard’s discipline, combining the best of two distinct worlds to forge a potent mystic power that is entirely their own. A theurge’s unique blend of disparate perspectives, philosophies, and values allows them to navigate a wide variety of communities with ease. Traveling with a theurge often opens doors and makes it easy to find allies among academics, priests, mages, and monks of all stripes. + +Theurges, like wizards, are primarily academics, ill-suited to physical challenges. However, like clerics, a theurge’s access to the Divine source allows them to heal, bolster, and defend allies on the frontlines. While the difficulty of simultaneously mastering two sources limits the number of Arcane and Divine spells a theurge can ultimately master, they more than make up for a lack of versatility with their ability to rewrite the rules of magic. A theurge can cast spells at an astounding rate and maintain these spells through conditions that would break even the most tenacious clerics or wizards. + +**Class Features** + +As a theurge, you have the following class features. + +**Hit Points** + +**Hit Dice:** 1d6 per theurge level + +**Hit Points at 1st Level:** 6 \+ your **CON** modifier + +**Hit Points at Higher Levels:** 1d6 (or 4\) \+ your **CON** modifier per theurge level after 1st + +**Proficiencies** + +**Armor:** None + +**Weapons:** Simple weapons + +**Tools:** None + +**Saves:** **INT**, **WIS** + +**Skills:** Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion + +**Starting Equipment** + +You start with the following equipment, in addition to the equipment granted by your background: + +- (a) a quarterstaff or (b) a dagger. +- (a) a component pouch or (b) an arcane focus or holy symbol. +- (a) a scholar’s pack or (b) an explorer’s pack. +- A libram. + +| Theurge Progression | | | | | | | | | | | | | | +| :---- | ----- | :---- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | +| **Level** | **PB** | **Features** | **Cantrips Known** | **Rituals Known** | **1st** | **2nd** | **3rd** | **4th** | **5th** | **6th** | **7th** | **8th** | **9th** | +| 1st | \+2 | Spell Nexus, Spellcasting | 3 | 1 | 2 | — | — | — | — | — | — | — | — | +| 2nd | \+2 | Spellcraft (d6), Summon Libram | 3 | 1 | 3 | — | — | — | — | — | — | — | — | +| 3rd | \+2 | Theurge Subclass | 3 | 2 | 4 | 2 | — | — | — | — | — | — | — | +| 4th | \+2 | Improvement | 4 | 2 | 4 | 3 | — | — | — | — | — | — | — | +| 5th | \+3 | Spell Synthesis | 4 | 3 | 4 | 3 | 2 | — | — | — | — | — | — | +| 6th | \+3 | Superior Focus | 4 | 3 | 4 | 3 | 3 | — | — | — | — | — | — | +| 7th | \+3 | Subclass Feature | 4 | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — | +| 8th | \+3 | Improvement | 4 | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — | +| 9th | \+4 | Spellcraft (d8) | 4 | 5 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | +| 10th | \+4 | Heroic Boon | 5 | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | +| 11th | \+4 | Subclass Feature | 5 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | +| 12th | \+4 | Improvement | 5 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | +| 13th | \+5 | Spell Synthesis (2/Rest) | 5 | 7 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | +| 14th | \+5 | Flawless Concentration | 5 | 7 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | +| 15th | \+5 | Subclass Feature | 5 | 8 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | +| 16th | \+5 | Improvement | 5 | 8 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | +| 17th | \+6 | Spellcraft (d10) | 5 | 9 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | +| 18th | \+6 | Spell Synthesis (3/Rest) | 5 | 9 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | +| 19th | \+6 | Improvement | 5 | 9 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | +| 20th | \+6 | Epic Boon | 5 | 9 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | + +### Spell Nexus + +_1st-Level Theurge Feature_ + +As a bonus action while your libram is within 100 feet of you, you can open a magical conduit between you and it, allowing you to instantly replace one spell you currently have prepared with another spell of the same circle and same source transcribed within the libram. For example, if you’re a 3rd-level theurge, you could instantly replace one 1st-circle Arcane spell you currently have prepared with another 1st-circle Arcane spell transcribed in your libram. + +You can use this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. + +### Spellcasting + +_1st-Level Theurge Feature_ + +As a student of Arcane and Divine magic, you have a theurgic libram containing spells that show the first glimmerings of your true power. See Spellcasting in the Player’s Handbook for general rules of spellcasting and for the Arcane and Divine spell lists. + +#### Cantrips + +At 1st level, you know one cantrip of your choice from the Arcane spell list, one cantrip of your choice from the Divine spell list, and a third cantrip from either the Arcane or Divine spell list (your choice). You learn additional cantrips at higher levels that you can choose from either the Arcane or Divine lists, as shown in the Cantrips Known column of the Theurge Progression table. + +#### Libram + +You learn how to craft a libram, which is a Tiny magical object that contains your spells. However, a theurge’s libram is more than just a mere spellbook, it is a physical manifestation of a theurge’s power and a mystic reservoir of the esoteric knowledge unlocked over the course of their magical studies. + +Creating a libram forges a bond between it and the theurge that transcends physical reality. The process stamps the theurge’s soul with a mystic symbol that forever tethers the libram to its creator. This symbol is typically invisible to those with normal sight, but it is visible upon the theurge’s skin when viewed with magical sight—or it might become visible when the theurge casts their spells. The exact appearance and placement of this mark is up to you, but traditionally, it appears as a golden third eye on the theurge’s brow. + +**Libram’s Appearance.** Your libram is a unique vessel for recording spells and other information. Most resemble books stamped with a theurge’s personal symbol, but they can also take the form of scrolls, inscribed tablets, or similar objects that can be easily held. The exact appearance of a libram is a reflection of the theurge who created it, so the details are ultimately up to you. + +**Libram Spells.** When you first create your libram at 1st level, it contains six 1st-circle spells. You can choose these spells from the Arcane or Divine spell lists, but at least two of these spells must be from the Arcane spell list and at least two must be from the Divine spell list. Your libram is the repository of all the Arcane and Divine spells you know—except for your cantrips, which are so simple and well-rehearsed that you don’t need to write them down. The theurgic wisdom contained within your libram is incomprehensible to anyone but you, and other creatures can’t read or copy any spells or text contained within it. + +**Destroying the Libram.** A libram doesn’t have an AC, doesn’t have hit points, and it can’t be damaged or destroyed by conventional means. It can’t be used or activated by any creature other than the theurge that created it, but it otherwise follows the rules of a standard magic item. If you die, your libram disintegrates after 24 hours. + +**Replacing the Libram.** If your libram is lost or destroyed, you can perform a 1-hour ceremony to create a replacement, which can be performed as part of a short or long rest. The contents of your replacement libram are identical to the contents of the previous one. If the previous libram still exists, it is destroyed the moment you complete the ceremony to create a replacement. + +#### Preparing Spells + +You must prepare spells in advance before you can cast them. You can prepare any spell in your libram for which you have spell slots. You determine which spell slots you can access by checking your level on the Theurge Progression table. You can choose a number of spells equal to your **INT** modifier \+ your theurge level (minimum of one spell). This is your list of prepared spells from which you can cast. + +Preparing a new list of spells requires time studying your libram and re-memorizing incantations and gestures: at least 1 minute per spell circle for each spell you change. You can change your list of prepared spells as part of a long rest. + +#### Casting Spells + +You have prepared a number of spells and can cast any of them by using a spell slot of the spell’s circle or higher. + +The Theurge Progression table shows how many spell slots you have at a given level. For example, at 3rd level, you have four 1st-circle and two 2nd-circle spell slots, and with a 16 **INT**, you can have six prepared spells of 1st or 2nd circle, in any combination. You only have two spell slots for 2nd-circle spells though, so if you prepare only 2nd-circle spells, you won’t be able to use your 1st-circle spell slots at all. + +Casting a spell doesn’t remove it from your list of prepared spells, it just uses up a spell slot. You regain all used spell slots when you finish a long rest. + +**Learning Spells of 1st Circle and Higher** + +Each time you gain a theurge level, you can add two spells of your choice to your libram: one of these spells must be from the Arcane spell list and one must be from the Divine spell list. Each spell must be of a circle for which you have spell slots, as shown on the Theurge Progression table. + +In addition, when you gain a level of theurge, you can choose one Arcane or Divine spell in your libram and replace it with another spell from the same source (Arcane or Divine). The replacement spell must be of a circle for which you have spell slots. + +**Spellcasting Ability** + +Intelligence (**INT**) is your spellcasting ability. Your **INT** modifier determines the save **DC** or the attack modifier for certain spells you cast: + +**Spell save **DC**** \= 8 \+ your proficiency bonus (**PB**) \+ your **INT** modifier + +**Spell attack modifier** \= your proficiency bonus (**PB**) \+ your **INT** modifier + +**Rituals** + +You can also cast a type of long-form spell called a ritual. Rituals don’t need to be prepared, and they don’t use up spell slots. + +At 1st level, choose one ritual from the Arcane or Divine ritual list. You learn more rituals at higher levels, as shown in the Rituals Known column of the Theurge Progression table, but only from a circle for which you have spell slots. Rituals you learn don’t count against the number of spells you learn at each level. + +Rituals are contained in your libram alongside your regular spells. + +**Spellcasting Focus** + +You can use an arcane focus, a holy symbol, or your libram as a spellcasting focus for your Arcane and Divine spells. + +### Spellcraft + +_2nd, 9th, and 17th-Level Theurge Feature_ + +Your studies and experience using power from multiple magic sources gives you profound insight into the workings of magic. This insight is represented by a pool of Spellcraft dice. You have a number of spellcraft dice equal to your **INT** modifier (minimum of 1), and these dice are d6s. You can’t spend more than one Spellcraft die to modify the same roll. Unless specified otherwise, once you spend a Spellcraft die, you immediately roll it and add the number rolled as instructed. The die is then expended. You regain expended Spellcraft dice when you finish a short or long rest. + +You can spend your Spellcraft dice in the following ways: + +- When you deal damage or restore hit points with a spell you cast, you can spend one Spellcraft die and deal additional damage of the type dealt by the spell or restore additional hit points equal to the result. +- When you make a **CON** save to maintain concentration, you can spend one Spellcraft die and add the number rolled to the check result. +- When you make an ability check to learn, decipher, or recall information about a spell, spellcaster, magic item, or magic effect, you can spend one Spellcraft die and add the number rolled to the check result. + +The size of your Spellcraft die changes when you reach certain levels in this class. The die become a d8 at 9th level and a d10 at 17th. + +#### Summon Libram + +_2nd-Level Theurge Feature_ + +Your growing power deepens your mystic bond with your libram, allowing you to sense its location and summon it to your side. + +While your libram is on the same plane of existence as you, you can sense its location and know the exact amount of distance between you and it. If the libram is on a different plane, you know which plane but not its precise location on that plane. + +As a bonus action if the libram is on the same plane of existence as you, you can summon it, causing it to appear in your hand or in the nearest unoccupied space within 5 feet of you (if you don’t have a free hand). + +#### Theurge Subclass + +_3rd, 7th, 11th, and 15th-Level Theurge Feature_ + +Choose a subclass that reflects your focused area of magical devotion: Conduit, Illuminary, or Source Spinner. Your choice grants you features at 3rd, 7th, 11th, and 15th level. + +#### Improvement + +_4th, 8th, 12th, 16th, and 19th-Level Theurge Feature_ + +Choose one of the following improvements (ability scores can’t be raised above 20 with this feature): + +- Increase a single ability score by 2\. +- Increase two different ability scores by 1 each. +- Increase one ability score by 1 and select a talent from the magic talents list (see Player’s Guide). + +#### Spell Synthesis + +_5th, 13th, and 18th-Level Theurge Feature_ + +Your profound understanding of magical duality allows you to tap into deep reserves of spellcasting power. You can expend a use of this feature to cast two prepared spells of 4th circle or lower on your turn as long as one spell is from the Arcane list and the other is from the Divine list and also either of the following circumstances are met: + +- You can cast a spell with a casting time of 1 action with the Cast a Spell action and a second spell with a casting time of 1 bonus action as your bonus action. +- You can simultaneously cast two spells with a casting time of 1 action as part of the same Cast a Spell action. + +Casting spells in this way expends spell slots for each spell as normal. You can’t cast a spell with a spell slot of 5th circle or higher with this feature, even if you could normally use a spell slot to cast the spell at a higher circle. Due to the intense effort simultaneous casting requires, you can’t take reactions until the start of your next turn after activating your Spell Synthesis feature. + +Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 13th level, you can use it twice, and at 18th level, you can use it three times before taking a rest. Regardless of whether you have multiple uses available, you can’t use this feature more than once on the same turn. + +#### Superior Focus + +_6th-Level Theurge Feature_ + +You can simultaneously maintain two spells that require concentration. One spell must be from the Arcane spell list, and the other must be from the Divine spell list. + +While concentrating on two spells in this way, you must make a **CON** save (**DC** 10 \+ the highest-circle spell cast) to maintain concentration on these spells at the start of each of your turns. If you fail this save, both spells immediately end. + +In addition, while concentrating on two spells, you have disadvantage on **CON** saves to maintain concentration whenever you take damage or suffer another effect that would potentially break concentration (this disadvantage doesn’t apply to the **CON** saves you make at the start of each of your turns). Anything that causes you to lose concentration, including being incapacitated or killed, causes you to lose both spells. + +#### Heroic Boon + +_10th-Level Theurge Feature_ + +Your commitment to the theurge’s path grants you a powerful new ability. Choose one of the following heroic boons: + +- **Careful Craft.** When you add one of your Spellcraft dice (see Spellcraft feature) to an ability check or save and the roll still fails, the die isn’t expended. +- **Persistent Craft.** If a creature you can see succeeds on a save against one of your spells, you can expend a Spellcraft die (see Spellcraft feature) to force the creature to reroll the save, subtracting the number rolled on your Spellcraft die from the new check result. +- **Precise Craft.** If you roll a 1 on a Spellcraft die (see Spellcraft feature), you can reroll the die, and you must take the new result. In addition, if you roll the maximum result on a Spellcraft die (such as an 8 on a d8), you can roll the die again and add both numbers rolled to your check result. +- **Vicious Craft.** You gain an additional way to use your Spellcraft dice (see Spellcraft feature). When you cast a spell that requires you to make an attack roll, you can spend one Spellcraft die and add the number rolled to the check result. + +#### Flawless Concentration + +_14th-Level Theurge Feature_ + +While maintaining concentration on one or more Arcane or Divine spells, you never have disadvantage on **CON** saves to maintain concentration, regardless of the damage you take, environmental phenomena, or any other features or effects. + +In addition, if a creature deals damage to you with multiple attacks or effects on its turn, you no longer have to roll **CON** saves for each instance of damage it deals to maintain concentration. Instead, you need to make only one save against the instance with the highest **DC** to successfully maintain concentration. + +#### Epic Boon + +_20th-Level Theurge Feature_ + +Your commitment to the theurge’s path grants you a powerful new ability. You gain one of the following epic boons: + +- **Supreme Craft.** You can now expend up to two Spellcraft dice (see Spellcraft feature) to modify the same roll. If you end your turn with no Spellcraft dice remaining, you automatically recover one expended Spellcraft die. +- **Supreme Focus.** When you make a **CON** save to maintain concentration, you can treat any d20 roll of 9 or lower as if you had rolled a 10 on the die. In addition, if you fail a **CON** save to maintain concentration while you are concentrating on two spells simultaneously, you lose concentration on only one spell instead of both (you choose which spell remains active). +- **Supreme Unity.** If you start your turn with no uses of your Spell Synthesis feature remaining, you can combine raw power from your Arcane and Divine magic sources to immediately restore all expended uses (no action required). You must finish a long rest before you can use this feature again. diff --git a/content/Classes/Theurge/Conduit.md b/content/Classes/Theurge/Conduit.md new file mode 100644 index 0000000..1c3985c --- /dev/null +++ b/content/Classes/Theurge/Conduit.md @@ -0,0 +1,54 @@ +--- +source: Players Guide 2 +--- + +Theurges that embody the Conduit devotion view all magic—regardless of source—as a natural extension of the life force that resides within all creatures. Conduits perceive the Arcane and Divine within themselves as readily as they feel their blood pumping through their veins, and they believe the deepest reserves of magical power lie within the soul. They translate these beliefs into practical applications, allowing them to exchange vitality for spellcasting potential and disrupt the magical energies within other creatures. + +| Conduit Progression | | +| ----- | :---- | +| **Theurge Level** | **Features** | +| 3rd | Energy Exchange, Mystic Vitality | +| 7th | Metabolize | +| 11th | Spell Surge | +| 15th | Nullify | + +## Energy Exchange + +_3rd-Level Conduit Feature_ + +Your mastery of magical power allows you to transfer raw energy in various ways. + +- **Exchange Life.** You can convert your own life force into raw magical power. As a bonus action, you can expend Hit Dice to recover an expended spell slot. When you do so, expend a number of Hit Dice equal to the circle of the spell slot you are attempting to recover. Roll the expended Hit Dice and add your **CON** modifier to the roll. You immediately lose hit points equal to the result, and your hit point maximum is reduced by that amount until you finish a long rest. If you have at least 1 HP remaining after losing these hit points, you successfully recover the spell slot. +- **Exchange Power.** You can control the energy within magic items. As an action, you can expend a spell slot to restore charges to a magic item you are touching. When you do so, the magic item regains expended charges equal to the circle of the spell slot expended, up to the item’s maximum charges. This feature can’t restore charges to items that don’t have charges, such as a ring of feather falling, and it can’t restore charges to consumables or items that cease to be magical once all their charges or uses are expended, such as the gem of brightness or restorative ointment (see Player’s Guide for all items). + +## Mystic Vitality + +_3rd-Level Conduit Feature_ + +You can convert unspent magical energy into vitality. When you finish a long rest, you regain additional Hit Dice equal to half the number of unspent spell slots (rounded down) you had before finishing the long rest, up to your Hit Dice maximum (minimum of one Hit Die). For example, if you are a 6th-level theurge with three unspent spell slots, you would regain one additional expended Hit Die at the end of the long rest, in addition to the three Hit Dice you would normally recover after a long rest as a 6th-level character. + +## Metabolize + +_7th-Level Conduit Feature_ + +As a reaction when you suffer an instance of damage that isn’t bludgeoning, piercing, or slashing, you can make a **CON** save. The **DC** for this save equals 10 or half the amount of damage you took, whichever number is higher. On a success, you store that energy potential within your body for up to 1 minute. Before the duration ends, you can expend this stored energy (no action required) as part of casting a 1st-circle or higher spell. When you do so, the spell is cast as if you expended a spell slot one circle higher than the slot used. + +You can attempt to store magical energy in this way a number of times equal to your **PB**, but you can store only a single instance of energy potential at one time. You regain all expended uses when you finish a long rest. + +## Spell Surge + +_11th-Level Conduit Feature_ + +When you deal damage to a creature with an Arcane or Divine spell, you can expend one or more of your Hit Dice. Roll the expended dice and add your **CON** modifier. The creature takes additional damage of the spell’s type equal to the result. If multiple creatures are damaged by the triggering spell, you choose which target takes the extra damage. + +## Nullify + +_15th-Level Conduit Feature_ + +As an action, you can suppress the magical potential of one creature or magic item within 120 feet of you. The suppression lasts for 1 minute or until you start your turn more than 120 feet away from the target. The effect also ends early if you become incapacitated. + +If the suppressed target is a creature, each time it attempts to cast a spell or make a spell attack, it must make a **CON** save against your spell save **DC**. On a success, the spell or attack happens normally. On a failure, the spell or attack fails, expending a spell slot or use of the feature (if limited use). + +If the suppressed target is a magic item, it functions as a nonmagical item of its type for the duration of your suppression. This effect otherwise works like the magic items aspect of the antimagic field spell. + +Once you use this feature, you can’t do so again until you finish a long rest. diff --git a/content/Classes/Theurge/Dweomercrafter.md b/content/Classes/Theurge/Dweomercrafter.md new file mode 100644 index 0000000..833c8ba --- /dev/null +++ b/content/Classes/Theurge/Dweomercrafter.md @@ -0,0 +1,66 @@ +--- +source: Deep Magic 2 +--- + +Due to your extensive research into magic, you have discovered dweomercraft—esoteric methods that allow you to shape, sculpt, and otherwise modify your spells. + +| Dweomercrafter Progression | | +| ----- | :---- | +| **Theurge Level** | **Features** | +| 3rd | Dweomercraft Initiate | +| 7th | Spellweaver | +| 11th | Dweomercraft | +| 15th | Dweomercraft Master | + +## Dweomercraft Initiate + +_3rd-Level Dweomercrafter Feature_ + +You learn your first two dweomercraft discoveries. Your dweomercraft options are detailed below. You learn an additional such discovery at 6th, 10th, and 14th level. + +**Saving Throws.** If a dweomercraft discovery requires your target to make a saving throw, it is against your theurge spell save **DC**. + +You can use only one dweomercraft discovery on a spell when you cast it, unless otherwise noted. Spells modified by dweomercraft cannot also be modified by Metamagic: + +- **Accurate Spell.** When you cast a spell that requires an attack roll, you have advantage on that roll. If the spell requires multiple attack rolls, you have advantage on only one (your choice). +- **Branding Spell.** When you hit a single creature with a spell that deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, the creature is marked by an invisible rune. Until the end of your next turn, any spell attack rolls against the same target have advantage if they are from spells that deal damage of the same type as the triggering spell. +- **Disarming Spell.** When you hit a single creature with a spell that deals force damage, you can attempt to disarm it. The creature must succeed on a Strength saving throw or drop one object of your choice that it is currently holding. The dropped object lands in the target’s space. +- **Forceful Spell.** When you hit a single creature that is Large or smaller with a spell that deals force damage, the creature must succeed on a Strength saving throw or be pushed up to 15 feet away from you. +- **Penetrating Spell.** You increase the spell save **DC** of the spell by an amount equal to half your **INT** modifier. +- **Piercing Spell.** When you hit a single creature with a spell that deals damage, the spell ignores the creature’s resistance to a single damage type of your choice. Creatures that are normally immune to your chosen damage type take half damage instead of no damage. +- **Redirect Spell.** When you cast a spell that targets a single creature but that has no effect on the target (such as due to a successful saving throw or a missed attack roll), you can redirect the spell to another eligible target within 15 feet of the initial target. If the spell requires any attack rolls, you must roll new ones against the new target. If the spell has no effect on the new target, the spell is lost. +- **Sculpt Spell.** When you cast a spell that deals acid, cold, Fire, force, lightning, necrotic, radiant, or thunder damage, you can change that damage type to another type from that list. +- **Selective Spell.** When you cast a spell that forces targeted creatures to make a saving throw, you can protect some of those targets from the spell’s full force. Choose a number of targets up to your Intelligence modifier (minimum of one). A chosen target automatically succeeds on its saving throw against the spell. +- **Upcast Spell.** You cast a spell that is treated as if it were cast using a spell slot of one level higher. This spell does not actually use a higher‑level slot though. + +You can use any combination of the dweomercraft discoveries you know a total number of times equal to your **INT** (minimum of 1). You cannot use more until you finish a long rest. + +## Spellweaver + +_7th-Level Dweomercrafter Feature_ + +When you cast a spell that affects an area, you can increase or decrease its area of effect. You can do this a number of times equal to your **PB**. You regain any expended uses of this feature upon completing a long rest. + +When you reach 11th level, you regain expended uses of Spellweaver when you finish a short or long rest. + +| Area of Effect | Modification | +| :---: | :---- | +| Cone | Increase or decrease the cone’s size by up to 10 feet | +| Cube | Increase or decrease the cube’s sides by up to 10 feet each | +| Cylinder | Increase or decrease the cylinder’s height or diameter by up to 10 feet | +| Line | Increase or decrease the line’s length by up to 10 feet | +| Sphere | Increase or decrease the sphere’s radius by up to 10 feet | + +## Dweomercraft Adept + +_11th-Level Dweomercrafter Feature_ + +you can use the dweomercraft discoveries you know a total number of times equal to your **INT** modifier \+ **PB**. + +In addition, you can use two dweomercraft discoveries you know on a single spell you cast. Alternatively, you can use a dweomercraft discovery on each spell you cast using the Spell Synthesis feature. + +## Dweomercraft Master + +_15th-Level Dweomercrafter Feature_ + +You recover all expended uses of your dweomercraft discoveries when you finish a short or long rest. diff --git a/content/Classes/Theurge/Illuminary.md b/content/Classes/Theurge/Illuminary.md new file mode 100644 index 0000000..c1dc981 --- /dev/null +++ b/content/Classes/Theurge/Illuminary.md @@ -0,0 +1,63 @@ +--- +source: Players Guide 2 +--- + +Theurges that embody the Illuminary devotion draw and focus power through symbols. These theurges consider the distillation of complex concepts into words or signs to be the ultimate form of power. They view communication through language, expression through mathematics, and engagement with similar symbolic systems as sacred processes. Illuminaries access the Arcane and Divine through the study and creation of universal symbols of power, extending the reach of their own magic through the inscription of mystic sigils. + +| Illuminary Progression | | +| ----- | :---- | +| **Theurge Level** | **Features** | +| 3rd | Mystic Scribe, Sacred Sign | +| 7th | Sacred Sign (2 symbols), Spell Sigil | +| 11th | Guarding Glyph, Sacred Sign (3 symbols) | +| 15th | Potent Symbol, Sacred Sign (4 symbols) | + +## Mystic Scribe + +_3rd-Level Illuminary Feature_ + +You gain proficiency with artist tools. If you are already proficient, double your **PB** instead for checks made with those tools. + +In addition, over the course of 10 minutes, which can be done as part of a short or long rest, you can gain cosmic understanding of a language. When you do, choose one language you don’t know. Alternatively, you can choose a language you can hear or attempt to read over the course of the 10 minutes (without the need to name the exact language). At the end of this time, you gain the ability to understand and speak the specified language. You can also read and write the language (if a written version exists). This understanding lasts until you use this feature to learn a different language. When you learn a different language, the previous language is forgotten. + +## Sacred Sign + +_3rd-Level Illuminary Feature_ + +You can mark a creature with your personal theurgic symbol, linking it to your magical power. + +As a bonus action, you can inscribe your symbol upon a willing creature within 5 feet of you that you can touch. Once inscribed, the symbol remains active for 10 minutes or until the target is reduced to 0 HP. You can also choose to end the effect early (no action required). + +While a creature marked with this symbol is within 120 feet of you, you can target it with spells that have a range of touch, regardless of the distance between you and the creature. + +As an action while the symbol is active, you can see through the target’s eyes, hear what it hears, and perceive what it perceives via any of its senses. You are blinded and deafened while using the target’s senses in this way. As an action, you can resume the use of your own senses or perceive through the senses of a different creature marked with your symbol. + +At 3rd level, you can have one symbol active at a time, but the number of active symbols you can maintain increases as you gain levels in the theurge class, becoming two at 7th level, three at 11th level, and four at 15th level. If you already have the maximum number of symbols active, and you use this feature again, one active symbol effect immediately ends (your choice). + +## Spell Sigil + +_7th-Level Illuminary Feature_ + +As an action, you can inscribe a sigil on an item and expend a spell slot equal to or less than your **INT** modifier (minimum of 1st circle) to cast a spell of that circle you have prepared into that item. The item must be a suit of armor, weapon, shield, or other object that can be worn or wielded, and the spell must be a spell that targets a single creature or an area. If the spell has components, you must supply them when you inscribe the sigil. + +When you inscribe the sigil and expend the spell slot, the spell isn’t cast but is instead bound into that item for 24 hours or until activated. At the end of the 24 hours, you can spend 10 minutes retracing the sigil, which can be done as part of a short or long rest, to keep it active for an additional 24 hours without expending additional spell slots or spell components. If you don’t retrace the sigil at the end of 24 hours, the sigil and its power are lost. + +As an action, you or a creature you designate when you inscribe the sigil can touch the item and activate the sigil. When the sigil is activated, the stored spell is cast. If the spell has a target, it targets the creature that activated the sigil. If the spell affects an area, the area is centered on that creature. If the spell normally requires concentration, it doesn’t require concentration and lasts until the end of its full duration. + +You can have a number of spell sigils equal to half your **PB** (rounded down) active at one time. + +## Guarding Glyph + +_11th-Level Illuminary Feature_ + +When you mark a creature with your Sacred Sign feature, you simultaneously become marked with a symbol representing the target. You remain marked in this way as long as your symbol remains active on the other creature. + +You and creatures within 30 feet of you that are marked by your symbol gain a cumulative \+1 bonus to AC and saves for each marked creature within 30 feet of you. + +## Potent Symbol + +_15th-Level Illuminary Feature_ + +Your mastery of glyphs gives you a new way to cast the symbol ritual (see full spell description in Player’s Guide). As an action, you can use this feature to cast symbol without expending a spell slot or using any material components. When you cast the spell in this way, the symbol created lasts until triggered or dispelled (as per the spell description) or until you use this feature to cast symbol again, which causes the old spell’s glyph to disappear as soon as the new glyph is created. + +Once you use this feature, you can’t use it again until you finish a long rest. diff --git a/content/Classes/Theurge/Mystic.md b/content/Classes/Theurge/Mystic.md new file mode 100644 index 0000000..070ecae --- /dev/null +++ b/content/Classes/Theurge/Mystic.md @@ -0,0 +1,70 @@ +--- +source: Deep Magic 2 +--- + +You have learned how to unlock and harness the mystical potential of the mind. This mystical power manifests as a third eye, through which you can unleash psionic abilities. + +| Mystic Progression | | +| ------------------ | :------------- | +| **Theurge Level** | **Features** | +| 3rd | Third Eye | +| 7th | Psychic Blast | +| 11th | Psychic Shield | +| 15th | Psychic Storm | +| | | + +## Third Eye + +_3rd-Level Mystic Feature_ + +a mystical eye appears on your forehead. This eye can take the form of a stylized tattoo, an eye‑shaped scar, or it could be an actual eye. The eye opens whenever you use one of your mystic powers. Otherwise, it remains closed. + +Your third eye unlocks psionic energy from deep within, represented by a pool of psionic points. The number of psionic points you have is equal to your theurge level \+ your proficiency bonus. + +You regain all spent psionic points when you finish a long rest. When you reach 9th level, you regain all spent psionic points when you finish a short or long rest. + +As an action, you can expend one or more psionic points to fuel the mystical powers of your third eye (see below). Each power has a duration of 1 hour. You can only have one such power active at a time: + +- You can detect the presence of secret or concealed doors or compartments within 30 feet of you. **Cost:** 1 psionic point +- You can see invisible creatures and objects within 30 feet of you as if they were visible. + **Cost:** 2 psionic points + +- You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. + **Cost:** 3 psionic points + +- You can detect visual illusions within 30 feet of you, and you automatically succeed on saving throws against them. You can also perceive the original form of a shapechanger or a creature transformed by magic. + **Cost:** 4 psionic points + +## Psychic Blast + +_7th-Level Mystic Feature_ + +You can fire a blast of psychic energy from your third eye by expending one or more psionic points. As a bonus action, make a ranged spell attack against one creature you can see within 60 feet of you. On a hit, the target takes 1d8 psychic damage per psionic point spent, up to a maximum number of points equal to your proficiency bonus. + +Psychic blasts are sometimes difficult to control and have the potential to deal significant psychic damage. If you roll an 8 on an individual damage die when you deal damage with your psychic blast, you can roll another d8 and add the result to the total. For example, if you roll 2d8 and the roll results in a 3 and an 8, you can roll one additional die (because you rolled one 8\) and add the result to the current total of 11\. When a damage die results in an 8, it is called a psionic surge. + +If you roll an 8 again, you can roll the damage die again and add the result to the total, further increasing the psychic blast damage. Any of the damage dice for a psychic blast, including extra dice from a critical hit, can have a psionic surge and result in a reroll. For each psychic blast attack you make, the maximum number of psionic surge dice you can reroll is equal to your proficiency bonus, regardless of how many damage dice result in an 8\. The additional damage dice rolled due to psionic surges do not cost additional psionic points. + +For example, a 6th‑level theurge mystic unleashes a psychic blast and scores a critical hit. The character spends 3 psionic points and rolls 6d8 damage dice (3d8 for the 3 psionic points spent plus 3d8 for the critical hit damage) which results in a 1, 3, 5, 8, 8 and another 8\. The character then rerolls each 8, resulting in a 1, 3, and an 8\. The character adds those results to the current damage total for a final damage total of 45\. Since the character’s proficiency bonus is \+3, the character can’t reroll the new 8, ending the psionic surge for that psychic blast attack. When that character makes another attack with psychic blast, this process begins anew. + +Beginning at 11th level, When you hit a target with your psychic blast you can cause them to make an **INT** saving throw against your spell save **DC** or be stunned until the start of your next turn. Once a target has been stunned by this feature, they are immune from being stunned from this feature for 1 hour. + +## Psychic Shield + +_11th-Level Mystic Feature_ + +You gain resistance to psychic damage. Additionally, friendly creatures within 10 feet of you also gain resistance to psychic damage. + +As a bonus action, yourself and friendly creatures within 10 feet can temporarily gain resistance to additional damage types by spending 1 psionic point per additional resistance. You can select resistance to damage types from the following list: acid, cold, fire, force, lightning, necrotic, radiant, or thunder. These additional resistances remain until the start of your next turn. You can keep, add, or remove these temporary resistances each new round by expending the appropriate number of additional psionic points. For example, as a bonus action, you could add resistance to force, radiant, and thunder damage by expending 3 psionic points. At the start of your next turn, you could use a new bonus action to keep resistance to force, radiant, and thunder damage, as well as add resistance to lightning damage, by expending 4 additional psionic points. + +At 15th level, the range of your Psychic Shield increases to 15 feet, and at 18th level, it increases to 20 feet. + +## Psychic Storm + +_15th-Level Mystic Feature_ + +As an action, you can spend 5 psionic points to release a storm of psychic energy. Each creature within a 30‑foot radius of you must make an Intelligence saving throw against your spell save **DC**. Creatures that fail the save take 5d8 psychic damage and have disadvantage on attacks until the beginning of your next turn. Creatures that succeed on the save take half as much damage and do not have disadvantage on their attacks. + +You can increase the damage by 1d8 per each additional psionic point spent beyond the initial 5 points. + +Beginning at 18th level, you can use Psychic Storm as a bonus action. diff --git a/content/Classes/Theurge/Source Spinner.md b/content/Classes/Theurge/Source Spinner.md new file mode 100644 index 0000000..b6c1099 --- /dev/null +++ b/content/Classes/Theurge/Source Spinner.md @@ -0,0 +1,71 @@ +--- +source: Players Guide 2 +--- + +Theurges that embody the Source Spinner devotion perceive magic as a delicate and infinitely complex web that connects everything in existence. These theurges manipulate magic the same way a weaver works with thread—knotting, separating, pulling, and cutting specific strands of magic to craft a desired result. They dedicate themselves to understanding the way magic naturally flows and coalesces, bringing structure to the cosmos. Their unparalleled understanding of mystic metaphysics allows them to bolster their own spells and unravel the magical workings of enemies with ease. + +| Source Spinner Progression | | +| ----- | :---- | +| **Theurge Level** | **Features** | +| 3rd | Magic Theory, Overwrite | +| 7th | Mystic Realignment | +| 11th | Unravel | +| 15th | Spell Loom | + +## Magic Theory + +_3rd-Level Source Spinner Feature_ + +You possess an advanced understanding of magical logistics that gives you access to several benefits. + +You can always add one Spellcraft die (see Spellcraft feature) when you make an ability check to learn, decipher, or recall information about a spell, spellcaster, magic item, or magic effect. You don’t expend a die when you use it in this way, and you can use this feature even if you have no Spellcraft dice remaining. + +In addition, your advanced understanding of magical logistics gives you access to additional spells when you reach certain levels of the theurge class as shown in the Magic Theory Spells table. These spells are automatically added to your libram upon reaching the listed theurge levels, they don’t count against the number of new spells you can learn, and you can’t replace them. + +Once these spells are in your libram, you always have them prepared, and they don’t count against the total number of spells you can prepare. You must expend spell slots to cast these spells as normal. + +If you already have a listed spell in your libram when you gain this feature, simply add an additional spell of the same circle from the same spell list (Arcane or Divine) to replace it. You must abide by all standard restrictions when choosing the replacement spell. + +| Magic Theory Spells | | +| ----- | :---- | +| **Theurge Level** | **Features** | +| 3rd | detect magic, perceive vulnerability\* | +| 5th | counterspell | +| 7th | freedom of movement | +| 9th | dispel evil and good | + +## Overwrite + +_3rd-Level Source Spinner Feature_ + +When you target a creature with a spell of 1st circle or higher, you can attempt to simultaneously end one ongoing spell affecting the target. If the target is under the effect of multiple spells, you choose which spell you’re attempting to end. + +If the circle of the spell you’re attempting to end is equal to or lower than the circle of the spell you cast, the targeted spell ends. If the target spell is of a circle higher than the spell you cast, make an ability check using your spellcasting ability. The **DC** equals 10 plus the target spell’s circle. You can spend a Spellcraft die (see Spellcraft feature) to modify the results of this roll, if you have uses available. On a success, the spell ends. + +## Mystic Realignment + +_7th-Level Source Spinner Feature_ + +As a bonus action, you can do one of the following: + +- You can expend one spell slot to recover two spell slots of circles whose combined circles are equal to or less than the expended spell slot’s circle. For example, you could expend a 4th-circle spell slot to recover two expended 2nd-circle spell slots or to recover one expended 1st-circle spell slot and one expended 2nd circle spell slot. +- You can expend two spell slots to recover one spell slot of a circle equal to or less than the combined circles of the expended slots. For example, you could expend two 2nd-circle spell slots to recover a single expended 3rd-circle spell slot or to recover a single expended 4th circle spell slot. + +## Unravel + +_11th-Level Source Spinner Feature_ + +As a reaction when you or a creature you can see within 30 feet of you fails a save against a spell or other magical effect, you can cause that creature to succeed instead. If the source of the triggering effect is a creature, it takes force damage equal to your theurge level. + +You can use this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. + +## Spell Loom + +_15th-Level Source Spinner Feature_ + +You can temporarily open your awareness to the full scope of the cosmic weave, allowing you to drastically manipulate magical forces in a small area for a short time. As an action, you can enter this state for 1 minute, gaining the following benefits: + +- Each time you cast a spell of 1st circle or higher, you regain hit points equal to twice the circle of the spell you cast, and you can choose to gain a number of temporary hit points equal to the spell’s circle. +- When you succeed on a save against a spell that targets only you or when a spell attack misses you, you can choose a creature within 60 feet of you. The spell or spell attack targets the chosen creature instead of you. If the spell requires a save, the chosen creature makes its own save. If it was a spell attack, the attacker makes a new spell attack roll against the target. + +Once you use this feature, you can’t use it again until you finish a short or long rest. diff --git a/content/Classes/Theurge/Spell Siphon.md b/content/Classes/Theurge/Spell Siphon.md new file mode 100644 index 0000000..b9ea3d7 --- /dev/null +++ b/content/Classes/Theurge/Spell Siphon.md @@ -0,0 +1,49 @@ +--- +source: Deep Magic 2 +--- + +Your insatiable thirst for new and expanded spell options has led you to discover how to siphon spell energy and knowledge directly from other spellcasters. + +| Spell Siphon Progression | | +| ----- | :---- | +| **Theurge Level** | **Features** | +| 3rd | Spell Siphon | +| 7th | Spell Channel | +| 11th | Spell Fizzle | +| 15th | Spell Cache | + +## Spell Siphon + +_3rd-Level Spell Siphon Feature_ + +You gain the ability to magically siphon the knowledge of how to cast a spell from another spellcaster in the very act of casting the spell. This can potentially allow you to learn a spell from a spell list other than that of the cleric or wizard. + +If a creature that you can see within 30 feet of you casts a spell, you can use your reaction to attempt to learn the spell for yourself. To do so, you make an Intelligence check with a **DC** equal to 12 \+ the spell’s level. + +If you succeed, you siphon the knowledge of the spell if it is at least 1st level and of a level you can cast. You can then immediately add this spell to your theurgic libram. You must replace a spell currently in your theurgic libram of the same level as the siphoned spell with the new spell. If you choose not to transfer the spell into your libram, the spell energy immediately fades from your mind with no effect. + +## Spell Channel + +_7th-Level Spell Siphon Feature_ + +You can immediately use the stored spell energy that you absorbed when using Spell Siphon to cast the siphoned spell, as if you are casting it yourself. Doing so does not expend one of your spell slots or require any material components. Once you cast a spell in this way, the spell energy immediately vanishes from your mind and cannot be transferred into your theurgic libram. + +You can use this feature once per short or long rest. + +## Spell Fizzle + +_11th-Level Spell Siphon Feature_ + +If a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw against your spell save **DC**. (The creature uses its spellcasting ability for the save.) If the creature fails the save, you negate the spell’s effect against you. If the spell includes other creatures in its area of effect, and the saving throw fails by 5 or more, you can choose to negate the spell’s effect on them as well. + +You can use Spell Fizzle up to a number of times equal to half your proficiency bonus (rounded down). You regain any expended uses once you finish a long rest. + +## Spell Cache + +_15th-Level Spell Siphon Feature_ + +A successful use of Spell Siphon allows you to replace a spell currently in your theurgic libram with the newly siphoned spell as normal. However, the spell knowledge does not immediately vanish. Instead, you can store the spell within you for a number of rounds equal to your proficiency bonus. + +As an action, you can release this spell energy on your turn to cast the spell, as if you are casting it yourself. Doing so does not expend one of your spell slots nor require any material components. Once you release the spell energy to cast the spell, the energy vanishes from your mind. If you do not cast the spell within the allotted number of rounds, the spell energy fades from your mind with no effect. + +You can do this a number of times equal to half your proficiency bonus (rounded down). You can’t do so again until you finish a long rest. diff --git a/content/Classes/Warlock/*Playing a Warlock*.md b/content/Classes/Warlock/*Playing a Warlock*.md new file mode 100644 index 0000000..49a1506 --- /dev/null +++ b/content/Classes/Warlock/*Playing a Warlock*.md @@ -0,0 +1,161 @@ +![[assets/9d6848a4f896f93e2b5c42c3c2cd8ea5_MD5.jpg|Anato Finnstark|279x450]] + +Though magic courses through all things, some people are so intrinsically tied to it that they can command magic through force of will. These spellcasters, called sorcerers, feel magic coursing through them just as they might feel their own heartbeat. + +Sorcerer is a class that revolves around manipulating the game mechanics of spells, changing up timing, distance, targets, and effects. Your class doesn’t give you a variety of spells, but this is not a hard limit on your play options. + +--- + +Consider: Browse for a Patron in [[Cosmology]]. + +# SORCERERS AS ADVENTURERS + +Sorcerers command a masterful control over a small reservoir of magic. No god, patron, book, or instrument holds sway over a sorcerer’s magical abilities. They are versatile, reliable spellcasters capable of harnessing extremely potent magic as a part of their being. + +Though most sorcerers embrace a life of adventure, they must rely on the skills, abilities, and equipment of others to truly thrive. Those who travel with the sorcerer must watch them closely, for the allure of power can overtake an otherwise amenable nature + +Continued in the [[ToV - Players Guide.pdf]]; Chapter 2, pg 82. + +# Eldritch Invocations + +When you choose Eldritch Invocations, you can choose from the following additional options. If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in the warlock class. + +## Aegis of the Eldest  + +_Prerequisite: 5th Level_  + +You can cast the protection from the void* spell without expending a spell slot or material components. You can’t do so again until you finish a long rest.  + +## Chaotic Aegis  + +_Prerequisite: 5th level, Wyrdweaver patron_  + +The pact with your patron offers protection from the powers of entropy. When you or a creature targeting you with an effect must roll a die or dice and consult a table to determine the outcome of the effect, such as with the confusion spell, you can use your reaction to force a reroll of the die or dice. You must use the new result. You must finish a short or long rest before you can use this invocation again. + +## Chaotic Luck  + +_Prerequisite: 3rd level, Wyrdweaver patron_  + +The tumbling dice of fate sometimes fall in your favor. When you are hit by an attack, you can use your reaction to force the attacker to reroll the damage dice. You must accept the new damage roll. You must finish a short or long rest before you can use this invocation again. + +## Dispersion Siphon  + +_Prerequisite: 7th Level_  + +When a spell within 60 feet of you is countered (via counterspell) or dispelled (via dispel magic), you use your reaction to consume the threads of power lingering from the disrupted energy. You regain one spell slot equal to or less than the circle of the countered or dispelled spell. You can’t do so again until you finish a long rest.  + +## Earthblood Geyser  + +_Prerequisite: 15th level_ + +Tapping the living mind of the world, you call forth retribution from the ground. You can cast magma spray at will, without expending a spell slot or material components. + +## Entangling Blast  + +_Prerequisite: Elder Wood Patron_   + +When you use your Eldritch Blast feature, you can entangle one of the creatures you hit in roots, vines, and other vegetation. The creature must succeed on a **DEX** save or be grappled until the end of its next turn. The **DC** for this save and to escape this grapple is your spell save **DC**. + +## Extinguishing Blast  + +_Prerequisite: Hunter in Darkness Patron_ + +When you use your Eldritch Blast feature, you can reduce the light surrounding one of the creatures you hit until the start of your next turn. If the creature is in bright light, the area within 10 feet of it becomes dim light. If the creature is in dim light, the area within 10 feet of it becomes non-magical darkness. + +## Green Thumb  + +_Prerequisite: 5th Level, Elder Wood Patron_   + +You can cast plant growth once without expending a spell slot or material components. You can’t do so again until you finish a long rest. + +## Hunting Hound + +_Prerequisite: Pact of the Chain Feature, Hunter in Darkness Patron_  + +In addition to the forms your familiar can normally take, you can choose for it to take the form of a death dog or dire wolf. + +When you reach 9th level, you can use a bonus action to transform your familiar into a winter wolf for 1 minute. Once you have transformed your familiar, you must finish a short or long rest before you can do so again.  + +## Knowledge of the Wood + +_Prerequisite: 15th Level, Elder Wood Patron_   + +When you are within 5 feet of a body of water in a forest, you can cast scrying on any creature in that forest at will without expending a spell slot or material components. You must remain within 5 feet of the body of water for the duration or the spell ends.  + +## Lurker in Gloom + +_Prerequisite: 7th Level, Hunter in Darkness Patron_  + +As a reaction when you take damage while in dim light or darkness, you wrap shadows around yourself and halve that instance of damage. Once you use this invocation, you can’t use it again until you finish a short or long rest. + +## Nature’s Armor + +_Prerequisite: Elder Wood Patron_   + +You can use your action to sprout hard thorns across your skin for 1 hour. For the duration, your AC becomes 14 + your CHA modifier, and when a creature hits you with a melee weapon attack while within 5 feet of you, it takes piercing damage equal to half your warlock level (rounded down). Once you use this invocation, you can’t use it again until you finish a short or long rest.  + +## Parasitic Leech  + +_Prerequisite: Parasite patron_ + +When you score a critical hit with your parasitic weapon or reduce a creature to 0 hit points with it, you gain a number of temporary hit points equal to the number rolled on the weapon’s damage dice . If you later gain the Pact of the Blade feature, you gain this benefit to critical hits scored with your pact weapon. + +## Patient Hunter + +_Prerequisite: Pact of the Tome Feature, Hunter in Darkness Patron_  + +When you identify a creature’s tracks using your tome, you have advantage on **WIS** (Perception) and **WIS** (Survival) checks to find and track the creature for the next 24 hours. + +## Ravenous Transplant  + +_Prerequisite: 9th Level_ + +When you successfully hit a creature with a beam created by your Eldritch Blast, you can implant a psychic thorn into the target. The thorn remains within the creature for 1 minute, until you use this feature to implant a thorn into a different creature, or until you become incapacitated.  + +While the creature is implanted with the thorn, if it recovers hit points (HP) by means of a spell, potion or other magical effect, it instead recovers no HP. You immediately recover HP equal to the amount the target would have received. The psychic thorn is then destroyed and the effect ends. Once the effect ends on a target, that creature is immune to your Ravenous Transplant feature for 24 hours. + +You can use this feature a number of times equal to your **PB**. You regain all uses when you finish a long rest. + +## Shadow Arrow + +_Prerequisite: 12th Level, Pact of the Blade Feature, Hunter in Darkness Patron_  + +When you hit a creature with an arrow shot from your pact weapon, you can fire a second, shadow arrow at the creature as a bonus action. If it hits, the shadow arrow deals necrotic damage equal to the damage dealt by the first arrow. + +## Speaker for the Trees  + +_Prerequisite: 9th Level, Elder Wood Patron_   + +You can cast speak with plants as often as you wish, without expending a spell slot or material components.  + +## Tethered Soul  + +_Prerequisite: 15th Level_  + +You can affix a mystical tether to a point you can see within 120 feet. The tether remains affixed for 1 minute or until you become incapacitated. + +While you have a tether affixed, you can use a bonus action to magically teleport to an unoccupied space you can see up to 120 feet from the tethered point. However, as long as the tether is affixed, you can’t move more than 120 feet from the tether in any direction. Any move or effect which causes you to pass beyond this radius inflicts 1d10 psychic damage per 10 feet you travel. + +## Touch of the Forest  + +_Prerequisite: 13th Level, Elder Wood Patron_   + +You can cast awaken once without expending a spell slot or material components. You can’t do so again until you finish a long rest. + +## Parasitic Leech  + +_Prerequisite: Parasite patron_ + +When you score a critical hit with your parasitic weapon or reduce a creature to 0 hit points with it, you gain a number of temporary hit points equal to the number rolled on the weapon’s damage dice . If you later gain the Pact of the Blade feature, you gain this benefit to critical hits scored with your pact weapon. + +## Void Blast  + +_Prerequisite: None_  + +When you deal damage with your Eldritch Blast feature, you can choose for the damage type to be psychic instead of force. + +## Vortex Blast  + +_Prerequisite: 5th level_  + +When you successfully hit a target with two or more beams created by your Eldritch Blast feature during the same turn, all creatures within 15 feet of your target are pulled up to 5 feet per beam toward the target in a straight line (the triggering Eldritch Blast also deals damage as normal). If this movement is interrupted by the creature encountering a solid surface (such as being pulled into a low stone wall), the creature also takes 1d6 bludgeoning damage for each 5-foot increment it moved. diff --git a/content/Classes/Warlock/Pact of the Ancient Dragons.md b/content/Classes/Warlock/Pact of the Ancient Dragons.md new file mode 100644 index 0000000..b59e481 --- /dev/null +++ b/content/Classes/Warlock/Pact of the Ancient Dragons.md @@ -0,0 +1,72 @@ +--- +source: Tome of Heroes +--- + +![[assets/7a58093e54aeb613a8d017024e3d3495_MD5.jpg|Saltamor Salamander|281x314]] + +You have made a pact with one or more ancient dragons or a dragon god. You wield a measure of their control over the elements and have insight into their deep mysteries. As your power and connection to your patron or patrons grows, you take on more draconic features, even sprouting scales and wings. + +||**Ancient Dragons Progression**| +|---|---| +|**Warlock Level**|Features| +|3rd|Ancient Dragons Pact Spells, Dragon Tongue, Wyrmling Blessing| +|7th|Draconic Mien| +|11th|Ascended Blessing| +|15th|Draconic Manifestation| + +**Ancient Dragons Pact Spells** + +_3rd-Level Ancient Dragons Feature_  + +You gain pact spells at the warlock levels listed in the Ancient Dragons Pact Spells table. See the Warlock Subclass class feature for how these spells work + +||**Ancient Dragons Pact Spells**| +|---|---| +|**Warlock Level**|**Spells**| +|3rd|inflict wounds, magic missile| +|5th|heat metal, scorching ray| +|9th|dispel magic, lightning bolt| +|13th|greater invisibility, ice storm| +|17th|cloudkill, flame strike| + +# Dragon Tongue  + +_3rd-Level Ancient Dragons Feature_  + +You can speak, read, and write Draconic. + +# Wyrmling Blessing  + +_3rd-Level Ancient Dragons Feature_  + +Your connection to your draconic patron or patrons bestows a blessing upon you. When you finish a long rest, you choose which blessing to accept. You can have only one blessing at a time. The blessing lasts until you finish a long rest. + +- **Aquatic Affinity.** You gain a swimming speed equal to your walking speed, and you can breathe underwater. In addition, you can communicate with beasts that can breathe water as if you had cast the speak with animals spell.  +- **Draconic Hunger.** When you are below half your hit point maximum and you reduce a hostile creature to 0 hit points, you regain hit points equal to twice your proficiency bonus. This feature can restore you to no more than half of your hit point maximum.  +- **Draconic Sight.** You gain darkvision out to a range of 60 feet. If you already have darkvision, this blessing increases its range by 30 feet. In addition, you can use an action to create an invisible sensor within 30 feet of you in a location you can see or in an obvious location within range, such as behind a door or around a corner, for 1 minute. The sensor is an extension of your own senses, allowing you to see and hear through it as if you were in its place, but you are deaf and blind with regard to your own senses while using this sensor. As a bonus action, you can move the sensor anywhere within 30 feet of you. The sensor can move through other creatures and objects as if they were difficult terrain, and if it ends its turn inside an object, it is shunted to the nearest unoccupied space within 30 feet of you. You can use an action to end the sensor early. A creature that can see the sensor, such as a creature benefiting from see invisibility or truesight, sees a luminous, intangible dragon’s eye about the size of your fist. +- **Elemental Versatility.** Choose one of the following when you accept this blessing: acid, cold, fire, lightning, or poison. You can’t change the type until you finish a long rest and choose this blessing again. When you deal damage with a spell, you can choose for the spell’s damage to be of the chosen type instead of its normal damage type + +# Draconic Mien  + +_7th-Level Ancient Dragons Feature_  + +You begin to take on draconic aspects. When you finish a long rest, choose one of the following types of damage: acid, cold, fire, lightning, or poison. You have resistance to the chosen damage type. This resistance lasts until you finish a long rest.  + +In addition, as an action, you can harness a portion of your patrons’ mighty presence, causing a spectral version of your dragon patron’s visage to appear over your head. Choose up to three creatures you can see within 30 feet of you. Each target must succeed on a Wisdom saving throw against your wyrd spell save **DC** or be charmed or frightened (your choice) until the end of your next turn. Once you use this action, you can’t use it again until you finish a short or a long rest. + +# Ascended Blessing + +_11th-Level Ancient Dragons Feature_  + +Your connection to your draconic patron or patrons grows stronger, granting you more powerful blessings. When you finish a long rest, you choose which ascended blessing to accept. While you have an ascended blessing, you receive the benefits of its associated wyrmling blessing in addition to any new features of the ascended blessing. You can have only one blessing active at a time. The blessing lasts until you finish a long rest. + +- **Aquatic Command.** While this blessing is active, you receive all the benefits of the Aquatic Affinity wyrmling blessing. You can cast the control water and dominate beast spells without expending spell slots. When you cast the dominate beast spell, you can target only beasts that can breathe water. You can cast each spell once in this way and regain the ability to do so when you finish a long rest. +- **Crystallized Hunger.** While this blessing is active, you receive all the benefits of the Draconic Hunger wyrmling blessing. When you kill a creature, you can crystallize a portion of its essence to create an essence gem. This gem functions as an ioun stone of protection, but it works only for you and has no value. As a bonus action, you can destroy the gem to regain one expended spell slot. You can have only one essence gem at a time. If you create a new essence gem while you already have an essence gem, the previous gem crumbles to dust and is destroyed. Once you create an essence gem, you can’t do so again until you finish a long rest. +- **Draconic Senses.** While this blessing is active, you receive all the benefits of the Draconic Sight wyrmling blessing. You have blindsight out to a Chapter 2: Class Options 139 range of 15 feet, and you have advantage on Wisdom (Perception) checks. +- **Elemental Expertise.** While this blessing is active, you receive all the benefits of the Elemental Versatility wyrmling blessing. When you cast a spell that deals damage of the chosen type, including a spell you changed using Elemental Versatility, you add your Charisma modifier to one damage roll of the spell. In addition, when a creature within 5 feet of you hits you with an attack, you can use your reaction to deal damage of the chosen type equal to your proficiency bonus to the attacker. You can use this reaction a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. + +# Draconic Manifestation  + +_15th-Level Ancient Dragons Feature_  + +You can assume the form of a dragon. As an action, you can transform into a dragon with a challenge rating as high as your warlock level divided by 3, rounded down, for 1 minute. This transformation works like the polymorph spell, except you can take only the form of a dragon, and you don’t need to maintain concentration to maintain the transformation. While you are in the form of a dragon, you retain your Intelligence, Wisdom, and Charisma scores. For the purpose of this feature, “dragon” refers to any creature with the dragon type, including dragon turtles, drakes, and wyverns. Once you use this feature, you can’t use it again until you finish a long rest. diff --git a/content/Classes/Warlock/Pact of the Ancient Entity.md b/content/Classes/Warlock/Pact of the Ancient Entity.md new file mode 100644 index 0000000..5a6de33 --- /dev/null +++ b/content/Classes/Warlock/Pact of the Ancient Entity.md @@ -0,0 +1,53 @@ +--- +source: Kobold Press.https://koboldpress.com/play-these-exclusive-tales-of-the-valiant-subclasses-for-warlock-and-wizard/ +--- + +![[assets/1266f6a5b70834c60c04c741ab77739a_MD5.jpg|Marsha|253x314]] + +Your patron is a seemingly immortal entity from beyond space and time, godlike if not actually a god, but whose mind and methods are inscrutable to mortals. It may be some primal force, whispering to travelers from the darkness beyond the edges of the Labyrinth’s roads, or some shapeless mass reaching out psychic tendrils from the Void. Many who grasp the power offered do not adhere to any worship or loyalty to these beings. The entity does not seem to care. Its designs and desires are too alien to fathom. + +# Ancient Entity Pact Spells + +_3rd-Level Ancient Entity Feature_ + +You gain pact spells at the warlock levels listed in the **Ancient Entity Pact Spells** table. See the Warlock Subclass class feature (see [[ToV - Players Guide.pdf]]) for how these spells work. + +## Ancient Entity Pact Spells + +|Warlock Level|Spells| +|---|---| +|3rd|_hideous laughter_, _pendulum_| +|5th|_detect thoughts_, _see invisibility_| +|9th|_fear_, _sending_| +|13th|_black tentacles_, _phantasmal killer_| +|17th|_dominate_, _telepathic bond_| + +# Glimpse of the Unknowable + +_3rd-Level Ancient Entity Feature_ + +Your mind heavily weighs with the inscrutable presence of your patron. You can roll back the curtain to give those who intrude a glimpse. If a creature contacts your mind telepathically or you must make a save against a spell or ability that would leave you charmed, you can deal 2d10 psychic damage to the creature as a reaction. The creature you damage must succeed on a **WIS** save against your spell save **DC** or be incapacitated until the end of your next turn. Once you use this feature once, you can’t use it again until you finish a short or a long rest. + +# Eldritch Hunger + +_7th-Level Ancient Entity Feature_ + +When you reduce a hostile creature to 0 HP with your Eldritch Blast feature, you gain temporary HP equal to the damage dealt, up to a maximum of 10. Once you have used this ability once, you cannot use it again until you finish a short or a long rest. + +# Strange Geometries + +_11th-Level Arcane Entity Feature_ + +You can tap into the mind-bending realms beyond reality that are known to your patron, warping reality to your choosing. When you use this feature, choose one of the following effects: + +- Teleport to any space you can see as a bonus action. +- As a reaction, you alter reality just slightly so you aren’t quite in the position you were just in. If you are hit by an attack that is not a critical hit, it is considered a miss instead. +- If you fall far enough to take falling damage, you instead use your reaction to reach the bottom unharmed. + +Once you have used this feature three times, you cannot use it again until you finish a long rest. + +# The Stars Align + +_15th-Level Ancient Entity Feature_ + +Once the stars are right, all comes to pass as prophesied. When initiative is rolled, you can choose the order in which you, your allies, and any other creatures (including enemies) act during the combat round. Your chosen order remains until initiative ends. If a new creature enters initiative, you can choose where it appears in initiative order. You don’t get to choose when lair actions or other static, environmental effects happen. Once you have used this feature once, you cannot use it again until you finish a long rest. diff --git a/content/Classes/Warlock/Pact of the Celestial.md b/content/Classes/Warlock/Pact of the Celestial.md new file mode 100644 index 0000000..0fe60ae --- /dev/null +++ b/content/Classes/Warlock/Pact of the Celestial.md @@ -0,0 +1,68 @@ +--- +source: D&D 5e (converted) +--- + +![[assets/e32c7c92e85a7989c5c5eec54406b4bc_MD5.jpg|Joshua Esmeralda|262x336]] + +Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse. + +Being connected to such power can cause changes to your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now and that your pact binds you to bring light to the dark places of the world. + +||**Celestial Progression**| +|---|---| +|**Warlock Level**|**Features**| +|3rd|Celestial Pact Spells, Bonus Cantrips, Healing Light| +|7th|Radiant Soul| +|11th|Celestial Resistance| +|15th|Searing Vengeance| + +# Celestial Pact Spells + +_3rd-Level Celestial Feature_  + +You gain pact spells at the warlock levels listed in the Celestial Pact Spells table. See the Warlock Subclass class feature for how these spells work + +||**Celestial Pact Spells**| +|---|---| +|**Warlock Level**|**Spells**| +|3rd|Cure Wounds, Guiding Bolt| +|5th|Flaming Sphere, Lesser Restoration| +|9th|Daylight, Revivify| +|13th|Guardian of Faith, Wall of Fire| +|17th|Flame Strike, Greater Restoration| + +# Bonus Cantrips  + +_3rd-Level Celestial Feature_  + +You learn the Light and Sacred Flame cantrips. They count as wyrd cantrips for you, but they don’t count against your number of cantrips known.  + +# Healing Light  + +_3rd-Level Celestial Feature_  + +You gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.  + +As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. + +Your pool regains all expended dice when you finish a long rest.  + +# Radiant Soul  + +_7th-Level Celestial Feature_  + +Your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.  + +# Celestial Resistance  + +_11th-Level Celestial Feature_  + +You gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.  + +# Searing Vengeance  + +_15th-Level Celestial Feature_  + +The radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and is blinded until the end of the current turn.  + +Once you use this feature, you can’t use it again until you finish a long rest. diff --git a/content/Classes/Warlock/Pact of the Elder Wood.md b/content/Classes/Warlock/Pact of the Elder Wood.md new file mode 100644 index 0000000..6c423bb --- /dev/null +++ b/content/Classes/Warlock/Pact of the Elder Wood.md @@ -0,0 +1,75 @@ +--- +source: Old Margreve +--- + +![[assets/b83018cf3578086c75442caa9c91eb2d_MD5.jpg|Edward Stepus]] + +You have made a pact with the ancient intelligence of a primeval forest. Before the rise of human civilization, before the time of the goblins, before even the dragons, there were the forests. Empires rise and fall around them, but the forests remain as a testament to nature’s endurance.  + +However, times are changing, and the unchecked growth of civilization threatens the green. The intelligences that imbue the ancient forests seek emissaries in the world that can act beyond their boughs, and one has heard your call for power. You are a guardian of the Elder Wood, a questing branch issuing from a vast, slumbering intelligence sent to act on its behalf, perhaps even to excise these lesser beings from its borders. Your patron bestows upon you the power of its unchecked growth and its hunger for magic. + +||**Elder Wood Progression**| +|---|---| +|**Warlock Level**|**Features**| +|3rd|Elder Wood Pact Spells, Expanded Pact Boons, Forest’s Grace| +|7th|Sap Magic| +|11th|Nature’s Endurance| +|15th|Avatar of the Wood| + +# Elder Wood Pact Spells + +_3rd-Level Elder Wood Feature_  + +You gain origin spells at the warlock levels listed in the Elder Wood Pact Spells table. See the Warlock Subclass class feature for how these spells work. + +||**Elder Wood Pact Spells**| +|---|---| +|**Warlock Level**|**Spells**| +|3rd|animal friendship, faerie fire| +|5th|spike growth, wildsense| +|9th|conjure animals, protection from energy| +|13th|conjure woodland beings, giant insect| +|17th|greater restoration, tree stride| + +# Expanded Pact Boons  + +_3rd-Level Elder Wood Feature_  + +Your patron’s influence subtly changes your Pact Boon.  + +- **Pact of the Blade.** The blade of the Elder Wood is a weapon made of wood and thorns and grows out of your palm. When you cast shillelagh, your Pact Blade is affected by the spell, regardless of the form your Pact Blade takes.  +- **Pact of the Chain.** Your familiar can be a plant that uses the statistics of an awakened shrub or a child of the briar, or it can be one of the other options normally available to you. +- **Pact of the Tome.** The Elder Wood grows a tome for you. The tome’s cover is hardened bark from the forest’s native trees, and its pages are leaves whose color changes with the seasons. When you gain this feature, choose one cantrip from the Primordial spell list. While the tome is on your person, you can cast this cantrip, and the cantrip counts as a Wyrd spell for you. When you gain the Enhanced Boon feature, the rituals you choose or find can be from the Primordial or Wyrd ritual lists, and rituals transcribed in the tome count as Wyrd spells for you. With your tome in hand, you can cast any rituals transcribed in it. If your tome is lost or destroyed, you must return to your patron forest for it to grow you a new one, but the ceremony is otherwise the same. + +# Forest’s Grace + +_3rd-Level Elder Wood Feature_  + +You learn the shillelagh cantrip. It counts as a Wyrd spell for you, and it doesn’t count against your number of cantrips known. In addition, difficult terrain caused by roots, underbrush, and other natural vegetation doesn’t cost you extra movement. You suffer other penalties caused by moving through difficult terrain, as normal. + +# Sap Magic + +_7th-Level Elder Wood Feature_  + +Your patron hungers for magic and imparts some of that hunger on you. When a creature you can see within 30 feet of you casts a 1st-circle or higher spell, which can include yourself, you can use your reaction to synthesize the magic. The spell resolves as normal, but you regain hit points equal to your warlock level + your CHA modifier (minimum of 1 HP). You can use this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. + +# Nature’s Endurance  + +_11th-Level Elder Wood Feature_   + +Your patron has suffused your body with a portion of its ability to withstand harmful magic. You are resistant to damage from spells.  + +In addition, when you fail a save against a spell, you can reroll the save and take the new result. You can use this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. + +# Avatar of the Wood + +_15th-Level Elder Wood Feature_  + +You can channel the power of the forest to physically transform, taking on many of its aspects. Your legs, arms, and torso elongate, your body becomes covered in thick bark, and branches sprout from your head as your hair recedes. You can transform as a bonus action, and the transformation lasts 1 minute. While transformed, you gain the following benefits:  + +- Your Armor Class is 16 + your **DEX** modifier. +- You gain tremorsense to a range of 30 feet, and your attacks can reach 5 feet farther.  +- Your hands become branch-like claws, which you can use to make unarmed strikes. When you attack with a claw, you use CHA instead of **STR** to determine the attack bonus, and the claw deals slashing damage equal to 1d6 + your CHA modifier, instead of the bludgeoning damage normal for an unarmed strike. The claws count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. If you have the Pact of the Blade feature, your claw attack benefits from your invocations as if it was a pact weapon.  +- Your Sap Magic feature changes to Arcsynthesis: When a spell of 5th circle or lower is cast within 60 feet of you, you can use your reaction to synthesize the magic. The spell resolves as normal, but you have a 50 percent chance of regaining 1d10 hp per circle of the spell cast.  + +Once you use this feature, you can’t use it again until you finish a short or long rest. diff --git a/content/Classes/Warlock/Pact of the Fathomless.md b/content/Classes/Warlock/Pact of the Fathomless.md new file mode 100644 index 0000000..41924c4 --- /dev/null +++ b/content/Classes/Warlock/Pact of the Fathomless.md @@ -0,0 +1,81 @@ +--- +source: D&D 5e (converted) +--- + +[[assets/40ab91e789ede6c8ab8d559231eaf35c_MD5.jpg|Open: image-11.png]] + +![[assets/40ab91e789ede6c8ab8d559231eaf35c_MD5.jpg|Ilinca Mitchell|243x323]] + +You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world? + +Perhaps you were born into a generational cult that venerates the Fathomless and its spawn. Or you might have been shipwrecked and on the brink of drowning when your patron’s grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you. + +Entities of the deep that might empower a warlock include krakens, ancient water elementals, godlike hallucinations dreamed into being by kuo-toa, merfolk demigods, and sea hag covens. + +||**Fathomless Progression**| +|---|---| +|**Warlock Level**|**Features**| +|3rd|Fathomless Pact Spells, Tentacle of the Deep, Gift of the Sea| +|7th|Oceanic Soul, Guardian Coil| +|11th|Grasping Tentacles| +|15th|Fathomless Plunge| + +# Fathomless Pact Spells + +_3rd-Level Fathomless Feature_  + +You gain pact spells at the warlock levels listed in the Fathomless Pact Spells table. See the Warlock Subclass class feature for how these spells work + +||**Fathomless Pact Spells**| +|---|---| +|**Warlock Level**|**Spells**| +|3rd|Create or Destroy Water, Thunderwave| +|5th|Gust of Wind, Silence| +|9th|Lightning Bolt, Sleet Storm| +|13th|Control Water, Summon Elemental (Water only)| + +# Tentacle of the Deep  + +_3rd-Level Fathomless Feature_  + +You can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.  + +When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.  + +As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack.  + +You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  + +# Gift of the Sea  + +_3rd-Level Fathomless Feature_  + +You gain a swimming speed of 40 feet, and you can breathe underwater.  + +# Oceanic Soul  + +_7th-Level Fathomless Feature_  + +You are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.  + +# Guardian Coil  + +_7th-Level Fathomless Feature_  + +Your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 11th level in this class, the damage reduced by the tentacle increases to 2d8.  + +# Grasping Tentacles + +_11th-Level Fathomless Feature_  + +You learn the spell Evard’s Black Tentacles. It counts as a wyrd spell for you, but it doesn’t count against the number of spells you know. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.  + +Whenever you cast this spell, your patron’s magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can’t break your concentration on this spell.  + +# Fathomless Plunge  + +_15th-Level Fathomless Feature_  + +You can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you’ve seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others.  + +Once you use this feature, you can’t use it again until you finish a short or long rest. diff --git a/content/Classes/Warlock/Pact of the Fiend.md b/content/Classes/Warlock/Pact of the Fiend.md new file mode 100644 index 0000000..db3448a --- /dev/null +++ b/content/Classes/Warlock/Pact of the Fiend.md @@ -0,0 +1,7 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/c47bc33831e25d1cd158c87be805a8bb_MD5.jpg|Jack Nguyen|334x334]] + +Continued in the [[ToV - Players Guide.pdf]]; Chapter 2, pg 97. diff --git a/content/Classes/Warlock/Pact of the Reaper.md b/content/Classes/Warlock/Pact of the Reaper.md new file mode 100644 index 0000000..dc9e54b --- /dev/null +++ b/content/Classes/Warlock/Pact of the Reaper.md @@ -0,0 +1,7 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/d1498ca043f2ba7b8c6727c2c2023b70_MD5.jpg|Jenna Tuppurainen|270x382]] + +Continued in the [[ToV - Players Guide.pdf]]; Chapter 2, pg 98. diff --git a/content/Classes/Warlock/Pact of the Wyrdweaver.md b/content/Classes/Warlock/Pact of the Wyrdweaver.md new file mode 100644 index 0000000..bb1d14e --- /dev/null +++ b/content/Classes/Warlock/Pact of the Wyrdweaver.md @@ -0,0 +1,65 @@ +--- +source: Tome of Heroes +--- + +![[assets/e9659be31949bfca8d33a80f013cc39b_MD5.jpg|Danil Luzin|359x359]] + +Your patron is probability itself, the personified wellspring of chance as embodied by chosen deities, entities, and eldritch beings across the planes. By binding yourself to the Wyrdweaver, you live by the roll of the dice and the flip of the coin, delighting in the randomness of life and the thrill of new experiences. You might find yourself driven to invade a lich’s keep to ask it about its favorite song, or you might leap onto a dragon’s back to have the right to call yourself a dragonrider. Life with a pact-bond to your patron might not be long, but it will be exciting. + +||**Wyrdweaver Progression**| +|---|---| +|**Warlock Level**|Features| +|3rd|Wyrdweaver Pact Spells, Probability Wellspring, Appropriate Advantage| +|7th|Improbable Duplicate| +|11th|Inconceivable Channeling| +|15th|Favored Soul| + +# Wyrdweaver Pact Spells + +_3rd-Level Wyrdweaver Feature_  + +You gain pact spells at the warlock levels listed in the Wyrdweaver Pact Spells table. See the Warlock Subclass class feature for how these spells work + +|**WyrdWeaver Pact Spells**|| +|---|---| +|**Warlock Level**|**Spells**| +|3rd|bane, faerie fire| +|5th|blur, frenzied bolt*| +|9th|bestow curse, hypnotic pattern| +|13th|compulsion, Elemental Shield| +|17th|Dominate, mislead| +|*indicates a spell found in this Document|| + +# Probability Wellspring  + +_3rd-Level Wyrdweaver Feature_  + +You gain the ability to manipulate probability. You have a pool of d6s that you spend to fuel your patron abilities. The number of probability dice in the pool equals 1 + your warlock level.  + +You can use these dice to turn the odds in your or your ally’s favor. When you or a friendly creature you can see within 30 feet of you makes an attack roll, ability check, or saving throw, you can use your reaction to expend probability dice from the pool, rolling the dice and adding the total result to that roll. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Your pool regains all expended dice when you finish a long rest.  + +When you reach certain levels in this class, the size of your probability dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). + +# Appropriate Advantage  + +_3rd-Level Wyrdweaver Feature_  + +You learn to shift the weaves of fate to aid allies and hinder foes. When a creature you can see within 60 feet of you makes an attack roll, ability check, or saving throw with advantage, you can use your reaction to expend one probability die and force that creature to make a Charisma saving throw against your spell save **DC**, adding the probability die to the **DC**. On a failed save, the creature loses advantage on that roll, and one friendly creature you can see within 60 feet has advantage on its next d20 roll of the same type the creature used (attack roll, ability check, or saving throw). + +# Improbable Duplicate  + +_7th-Level Wyrdweaver Feature_  + +You can channel dark power from your patron to empower your attacks and spells. Once on each of your turns, when you hit a creature with an attack, you can expend one or more probability dice, up to half your Charisma modifier (minimum of 1), and add the probability dice to the attack’s damage roll. + +# Inconceivable Channeling + +_11th-Level Wyrdweaver Feature_  + +You learn to redirect magical energy, converting the power to restore your pool of probability dice. When a friendly creature you can see within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to take the damage instead. You halve the damage you take as your probability wellspring absorbs some of the magical energy. For every 10 damage prevented in this way, you regain one expended probability die. You can’t regain more than half your maximum probability dice from this feature. Once you use this feature, you can’t use it again until you finish a short or long rest.  + +# Favored Soul  + +_15th-Level Wyrdweaver Feature_  + +Your very presence spins probability. When a creature you can see within 60 feet of you makes an attack roll, ability check, or saving throw with advantage, you can use your reaction to force the creature to make a Charisma saving throw against your spell save **DC**. On a failed save, the creature has disadvantage on that roll, and you have advantage on one d20 roll of your choice within the next minute. Once you use this feature, you can’t use it again until you finish a short or long rest. diff --git a/content/Classes/Wizard/*Playing a Wizard*.md b/content/Classes/Wizard/*Playing a Wizard*.md new file mode 100644 index 0000000..6ecab10 --- /dev/null +++ b/content/Classes/Wizard/*Playing a Wizard*.md @@ -0,0 +1,13 @@ +![[assets/aa07949b84289cfc759b9d6c1b33d59f_MD5.jpg|Vanette Kosman|263x352]] + +The study of magic is infinitely complex, and every wizard develops a different approach to studying its intricacies. Regardless of the specific aspects you study, your class options reflect an ongoing dedication to mastering magic through research and experimentation. + +Wizard is a spellcasting class that revels in a breadth of options. Your class features make you the expert on magic, and thinking ahead lets you do your best work. You’re likely to have a spell for any occasion if you have time to prepare for it. + +# WIZARDS AS ADVENTURERS + +Wizards are academics at heart, and their cerebral pursuits are typically ill-suited to the rigors of an adventuring life. Despite the troubles they might face when confronted by an armed minion or a sheer cliff face, many take up adventuring because it is the best way to acquire hidden knowledge and magical treasures to further their research. + +While wizards rely on other party members for physical protection, every adventuring party benefits from having a wizard’s knowledge and versatility in their corner. Whether staring down an enchanted foe, blocked by a mystic barrier, or ensorcelled by a possessed artifact, a well-prepared wizard is likely to have a magic solution (or five) in the pages of their spellbook. + +Continued in the [[ToV - Players Guide.pdf]]; Chapter 2, pg 99. diff --git a/content/Classes/Wizard/Tradition of the Battle Mage.md b/content/Classes/Wizard/Tradition of the Battle Mage.md new file mode 100644 index 0000000..534809e --- /dev/null +++ b/content/Classes/Wizard/Tradition of the Battle Mage.md @@ -0,0 +1,7 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/8afd4e33bac3194c9a9d80d01fdd8be0_MD5.jpg|Jaime Martinez|498x366]] + +Continued in the [[ToV - Players Guide.pdf]]; Chapter 2, pg 102. diff --git a/content/Classes/Wizard/Tradition of the Blueletter.md b/content/Classes/Wizard/Tradition of the Blueletter.md new file mode 100644 index 0000000..68ac64f --- /dev/null +++ b/content/Classes/Wizard/Tradition of the Blueletter.md @@ -0,0 +1,51 @@ +--- +source: Kobold Press Blog +--- + +![[assets/cfa4a8c65c96286fe9ecdf087c40fa34_MD5.jpg]] + +Most wizards know and appreciate the power of evocation magic; a few even specialize in it. One particular school, known as Blueletters, for their founder’s predilection to write in blue ink, focus narrowly into harnessing and applying the classic elements. Blueletter wizards (many of whom follow in their founder’s style of scribing spells in blue ink) channel the elements with more power and finesse than others of their kind, and their studies coax basic spells to into new forms increasing their effectiveness and power. + +**Note:** For purposes of the Blueletter subclass, “elemental damage” refers to one of the following damage types: acid, cold, fire, lightning, or thunder. A Blueletter elemental spell is considered any spell that deals one of these types of damage, or has an effect based on the classical four elements of air, earth, fire, or water. + +# Blueletter Progression + +| | | +|---|---| +|**Wizard Level**|**Features**| +|3rd|Adaptation, Primal Magic| +|7th|Elemental Substitution| +|11th|Elemental Prowess| +|15th|Elemental Primacy| + +# Elemental Adaptation + +_3rd-Level Blueletter Feature_ + +When you finish a short or long rest, choose one type of elemental damage and gain resistance to it. In addition, if you take a different type of elemental damage than the one you chose, you can use your reaction to change your resistance to that type of damage. The new resistance applies to the damage that triggered the reaction and any further damage you take. Once you can use this feature to change your resistance, you can’t change it again until you finish a long rest. Any resistance that you choose or change to remains until you choose a different resistance with this feature. + +# Elemental Acumen + +_3rd-Level Blueletter Feature_ + +You understand the speech of any Elemental, and Elementals can understand your speech, as if you shared a common language. You have advantage on all CHA (Intimidation or Persuasion) checks made toward any Elemental with a CR equal to or less than half your wizard level. + +When you make a spell attack that deals elemental damage, add your **INT** modifier to the damage. If a spell deals elemental damage and does not require an attack roll, count any roll of 1 or 2 as a 3 when determining damage. + +# Elemental Substitution + +_7th-Level Blueletter Feature_ + +When casting a spell that deals elemental damage, you can alter its properties to deal a different type of damage. For example, you can cast _scorching ray_ and deal cold damage instead of fire damage. You can do this a number of times equal to your **PB**, after which you cannot use this feature again until you have finished a long rest. + +# Elemental Prowess + +_11th-Level Blueletter Feature_ + +You choose one type of elemental damage when you finish a short or long rest. When you deal damage of that type with your spells or any magic item, you ignore the target creature’s resistance. In addition, Elementals you conjure have at least 75% of the maximum possible hit points for their type. + +# Elemental Primacy + +_15th-Level Blueletter Feature_ + +All your elemental damage ignores resistance. Choose one type of elemental damage when you finish a long rest. When you deal damage of that type with your spells or any magic item, you treat immunity to that energy type as resistance. In addition, Elementals you conjure have the maximum hit points possible for their type. diff --git a/content/Classes/Wizard/Tradition of the Cantrip Adept.md b/content/Classes/Wizard/Tradition of the Cantrip Adept.md new file mode 100644 index 0000000..03b0deb --- /dev/null +++ b/content/Classes/Wizard/Tradition of the Cantrip Adept.md @@ -0,0 +1,7 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/a7c8cdab5f2a29b5b06f2d51b2b5c743_MD5.jpg|Zack Stella, WotC|429x314]] + +Continued in the [[ToV - Players Guide.pdf]]; Chapter 2, pg 103. diff --git a/content/Classes/Wizard/Tradition of the Courser Mage.md b/content/Classes/Wizard/Tradition of the Courser Mage.md new file mode 100644 index 0000000..b4ef57f --- /dev/null +++ b/content/Classes/Wizard/Tradition of the Courser Mage.md @@ -0,0 +1,51 @@ +--- +source: Old Margreve +--- + +![[assets/ba7a5d2e5c083292570d4aa35e570729_MD5.jpg|Daniel Ruiz|287x345]] + +Wizards who follow the Courser Mage tradition are interested in ancient tomes, but they are just as interested in archery and the art of blending magic and archery to stalk and take down quarry. Their magical study focuses on subtle spells centered around finding or hiding from enemies, and their martial study focuses on combining magic and archery. They eventually learn to imbue their arrows with spell energy to deliver more deadly shots. Many monarchs employ Courser Mages in a dual role as magical counsel and personal assassin. + +||**Courser Mage Progression**| +|---|---| +|**Wizard Level**|**Features**| +|3rd|Expanded Talent List, Stalking Savant, Unseen Assailant| +|7th|Spell Arrow| +|11th|Pinpoint Weakness| +|15th|Multitudinous Arrows| + +# Expanded Talent List + +_3rd-Level Courser Mage Feature_  + +When you gain a new talent, you can select it from the magic or martial talents list. + +# Stalking Savant + +_3rd-Level Courser Mage Feature_  + +You gain proficiency with longbows and shortbows, and you gain proficiency in the Stealth skill. In addition, you can still perform the somatic components of wizard spells even when you have a longbow or shortbow in one or both hands. + +# Unseen Assailant + +_3rd-Level Courser Mage Feature_  + +As a bonus action, you can choose a creature you can see within 60 feet of you and become invisible to only that creature until the start of your next turn. This effect ends early if you attack that creature or cast a spell that includes that creature. You can use this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. + +# Spell Arrow + +_7th-Level Courser Mage Feature_  + +Once per turn, when you hit a creature with a longbow or shortbow attack, you can expend one spell slot to deal extra force damage to the target, in addition to the weapon’s normal damage. The extra damage is 2d4 for a 1st-circle spell slot, plus 1d4 for each circle higher than 1st. + +# Pinpoint Weakness + +_11th-Level Courser Mage Feature_  + +When you hit a creature with an arrow imbued by your Spell Arrow feature, your next ranged weapon attack against that creature before the end of your next turn has advantage.  + +# Multitudinous Arrows + +_15th-Level Courser Mage Feature_  + +On your turn, you can attack twice, instead of once, when you take the Attack action, provided you are attacking with a longbow or shortbow. If you use your Spell Arrow feature, you can imbue both arrows with arcane power by expending one spell slot. If you imbue two arrows with this feature, you can’t cast spells other than cantrips until the end of your next turn. diff --git a/content/Classes/Wizard/Tradition of the DoomSayer.md b/content/Classes/Wizard/Tradition of the DoomSayer.md new file mode 100644 index 0000000..6928f72 --- /dev/null +++ b/content/Classes/Wizard/Tradition of the DoomSayer.md @@ -0,0 +1,44 @@ +--- +source: Deep Magic 2 +--- + +![[assets/6313fa6766c813ec9390607b691628b8_MD5.jpg|Anthony Catillaz]] + +Any fool can learn to hurl a fireball, but only a master of the apocalypse can open a black hole. Wizards who specialize in such apocalyptic magic call themselves doomsayers. Some doomsayers use their terrible power to amass a conquering army; others seek to become a force of darkness and to reshape the world according to their own vision. + +||**DoomSayer Progression**| +|---|---| +|**Wizard Level**|Features| +|3rd|Doom Savant| +|7th|Terrible Power| +|11th|Merciless Onslaught| +|15th|Power from Darkness| + +# Doom Savant  + +_3rd-Level DoomSayer Feature_  + +You gain the ability to instill a sense of impending doom in creatures who witness your power. When a spell you cast of 1st level or higher reduces a creature to 0 hit points, you can use a bonus action to terrify those nearby. Choose a number of creatures within 30 feet of that creature equal to your proficiency bonus. Each target must succeed on a Wisdom saving throw against your spell save **DC** or become frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + +Once you use this feature, you can’t use it again until you finish a short or long rest. + +# Terrible Power  + +_7th-Level DoomSayer Feature_  + +Your critical hits with spells have reverberating effects on their victims. Whenever you score a critical hit with a spell attack, choose one of the following effects for each target of the spell attack: + +- The target must succeed on a Wisdom saving throw against your spell save **DC** or become frightened of you until the end of its next turn. +- The target must succeed on a Constitution saving throw against your spell save **DC** or become poisoned until the end of its next turn. + +# Merciless Onslaught  + +_11th-Level DoomSayer Feature_  + +You have advantage on spell attack rolls against creatures that are frightened or poisoned. + +# Power from Darkness  + +_15th-Level DoomSayer Feature_  + +Your spell attacks score a critical hit on a roll of 19 or 20.ggO diff --git a/content/Classes/Wizard/Tradition of the Origami Mage.md b/content/Classes/Wizard/Tradition of the Origami Mage.md new file mode 100644 index 0000000..b37d78e --- /dev/null +++ b/content/Classes/Wizard/Tradition of the Origami Mage.md @@ -0,0 +1,84 @@ +--- +source: Obojima +--- + +![[assets/af342f86ce0b6a10e7c1974ae08b9087_MD5.jpg|263x292]] + +Origami Mages are wielders of a unique form of magic that combines precision, creativity, and imagination. With a flick of their wrist and a whisper of arcane words, they transform simple sheets of paper into awe-inspiring manifestations of elemental forces, mystical beings, and fantastical creatures. + +Drawing inspiration from the mysterious elegance of origami, these mages are not bound by traditional spell components but instead rely on the meticulous manipulation of paper to channel their magical energies. Origami magic is not without its challenges. Mastery of this arcane discipline demands patience, dexterity, and a keen eye for detail. Each fold must be precise, each crease exact, for even the smallest imperfection can disrupt the flow of magic and render a spell ineffective. Yet, for those who persevere, the rewards are boundless. + +||**Origami Mage Progression**| +|---|---| +|**Wizard Level**|**Features**| +|3rd|An Arcane Art, Origami Familiar| +|7th|Binding Release, Paper Path| +|11th|Origami Servant| +|15th|Arcane Refresh| + +# An Arcane Art  + +_3rd-Level Origami Mage Feature_  + +You learn to weave magic into origami, allowing you to create magnificent moving art pieces, which act on your behalf. As a bonus action, you can fold and imbue life into a paper construct that takes a form you choose from the list below. When crafted, an origami construct becomes bound to you or another creature of your choice that you can see within 60 feet of you. + +A creature with a bound origami construct gains the unique effects and features listed for that construct. A creature can’t have more than one of the same origami constructs bound to it at a time, unless stated otherwise. A bound construct occupies the same space as the creature it’s bound to. + +These constructs stay imbued with life for a number of hours equal to half your wizard level (rounded up). Origami constructs have an AC equal to your spell save **DC**, are immune to poison and psychic damage, and are destroyed when they take any damage. You can use this feature to create an origami construct a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. + +## Origami Constructs  + +The constructs are presented in alphabetical order.  + +- **Bird.** While the origami bird is bound to your person, you gain proficiency in the Perception skill. Additionally, you deal an additional 2 slashing damage whenever you hit a target with a ranged attack. +- **Cat.** While the origami cat is bound to your person, you gain proficiency in the Stealth skill. Additionally, once on each of your turns when you hit a target with a melee weapon attack, the origami cat can make a melee spell attack against the same target. Its attack modifier is equal to your weapon attack modifier, and on a hit, the target takes 1d6 slashing damage. + The origami cat’s damage increases when you reach certain levels in this class: 1d8 at 5th level, 1d10 at 11th level, and 1d12 at 17th level. +- **Crab.** While the origami crab is bound to your person, you gain a +1 bonus to your AC and proficiency in the Athletics skill. If the wizard that crafted this origami crab creates another, this origami crab is destroyed. +- **Dragon.** While the origami dragon is bound to your person, you have disadvantage on Dexterity (Stealth) checks and can’t benefit from being invisible. Additionally, you take 1d4 fire damage at the start of each of your turns. You can have multiple origami dragons bound to you at the same time. + When the construct is destroyed, it quickly pops in an audible explosion, dealing 2d6 fire damage to each creature within 5 feet of it. +- **Frog.** While the origami frog is bound to your person, you gain proficiency in the Acrobatics skill. As a reaction, when you would fail a Dexterity saving throw, you can add a bonus to the roll equal to the spellcasting ability modifier of the wizard that crafted the construct; using this feature destroys the origami frog. + +# Origami Familiar  + +_3rd-Level Origami Mage Feature_  + +You learn the _Find Familiar_ ritual spell, and it doesn’t count against the total number of ritual spells you know. Your familiar appears as an origami version of itself, is immune to poison and psychic damage, and is a construct, instead of a celestial, fey, or fiend. In addition to the familiar’s normal statistics, it also gains access to the following abilities. + +- **Camouflage.** You can command your familiar to shift into a flattened paper form. In this form the familiar looks nearly indistinguishable from a normal piece of paper. If a creature uses its action to examine the familiar, it can discern the familiar for what it is with a successful Intelligence (Investigation) check against your spell save **DC**. The familiar can use an action to shift back into its origami form.  +- **Last Resort.** As an action, your origami familiar can dive toward a creature, unfurling itself and wrapping around the target’s face, as if a sheet of paper blown by the wind. The target must make a Dexterity saving throw against your spell save **DC** or become blinded for 1 minute. A creature blinded by the paper or one that can touch the creature can use its action to make a Strength check against your spell save **DC**. On a success, the target is no longer blinded. When this effect ends, your familiar is destroyed.  +- **Reconnaissance.** As an action, you can command your familiar to spy. The origami familiar will then spend 1 minute listening to any and all sounds within 15 feet of itself, recording what is overhears on its paper body. It then returns to you and dispels its familiar form, leaving behind a transcript of its findings written in a language of your choice that you know. + +# Binding Release  + +_7th-Level Origami Mage Feature_  + +You can use a bonus action to move one of your origami constructs to a creature that you can see within 30 feet of it. + +# Paper Path  + +_7th-Level Origami Mage Feature_  + +When you cast a spell with a range of touch, your origami construct can deliver the spell as if it had cast the spell. Your construct must be within 100 feet of you. If the spell requires an attack roll, you use your attack modifier for the roll. + +# Origami Servant  + +_11th-Level Origami Mage Feature_  + +You learn the Unseen Servant ritual spell, and it doesn’t count against the total number of ritual spells you know. In addition, the maximum number of servants you can have at a time is equal to half your wizard level (rounded up). When you cast it, it has the following other changes:  + +- The spell lasts for a number of hours equal to your proficiency bonus, instead of 1 hour. +- Your servant appears as a visible origami version of itself.  +- Your servant is immune to poison and psychic damage.  +- Your servant can move through a space as narrow as 1 inch wide without squeezing.  +- When you use your bonus action to command a servant, you can issue a unique command to each servant you have created as part of the same bonus action.  +- Your servant falls at a rate of 60 feet per round and takes no falling damage. +- Your servant can see invisible creatures and objects as if they were visible. +- As an action, while your servant is within 100 feet of you, you can see through your servant’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the servant has. During this time, you are deaf and blind with regard to your own senses. + +# Arcane Refresh  + +_15th-Level Origami Mage Feature_  + +Your origami constructs return the magic you lent them when you imbued them with life whenever they are destroyed. When one of your constructs is destroyed, you can regain 10 hit points or regain a spell slot of 2nd circle or lower (your choice). + +Additionally, when one of your constructs would take damage, you can use your reaction to negate the damage against it. Once you use this ability, you can’t do so again until you finish a short or long rest. diff --git a/content/Classes/Wizard/Tradition of the Reclaimer.md b/content/Classes/Wizard/Tradition of the Reclaimer.md new file mode 100644 index 0000000..c9213c0 --- /dev/null +++ b/content/Classes/Wizard/Tradition of the Reclaimer.md @@ -0,0 +1,68 @@ +--- +source: "Campaign Builder: Dungeons and Ruins" +--- + +![[assets/3c57ee95847c050b693ed5ccc8bc7c1c_MD5.jpg|EmmaArts|350x350]] + +Wizards in the Reclaimer tradition devote themselves to seeking out and recovering lost and forgotten magical knowledge, whether that be in the form of items, spells, or other applications. This devotion often drives wizards from this tradition to explore ancient ruins and delve into dangerous dungeons in search of such magical knowledge. Many see the risk as justified if they find a new form of magic.  + +||**Reclaimer Progression**| +|---|---| +|**Wizard Level**|**Features**| +|3rd|Expanded Talent List, Habituated Arcana, Magic Acumen| +|7th|Countermanding Incantation| +|11th|Expansive Attunement| +|15th|Magic Item Paroxysm| + +# Expanded Talent List + +_3rd-Level Reclaimer Feature_  + +When you gain a new talent, you can select it from either the magic or the technical talents list (see Talents in Player’s Guide). + +# Habituated Arcana + +_3rd-Level Reclaimer Feature_  + +You’ve studied obscure magical lore closely enough that it comes to you unbidden. You gain proficiency in the Arcana skill. If you are already proficient, double your **PB** instead for Arcana checks. In addition, you learn the identify ritual, and it doesn’t count against your number of ritual spells known + +# Magic Acumen  + +_3rd-Level Reclaimer Feature_  + +Your Magic Sense class feature is sharpened to danger. When you use your Magic Sense feature and sense a magic trap, a magic item, or an area inflicted with a curse, you have advantage on saves against it and on checks to disarm, suppress, or otherwise avoid or circumvent its effects. + +In addition, Magic Sense now lasts up to 1 minute when you use it, instead of until the end of your next turn. + +# Countermanding Incantation + +_7th-Level Reclaimer Feature_  + +Your exposure to ancient, sometimes malfunctioning magic has taught you how to unweave it. When you cast the dispel magic spell, you can add your **PB** to the check. + +In addition, when you see a spell or other magical effect, you can use a reaction to ward yourself against its effects. You have advantage on saves against that spell or magical effect for 10 minutes. You can do this a number of times equal to your **PB** and regain all expended uses when you finish a long rest. + +# Expansive Attunement + +_11th-Level Reclaimer Feature_  + +Your mission to reclaim lost magical knowledge extends to magic items. Attuning to an item takes you only 1 minute instead of 1 hour. At the end of each long rest, you can choose an item that requires attunement. You become attuned to that item, but it doesn’t count against the total number of items you can attune to. You are proficient with that item if it is a tool or a weapon. This special attunement lasts until the end of your next long rest. + +# Magic Item Paroxysm + +_15th-Level Reclaimer Feature_  + +In a pinch, you can use an action to detonate the power within a magic item, destroying the item and causing a magical explosion around it. To detonate a magic item, you must be touching it if you aren’t attuned to it, or within 30 feet of it if you are. + +If another creature is attuned to the magic item, that creature can make a **WIS** save against your spell save **DC** to prevent the detonation. The size and damage of the explosion varies based on its rarity (see the Item Paroxysm Effects table). Each creature in the radius must make a **DEX** save against your spell save **DC**, taking the full damage on a failure, or half the damage on a success. You have advantage on the save if you are within the radius. Once you detonate a magic item, you must finish a long rest before you can do so again. + +You can’t detonate artifacts or fabled magic items, and attempting to detonate a sentient magic item immediately causes conflict (see Sentient Magic Items in Game Master’s Guide). If the sentient magic item wins the conflict contest, it doesn’t detonate, and you might suffer other effects of the item’s displeasure (such as those noted in the Game Master’s Guide), at the GM’s discretion. + +|||**Item Paroxysm Effects**| +|---|---|---| +|**Rarity**|**Force Damage**|**Radius**| +|Common|4d6|20 ft.| +|Uncommon|6d6|30 ft.| +|Rare|8d6|40 ft.| +|Very Rare|10d6|60 ft.| +|Legendary|12d6|120 ft.| \ No newline at end of file diff --git a/content/Deities/Akdes, the Large.md b/content/Deities/Akdes, the Large.md new file mode 100644 index 0000000..b7f6084 --- /dev/null +++ b/content/Deities/Akdes, the Large.md @@ -0,0 +1,12 @@ +--- +lineage: + - "[[Kobold]]" +--- + +![[assets/5f8204b617d8d070ffe5f347d43cd1a0_MD5.jpeg|Anthony Catillaz]] + +Once an average kobold with a passion for pushing the bounds of arcane magics. A favoritism for Enlarge and Fireball. Now, they’re a deity and akin to a full dragon Church near [[Windreach]], [[Small Church of the Big]]. + +# Divine Domains + +Arcane Magic & Fire diff --git a/content/Deities/Azhrem the Deathless.md b/content/Deities/Azhrem the Deathless.md new file mode 100644 index 0000000..3afde15 --- /dev/null +++ b/content/Deities/Azhrem the Deathless.md @@ -0,0 +1,17 @@ +--- +lineage: + - "[[Dragonborn]]" +--- + +![[assets/d4df0e3509627d2ea44511a50df1845b_MD5.jpeg|Stu Harrington]] + +Church: [[Home of the Deathless]]. + +> To ash we return. Ashen dirt. Things rot back into the earth. It’s only natural to rise again from ash with the grounded magics of necromancy. It is a power to be used as gifted by the earth below our very feet. Otherwise why would nature’s laws allow it? With every [[Heart Quake]] cause becomes yet more just. Simply deals struck. Bone for flesh. +> ~Unknown + +# Divine Domains + +Necromancy and Earth + +![[assets/88ecd3288a04fe2fe5c0fb58d6a913cb_MD5.jpeg]] diff --git a/content/Deities/Deities.base b/content/Deities/Deities.base new file mode 100644 index 0000000..68638da --- /dev/null +++ b/content/Deities/Deities.base @@ -0,0 +1,10 @@ +views: + - type: table + name: Table + filters: + and: + - file.folder == "Deities" + order: + - file.name + - lineage + - file.backlinks diff --git a/content/Deities/Duenta, the Wild.md b/content/Deities/Duenta, the Wild.md new file mode 100644 index 0000000..89cef73 --- /dev/null +++ b/content/Deities/Duenta, the Wild.md @@ -0,0 +1,11 @@ +--- +lineage: "[[Wereborn]]" +--- + +![[assets/11f17b6e17bd327e1ea8edaf9ff4c63f_MD5.jpg|Ester Conceicao]] + +Some say she was the first [[Wereborn]]. Church in [[Abbey of the Peaceful Fang]]. + +# Divine Domains + +Peace & Nature diff --git a/content/Deities/Emble, Daughter of the Sleepless.md b/content/Deities/Emble, Daughter of the Sleepless.md new file mode 100644 index 0000000..b86c674 --- /dev/null +++ b/content/Deities/Emble, Daughter of the Sleepless.md @@ -0,0 +1,13 @@ +--- +lineage: "[[Beastkin]]" +--- + +![[assets/f64686c05e397b229b43ac5a64f64847_MD5.jpg|282x398]] + +Many worship to prevent bad dreams or in protection for those long deceased. Church: [[Whisper Chapel]]. + +_Pronouns: She/Her_ + +# Divine Domains + +Death & Prophecy diff --git a/content/Deities/Etar, Son of Stone.md b/content/Deities/Etar, Son of Stone.md new file mode 100644 index 0000000..a8db185 --- /dev/null +++ b/content/Deities/Etar, Son of Stone.md @@ -0,0 +1,12 @@ +--- +lineage: + - "[[Dwarf, Midnight]]" +--- + +![[assets/89010a552b867326c06a83e6d44da124_MD5.jpg|Rei Naldi|278x494]] + +Shrines in [[Dernbohr]]. + +# Divine Domains + +Crafts & Arts diff --git a/content/Deities/Haeril, Forest Blessed.md b/content/Deities/Haeril, Forest Blessed.md new file mode 100644 index 0000000..95a381c --- /dev/null +++ b/content/Deities/Haeril, Forest Blessed.md @@ -0,0 +1,16 @@ +--- +lineage: + - "[[Dryad]]" +--- + +![[assets/4d1b32e7c6fefefbff00a0eb688925c0_MD5.jpg|Bram Sels|291x395]] + +Hunt in peace, you’ll be at peace. Upset the forest, you’ll be the one hunted. + +Church in [[Rosengrove]], [[Spirits Within]]. + +_Pronouns: They/It_ + +# Divine Domains + +Primordial magic & the Hunt diff --git a/content/Deities/Minutia the Gravekeeper.md b/content/Deities/Minutia the Gravekeeper.md new file mode 100644 index 0000000..2090102 --- /dev/null +++ b/content/Deities/Minutia the Gravekeeper.md @@ -0,0 +1,14 @@ +--- +lineage: + - "[[Beastkin]]" +--- + +![[assets/895049b03be3aab27f881167238c1394_MD5.jpg|286x424]] + +Church on the island [[Prismfirth]], [[Phoenix Pastures]]. + +_Pronouns: She/Her_ + +# Divine Domains + +Spirits & Messengers diff --git a/content/Deities/Paha, Lady of the Beyond.md b/content/Deities/Paha, Lady of the Beyond.md new file mode 100644 index 0000000..d34d88a --- /dev/null +++ b/content/Deities/Paha, Lady of the Beyond.md @@ -0,0 +1,38 @@ +--- +lineage: + - "[[Syderan]]" +--- + +![[assets/c42d7f5a7d1922aa04abb832645878cc_MD5.jpg|JohnnyD]] + +While [[Vitar, the Far Traveler]] may rule over the planes, it is Paha that rules beyond them. + +> When cities vanish, they blame bad luck. When cities reappear anew, repurpose, changed, they thank Paha. +> +> — Unknown Wanderer + +It’s rumored the first city of Esparia existed in the now desolate and uninhabitable region [[Umberpost]] . It’s soil turned to ick for all except the rocks and trees. It is said those who walk upright aren’t long for this world who enter the region. Now, many cities claim to have risen from the ashes of the town who’s name was lost to history. None moreso than [[Midharbor]]. + +Some see the Lady as a symbol of caring for one’s surroundings and their things. Encouraging the knowledge to learn craftmanship to repair fixable goods or create new things from the combination of other old things. Some go on to become inventors. + +> You’d better get to bed young one! Or… The Lady, Paha herself will come and take away all your favorite toys. +> +> — Many an exhausted parent + +Some [[Gearforged]] feel a strange connection with Paha. This is often explained as the gift of their lifeforce successfully bonding to the gears that motorize their locomotion through this world. Similarly, some [[Beastkin]] feel a wyrd connection to her whenever they see a quiet-minded brethren scurry into the forest as though they themselves were once repurposed. + +Some astronomers and astrologers pray to Paha as they seek to understand the moons and stars beyond Dauntless. Some pray to her when they don’t know where else to turn. + +# The Void Touched, The Midnight Dwarves + +One of Esparia’s prominant lineages dug too deep and fell into the [[Void]] leading them to become [[Void-Touched]], they are known as [[Dwarf, Midnight]] representing both a lineage of blood and a unified clan. It is claimed beneath Dauntless is another Void leading to another plane or world. It is therefore presumed that the deeper one digs the more realms exist. Some Dwarves worship the stones she walks upon, many despise her. + +# Church + +[[The Remade Basillica]] in [[Midharbor]]. + +# Divine Domains + +Reuse & the Void + +For the world to continue its peoples must make use of its resources. None represent this more than Paha, the essence of recreation. Matter of the Material plane is reshaped and often times misplaced in space. diff --git a/content/Deities/Raaris, the Prideful.md b/content/Deities/Raaris, the Prideful.md new file mode 100644 index 0000000..7a96742 --- /dev/null +++ b/content/Deities/Raaris, the Prideful.md @@ -0,0 +1,10 @@ +--- +lineage: + - "[[Dhampir]]" +--- + +![[assets/082316b9ab602ab079b0a4792eff4e29_MD5.jpg|Emilia Rittenbach|292x378]] + +# Divine Domains + +Darkness & Greed diff --git a/content/Deities/Shaumhu, the Protector.md b/content/Deities/Shaumhu, the Protector.md new file mode 100644 index 0000000..d55bd88 --- /dev/null +++ b/content/Deities/Shaumhu, the Protector.md @@ -0,0 +1,14 @@ +--- +lineage: + - "[[Beastkin]]" +--- + +![[assets/a96d2b2370b5bf4c05769a08a5b05e78_MD5.jpg|Tatchit]] + +[[Beastkin]] deity of **strength** and **protection**. Often protection over one’s family, sometimes interpreted to be of one’s neighbors, city, or even the realm. + +Believes first in deescalation through presence and intimidation before resorting to more drastic measures to protect. + +# Divine Domains + +Strength & Protection diff --git a/content/Deities/St. Euran the Swiftpaw.md b/content/Deities/St. Euran the Swiftpaw.md new file mode 100644 index 0000000..86c25c4 --- /dev/null +++ b/content/Deities/St. Euran the Swiftpaw.md @@ -0,0 +1,9 @@ +[[assets/d5cf0c465c07cdfab8e8399239a4be49_MD5.jpg|Open: image-15.png]] + +![[assets/d5cf0c465c07cdfab8e8399239a4be49_MD5.jpg]] + +**Pronouns** They/It + +# Divine Domains + +Thrill & the Wind diff --git a/content/Deities/Vitar, the Far Traveler.md b/content/Deities/Vitar, the Far Traveler.md new file mode 100644 index 0000000..9f6d1ca --- /dev/null +++ b/content/Deities/Vitar, the Far Traveler.md @@ -0,0 +1,12 @@ +--- +lineage: + - "[[Trollkin]]" +--- + +![[assets/eea3abce396801a8f49ee4121780522c_MD5.jpg|Miro Petrov|258x364]] + +A blessed [[Trollkin]] who found the power to reach the stars, other [[Planes of Existence]], and invited Wyrd magic into the world. Journey is the spice of life. + +# Divine Domains + +The Planes & Wyrd Magic diff --git a/content/Deities/Wemmjir, the Trickster.md b/content/Deities/Wemmjir, the Trickster.md new file mode 100644 index 0000000..800eb32 --- /dev/null +++ b/content/Deities/Wemmjir, the Trickster.md @@ -0,0 +1,14 @@ +--- +lineage: + - "[[Human]]" +--- + +![[assets/998cb549d9228b9ee92dfce8ff547e51_MD5.jpg|Ian Ferrand]] + +Heils from the Final moon. Some worshippers pray at [[Vulcankirk]], others at [[Moonpass]] while the Final moon is fullest. + +A trickster god. Incorrectly, some blame him for the existance of [[Alterations of the Night]] like Vampires & Werecreatures. Has a church in [[Mystby]], [[House of Wemmjir]]. + +# Divine Domains + +Blood & Tricks diff --git a/content/Deities/Zeeyar, the Chaotic.md b/content/Deities/Zeeyar, the Chaotic.md new file mode 100644 index 0000000..42f799a --- /dev/null +++ b/content/Deities/Zeeyar, the Chaotic.md @@ -0,0 +1,14 @@ +--- +lineage: + - "[[Goblin]]" +--- + +[[assets/ff9f2ebeea1ef57a6bd28474df63f296_MD5.jpg|Open: image-15.png]] + +![[assets/ff9f2ebeea1ef57a6bd28474df63f296_MD5.jpg|Pathfinder|440x274]] + +Church in [[Muck Community]] on [[Putridport]]. + +# Divine Domains + +Animals & Mischief diff --git a/content/Groups/Family of the Plucked Feather.md b/content/Groups/Family of the Plucked Feather.md new file mode 100644 index 0000000..139597f --- /dev/null +++ b/content/Groups/Family of the Plucked Feather.md @@ -0,0 +1,2 @@ + + diff --git a/content/Groups/The Griffin Family.md b/content/Groups/The Griffin Family.md new file mode 100644 index 0000000..d707e45 --- /dev/null +++ b/content/Groups/The Griffin Family.md @@ -0,0 +1,15 @@ +A family of elves dragged from Shadowfell subjected to vampirism and other undead experiments. Ruled by [[Lord Malik Duskwalker]]. + +- True Ruler: [[Lord Malik Duskwalker]] + Not a vampire: A mummy lord. Royal personality. He/Him. +- [[Lord Sebastian Griffin]], believes Lord Malik speaks in his head (does he?). Protects his Lord in the basement of [[Griffin Abbey]]. + Power source: **Blood** (from his Bloodwell) Brutal personality. Subsists on blood, classic. He/Him. Cries blood instead of tears. Muscular build. +- [[Seraphina Griffin]] +- [[Umbriel Griffin]] +- [[Anaya Griffin]] + +A vampire that feeds on fear? Shapeshift? Maybe too much like It. + +A vampire that feeds on ecstacy? Gambling ring, brothel… + +[[Sefra Griffin]]… diff --git a/content/Guilds & Orgs/Arcane Guides.md b/content/Guilds & Orgs/Arcane Guides.md new file mode 100644 index 0000000..93dbb70 --- /dev/null +++ b/content/Guilds & Orgs/Arcane Guides.md @@ -0,0 +1,3 @@ +![[assets/87943317cfb85a7718790befb25518a6_MD5.jpg|Denitsa "Elindiriel" Noeva]] + +[[Northwell]] magic weavers who seek adventure sign up with the Arcane Guides to offer protection on their travels through [[Goldsong]] and sometimes far beyond. Goldsong’s arcane instability and wild magic first lent to curiosity and then stronger needs over time. An arcane guide may take many forms, learned wizards, spicy blooded sorcerers, warlocks, bards and more. Arcane Guides fight nature’s unstable magic, environmental threats, and even bandits when necessity calls. diff --git a/content/Guilds & Orgs/Dustlights.md b/content/Guilds & Orgs/Dustlights.md new file mode 100644 index 0000000..f71108a --- /dev/null +++ b/content/Guilds & Orgs/Dustlights.md @@ -0,0 +1,9 @@ +--- +source: Maddie +--- + +In the forgotten corners of the city, a loose community of displaced kids and teens has carved out a home among abandoned rooftops, hidden alleys, and crumbling courtyards. To most citizens, the Dustlights are nothing more than harmless troublemakers, chalk artists, pranksters, and quick-footed runners who add a bit of color to the streets. They take the occasional odd job for a few coins, and while the city guard grumbles about them, most locals treat them kindly, offering spare food, worn clothes, or shelter when the weather turns harsh. What few realize is that beneath this playful exterior lies a quietly organized information network. + +The younger Dustlights roam the city freely during their antics, gathering bits of gossip, overheard conversations, and changes in the daily routine. Their unthreatening presence lets them slip unnoticed through places others would be questioned. Older members collect and sort through these findings, turning valuable pieces into profit, whether by trading secrets, selling warnings, or subtly nudging events from behind the scenes. Only a handful of trusted contacts know this hidden trade exists, and the coin and favors it brings help keep the group fed, clothed, and protected. + +Through mischief, hardship, and shared survival, the Dustlights have formed an unbreakable bond. Most have lost their families one way or another, but within this scrappy little community they have built a new one, rooted in loyalty, trust, and the promise that they will always look out for each other. It is them against the world, and despite everything, they never forget how to have fun. diff --git a/content/Guilds & Orgs/Guilds & Orgs.base b/content/Guilds & Orgs/Guilds & Orgs.base new file mode 100644 index 0000000..f7d7267 --- /dev/null +++ b/content/Guilds & Orgs/Guilds & Orgs.base @@ -0,0 +1,10 @@ +views: + - type: table + name: Table + filters: + and: + - file.folder == "Guilds & Orgs" + order: + - file.name + - file.backlinks + - file.links diff --git a/content/Guilds & Orgs/Mortal Exiles.md b/content/Guilds & Orgs/Mortal Exiles.md new file mode 100644 index 0000000..debdfc2 --- /dev/null +++ b/content/Guilds & Orgs/Mortal Exiles.md @@ -0,0 +1,13 @@ +![[assets/ca63258ec8870388d7edd824978a3cfd_MD5.jpg|Jack Reeves]] + +> The first, the true. + +Nestled into the back of [[Augameadow]]is a group calling themselves the Mortal Exiles. It’s a poorly kept secret that this is a vampire hunting guild. The guild prides itself on being a beacon of light in the darkest of nights protecting people from what they consider Esparia’s greatest threat. + +They are shy to new members, but adventurers can join them assuming they can deliver on what the guild claims they do best. The slaying of a vampire. + +![[assets/0ad6a0ebdfd18098eb57b0b37f363f6b_MD5.jpg|226x192]] + +Mortal Exiles supposedly harbor no ill will against dhampirs, but these nice words cover up “accidents” and “misunderstandings” that serve its members and mortals well. Similarly, they also claim to have no problems with werewolves and their wereborn. If only that were true. + +Still, if towns are terrorized by creatures of the night who do mean them harm, you’ll be thankful when the Mortal Exiles bring their expertise to your region. diff --git a/content/Guilds & Orgs/Runt's Sinners.md b/content/Guilds & Orgs/Runt's Sinners.md new file mode 100644 index 0000000..b63f768 --- /dev/null +++ b/content/Guilds & Orgs/Runt's Sinners.md @@ -0,0 +1,3 @@ +> Ever Growing. + +Lead by [[Runt]] the [[Beastkin]] Ratfolk. diff --git a/content/Guilds & Orgs/Shades Company.md b/content/Guilds & Orgs/Shades Company.md new file mode 100644 index 0000000..ead59b8 --- /dev/null +++ b/content/Guilds & Orgs/Shades Company.md @@ -0,0 +1,24 @@ +![[assets/e4a17ecbf0afbcd6caba09efe314cc83_MD5.jpg]] + +# Storyteller Seeds + +Rumored owner of Shades Company is **Shades** who many claim things of: + +| Die Result | Rumor about Shade | +| ---------- | -------------------------------------------------------------------------------------------------------------------------------------- | +| 1 | An ancient jackal with one missing ear. You’ll know them by how their eyes glow in the dark. | +| 2 | Never seen without her bowler hat. Ears poked right through them! Gives quite the silhouette if you ask me. | +| 3 | Her mother was taken from her in a deal with a devil gone wrong. Some say she did it on purpose, all a part of her great plan you see. | + +--- + +True owners are the [[Family of the Plucked Feather]]. + +Successfully scaled bandits guild. Lays low, yet profitable enough to maintain some control over the cities they inhabit. Though their home and constant benefactor are the people of [[Daggerwaters]]. + +Common activities are smuggling, redistribution of goods, and protection on the cheap. + +| Tiers | ? | +| ------ | --- | +| Shadow | | +| Shade | | \ No newline at end of file diff --git a/content/Guilds & Orgs/Talons.md b/content/Guilds & Orgs/Talons.md new file mode 100644 index 0000000..961c22b --- /dev/null +++ b/content/Guilds & Orgs/Talons.md @@ -0,0 +1,7 @@ +![[assets/13e289a4af0a71995f7de50fe06de08b_MD5.jpg|Timi Honkanen]] + +> Birds of a feather form a murder together + +Ravens, crows, downtrodden Aviankin flock to join this unsavory nest of no-gooders. Dirty jobs done with precision. + +Headquartered in [[Shortfeld]]. diff --git a/content/Guilds & Orgs/The Unheard.md b/content/Guilds & Orgs/The Unheard.md new file mode 100644 index 0000000..ecf79ba --- /dev/null +++ b/content/Guilds & Orgs/The Unheard.md @@ -0,0 +1,3 @@ +> Dishonor binds us + +Assassins guild… diff --git a/content/Guilds & Orgs/Weavers Institute.md b/content/Guilds & Orgs/Weavers Institute.md new file mode 100644 index 0000000..c8dc31e --- /dev/null +++ b/content/Guilds & Orgs/Weavers Institute.md @@ -0,0 +1,5 @@ +![[assets/f56d878a341f2bcfdf462494bf7cb951_MD5.jpg]] + +A magic university in [[Windreach]]. Founded by [[Kobold]] who worked claw-in-claw with other friendly species to share their magical secrets. It later expanded due to the gifts of knowledge from [[Dryad]]s and [[Dhampir]] to name a few. + +Anyone may enroll in the institute should they have the coin and determination. diff --git a/content/Guilds & Orgs/Wheelrighters Guild.md b/content/Guilds & Orgs/Wheelrighters Guild.md new file mode 100644 index 0000000..6169678 --- /dev/null +++ b/content/Guilds & Orgs/Wheelrighters Guild.md @@ -0,0 +1,3 @@ +> Forwards, ever forwards. + +In [[Equin Heights]]. diff --git a/content/Guilds & Orgs/Widows of the Shadows.md b/content/Guilds & Orgs/Widows of the Shadows.md new file mode 100644 index 0000000..0339d49 --- /dev/null +++ b/content/Guilds & Orgs/Widows of the Shadows.md @@ -0,0 +1,16 @@ +![[assets/adeb4e8c5426b1ec118838ffd3674ec4_MD5.jpg|Samo TGR|393x294]] + +> United we stand, together we stay. + +A band of warriors and community support members who take in then protect those who lost family important to them to the darkness. Despite the name, one must not be a traditional widow to join, though its members often are women who’ve had enough. The guild is for those who felt fear and could not help then, but wish to help now. + +Directly in opposition to [[The Unheard]] who’ve claimed those beloved of the Widows. Directly in opposition to [[Shades Company]], while thievery and smuggling hurting capitalists is of no direct concern to Widows, the darker things some members have done - are. + +# Ranks + +| Name | Responsibilities / Mission Types | +| ----------- | ------------------------------------------------------------------------------ | +| Wisp | New-comer. Being tested. Local community assistance missions to those in need. | +| TBD | TBD | +| Scorpion | Trusted missions of high value. Direct action. | +| Black Widow | Regional organization leader. | \ No newline at end of file diff --git a/content/Guilds & Orgs/Wilde Runners.md b/content/Guilds & Orgs/Wilde Runners.md new file mode 100644 index 0000000..64dbbd7 --- /dev/null +++ b/content/Guilds & Orgs/Wilde Runners.md @@ -0,0 +1,11 @@ +![[assets/664a75b3ad6eea381f41efacfa53a7a5_MD5.jpg|lei min]] + +> Delivering on promises + +Named after [[Saffronwilde]]where they’re originally from. A guild of couriers, transporters, and via contracts; their guard. + +One of the few guild jobs open to children are simple runner jobs of little consequence. Should a young runner lose a shipment through banditry or incompetence they are given a stern talking to at most. A fact that some rowdy gangs of kids take to their advantage. + +Older more experienced runners may own small companies where they hire sellswords to protect them during their shipments. Often not required when simply going to the docks, but especially useful when the destination is by boat or wagon across the continent of Esparia. Up and coming adventurers can get their start guarding or being the outsourced runners to ensure something especially important reaches its destination. Not only are the materials and skill used to craft them into items important to protect, but also that of the name of the maker - too many missed shipments and they could be shamed out of business. + +[[Trollkin]] can often find work as a runner after developing a good reputation from bringing cocoa beans to trade in [[Saffronwilde]]. diff --git a/content/Heritages/Annointed.md b/content/Heritages/Annointed.md new file mode 100644 index 0000000..a90c634 --- /dev/null +++ b/content/Heritages/Annointed.md @@ -0,0 +1,23 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/9007ba96761d5a6b728afe44c8bd668d_MD5.jpg|Anthony Chong Jones|291x376]] + +Anointed heritage characters have accepted a supernatural connection to extraplanar creatures or cosmic forces. Selected by fate, favored by divinity, or made to bear an ancestral burden, you have wholly embraced a mystic purpose beyond your understanding. Your birth may have been marked by omens or you may have experienced a calling later in life. + +Characters who bear this heritage come from all manner of backgrounds and lineages. Many forsake blood relatives and birthplaces to seek others who share their great purpose. + +Anointed communities are few and often scattered, but those within them are loyal to one another, bound by common goals and calling. Opposing anointed factions may clash violently, especially if their goals or otherworldly bonds conflict. As such, anointed individuals often foster relationships and join culture with sympathetic clergy or cults from a young age. An anointed character might even serve as an emissary or herald to their guiding power, undergoing sacred rites or performing acts of devotion to understand their destined path. + +# Favored Disciple + +You know the thaumaturgy cantrip and you have advantage on death saves. + +# Occult Studies + +You have proficiency in the History or Religion skill. When you make a check to recall or interpret information about Celestials, Fiends, or creatures with the Outsider tag, you can make a skill check with advantage. + +# Languages + +You know Common and two additional languages of your choice. Typical anointed heritage characters choose an esoteric language aligned with their guiding power: Abyssal, Celestial, or Infernal. diff --git a/content/Heritages/Badlander.md b/content/Heritages/Badlander.md new file mode 100644 index 0000000..8a0299a --- /dev/null +++ b/content/Heritages/Badlander.md @@ -0,0 +1,31 @@ +--- +source: Lineages And Heritages Supplement 1 +--- + +[[assets/352738882bc23be76c3ff6fe67e74544_MD5.jpg|Open: image-15.png]] + +![[assets/352738882bc23be76c3ff6fe67e74544_MD5.jpg|Yigit Kilinc]] + +As rugged as the terrain they inhabit, badlander heritage characters feel they can survive whatever the world throws at them. They tend to be quiet and stoic, enduring hardship with a shrug and self-deprecating bark. Their clothing is sturdy and economical without flourishes that could get caught on an outcropping of rock. + +This heritage was originally cultivated by goblins. As other humanoids moved into these regions, either in a concerted effort to settle the arid landscape, or just to get away from civilization, they looked to the goblins for survival secrets. Now there are as many badlander heritage characters of other lineages as there are goblins, a fact which makes some of the original badlanders howl. Depending on the temperament of a given badlander conclave, they are as likely to let newcomers to the badlands figure out how to survive on their own as they are to assist them + +# Extreme Endurance + +You are inured to the rigors of hard living. You have advantage on **CON** saves against exhaustion. When you finish a short or long rest, you can reduce your exhaustion level by one. + +# Iron Guts + +You can subsist on spoiled food and drink. You have advantage on saves against being poisoned. + +# Scrub Survivors + +You have proficiency with herbalist tools. If you have herbalist tools, you can make **WIS** (Herbalist Tools) checks in place of **WIS** (Medicine) checks. When you and your allies expend hit dice to regain hit points during a short rest, you can make a **DC** 12 **WIS** (Herbalist Tools) check during that rest. On a success, you and a number of creatures up to your **PB** that expended hit dice regain 1 additional hit point per hit die expended. + +# Languages + +You know Common and one other language. Typical badlander heritage characters choose Goblin. + +_Content Source: Lineages And Heritages Supplement 1_ + +_Art Source: Yigit Kilinc_ diff --git a/content/Heritages/Boatwright.md b/content/Heritages/Boatwright.md new file mode 100644 index 0000000..d56fbc2 --- /dev/null +++ b/content/Heritages/Boatwright.md @@ -0,0 +1,19 @@ +--- +source: Labyrinth Worldbook +--- + +Traveling folk who ferry people up and down the River Styx, Boatwright-heritage characters have been transformed in some way by being dipped into the black waters of the Styx by their ankles soon after they were born. Their skin typically hardens and takes on a silver, blue, or orange-tinged hue, reminiscent of fish scales. Elders within boatwright communities may even develop gills, webbed hands, or similar characteristics due to prolonged exposure to the water. Boatwrights usually prefer to hide these characteristics beneath long-sleeved and hooded robes— which only adds to their curious reputation. + +Most members of the Boatwrights follow the river god Charun in the hopes that the original ferryman will bless their vessels and ensure no harm comes to them as they travel the waterways of the Styx. Others pay tribute to the arch-devils of the Hells, whose caravans they sometimes guide up and down the river. Although only a few belong to one of the heroic factions, Boatwright characters are often on good terms with the Dreamers, who regularly need boat transport. + +# River Folk + + You have a swimming speed equal to your walking speed, and you can hold your breath for up to 10 minutes.  + +# Styx Born + + You have proficiency with water vehicles. A lifetime aboard boats also gives you advantage on **DEX** checks and saves made to avoid being knocked prone.  + +# Languages + + You know Common and one additional language of your choice. Typical Boatwright characters choose Infernal. diff --git a/content/Heritages/Borderwatch.md b/content/Heritages/Borderwatch.md new file mode 100644 index 0000000..79a8df8 --- /dev/null +++ b/content/Heritages/Borderwatch.md @@ -0,0 +1,21 @@ +--- +source: "Campaign Builder: Castles and Crowns" +--- + +Borderwatch heritage characters spent their formative years on the fringes of civilization, holding back whatever forces encroached on the safety of the realm. + +Families who share this heritage usually fall into one of two camps: those who were commissioned to settle in outposts beyond city limits and those who journeyed out to the frontier in efforts to distance themselves from political influence. Whether for a crown or against one, borderwatch communities recognize their duty as pioneers and strive to make the best of it. + +Every member of a borderwatch community is a member of the local militia. From an early age, these people train in defending themselves and others, scouting the region for food and threats, and maintaining outpost fortifications. Because of these laborious expectations, few other communities can boast of being as tightly knit, self-reliant, and trusting of one another as borderwatch communities. + +# Frontier Vigilance + + You gain proficiency in the Perception and Survival skills and with construction tools. + +# Makeshift Construction + + As an action, using construction tools, you can erect a 5-foot-by-5-foot barrier in an unoccupied space within 5 feet of you, provided there is some combination of suitable raw materials nearby. The barrier provides half cover for one Medium or smaller creature behind it, and it can’t be moved. A barrier created with this feature is an object with an AC equal to 10 + your **PB** and 15 HP. It is immune to psychic and poison damage. + +# Languages + +You know Common and one additional language of your choice. Typical borderwatch heritage characters choose whatever language is most frequently spoken in the nearest neighboring territory or region. diff --git a/content/Heritages/Conflicted.md b/content/Heritages/Conflicted.md new file mode 100644 index 0000000..bde4b6a --- /dev/null +++ b/content/Heritages/Conflicted.md @@ -0,0 +1,19 @@ +--- +source: Players Guide 2 +--- + +Characters from this heritage were raised in a society divided by persistent internal disagreements, revolution, or rebellion. Factions within a conflicted community are in direct, often violent opposition to their neighbors. The role or status an individual holds within the community is defined by which “side” of the conflict they find themselves on—whether that choice is made intentionally or for them. While the conflict forms a large part of political maneuvering and daily discussion in such societies, many within them have no direct stake in the outcome. Their lives center mainly around surviving the vicious cycle of escalation and retaliation. + +For those who come of age in such communities, safety is a priority. They learn from infancy how to avoid inadvertent danger, ranging from errant spells to rogue traps. For active participants of conflict, the ability to attack and defend from whomever they consider to be the opposition is paramount. Propaganda, persuasion, and direct assault are all potential vectors, and even those on the sidelines are familiar with the weapons and arguments used in the conflict. Navigating this environment often takes those in a conflicted community away from their homes in search of a more stable environment.  + +# Prepared for Trouble + + You are proficient with improvised weapons. In addition, you can attempt to disarm traps even without thieves’ tools. + +# Talk Your Way Out + + You gain proficiency in either the Deception or Persuasion skill.  + +# Languages + + You know Common and one additional language of your choice. Typical conflicted heritage characters choose the language used in the place where the conflict is occurring. diff --git a/content/Heritages/Cosmopolitan.md b/content/Heritages/Cosmopolitan.md new file mode 100644 index 0000000..22bd093 --- /dev/null +++ b/content/Heritages/Cosmopolitan.md @@ -0,0 +1,19 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/c1b3e435cecfbe3890d47d85f3e67c83_MD5.jpg|Robin Olausson]] + +Cosmopolitan characters are citizens of the world whose values, interests, and ideas are influenced by exposure to many different peoples and cultures. Creatures of this heritage hail from major cities populated by people from many different parts of the world. Alternatively, it could mean you spent your formative years moving from place to place, immersing yourself in the customs and traditions of each community you lived with. + +# Street Smarts + +While in a city or other urban environment, you have advantage on ability checks made to avoid getting lost and checks made to find a particular kind of business or other destination open to the public. In addition, while you are in such environments, you can’t be surprised unless you are asleep or otherwise incapacitated. + +# Worldly Wisdom + +You have proficiency with the History skill. When you make a check related to understanding the purpose or significance of a building, rite, or object from a culture you aren’t familiar with, you can add your **PB** to the roll. If you have proficiency in a relevant skill or tool, double your **PB** for the roll. + +# Languages + +You know Common and three additional languages of your choice. Typical cosmopolitan heritage characters choose Dwarvish and Draconic. diff --git a/content/Heritages/Coterminous.md b/content/Heritages/Coterminous.md new file mode 100644 index 0000000..4f37286 --- /dev/null +++ b/content/Heritages/Coterminous.md @@ -0,0 +1,33 @@ +--- +source: Players Guide 2 +--- + +Coterminous heritage characters come from communities built atop nodes of primordial power, where the Material Plane intersects with the Elemental Plane of Air, Earth, Fire, or Water. This proximity shaped the community to adapt to the elemental forces that dominate their existence. + +Like any border town, these communities are diverse, sometimes dangerous trade hubs. They are strategically positioned along trade routes or natural resources of a kind rarely seen in one or both of the coterminous planes. Lumber or mineral resources is traded to the elemental side while items with seemingly magical properties are traded to the mortal side. + +Such communities are often under the dominion of genies, such as efreet, sila, hinn, or djinn. Their favored element suffuses even mundane segments of the community, such as lighting and transit. + +All manner of crime accumulates around these communities, from banditry to sophisticated graft. A certain tolerance for criminality might be baked into the culture, as the understandings of interplanar mores mingle and clash spectacularly. Seldom providing a dull origin, this heritage almost carelessly spins out adventurers, looking to escape their home or cement their position in it by going outside. + +# Elemental Community + + You belong to an elemental community. Choose one element from the Elemental Planes table. Your element determines the damage types that apply to your Ambient Absorption and Environmental Acclimatization features. + +|
Elemental Planes | | +| -------------------- | ----------- | +| Element | Damage Type | +| Air | Lightning | +| Earth | Acid | +| Fire | Fire | +| Water | Cold | + +# Ambient Absorption + + When you take damage of the type associated with your Elemental Community, you can roll a number of d8s equal to half your **PB** (minimum of 1) and reduce the damage taken by the amount rolled. + +# Environmental Acclimatization + + You are proficient on checks and saves made to resist the debilitating effects of hazards native or relating to your Elemental Community. If you already have proficiency for such a check, double your **PB** for the roll. + +Languages. You know Common and one additional language of your choice. Typical convergent heritage characters choose Primordial. diff --git a/content/Heritages/Cottage.md b/content/Heritages/Cottage.md new file mode 100644 index 0000000..6555efd --- /dev/null +++ b/content/Heritages/Cottage.md @@ -0,0 +1,23 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/23a66a9ac7c924028ba79245cbe59d6b_MD5.jpg|Jessica Woulfe]] + +Characters from this heritage were raised with the skills and practicality of an organized, integrated, agricultural community. + +You hail from a self-sufficient community of people whose lives revolve around tending the land. People of this heritage are hardworking, possessing skills to grow food, care for livestock, and create necessary goods. + +Whether these people hail from a sleepy village of dozens or a thriving countryside full of vineyards, family and community are critical to the cottage way of life. Even characters who choose to leave this life behind often carry strong ties to the hearth and home as they adventure into the wider world. + +# Comforts of Home + +As part of a long rest, you can cook a meal, tell stories, or perform some other activity that comforts your allies. Choose a number of creatures who participated in the long rest equal to your **PB** (this can include you). Those creatures gain temporary HP equal to twice your **PB**. These temporary HP last until expended or until you complete your next long rest. + +# Homesteader + +You have proficiency in either the Animal Handling or Nature skill. + +# Languages + +You know Common and one additional language of your choice. Typical cottage heritage characters choose Dwarven or [[Beastkin]]. diff --git a/content/Heritages/Courtfolk.md b/content/Heritages/Courtfolk.md new file mode 100644 index 0000000..6867fb8 --- /dev/null +++ b/content/Heritages/Courtfolk.md @@ -0,0 +1,21 @@ +--- +source: "Campaign Builder: Castles and Crowns" +--- + +Courtfolk heritage characters were raised with the values and traditions of those who serve in courts, palaces, and castles, especially the courtfolk halflings from whom their name derives. + +No court exists without the army of courtiers, servitors, clerks, ministers, chefs, and others who maintain and run the household, so of utmost importance to the courtfolk is being of service: it is an honor for them, a profound delight to be of benefit to others and perform a job to their utmost. Their dedication comes from loyalty and compassion, rather than fear or awe of the nobles they serve. They consider it their duty to take care of their patrons’ needs, so those rulers and decision-makers can, in turn, be free to serve the country as a whole. + +Courtfolk are a reserved community, in general, seldom discussing with others the importance of their roles. They find contentment in any reward, praise, or even an acknowledging nod from their patrons. Many devote their lives to a singular occupation, such as chamberlain, butler, chef, or herald. Others advance through the hierarchy of the court, striving to reach as high as possible. Courtfolk take in any and all with the willingness to serve. While they may maintain a detached, professional demeanor, they have a practical, down-to-earth attitude and greatly value the bonds of family and friends. + +# Eye for Trouble + +You gain proficiency in the Insight and Perception skills. Double your **PB** for any ability check you make that uses Insight. + +# Servant’s Invisibility + +If you do not perform a visible action, speak, or otherwise draw attention for at least 1 minute, creatures nearby have trouble remembering you are even in the room. At the end of that minute and at the end of each minute where you continue to not perform a visible action, speak, or otherwise draw attention, each creature that starts its turn within 30 feet of you must succeed on a **WIS** save (**DC** equal to 8 + your CHA modifier + your **PB**) or fail to notice you, acting as if you aren’t present, for 1 minute or until you speak, perform a visible action (such as moving), or have someone draw attention to you. A creature within 5 feet of you automatically succeeds on this save. + +# Languages + +You can speak Common, Sylvan, and one additional language of your choice. Typical creatures of the courtfolk heritage choose Dwarvish —or else the most prominent language used in the court where they began their life of service. diff --git a/content/Heritages/Covenant.md b/content/Heritages/Covenant.md new file mode 100644 index 0000000..4066103 --- /dev/null +++ b/content/Heritages/Covenant.md @@ -0,0 +1,23 @@ +--- +source: Players Guide 2 +--- + +Those with a covenant heritage come from communities that view magic as a gift from the universe, greater than any god, border, or rule of law. Covenant communities commit to the practice of spellcasting, to the exclusion of other pursuits. + +These communities are typically built near sources of raw magical energy, and they hoard magic items and minimize communication with the outside world to maximize their magical pursuits. Their expertise can make them a great resource to those who study the arcane, though they care less about documentation than practice. + +Covenants view all magic as better than any physical alternative. Using a hand where a spell would serve is considered lazy at best and sacrilegious at worst. They view those without spellcasting abilities are pitiable, second-class citizens, formally or otherwise. Unfortunate individuals born into a covenant community with no aptitude for magic are pressed into service as servants, laborers, and for similarly mundane lines of work. Many choose to leave the community as soon as they are able to do so.  + +These communities are ruled by the most skilled or strongest practitioners, usually by a council or parliament, with many rules and traditions binding their governance. Disputes are partially settled by who demonstrates greater command of magic, and “right and wrong” is only part of the equation. + +# Expert Caster + + You have proficiency in the Arcana skill, and you learn one cantrip from a source list of your choice. When you choose the spell, choose whether you use **INT**, **WIS**, or CHA as your spellcasting modifier. + +# Spell Inoculation + + You have advantage on all saves against spell effects when you are a target of a spell (not a spell that affects all creatures in an area). + +# Languages + + You know Common and two additional languages of your choice. Typical creatures of this heritage choose esoteric languages used in obscure magical tomes, such as Draconic, Infernal, or Sylvan. diff --git a/content/Heritages/Crownguard.md b/content/Heritages/Crownguard.md new file mode 100644 index 0000000..fee2f16 --- /dev/null +++ b/content/Heritages/Crownguard.md @@ -0,0 +1,23 @@ +--- +source: "Campaign Builder: Castles and Crowns" +--- + +![[assets/22b50751382cdb4a400a13cbf6588c60_MD5.jpg|Shamerli]] + +A life of service, not in waiting but in shadow and steel: this and more is the sentinel’s vow made for a character of crownguard heritage. + +Sovereigns have set servants to perform all sorts of roles, both in public and private, though none is perhaps trusted so implicitly as the crownguard. While any knight or royal army officer might serve as bodyguard for a royal personage, crownguards train from adolescence on how to best serve their lords when they come of age—and until their dying breaths, whether that be by tasting a king’s supper for poison or throwing themselves before an ill-fated crossbow bolt. + +One of the best ways to defeat a nefarious plot is to allow it to nearly run its course and then strike from the shadows to defeat a penultimate blow from landing true. To best serve the crown—and to best remain unnoticed—crownguards train extensively in stealth, including how to move silently in armor. + +# Crown’s Shadow + +You gain proficiency in the Stealth skill. In addition, armor with the Noisy property doesn’t impose disadvantage on Stealth checks for you. + +# Venom Exposure + +You gain resistance to poison damage. + +# Languages + +You know Common and one additional language. Typical crownguard heritage characters choose the language of the sovereign or royal line they are sworn to serve. diff --git a/content/Heritages/Delver.md b/content/Heritages/Delver.md new file mode 100644 index 0000000..c262985 --- /dev/null +++ b/content/Heritages/Delver.md @@ -0,0 +1,29 @@ +--- +source: Old Margreve +--- + +[[assets/7ad0471429b57384ec7bed9c69052818_MD5.jpg|Open: image-15.png]] + +![[assets/7ad0471429b57384ec7bed9c69052818_MD5.jpg|Loafy]] + +Delver heritage characters are raised in underground communities that fill networks of burrows and warrens. You grew up in a tight-knit community made up of a collection of large families, typically of kobolds or rabbit-like beastfolk. + +Delver warrens contain a dizzying number of tunnels and chambers with multiple camouflaged entrances and exits. These tunnels hold the multitude of large families, food storage chambers, and community gathering spaces, and if a warren is ever attacked, these tunnels allow the vulnerable members of the community to quickly flee while the warriors attack, burrowing in from every angle. Living in cozy tunnels leaves most delvers mildly uncomfortable in wide, open spaces, such as grassy plains or on the open ocean. + +Most delver communities are scroungers and gatherers, growing some root vegetables but primarily subsisting on the bounty of the land above their warrens. When not gathering fruits and nuts, tending crops, or honing your skills as a defender of the community, you spent your days surrounded by family, listening to stories from elders and helping to teach and raise those younger than you. Even characters who choose to leave this life behind understand the value of being connected to others. + +# Burrower + +You have a burrowing speed equal to your walking speed, but you can’t burrow through ice or rock. + +# Feed a Horde + +Growing up in a large family, you know how to make a little food go a long way. You are proficient with provisioner tools. If you have enough food to feed at least one Medium or smaller Humanoid, you can use provisioner tools to cook that into a meal large enough to feed twice as many Humanoids as it could normally feed. + +# Wrangler + +Being part of a large family has taught you how to wrangle groups of people, whether chasing younglings or negotiating compromises among differing personalities. You have proficiency in either the Acrobatics or Persuasion skill. + +# Languages + +You know Common and one additional language of your choice. Typical delver heritage characters choose Draconic or Beastkin. diff --git a/content/Heritages/Exalted.md b/content/Heritages/Exalted.md new file mode 100644 index 0000000..7e722a3 --- /dev/null +++ b/content/Heritages/Exalted.md @@ -0,0 +1,21 @@ +--- +source: Labyrinth Worldbook +--- + +Exalted heritage characters come from communities located in the Celestial Realms. These unique settlements are pockets of mortal life in worlds overflowing with Divine magical energy and populated by Celestial beings like angels. + +It is always rare and wondrous circumstances that bring mortals into the realms of divinity, and even more fantastical circumstances that lead to the establishment of entire communities in such places. You were raised by such people, the chosen few permitted to thrive in worlds of sculpted perfection under the protection of immortal beings who have the very ear of the gods.  + +Many, including your own people, consider you blessed to be reared among the perfection of heavenly halls, radiant landscapes, and eternally fair climates. However, living in such a world also placed you under the watchful eye of beings strictly bound to the forces of good and law—with little patience for those who bend or break rules. For this reason, people of exalted communities often encourage their younger members to travel upon reaching adulthood. Exposure to new people and places is often shocking to those raised exclusively in the Celestial Realms and often necessary for young adults to understand just how privileged their people are. + +# Celestial Blessing + + Fiends have disadvantage on attack rolls against you. You also have advantage on checks made to determine if a creature is lying. + +# Divine Wisdom + + You have proficiency with the Religion skill. Whenever you make a check to interact with a Celestial creature or recall information about Celestial creatures or the Celestial Realms, you can add your **PB** to the roll. If you have proficiency in a relevant skill or tool, double your **PB** for the roll. + +# Languages + + You know Common and two additional languages of your choice. Typical exalted heritage characters choose Celestial and Elvish. diff --git a/content/Heritages/Fallen.md b/content/Heritages/Fallen.md new file mode 100644 index 0000000..9d12283 --- /dev/null +++ b/content/Heritages/Fallen.md @@ -0,0 +1,23 @@ +--- +source: Labyrinth Worldbook +--- + +Fallen heritage characters are the last survivors (or the survivors’ descendants) of a place that has been destroyed. This could be a section of the Labyrinth that has collapsed into ruin, a kingdom that was destroyed by a mage war or other cataclysmic event, or a dead world that has succumbed to the Void.  + +Unlike characters with the diaspora heritage (see Player’s Guide), there is little to no hope of restoring the fallen characters’ homeland to its former glory. Instead, fallen characters form close-knit tribes, clans, or similar groups cursed to wander the desolate wastelands where their homes once stood or driven into exile in search of sanctuary and respite. Minotaurs, humans, and orcs are prevalent among fallen heritage characters. + +The ordeals endured by fallen characters mean many have darkness in their hearts and are prone to anger and violence, sometimes even becoming overwhelmed by blood lust. Since fallen characters form strong bonds with other members of their tribe or clan, it is usually their enemies that bear the brunt of this inner rage, but violent altercations between two or more fallen characters do sometimes occur.  + +Blood Lust. When you reduce a creature to 0 HP with a melee attack, you use your reaction to make a melee attack against another hostile creature within 5 feet. If the only creatures within 5 feet of you are allies, you must succeed on a **DC** 10 **WIS** save or you target an adjacent ally instead. + +# Fighting Fit + + You have advantage on death saves. + +# Wasteland Survivor + + You have proficiency in the Survival skill. When you make a check to forage for food or water or to find shelter, double your **PB** for the roll. + +# Languages + + You know Common and one additional language of your choice. diff --git a/content/Heritages/Feysworn.md b/content/Heritages/Feysworn.md new file mode 100644 index 0000000..fc3d644 --- /dev/null +++ b/content/Heritages/Feysworn.md @@ -0,0 +1,23 @@ +--- +source: Players Guide 2 +--- + +Feysworn heritage characters come from communities under the dominion of one of the great fey lords and ladies. They might be descended from the fairfolk or partially fey themselves, committed to tending to the needs of their community. + +Feysworn communities are often found in forests, composed of Humanoids who settled willingly or were adopted by the fey. Commonly, these communities are found on the Material Plane, near portals or crossing points to the faerie realms. The constant among these communities is that their members have uttered one or more oaths to the fey and to their often alien and unknowable goals. These communities are something like outposts of their sovereign’s lands. + +No strangers to magic, feysworn people use it as a form of self-expression more than a practical tool. Tricks and merriment are common, but these are the tools they rely on to further their influence on the Material Plane.  + +Feysworn community characters often choose to adventure because of their relationship to the fey. You might have rejected your community, adopting the dangerous itinerant lifestyle to escape your obligations. Alternatively, you might have been instructed to adventure by fey leadership, perhaps as an envoy-at-large for archfey beyond the reach of their home. In the end, wherever you are, the fair folk will come to you, and you are expected to honor your oath when they do. + +# Accustomed to Trickery + + You know the prestidigitation cantrip (see [[ToV - Players Guide.pdf]]). Choose whether you use **INT**, **WIS**, or CHA as your spellcasting modifier. You also have advantage on saves against being charmed. If you fail a save against being charmed, you can gain 2 Luck instead of 1. + +# Enchanting Call + + You have learned how to beguile others. You can use your action to target one creature by speaking a word of power. The creature must succeed on a CHA save (**DC** 10 + your **PB**) or be charmed by you until the end of your next turn. Alternatively, as part of the same action you can spend 2 Luck to attempt to impose the frightened condition (the Luck is only lost if the target is successfully frightened). Once you use this ability, you can’t use it again until you finish a short or long rest.  + +# Languages + + You know Common and one additional language of your choice. Typical feysworn heritage characters choose Sylvan diff --git a/content/Heritages/Fireforge.md b/content/Heritages/Fireforge.md new file mode 100644 index 0000000..9ad797a --- /dev/null +++ b/content/Heritages/Fireforge.md @@ -0,0 +1,23 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/6437279b2cc8e88f6317155dc82304a0_MD5.jpg|Finnian MacManus]] + +Fireforge heritage characters were raised with the values and traditions of crafting communities dependent on the resources found in fiery—and often inhospitable—locales. + +[[Dwarf, Midnight]] legends are united in the belief that the best metalcrafting is done in the fires of the earth. Long ago, groups of dwarves following this tradition settled near areas of volcanic activity, turning such places into their forges. These dwarves were the first fireforge clans. These communities still toil in the heat of magma, creating weapons, armor, and goods noteworthy even among the finest crafts made across the world. They trade these goods for necessities not found in their harsh environment. + +Because fireforge communities are built around sources of extreme heat, they often encounter and make relationships with Elemental creatures drawn to these same environments. Fireforge communities and elementals commonly form alliances when threatened by giants, dragons, and other volcano or mountain-dwelling creatures who compete for territory + +# Forgecraft + +You gain proficiency with Smithing tools (see Tools in Chapter 5). Double your **PB** for any ability check you make that uses them. In addition, you know the mending cantrip. + +# Heat Resilience + +Lifelong exposure has made you resilient to the effects of severe heat. You are resistant to fire damage. + +# Languages + +You know Common and one additional language of your choice. Typical fireforge heritage characters choose Dwarvish. diff --git a/content/Heritages/Foundling.md b/content/Heritages/Foundling.md new file mode 100644 index 0000000..5d30da4 --- /dev/null +++ b/content/Heritages/Foundling.md @@ -0,0 +1,23 @@ +--- +source: "Campaign Builder: Castles and Crowns" +--- + +![[assets/885d234d7739aaaa61f3480b77485ad2_MD5.jpg|380x232]] + +Whether abandoned by their original family or lost to them due to tragedy, characters with the foundling heritage found a new home and family they could depend on—or rather a new family found them. + +A found family is a special thing that often, though not always, balances against the tragedy of one so young being lost in the first place. Many characters thrive in this arrangement, flourishing with those who choose them, even adopting new traditions—and quite possibly a new culture—and then paying it forward by finding new souls with which to grow. In no heritage is it truer that one need not share a common lineage with their family than that of a foundling. + +Work with the GM during character generation to determine what unfortunate situation put the character in the position to be a foundling. Perhaps their original family was attacked in a raid, or perhaps their parents lost themselves in the Void. Or possibly, the extent of these details will come to be known as part of the adventure. + +# Finding Tradition + +You gain proficiency in either the Insight or Investigation skill. + +# Kindred Spirits + +As a bonus action, you can gain a number of temporary hit points equal to your **PB**. As long as you have at least one ally within 30 feet of you, this amount increases by 1 temporary hit point for each allied creature within 30 feet of you. The temporary hit points last for 1 minute. Once you use this feature, you can’t use it again until you finish a long rest. + +# Languages + +You know Common and one additional language. Typical foundling characters choose a language spoken by whomever took them in when they were young. diff --git a/content/Heritages/Great House.md b/content/Heritages/Great House.md new file mode 100644 index 0000000..7972a54 --- /dev/null +++ b/content/Heritages/Great House.md @@ -0,0 +1,21 @@ +--- +source: "Campaign Builder: Castles and Crowns" +--- + +Characters with the great house heritage have a real, if distant, claim to royal power—or at least to noble authority. The traditions and values of a great house heritage vary by house, for each house and family will cultivate the qualities they wish their scions to exemplify. + +While great houses as organizations might have claims to authority and power in a realm, not all of their members can share in that wealth of station. A great house is made up of not only the house’s main family, which often includes long ancestral lines of marriage and lineage both within the house and without it, but also retainers, servants, serfs, and any number of cousins and extended family. + +Work with the GM to determine the name for the great house, their heraldic symbol, motto, location, and relevance to the campaign setting. How large is the great house, how many retainers, staff, and servants do they have, and how big is its army? These are questions that should be considered, at least vaguely. Does the great house have rivals or enemies that want to see it destroyed or unseated from power? And do they have allies in other great or lesser houses, or are they on their own? A vulnerable house is just the sort of pivot point many great legends start on, spurring heroes on to escape tragedy—or to meet it.  + +# Heraldic Studies + +You gain proficiency in the History skill. When you make a History check related to your nation of origin, your family, or nobility in general, double your **PB** for the roll. + +# Noble Pursuits. + + You gain proficiency in the Persuasion skill and with one type of martial weapon of your choice. + +# Languages. + + You know Common and one additional language. Typical great house heritage characters choose either Draconic or the primary language of an allied nation. diff --git a/content/Heritages/Grove.md b/content/Heritages/Grove.md new file mode 100644 index 0000000..1d3f739 --- /dev/null +++ b/content/Heritages/Grove.md @@ -0,0 +1,23 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/4a38ea8fd62f1ae2e8320a4c75232aee_MD5.jpg|Jason Scheier]] + +Grove heritage characters grow in the values and traditions of forest communities dedicated to living in harmony with nature. + +Dryads, some beastkin, and humans trying to find their way turned to nature for guidance on how to live. These communities preserve the forests they call home, communing with nature in sacred groves and taking up arms against those who dare to claim ownership of the land. + +As competing interests threaten natural spaces, all manner of creatures have come to share the values of grove communities. Those whose hearts are open to the truths taught by the forests are welcome to settle among them. + +# Canopy Walker + +You have a climbing speed equal to your walking speed. + +# Nature’s Camouflage + +You have advantage on **DEX** (Stealth) checks made while you are lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. While in such conditions, you can always attempt to take the Hide action, even if circumstances would not normally allow you to do so. + +# Languages + +You know Common and one additional language of your choice. Typical grove heritage characters choose Dryad. diff --git a/content/Heritages/Horse Lord.md b/content/Heritages/Horse Lord.md new file mode 100644 index 0000000..aaa8d73 --- /dev/null +++ b/content/Heritages/Horse Lord.md @@ -0,0 +1,21 @@ +--- +source: Book of Blades +--- + +For those from a horse lord heritage, horses are not just a status symbol, but a symbol of wealth, power, and honor. A horse lord’s value is linked to their horsemanship and boldness in battle. The bravest warriors are rewarded with additional horses, growing the size of their herd and along with their status.  + +Most horse lords live a nomadic existence of seasonal migrations for grazing herds, coming back to the capital once a year to rejoin the rest of their clan. While raised on a culture of self-sufficiency prizing the freedom of the open plains, clansmen also have a deep sense of community, passing on their clan’s history through storytelling and songs. Reverence for the heroes of the past and achieving a place in the afterlife through deeds spurs horse lords to take chances and make sacrifices. + +Expert Trainer. You are skilled at training horses, allowing you to enhance your mount. Choose one horse that you work with for one hour as part of a long rest. Add your **PB** to your horse’s hit point maximum and **DEX** saves. These bonuses last until you long rest or train another horse.  + +# Clansman + + You gain proficiency with Animal Handling and either Perform or Survival, reflecting your heritage in the capital or as a wandering herdsman. You have advantage on **WIS** (Animal Handling) checks made to calm horses.   + +# Master of Horse + + You gain proficiency with trapper tools and land vehicles.  + +# Languages + + You know Common and one additional language of your choice. Typical creatures of this heritage choose languages that border their grazing lands or trade with their clan. diff --git a/content/Heritages/Ironwrought.md b/content/Heritages/Ironwrought.md new file mode 100644 index 0000000..b747e06 --- /dev/null +++ b/content/Heritages/Ironwrought.md @@ -0,0 +1,23 @@ +--- +source: Players Guide 2 +--- + +Characters from this heritage were raised in a community populated by gearforged or similar constructed individuals who possess sentience and free will. + +A handful of ironwrought communities strictly forbid flesh-and-blood creatures from living among them, particularly those who have liberated themselves from unjust creators. However, most such communities have a hearty population of Humanoids with fully organic or partially artificial bodies. Such individuals are often drawn to these communities to further their understanding of mechanical and magical artifice and to ply their trade as engineers and mechanics to serve the needs of their constructed neighbors.  + +Despite the often large populations of Constructs, only a few in any ironwrought community are directly responsible for creating artificial bodies. It requires a great deal of power, knowledge, and effort for this kind of “reproduction,” so instead, most ironwrought community members support the work of those creators by helping them acquire supplies and tools and creating supplementary items. Whether the ironwrought community runs a mining operation, gathers metal scraps, or attracts those willing to trade supplies for training, those who are raised within the community generally see their labor as components in a larger machine. + +Ironwrought communities believe that there is no metaphysical difference between people who are born and those who are made. They often incorporate this bias for equality in their cultural motifs because it aligns with their core values: utility, strength, and malleability. Any who adhere to and practice these beliefs are welcome within the community, which frequently welcomes those looking to start over—whether to metaphorically or literally build a new life. + +# Construct Affinity + + Using gestures and sounds, you can communicate simple ideas with Constructs, regardless of what languages they speak (if any). You have advantage on checks made to interact with such creatures. + +# Mechanic + + You gain proficiency with your choice of tinker tools or smithing tools. When you make a check to create, repair, or upgrade a magical or nonmagical creature primarily made of metal, and you have a relevant proficiency, double your **PB**. + +# Languages + + You know Common and one additional language of your choice. Typical creatures of this heritage choose Dwarvish or Draconic. diff --git a/content/Heritages/Islander.md b/content/Heritages/Islander.md new file mode 100644 index 0000000..6f6ac9c --- /dev/null +++ b/content/Heritages/Islander.md @@ -0,0 +1,21 @@ +--- +source: Players Guide 2 +--- + +Islander heritage characters were raised on one of many small islands clustered together, far from the resources or safety provided by the mainland. Islander communities on archipelagos scattered across a broad area must work with peoples from neighboring islands or with sea dwellers to survive and thrive. + +This heritage is a network of communities spread across the water, each doing their part to help the larger group function. Individual islands in a chain generally specialize in a particular good or service, such as fishing, boat building, construction, or farming, and they trade with others in the chain to gain access to the items they don’t produce. As a result, most islander heritage characters have a deep knowledge of one craft in addition to the general swimming and boating skills used as they travel from one island to another. + +Given the frequent trade and exchange between the islands, many such islanders are personable and well-versed in good-natured haggling. A happy-go-lucky attitude can be mistaken for a lack of depth, but resource-rich island chains are often under threat from storms, sea creatures, pirates, and other calamities, and islanders are known for their perseverance. Most build their settlements to be hardy without deep attachment to the goods within them. Knowing that material goods are easily swept away, islanders tend to bring the same perspective to their lives, holding onto the truly important things and letting the rest go. + +# Like Water off Your Back + + You have advantage on saves against the frightened condition. + +# Tiderider + + You gain proficiency with vehicles (water) and have a swimming speed equal to your walking speed. + +# Languages + + You know Common and one additional language of your choice. diff --git a/content/Heritages/Joymonger.md b/content/Heritages/Joymonger.md new file mode 100644 index 0000000..18d51fd --- /dev/null +++ b/content/Heritages/Joymonger.md @@ -0,0 +1,21 @@ +--- +source: Players Guide 2 +--- + +Joymonger communities are in the business of selling happiness. Generally situated around an attraction or notable destination, they are primarily made up of the workers and performers who keep the attraction running, along with their families and those who live in the immediate vicinity.  + +These communities make their living creating and sustaining an atmosphere of fun that often contrasts with the considerable labor required to make it possible. Those of joymonger heritage have a deep well of strength and endurance that is rarely noticed beneath the jovial atmosphere. + +Joymonger communities attract a range of personalities and professions, from performers and artisans whose work is seen directly by those that the community serves to those who work behind the scenes, using their skills to keep a stream of visitors happy. Some of the community itself is also often in flux as the work attracts seasonal and temporary members. But what all who make their home in such communities share is a keen insight into the needs of those around them, the ability to turn on the charm to smooth over a difficult situation, and an ease in adjusting to the changing needs and personalities of guests and fellow members of the community.  + +# Joyful Endurance + + You have advantage on **CON** checks related to physical weariness or survival that take place outside of combat. In addition, once per long rest, you can negate the gaining of a level of exhaustion.  + +# Welcome to the Show + + You have proficiency in either the Persuasion or Performance skill.  + +# Languages + + You know Common and one additional language of your choice. Typical creatures of this heritage choose Halfling or Gnomish. diff --git a/content/Heritages/Kithren (Helping Hand).md b/content/Heritages/Kithren (Helping Hand).md new file mode 100644 index 0000000..01897ff --- /dev/null +++ b/content/Heritages/Kithren (Helping Hand).md @@ -0,0 +1,21 @@ +--- +source: Players Guide 2 +--- + +Kithren communities dedicate themselves to the service and support of those in need. Sometimes kithren limit themselves to a subset of people in need, such as members of a particular lineage, nation, or faith community, but those most committed to their purpose stretch their inclusion group liberally. + +Quasi-nomadic in nature and often sustained by a larger entity with a greater purse, they travel to reach places that have been decimated by disease, disaster, conflict, or attrition. They settle in the shells of half-abandoned cities and help survivors to rebuild. Kithren communities dedicate themselves to building what serves the survivors with no aim to glorify their own efforts, though most have signature building styles that mark their passage. As a kithren group completes its support for a settlement, they send scouts in search of a new place to help and begin again. Even after departing, they are protective of the places they have been, usually leaving at least one family behind to watch and contend with whatever may come. + +Through their work, those of kithren heritage gain a wide knowledge of survival and repair, from the rebuilding of damaged homes to the treatment of disease. Most are also skilled in combat, though they prefer to use those skills only in defense. These communities strive for the day when there will be no places left for them to help. Then, according to their lore, they will build a permanent home of their own. + +# Helping Hands + + You have proficiency in either the Medicine or Survival skill, and a melee weapon of your choice.  + +# Search and Rescue + + You have access to a network of other kithren in settlements across the land. If you need to locate a Humanoid, you can use this network to determine the direction to its last known location (GM’s discretion). You also learn and can cast the mending cantrip (see Player’s Guide) once per long rest, even if you are not a spellcaster. + +# Languages + + You know Common and one additional language of your choice. Typical creatures of this heritage choose Goblin. diff --git a/content/Heritages/Lesser House.md b/content/Heritages/Lesser House.md new file mode 100644 index 0000000..989e516 --- /dev/null +++ b/content/Heritages/Lesser House.md @@ -0,0 +1,21 @@ +--- +source: "Campaign Builder: Castles and Crowns" +--- + +Noble houses rise and fall with generations of conflict, fortune, and political machinations. These unfortunate consequences put lesser houses in serfdom to great houses, placing characters with lesser house heritage in positions of obligation when a great house amasses armed forces for a conflict, makes a political display, or demands tribute in resources like food, livestock, and building materials. For this reason, relationships between characters of lesser house and great house heritages are as often fraught as they are friendly. + +Work with the GM to determine the name for the lesser house, their heraldic symbol, motto, location, and relevance to the campaign setting. How does the lesser house fit in with local politics? To whom have they sworn fealty? All the questions posed to great house heritage characters should be considered here as well, at least vaguely. A final point to consider is that few lesser houses are content with their station for long. What aspirations does the house have? How does the character feel and respond to those aspirations if it comes time for the house to pursue them—with or without the character’s participation? + +House Loyalty. When you use the Help action to assist an ally, that ally gains 1 Luck. If that ally has the great house or lesser house heritage, you each gain 1 Luck. Once you use this feature, you can’t use it again until you finish a long rest. + +# Sworn Fief + + You gain proficiency in shields and one weapon of your choice from the following: handaxe, javelin, mace, or spear. + +# Vassalage Duties + + You gain proficiency in the Animal Handling skill. + +# Languages + + You know Common and one additional language. Typical lesser house heritage characters choose either Draconic or the primary language of an allied great house or nation. diff --git a/content/Heritages/Merchantile.md b/content/Heritages/Merchantile.md new file mode 100644 index 0000000..7167c7f --- /dev/null +++ b/content/Heritages/Merchantile.md @@ -0,0 +1,19 @@ +--- +source: "Campaign Builder: Castles and Crowns" +--- + +![[assets/e448398b69e0bf68d08efaf0387fe7d1_MD5.jpg|Angie Avila R]] + +Mercantile heritage characters were raised with core values balanced on turning a profit and seeking out the next big venture. They might keep and manage a brick-and-mortar business within a kingdom’s confines, serving the royal family or the public as bookkeepers, merchants, or bankers. Or perhaps they best honor their heritage by traveling from kingdom to kingdom to establish trade routes, act as economic ambassadors, and build their own wealth. Like nomads, mercantile heritage folk are no strangers to the rigors of travel, yet their own desire for the best deal can take them far and away from the comforts of cosmopolitan living + +# Dealer’s Art + +You gain proficiency in the Persuasion skill. In addition, goods and services cost 10 percent less for you as long as you are in good social standing with the locals. + +# Merchant’s Knack + +You add your **PB** to your **STR** score when determining your carrying capacity. In addition, your base movement speed increases by 5 feet. + +# Languages + +You know Common and one additional language. Typical mercantile heritage characters choose a language used by those they trade with most frequently. diff --git a/content/Heritages/Military Cohort.md b/content/Heritages/Military Cohort.md new file mode 100644 index 0000000..c21d0b2 --- /dev/null +++ b/content/Heritages/Military Cohort.md @@ -0,0 +1,23 @@ +--- +source: "Campaign Builder: Castles and Crowns" +--- + +Military cohort heritage characters were raised with the skills and traditions found in the baggage train of a large military force. + +These hearty communities consist of followers, attendants, and family members whose lives revolve around supporting the warriors they follow. Sometimes referred to as baggage, or “tross,” these people transport the supplies, drive the wagons, and generally keep up the camp of the army, using time-honed skills to maintain the horses and equipment of the fighting force at the peak of readiness. + +From an early age, members of this heritage learn to set up tents, sharpen weapons, care for horses, and myriad other tasks. Almost every skill and craft are present among the tents, offering vast opportunities to learn. Though not expected to engage in open battle, every member of a cohort receives instruction in combat as battle respects neither border nor propriety. Among these groups, knowledge, problem-solving, and patience are greatly respected skills. + +Characters with this heritage might still be a part of a cohort or might have turned away from one. Perhaps the structured military life did not appeal. Perhaps the army that the character’s cohort followed was wiped out, or perhaps some scandal drove the character away. No matter where a cohort heritage character goes, the lessons they learn among the tents and soldiers stay with them forever. + +# Armor Familiarity + +It takes only half the normal time for you to don or doff a suit of armor. + +# Smattering of Skills + +You gain proficiency in any two skills and with either smithing tools or tinker tools. + +# Languages + +You speak Common and one additional language of your choice. Military cohort heritage characters are exposed to a wide variety of languages. diff --git a/content/Heritages/Moonlit.md b/content/Heritages/Moonlit.md new file mode 100644 index 0000000..85c5bdb --- /dev/null +++ b/content/Heritages/Moonlit.md @@ -0,0 +1,19 @@ +--- +source: Old Margreve +--- + +Moonlit heritage characters have a supernatural charge to purify the places and people touched by the influence of the Shadow Realm. You were raised in an area on the edge of the Shadow Realm or influenced by the Shadow Realm, such as [[Moonpass]]. Your culture is dedicated to fighting back the Shadow Realm’s corruption and allowing purifying moonlight to find purchase there. + +While the [[Bearfolk]] created the first moonlit enclaves against shadow, these enclaves have since attracted a variety of warriors and druids who seek to sanctify and purify. Being able to grow up in such a place is a minor miracle, and those raised here believe in the power of faith to restore and protect. A moonlit heritage character knows the magical marks of corruption and believes that no person or place is so tainted that it can’t be reclaimed by the light. + +#  Harness Moonlight + +  You know minor magic to enhance light, making it painful for many creatures of shadow. You can use a bonus action to enhance a source of light you are wearing or carrying. The bright light emitted by that source counts as sunlight for a number of rounds equal to your **PB**, provided you continue wearing or carrying the source of light. You can use this trait a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. + +# Shadow Survivor + +  Lifelong exposure to the dangers that lurk in the shadows on the edges of your moonlit home has inured you to some of those horrors. You have advantage on checks and saves against being frightened. + +# Languages + + You know Common and one additional language of your choice. Typical moonlit heritage characters choose Umbral. diff --git a/content/Heritages/Nomadic.md b/content/Heritages/Nomadic.md new file mode 100644 index 0000000..be142c2 --- /dev/null +++ b/content/Heritages/Nomadic.md @@ -0,0 +1,19 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/bb7461a5a7680dc08af353e155263bee_MD5.jpg|Muna Sketches]] + +Nomadic heritage characters hail from a tight-knit community that regularly moves to and from different areas. Your people might migrate with plants and game in seasons, follow established trade routes, or roam for a more unique reason. People of nomadic heritage are suited to the rigors of travel and often understand environmental cycles and the hazards or benefits that come with them. + +# Resilient + +You have advantage on checks or saves made to resist debilitating weather effects, such as those caused by extreme heat or cold. In addition, when you complete a short rest, you can reduce your exhaustion level by one. Once used, you can’t reduce your exhaustion level in this way again until you complete a long rest. + +# Traveler + +You have proficiency in the Survival skill. + +# Languages + +You know Common and one additional language of your choice. Depending on the regions your people frequent or the kinds of communities your people trade with, typical nomadic heritage characters choose Dwarvish or Goblin. diff --git a/content/Heritages/Pine Scion.md b/content/Heritages/Pine Scion.md new file mode 100644 index 0000000..8e098aa --- /dev/null +++ b/content/Heritages/Pine Scion.md @@ -0,0 +1,25 @@ +--- +source: Lineages And Heritages Supplement 1 +--- + +Pine scion heritage characters carry the best aspects of the dryad communities into the world, at least as they see it. Unlike the snobbish oaks or gossiping teaks, the dour ashes or airy corks, pine scions are easy to understand and get along with. + +To their credit, the pine scions’ dryad forebears worked hard to ensure the mortals they traveled among didn’t feel overshadowed. They patiently taught their skills at woodcraft to the younger lineages. In times of want, they instructed pupils how to sustain themselves on the needles, bark, and cones of the pine trees. In times of plenty, they assured their pupils it was acceptable to cut down some of the pines to make homes, furniture, and conveyances. + +Pine scions live fully in two worlds. They love to travel the woodlands. They seek to discover what lies beyond the next stand of trees and what mysteries they can discover in each flower-filled glade. They also love the comforts of home. After a long trip, they want to settle in with new and old friends, drink, feast, and tell stories, both of the adventures they’ve had and of the ones they’re planning. + +# Bark Eater + +As long as there are pine trees in your environment, you can provide enough food and water to sustain yourself and a number of other Humanoids equal to double your **PB**. + +# Scale the Branches + +You have a climbing speed equal to your walking speed. While climbing, you can take the Dash action as a bonus action. Once you have used the Dash action in this way, you can’t do so again until you finish a short or long rest. + +# Woodcraft + +You have proficiency in either the Nature or Survival skill. + +# Languages + +You know Common and one other language of your choice. Typical pine scion heritage characters choose Sylvan. diff --git a/content/Heritages/Privileged.md b/content/Heritages/Privileged.md new file mode 100644 index 0000000..8e44aa7 --- /dev/null +++ b/content/Heritages/Privileged.md @@ -0,0 +1,21 @@ +--- +source: Book of Blades +--- + +Some individuals don’t just visit court, they’re born to it. The children of nobility, rich merchants, and even the offspring of criminal masterminds are fortunate enough to have all the benefits of wealth and privilege.  + +The best food, education, and plenty of free time lets them pursue their passions and leaves plenty of time for socializing. Mingling with the “right sort” of people provides a network of favors and protection that others don’t have. It has its own dangers too. Blackmail and backstabbing are common place.  + +A pleasant façade over a cold heart is the armor of choice when one moves in the highest circles. Those born to privilege learn to wear it well.  + +# Passion Project + + You gain proficiency with a skill of your choice and one musical instrument or gaming set. + +# Social Maneuvering + + You have advantage on contested Deception, Insight, and Persuasion skill checks made in social situations. Instead of the situation remaining the same, you win ties.  + +# Languages + + You know Common and one additional language of your choice. Typical creatures of this heritage choose Draconic or Sylvan. diff --git a/content/Heritages/Rebellion.md b/content/Heritages/Rebellion.md new file mode 100644 index 0000000..ea4a243 --- /dev/null +++ b/content/Heritages/Rebellion.md @@ -0,0 +1,21 @@ +--- +source: "Campaign Builder: Castles and Crowns" +--- + +![[assets/5aafc058a46751326267306c893e77a0_MD5.jpg|Madness Demons]] + +Characters with the rebellion heritage grew up learning the values of combatting tyranny and defying an unjust status quo. For this reason, few other characters have such a developed moral compass—or are as blind to their own actions when they stray from a path of justice. + +Tyrannical empires, self-serving dictators, evil laws that benefit the few and unjustly punish the many: these sorts of things foment rebellion, not just of organized communities but of thought and ideology too. To rebel is to take back one’s stolen freedoms and defy one’s oppressors. But characters of the rebellion heritage don’t just fight powers that try to keep them down. They also fight to save what they love, and they do so together, thick as thieves + +# Arms of the People. + +You gain proficiency with improvised weapons. When you make an attack with an item that requires a save, such as alchemist’s fire, you can use a save **DC** equal to 8 + your **PB** + your **INT** modifier instead of the item’s inherent **DC**. + +# Tools of Defiance + +You gain proficiency in the Deception skill and with thieves’ tools. + +# Languages + +You know Common and one additional language. Rebellion heritage characters can know Thieves’ Cant in this way. diff --git a/content/Heritages/Salvager.md b/content/Heritages/Salvager.md new file mode 100644 index 0000000..b3b3b67 --- /dev/null +++ b/content/Heritages/Salvager.md @@ -0,0 +1,25 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/07dcb716979709d6e5ecb6c9a77bffad_MD5.jpg|Kudos Productions]] + +Characters who choose this heritage were raised with the skills and tenacity of making do with what’s at hand. + +Your people have, for whatever reason, carved out a society away from the comforts of traditional cities or settlements. From an early age, members of this heritage learn to build shelter, weaponry, and tools from whatever materials they find. + +Salvager communities might cluster in inhospitable or difficult-to-access locations. Or perhaps they patrol enormous expanses, moving from opportunity to opportunity without drawing attention. Among these patient opportunists, knowledge and resourcefulness are deeply respected skills, prized above all else. [[Kobold]] and [[Goblin]] fit right at home in these communities. + +# Repurpose + +You can create Tiny non-magical items using materials from your surroundings. An item takes 1 minute to create and can be anything of 25 gp value or less from the Adventuring Gear table (see Adventuring Gear in Chapter 5). When done, it must sit or float on a surface within 5 feet of you. The item is obviously kitbashed, and resale value is minimal. After one use, the item becomes nonfunctional. + +# Tinkerer + +You have proficiency with tinker’s tools or one other kind of tool of your choice (see Tools in Chapter 5). When you make a check to create, identify, or disarm a magical or non-magical object, trap, or device, where you have a relevant proficiency, double your **PB** for the roll. + +# Languages + +You know Common and one additional language of your choice. Typical scavenger heritage characters choose Draconic or Gnomish. + +![[assets/97424410747c8bf6fc38fb750b93e391_MD5.jpg|Sorc|256x353]] diff --git a/content/Heritages/Shadow Court.md b/content/Heritages/Shadow Court.md new file mode 100644 index 0000000..154edc2 --- /dev/null +++ b/content/Heritages/Shadow Court.md @@ -0,0 +1,17 @@ +--- +source: Midgard Lineages & Heritages +--- + +You grew up in the Shadow Realm among the courts of the shadow fey. Trickery, dalliance, and fey politics ringed your upbringing, and you learned to navigate and wield them. Whether you are a loyal servant to one of the courts, or practice stepping in between their machinations, you know how to exploit the emotions of other, more susceptible creatures. A shadow court heritage character views their upbringing less like a community and more like an obstacle course, which they grew to traverse with grace and cunning. The skills you garnered from this life will serve you as well in the realm of mortals. + +# Gloam Sight + + When in dim light, you don’t suffer disadvantage on **WIS** (Perception) checks that rely on sight. + +# Stoke Emotions + + When a creature within 30 feet of you that you can see makes a save to resist becoming charmed or frightened, you can use your reaction to expend 2 Luck, roll a d6, and subtract the number you rolled from the creature’s result. + +# Languages + + You know Common and one additional language of your choice. Typical Shadow Realm heritage characters choose Umbral. diff --git a/content/Heritages/Shadowlands.md b/content/Heritages/Shadowlands.md new file mode 100644 index 0000000..e6961fc --- /dev/null +++ b/content/Heritages/Shadowlands.md @@ -0,0 +1,25 @@ +--- +source: Lineages And Heritages Supplement 1 +--- + +While the worlds of the Material Plane were still young, they fought numerous wars against the Seelie Courts of the Shadow Realm. During these conflicts, untold numbers of mortals were captured and pressed into the service of the wintery immortals. They became strangers in gloomy, tenebrous lands. + +Due to their sheer numbers, the goblins of these young worlds were overrepresented among those stolen by the fey. Seeing the opportunities inherent in their new homeland, many of these goblins escaped to establish communities, and once those communities were secure, their leaders extended their hands to other folk who were similarly displaced. Shadowlands communities are patchworks of disparate peoples from across the many worlds of the Labyrinth. + +Characters of the shadowlands heritage have adapted to the Shadow Realm and contend comfortably with both its environmental and social dangers. Their prolonged exposure to the eternal twilight and muted colors of the Shadow Realm drains their bodies of much of the color typical of their lineage, leaving such characters pale and almost frail looking. + +# Shadow Camouflage + +You have advantage on **DEX** (Stealth) checks while you are in dim light or darkness. + +# Unseelie Grace + +You have advantage on CHA checks you make to influence fey creatures. + +# Unseelie Resilience + +Exposure to fey trickery has left you resistant to fey magic. You have advantage on saves against being charmed or frightened. + +# Language + +You know Common and one other language of your choice. Typical shadowlands heritage characters choose Sylvan or Umbral. diff --git a/content/Heritages/Slayer.md b/content/Heritages/Slayer.md new file mode 100644 index 0000000..290b2cd --- /dev/null +++ b/content/Heritages/Slayer.md @@ -0,0 +1,29 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +[[assets/cf25258a4342857f19ce87a5ad43b9ec_MD5.jpg|Open: image-15.png]] + +![[assets/cf25258a4342857f19ce87a5ad43b9ec_MD5.jpg|Sebastian Kowoll]] + +Members of a slayer heritage were raised in a society of like minded people dedicated to hunting. Usually, of humans. Occasionally, as assassins. + +Slayer communities dedicate their lives to hunting powerful predators that might topple natural ecosystems, such as dragons or trolls. Sometimes slayer packs accept coin to kill specific monsters or types of monsters. More often, they support themselves with treasure seized from monster lairs or profits from selling harvested monster parts. They might hunt Huge and Gargantuan monsters as a pack or scatter to hunt individually and reconvene at intervals. + +Given their lifestyle, slayer communities value strength and tracking skill highly. From infancy, members of slayer communities are taught to hunt, track, and survive in wilderness environments, or in urban ones if an assassin. Slayers who can no longer hunt due to age, illness, or injury are honorably retired from the pack to live with non-slayer relatives, and some still serve as fundraisers and information gatherers. Rumors also tell of hidden enclaves populated by retired slayers. + +# Natural Predator + +You have proficiency in the Intimidation skill. You have advantage on Intimidation checks to influence Beasts and creatures with the Animal tag. + +# Tracker + +When you make a check to locate, spot, or track a creature, you can add your **PB** to the roll. If you have proficiency in the skill or tool being used, double your **PB** for the roll + +# Languages + +You know Common and one additional language of your choice. Typical slayer heritage characters choose Trollkin or Goblin. + +_Content Source: Player’s Guide_ + +_Art Source: Sebastian Kowoll_ diff --git a/content/Heritages/Smoke.md b/content/Heritages/Smoke.md new file mode 100644 index 0000000..25da1b0 --- /dev/null +++ b/content/Heritages/Smoke.md @@ -0,0 +1,23 @@ +--- +source: "Campaign Builder: Dungeons and Ruins" +--- + +![[assets/edb1d7ad578d74c1830e70daa2b65559_MD5.jpg]] + +Smoke heritage characters were raised with the values and traditions of the hidden Underworld trading communities known as smoke cities, where deals and secrets are a form of currency. + +Typically run by traders who have amassed enough illicit wealth and connections to set up their own little fiefdoms, smoke cities are difficult to find, hidden from anyone who isn’t there to do business. Most voluntarily disband and scatter if their location becomes well known. The traders who run them are not warriors. They would generally rather rebuild in a new location than waste resources fighting an outside threat. + +Smoke cities are highly transactional by nature, with deals and contracts used for nearly every aspect of daily life. Those who thrive within them consider all deception to be fair play as long as it does not break a contract clause or a thrice-made promise. Speaking carefully to avoid lying while retaining the upper hand is standard practice. The acquisition and trade of secrets about everything from personal loyalties to new sources for goods is considered both a necessity of business and a form of self-expression. + +# No Secrets Between Us + +You have advantage on **WIS** (Insight) checks to determine whether someone is lying. If you succeed on a check against deception, you may make a second check at a **DC** 5 higher than the original check in order to learn what is being hidden from you. On a second success, you glean the truth without it having to be said + +# Silver-Tongued + +You have proficiency in the Deception skill. When you make a CHA (Deception) check during a sale, deal, or other transaction, add your **PB** to the roll. If you already have proficiency in this skill, double your **PB** for the check. + +# Languages + +You know Common and one additional language of your choice. Typical smoke heritage characters choose Undercommon. diff --git a/content/Heritages/Socialite.md b/content/Heritages/Socialite.md new file mode 100644 index 0000000..ce13600 --- /dev/null +++ b/content/Heritages/Socialite.md @@ -0,0 +1,25 @@ +--- +source: "Campaign Builder: Castles and Crowns" +--- + +![[assets/db16c8272b4d9799a48992aee0b39538_MD5.jpg|Nomax]] + +A character with the socialite heritage finds home not in any one place but rather among the many galas, fetes, and jubilees that nobles put on throughout the seasons. Brought up in the pageantry of noble get-togethers from an early age, socialites are well-versed in the popular dances, parlor fads, and dalliances with which nobles entertain themselves. + +Socialite communities engage in a nonstop parade of activities, with each royal court and noble house trying to upstage the event that preceded it. This constant one-upmanship is all part of the “game,” an elaborate and complicated social endeavor that has all participating noble parties engaging in social warfare. Houses both greater and lesser rise and fall in this game as individuals vie for power at any cost. And always present are the socialites, taking no small enjoyment in the spectacle and even participating themselves for their own social maneuvering + +# Fashionable Fencer + +You gain proficiency with your choice of either the dagger, scimitar, or rapier. + +# Latest Trends + +You gain proficiency in the Performance skill and with one musical instrument or tool of your choice. + +# Life of the Party + +When you make a check related to gossip, you can add your **PB** to the roll. If you have proficiency in a relevant skill or tool, double your **PB** for the roll + +# Languages + +You know Common and two additional languages. Typical socialite heritage characters choose the languages spoken by the noble houses in their region. diff --git a/content/Heritages/Sponsored.md b/content/Heritages/Sponsored.md new file mode 100644 index 0000000..6f75da3 --- /dev/null +++ b/content/Heritages/Sponsored.md @@ -0,0 +1,29 @@ +--- +source: Lineages And Heritages Supplement 1 +--- + +![[assets/4e84b37a23d98b646f74ae10da95054a_MD5.jpg|Arty Cassy]] + +Sometimes a vampire sire wishes to keep his children close to him, perhaps to groom them as loyal agents, but sometimes out of a warped sense of kinship, protectiveness, or exceptionalism. Other times a less malign, but still goal-oriented, benefactor raises others in a certain mold to meet a high standard + +Characters of the sponsored heritage have been cultivated and shaped by a controlling patron. They are well educated, although their inexperience with the greater world often leaves them with odd gaps in their knowledge. Sponsored characters have been taught not merely to appreciate the finer things in life, but to demand them. In a household, sponsored members hold places of prominence. Characters of this heritage know they are the true scions of their patrons, and they expect to be treated as such. + +In households that boast many sponsored members, a hierarchy quickly emerges with the most ruthless member at the top. Weak members are bullied and scorned, but never cast out, which would put them beyond the patron’s control. Sometimes, however, a misfit escapes. They invariably decide on one of two directions: either they seek to become powerful enough to rejoin their former household at the top of the hierarchy, or they seek allies to topple the structure completely and remove the patron that created it. + +Members of a sponsored heritage are often haughty and decisive. Even those who have been exiled from their patron’s home have a high opinion of themselves and expect those they consort with will show them their due deference. They rarely have close friends; a friend is merely an enemy who hasn’t shown their true face yet. + +# Odd Gaps + +Choose two of the following skills: Animal Handling, Nature, Religion, or Survival. You can never be proficient in these skills. For checks using these skills, treat any d20 roll of 16 or higher as though you rolled a 15. + +# Strong Mind + +You have advantage on saves against being charmed. If you fail your initial save against being charmed, you can repeat the save at the end of every minute that passes, ending the effect on yourself on a success, even if the source of the effect doesn’t allow you to make subsequent saves. + +# Studied Charm + +You have proficiency in the Persuasion skill. In addition, if you spend at least 1 minute conversing or interacting with a Humanoid you or your allies haven’t attacked within the last 24 hours, you have advantage on your next CHA check against that Humanoid. Regardless of the result, you can’t use Studied Charm on that Humanoid again until 24 hours have passed + +# Languages + +You know Common and one other language. Typical sponsored heritage characters choose a language their patron speaks diff --git a/content/Heritages/Stone.md b/content/Heritages/Stone.md new file mode 100644 index 0000000..7ee175c --- /dev/null +++ b/content/Heritages/Stone.md @@ -0,0 +1,23 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/172eab14e18e6c827ced460ae05febd3_MD5.jpg|David Tu]] + +Stone heritage characters were raised in a subterranean community of miners and stoneworkers + +Above all else, the residents of the ancient cities of the [[Dwarf, Midnight]] clans value tradition and champion the deeds of ancestors who allowed their people to find safety within the earth. From childhood, people of the stone are instructed in the arts of smithing, metalworking, and masonry. Many devote their lives to mining and working precious metals beneath the surface of the world. + +Though members of the stone heritage take great pride in their societies, life in their cities is far from easy. The splendid caverns and mines occupied by stone communities come under frequent attack by other subterranean denizens. As children are raised to swing a mining pick, they are also taught to swing arms against the enemies that seek generations of dwarven treasures for themselves + +# Ancestral Arts + +You gain proficiency with Construction tools.. Double your **PB** for any ability check you make that uses them. You also gain proficiency with one type of martial weapon of your choice. + +# Eye for Quality + +When you make an ability check related to the origin or purpose of an object or structure made of metal or stone, you can add your **PB** to the roll. If you have proficiency in a relevant skill or tool, double your **PB** for the roll. + +# Languages + +You know Common and one additional language of your choice. Typical stone heritage characters choose Dwarvish. diff --git a/content/Heritages/Stygian.md b/content/Heritages/Stygian.md new file mode 100644 index 0000000..2ef0ed8 --- /dev/null +++ b/content/Heritages/Stygian.md @@ -0,0 +1,19 @@ +--- +source: Labyrinth Worldbook +--- + +The lives of stygian heritage characters are defined by absence. Their memory is fragmented or completely lost. Their earliest recollection is the gaunt face of Charun, Ferryman of the river Styx, telling them they needed to earn the dark coin clutched in their hand. So they were returned, with no memory of what came before apart from the knowledge that when they perform deeds worthy enough, their coin will restore their past and deliver them to what comes next. Characters of this heritage are often a “culture” of one person.  + +Perhaps you had a community, a family, and a full range of life experiences. You remember none of it. It might have only been a matter of days, weeks, or months since you awoke in the mortal world. You know how to do things, speak languages, even perform specialized tasks, but don’t remember how you learned such skills. Those who say they wish they couldn’t remember haven’t walked in your boots. To one degree or another, stygian characters’ lives revolve around their coin. Always returning to them magically, the dark coins hold their past and the hope for their futures. Most stygian characters actively search for answers, performing tasks and quests to become worthy of the coin. Others hope to avoid their destiny, deliberately seeking to establish new lives in defiance of Charun and the coin they view as a curse.  + +# Styx Coin + + You have a magical coin that always reappears on your person if you give it away or it leaves your possession for more than 1 minute. While the coin is in your possession, when you would spend 3 Luck to reroll a d20 check, you only have to spend 2 Luck. + +# Undauntable + + The memory of Charun shields you somewhat from fear. When you make a save to resist becoming frightened, you can treat any d20 die roll of 9 or lower as though you rolled a 10. + +# Languages + + You speak Common and one other language, but you don’t know how you learned it. diff --git a/content/Heritages/Sunchild.md b/content/Heritages/Sunchild.md new file mode 100644 index 0000000..aace28c --- /dev/null +++ b/content/Heritages/Sunchild.md @@ -0,0 +1,17 @@ +--- +source: "Campaign Builder: Castles and Crowns" +--- + +Characters with the sunchild heritage reject the trappings of metropolitan society and industry, and they reject all the notions of crown and court. For a sunchild, all they need is the light’s warmth, the land’s bounty, and the freedom to live how they wish, rather than how someone decrees. The first sunchild communities struck out on their own, rebelling in their way against regents they did not agree with and laws they decided weren’t for them. Out in the wild, within the reach of the sun’s rays, these communities found their new way, in harmony with their surroundings. Sunchild heritage communities toil independently, enjoying the boundless hope they find in forging a new path. + +# Heartglow + + While in bright light, you can add your **PB** to initiative checks, and you are resistant to the frightened condition. + +# Natural Knowhow + + You gain proficiency in your choice of one of the following skills: Medicine, Nature, or Survival. + +# Languages + + You know Common and one additional language. Sunchild heritage characters can know Druidic in this way. diff --git a/content/Heritages/Supplicant.md b/content/Heritages/Supplicant.md new file mode 100644 index 0000000..dc4c9cb --- /dev/null +++ b/content/Heritages/Supplicant.md @@ -0,0 +1,25 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/10d48d171841876e37a32347d5296cac_MD5.jpg|Vladimir Matyukhin △]] + +Characters of this heritage were raised in a community bound to serve a monstrous overlord. + +Monstrous creatures of fearsome might and intelligence have always sought dominion. But dominion implies someone to dominate—minions and subjects made loyal through adoration or fear. + +Your people served, or still serve, such an overlord. They built their lives around whatever whims and commands fell to them. Many creatures make suitable monstrous overlords, but the most common are dragons who use servants to maintain and defend their lairs. As such, most supplicant communities live in natural shelters such as caves, thickets, and precarious rock faces near their overlord’s redoubt. There, they cultivate traps and deadly hazards for protection. + +It’s easy to imagine why a member of this heritage might leave. In addition to running away, an overlord might command subjects to take an expedition to gather information or treasure. Perhaps an overlord has been recently dispatched, forcing your people to explore a strange, new freedom … or to seek a new overlord. + +# Scurry + +As a bonus action, you can move up to 10 feet without provoking opportunity attacks. This movement doesn’t trigger traps or hazards that you are aware of, even if they are armed. + +# Supplicant + +You have proficiency in either the Insight or Persuasion skill. When a creature within 30 feet of you spends Doom, you have advantage on ability checks and saves until the beginning of your next turn. + +# Languages + +You know Common and one additional language of your choice, typically the language favored by your current or previous overlord (such as Draconic, Giant, or Troll) diff --git a/content/Heritages/Tribe Keeper.md b/content/Heritages/Tribe Keeper.md new file mode 100644 index 0000000..e826578 --- /dev/null +++ b/content/Heritages/Tribe Keeper.md @@ -0,0 +1,21 @@ +--- +source: Midgard Lineages & Heritages +--- + +Characters of this heritage have been raised in isolated, close-knit communities. To a tribe keeper, the people in their tribe are the most important people in their lives. The bonds you have with your people are adamantine. + +Because these tribes are often found far removed from civilization, your people rely wholly on each other to survive and thrive. Tribe keepers take pride in protecting their members, and they are suspicious of strangers and outsiders. Learning who to welcome and who to shun is just as important to the safety of your tribe as the food you gather. Trust is not something your people give to newcomers lightly, but it is a powerful thing once given. + +Truly great need must arise for a tribe keeper to leave their home, but even on the road away from their family, they never feel far from their tribe. Most tribe keepers will carry tokens or gifts from their tribe as reminders of home and that they will always have a place to return. + +# Defend Your Own + + When a creature you can see attacks a target other than you that is within 10 feet of you, you can use your reaction to move up to 5 feet toward the attacking creature. If you end your movement adjacent to the attacking creature, it has disadvantage on its attack. Once you use this trait, you can’t use it again until you finish a short or long rest. + +# Wary Nature + + You have proficiency in the Insight skill. When you make a **WIS** (Insight) check to determine whether a creature is trustworthy, you can treat any d20 die roll of a 7 or lower as though you rolled an 8. + +# Languages + + You know Common and one additional language of your choice. Typical tribe keeper heritage characters choose a language native to their tribe. diff --git a/content/Heritages/Vexed.md b/content/Heritages/Vexed.md new file mode 100644 index 0000000..a1e270d --- /dev/null +++ b/content/Heritages/Vexed.md @@ -0,0 +1,23 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/57321cd1e7ade350d50f645158d18dc9_MD5.jpg|Florian Herold]] + +The lives of vexed heritage characters are defined by their defiance of a supernatural connection to extraplanar creatures or cosmic forces. Characters of this heritage are often a “culture” of one person. + +You have spent your life trying to break free of the forces that have a grip on you. You might have been claimed by a powerful outsider at birth, haunted by whispers in your dreams, or found yourself the inheritor of an ancient blood debt. Regardless, something or someone has a plan for you, and your life has been characterized by running from its influence. + +Most vexed characters suffer in self-imposed solitude, burdened with shame and fear of their foretold fate. Many such vexed spend their lives fleeing from their supposed destiny. Others seek answers that can free them from forces that hunt them. Though active communities of vexed are rare, some occultists and scholars take keen interest in the circumstances surrounding such people’s lives. + +# Prodigal Desciple + +When you make a save to resist becoming charmed or possessed, you can treat any d20 die roll of 9 or lower as though you rolled a 10 + +# Quarry’s Cunning + +You have proficiency in either the Deception or Insight skill + +# Languages + +You know Common and one additional language of your choice. To better avoid an unwanted destiny, typical vexed heritage characters choose an esoteric language most closely aligned with their pursing power or force: Abyssal, Celestial, or Infernal diff --git a/content/Heritages/Void-Touched.md b/content/Heritages/Void-Touched.md new file mode 100644 index 0000000..fdd7f5d --- /dev/null +++ b/content/Heritages/Void-Touched.md @@ -0,0 +1,23 @@ +--- +source: Labyrinth Worldbook +--- + +![[assets/34caa8d810666baa5c1f71b6530b9cd1_MD5.jpg|Sinte Arkras]] + +Void-touched characters grew up on a world that has become shadowed, darkened, or lost to the Void. Characters might belong to a community that is slowly coming under the Void’s influence, or one that has become wholly corrupted or conquered by the Void. Alternatively, a character could be a sole survivor, forming a “culture” of just one individual + +Your home may have been attacked by the undead warriors of the Last Cathedral, infiltrated by a doom mongering apocalypse cult, or exposed to strange energies from beyond time and space when a chaos sorcerer opened a void rift. Whatever happened, you were changed forever by this traumatic experience, and you have been trying to shake off the embrace of the Void ever since. + +Unfortunately, your ordeal has forged a connection to the Void that means you are unlikely to ever be completely rid of its influence, although this connection has also granted you several useful abilities that help you stay alive. + +# Forbidden Knowledge + +You have proficiency in the Arcana or Religion skill. When you make a check to recall information about void creatures or cults, double your **PB** for the roll. + +# Mental Toughness + +When you make a save to resist a dread effect, you can treat any d20 die roll of 9 or lower as though you rolled a 10. If you succumb to dread, the duration of the effect is halved. + +# Languages + +You know Common and one additional language of your choice. Typical void-touched characters choose Dwarvish. You can also understand spoken or written Void Speech and aren’t harmed by hearing or reading it. diff --git a/content/Heritages/Warchild.md b/content/Heritages/Warchild.md new file mode 100644 index 0000000..5534164 --- /dev/null +++ b/content/Heritages/Warchild.md @@ -0,0 +1,21 @@ +--- +source: "Campaign Builder: Castles and Crowns" +--- + +Warchild heritage characters have been displaced by large-scale conflict, typically growing up in a community separate from their place of origin, often in a faraway location, where they might work to keep their traditions alive or instead adopt those of the new community. + +This can apply to any individual or group of people that have been driven from their place of origin by war, colonization, or similar action beyond their control. Entire communities that are displaced often have a shared history, and they endeavor to retain some semblance of their culture, skills, and traditions, despite the circumstances. Individuals can often trace their histories to before the displacement—and the cultural touchstones that come with it—but the new communities might also develop their own culture, growing from the shared histories and experiences of those involved. + +Characters with this heritage should consider their ancestors, whether by lineage or heritage. Work with the GM to determine some details during character generation, including where they originated and why they are where they are now. Perhaps a syderean character can trace their roots back to another plane of existence entirely, or perhaps a halfling character’s family has had to move from one nation to another. Perhaps the character knows very little about their situation at the start of their adventure, and finding out their personal history becomes a part of their journey. + +# Elder’s Gift + + You gain proficiency with a set of tools of your choice. Double your **PB** for any ability check you make that uses them. + +# Old Ways + + You have proficiency in your choice of one of the following skills: Animal Handling, History, or Medicine. + +# Languages + + You know Common and two additional languages. Typical warchild heritage characters choose a language spoken by a people influential to the warchild’s community during their displacement and one language spoken in their community’s native country or plane of origin. diff --git a/content/Heritages/Waterside.md b/content/Heritages/Waterside.md new file mode 100644 index 0000000..21fd17b --- /dev/null +++ b/content/Heritages/Waterside.md @@ -0,0 +1,21 @@ +--- +source: Players Guide 2 +--- + +Waterside heritage characters come from communities that live at the edges of bodies of water, such as rivers, lakes, swamps, or the sea. Because of their proximity, these characters split their time between these two worlds, navigating their co-existence with skill. + +Boating is an everyday part of life for these peoples, though their boats are generally small watercraft, built for only one or two. They’re used for transport and fishing, and waterside communities commonly subsist on the bounty harvested from the nearby water, including fish, kelp, and salt. More advanced communities sometimes engage in aquaculture, growing fish, pearls, plants, or more magical raw materials. + +Living right on the water puts waterside communities close to nature. Some even work in harmony with local wildlife, using them to help fish or hunt or following their lead toward sustenance. These communities are seldom large and typically run by elders who oversee day-to-day affairs. The people are hardworking and often have off season pursuits when the weather turns too cold or stormy for regular operations. A few take the opportunity to go adventuring or to trade with other far-away communities, selling their own excess goods or bartering for vegetables, cured meats, and other needful things.  + +# Knowledgeable + + You have proficiency in your choice of either the History or Nature skill. When you make a check using your chosen skill to discern something about a waterside area, double your **PB**.  + +# Water Legs + + You gain proficiency with vehicles (water). You have advantage on **STR** (Athletics) and **DEX** (Acrobatics) checks to keep your balance while you’re by the water. In addition, you don’t treat water up to your waist as difficult terrain. + +# Languages + + You know Common and one additional language of your choice. Typical waterside heritage characters choose Sylvan or a language of those they trade with, like Dwarvish. diff --git a/content/Heritages/Wildlands.md b/content/Heritages/Wildlands.md new file mode 100644 index 0000000..801e82d --- /dev/null +++ b/content/Heritages/Wildlands.md @@ -0,0 +1,23 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/e059cd7cc59e7beea9c23016e9ce8453_MD5.jpg|Sylvain Sarrailh]] + +Wildlands heritage characters were raised in communities deeply entwined with Primordial magic + +Some wild places well up with magic. Such an abundance of power might come from a mystic connection to the primal fey realms or an echo of a Primordial spell cast long ago. This power transforms beasts who dwell there, granting gifts of speech and reason. They develop nature-based societies unlike those found in humanoid civilizations. + +Preservation of common interests is one of the few reasons members of this heritage ever leave. When encroaching powers put a wildlands community at risk, the task of gathering information or forging diplomatic relations falls upon the more humanoid-like members of the group. + +# Beast Affinity + +Using gestures and sounds, you can communicate simple ideas with Beasts and creatures with the Animal tag, and you have advantage on checks made to interact with such creatures. + +# Shepherd’s Gift + +You have proficiency in the Animal Handling skill. Any Beast or creature with the Animal tag whose CR is equal to or less than your **PB** that targets you with an attack must first make a **WIS** check contested by your **WIS** (Animal Handling). If you succeed, the creature must choose a new target or lose the attack. + +# Languages + +You know Common and one additional language of your choice. Typical wildlands heritage characters choose Dryad. diff --git a/content/Lineages/*Choosing a Lineage*.md b/content/Lineages/*Choosing a Lineage*.md new file mode 100644 index 0000000..77340e2 --- /dev/null +++ b/content/Lineages/*Choosing a Lineage*.md @@ -0,0 +1,15 @@ +**Not finding what you’re looking for?** + +- Seeking a **Tabaxi** (Ratfolk, etc)? Consider a [[Beastkin]] (or an Extraplanar [[Bearfolk]] or [[Ratfolk]]) +- Seeking an **Arakocra** or **Kenku**? Consider an [[Avianfolk]] +- Seeking an **Elf**? Consider a [[Dryad]] (or use the [[Elf]] Extraplanar Lineage) +- Seeking a **Drow**? Consider a [[Dhampir]] (or the [[Elf, Star]] Extraplanar Lineage) +- Seeking an **Orc**? Consider a [[Trollkin]] (or the [[Orc]] Extraplanar Lineage) +- Seeking a **Tiefling** or an **Assimar**? Consider a [[Syderan]] +- Seeking a **Duergar**? Consider an extraplanar [[Derro]] + +--- + +Want to play a ToV lineage not listed here? See [[Extraplanar Lineages/]] + +to be from other [[Planes of Existence]] who traveled to Dauntless for this campaign. diff --git a/content/Lineages/Avianfolk.md b/content/Lineages/Avianfolk.md new file mode 100644 index 0000000..3a4d41a --- /dev/null +++ b/content/Lineages/Avianfolk.md @@ -0,0 +1,35 @@ +--- +source: Midgard Lineages & Heritages +--- + +![[assets/e2cd2ac7b014b37b1fdef4a3fe1d5e25_MD5.jpg|Daniel Ruiz|383x302]] + +High atop trees and mountains birds fed their children whatever worms and fruits they could find. A lucky few ate their parents regurgitated blessed fruit leading to each gaining a small piece of divinity but never rising to full godhood themselves. This granted them the ability to have minor shapeshifting such as wings that poof out from their arms at will or a change to their vocal chords for unmatched mimicry. + +# Traits + +Your Avianfolk character has certain hereditary traits dictated by their lineage. + +## Age + +Avianfolk reach adulthood at 10 years old, and can live to be 110. + +## Size + +Your size is Medium. Avianfolk range from 4 feet to just shy of 6 feet tall. + +## Speed + +Your base walking speed is 30 feet. + +## Mimicry + +You can mimic any sound you’ve heard. When attempting to fool a creature into thinking the mimicked sound is real, make a CHA (Deception) check opposed by the creature’s **WIS** (Insight). On a success, you fool the listener into believing that the sound you created is real. + +## Secretkeeper + +Creatures have disadvantage on Insight checks made to intuit what you are thinking or discern your motives. + +## Snatch + +After a creature within 5 feet of you makes a melee attack against you or another creature, you can use your reaction to make a **DEX** (Sleight of Hand) check to pick the pocket of the attacking creature. You can use this trait a number of times equal to your **PB** and you regain all expended uses when you finish a long rest. diff --git a/content/Lineages/Beastkin.md b/content/Lineages/Beastkin.md new file mode 100644 index 0000000..e42c31f --- /dev/null +++ b/content/Lineages/Beastkin.md @@ -0,0 +1,49 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +[[assets/46b8b84a8cffa6a267dcd5343d9297d5_MD5.jpg|Open: image-15.png]] + +![[assets/46b8b84a8cffa6a267dcd5343d9297d5_MD5.jpg|The Delver's Guide to Beastworld]] + +Born between civilization and the wilds, beastkin are as varied as the animal kingdom itself. Sometimes called wildkin or werefolk, beastkin universally share the bipedal form of humans, goblin, or dwarves. Gifts of the blessed fruit gave rise to beastkin deities who began raising a mixture of anthromorphic animals as a people. + +Some beastkin believe they are relatives of the intelligent beasts that hold court in the fey realms. Others claim they are descendants of lycanthropes or other magically transformed beings. Whatever the case, all beastkin share a tie to the natural world, and many choose to live alongside the animals they resemble. + +Young beastkin are often driven by curiosity to seek out other civilizations and far-flung environments. Though such wanderlust may last for years, most beastkin return to their natural homes in later life, where they often act as wardens of their home territory. + +While all beastkin contend with primal urges, they are quick to form unshakable bonds with those who show them compassion and loyalty, whether humanoid or beast. + +# Traits + +Your beastkin character has the following hereditary traits. + +## Age + +Beastkin mature far more quickly than most Humanoids, reaching adulthood within 5 years. Though they may live nearly a century, some beastkin live only 20 or 30 years. + +## Size + +Your size is Medium or Small. Beastkin vary in weight and height, depending on their Beast characteristics. Most are between 4 and 8 feet tall, but if you choose to play a beastkin shorter than 4 feet, you can choose your size to be Small. Your weight varies depending on your Beast characteristics. For example, a Medium beastkin descended from bears likely weighs upward of 350 pounds, while an avian beastkin of the same size is likely to weigh around 100 pounds. + +## Speed + +Your base walking speed is 30 feet. + +## Animal Instinct + +You have proficiency in either the **Perception** or **Survival** skill (your choice). + +## Natural Weapons + +You have claws, horns, hooves, fangs, spines, or a similar adaptation that serves as a natural weapon. Work with your GM to determine what type of natural weapon you possess and decide whether it does bludgeoning, piercing, or slashing damage. You can use your natural weapon to make unarmed strikes. When you hit with it, the strike deals **1d6** + your **STR** or **DEX** modifier damage (choose which during character creation) of your chosen type, instead of the bludgeoning damage normal for an unarmed strike. + +## Natural Adaptation + +You inherit one of the following traits determined by what kind of animal characteristics you want your character to have: + +- **Avian**. Leathery, feathery, or gossamer wings sprout from your back or connect to your outstretched arms. You have a flying speed equal to your walking speed. You can’t fly while wearing medium or heavy armor. Carrying a heavy load or a creature of your size or larger while flying reduces your speed by half. +- **Agile**. Sharp claws, cloven hooves, robust limbs, reversed joints, or suction pads on your hands and feet allow you to scrabble up trees, rock faces, and uneven surfaces with ease. You have a climbing speed equal to your walking speed. In addition, you have advantage on saves made to avoid being knocked prone +- **Aquatic**. Oily fur, scales, fins, webbed hands and feet, or long, gangly limbs are common for your people. You have a swimming speed equal to your walking speed. You can hold your breath for up to 20 minutes. +- **Sturdy**. Powerful limbs, fat reserves, or a thick hide allow you to endure harm and accomplish feats of remarkable athleticism. When you aren’t wearing armor, you have a natural AC of 13 + your **DEX** modifier. In addition, you count as one size larger when determining your carrying capacity and the weight you can push or drag. + diff --git a/content/Lineages/Dhampir.md b/content/Lineages/Dhampir.md new file mode 100644 index 0000000..b6a7ed0 --- /dev/null +++ b/content/Lineages/Dhampir.md @@ -0,0 +1,49 @@ +--- +source: Players Guide 2 +--- + +[[assets/756e45cda3f06a755873045d686b5765_MD5.jpg|Open: image-15.png]] + +![[assets/756e45cda3f06a755873045d686b5765_MD5.jpg|Ivana Abbate|335x335]] + +Dhampirs are the improbable children of vampires and mortal mothers. The world itself seems to reject the half-living, and strange occurrences abound around them, especially if they are in a relaxed atmosphere. Small items fall from tables, light furniture seems to move of its own accord, shutters and doors open or close without a hand upon them. In settlements where inhabitants are suspicious of unexplained phenomena, dhampirs are thought to attract ghosts and are either avoided or attacked outright if the people are particularly superstitious + +People who interact with dhampirs have strong subconscious feelings about them. They either find them compelling and seek to be near them, or they are repulsed and find the earliest opportunity to leave their presence. It’s rare for a living person to meet a dhampir and feel nothing about their new acquaintance. + +For this reason, lone dhampirs without a community of peers to support them favor large, cosmopolitan settlements where they can maintain many acquaintances without causing too much of a disturbance. Such dhampirs who do not live adventurous lives gravitate toward work they can do in the evening or at night and that allows regular casual contact with the public + +As the children of mortals, dhampirs run the range of [[Human]] height, though they tend to be lean. Their hair tends to be vibrant in color while their skin is paler than another of the same lineage. Dhampirs are prone to sunburn or singed fur (scales, feathers, etc). They favor hats and head coverings, and they wear clothing that leaves little flesh (or similar) exposed. Many even take to wearing gloves during the day. Even if not ostentatious, dhampirs generally prefer to wear finely made clothing that is kept in good repair. + +# Traits + +Your dhampir character has the following hereditary traits. + +## Age + +Dhampirs mature in their late teenage years, but their aging slows upon adulthood. A dhampir can live up to 750 years. + +## Size + +Your size is Medium or Small. Being the child of another lineage, consider following the height, build, and weight of similar parental lineage [[Goblin]], [[Human]], [[Beastkin]], [[Kobold]], etc. + +## Speed + +Your base walking speed is 30 feet. You also gain a 30-foot climbing speed, which you can use to move up vertical surfaces, across horizontal surface, and upside down along ceilings, while leaving your hands free. + +## Dark Thirst + +You have short fangs that serve as a natural weapon. You can bite with your fangs as an unarmed strike, but you can do so only against an incapacitated creature or a creature you have grappled. Your bite deals 1 piercing damage, and if your target has blood and isn’t a Construct or Undead, you can feed from it as part of your attack. Your feeding deals necrotic damage equal to your CHA modifier (minimum of 1), and you gain temporary hit points equal to the necrotic damage dealt. Once you gain temporary hit points with this trait, you can’t do so again until you finish a short or long rest. + +## Darkvision + +You have darkvision to a range of 60 feet. While in sunlight, you have disadvantage on **WIS** (Perception) checks when perceiving by sight. + +## Hybrid Humanoid + +You are a Humanoid, but your vampiric blood gives you traits in common with Undead. You have advantage on saves against being poisoned and advantage on checks made to resist suffering levels of exhaustion. + +--- + +![[assets/f8258e533cfc86f59fe5bee6375a99ee_MD5.jpg|Ashley Orgeron]] + +For your consideration, goblin dhampir. diff --git a/content/Lineages/Dragonborn.md b/content/Lineages/Dragonborn.md new file mode 100644 index 0000000..3067ea5 --- /dev/null +++ b/content/Lineages/Dragonborn.md @@ -0,0 +1,57 @@ +--- +source: Labyrinth Worldbook +--- + +![[assets/f87aa69dfe9e6d9e1a18b8d83abbc4d5_MD5.jpg|Sam Santala|637x358]] + +Descended from mighty dragons, the dragonborn are a lineage of imposing and strong draconic humanoids. Although they lack the wings of their ancestors, dragonborn bodies are covered in scales, their reptilian heads bear crests and fanged jaws, and their hands and feet are adorned with talon-like claws. While their breath weapons can’t match the terrible devastation dealt by older dragons, dragonborn are nevertheless capable of unleashing deadly blasts of energy on their enemies. + +Dragonborn typically do not shy away from showing their emotions, whether anger or joy, and tend to share the same confidence and fierce independent spirit of their progenitors, coupled with a strong sense of family and clan. Some choose to live alongside dragons in communities near their lairs or to serve them as guardians, soldiers, or seneschals. + +Elemental dragonborn, descended from the well-known dragon types that breathe acid, cold, lightning, and fire, are widespread throughout the worlds of the Labyrinth. These dragonborn usually have brassor bronze-colored scales, sometimes tinged with red, blue, gold, or rust, while certain clans have the same glossy black, electric blue, shining gold, or glistening silver scales as their ancestors. + +# Traits + +Your dragonborn character has the following traits. + +## Age + +Dragonborn grow quickly and can walk a few hours after hatching from their eggs. They reach adulthood within 15 years and live around 80 years. + +## Size + +Your size is Medium. Dragonborn stand between 6 and 7 feet tall. They have hefty builds and weigh around 300 pounds. + +## Speed + +Your base walking speed is 30 feet. + +## Draconic Ancestry + +You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your dragon type determines your Breath Weapon, Damage Resistance, and Natural Adaptation. + +|Dragon Type|Damage Type| +|---|---| +|Black or Copper|Acid| +|Blue or Bronze|Lightning| +|Blue or Bronze|Fire| +|Silver or White|Cold| +|Green|Poison| +|Void|Necrotic| +|Yellow|Radiant| + +## Breath Weapon + +As a bonus action, you can exhale magical energy in either a 30-foot line that is 5 feet wide or a 15-foot cone (your choice for each use). Each creature in the area must make a **DEX** save (**DC** = 8 + your **CON** mod + your **PB**). On a failed save, a creature takes **1d10** damage of the type associated with your dragon ancestry (see Draconic Ancestry table). On a success, a creature takes half damage. + +The damage increases to **2d10** at 5th level, **3d10** at 11th level, and **4d10** at 17th level. + +You can use your Breath Weapon a number of times equal to your **PB**, regaining all expended uses when you finish a long rest. + +## Dragon Hide + +You have resistance to the damage type associated with your draconic ancestry. + +## Dragon Sight + +You have darkvision out to a range of 60 feet and keensense out to a range of 10 feet diff --git a/content/Lineages/Dryad.md b/content/Lineages/Dryad.md new file mode 100644 index 0000000..db402db --- /dev/null +++ b/content/Lineages/Dryad.md @@ -0,0 +1,45 @@ +![[assets/169f6a005bec43fb6184f3fc4f8896cb_MD5.jpg|Lane Brown|309x386]] + +When war ceased, nature healed. Out from nature’s forrests, cliffs and seas came people of nature. Woven in their flesh are leaves, seaweed, treebark and fungi. They find it difficult to conceal their true being, though most would never conceive the notion to want to do so. Dryad’s are nature’s beauty and equal parts it’s wrath. + +Most dryads spend their immortal existences either alone or with other members of their neighborhood. Dryad adventurers are considered to be thrill seekers and daredevils by their communities, and they are urged to go out into the mortal world to vent their exhilaration, lest their emotions infect others. These venturers are keen to move among the shorter-lived races and experience the pace of their lives and the rapid shifts of their emotions + +# Traits + +Your dryad character has the following hereditary traits. + +## Age + +Dryads age slowly in comparison to many humanoids. They reach adulthood around their hundredth year and live up to 600 years on the Material Plane. Though it is said that when they merge with nature they will continue to live as long as the environment around them does. + +## Size + +Your size is Medium. Like the trees, fungus and more that they are born from, dryads come in a diverse range of heights and widths. Dryads stand between 5 and 7 feet tall and rarely weigh more than 200 pounds. + +## Speed + +Your base walking speed is 30 feet. + +## Darkvision + +You have darkvision to a range of 60 feet. + +## Nature’s Resilience + +You have advantage on saves against being charmed and knocked unconscious. + +## Forest Heart + +If your heart tree (mushroom, etc) stands in your homeland, you can’t die. If killed, your body decomposes into compost within 10 days, and your spirit returns to your tree. You emerge from your tree, fully rested and recovered after 1d20 years. Spells that return you to life, such as resurrection, can cause you to emerge before your recovery time elapses. You can’t be returned to life by the reincarnate spell. + +## Natural Magic + +Your innate connection to the natural world gives you an affinity with plants and animals. You know the druidcraft cantrip. In addition, you can understand and verbally communicate with Beasts and Plants. This works like the speak with animals spell, except it also applies to Plants. + +## Tree Step + +You can use 15 feet of your movement to step into one living tree within your reach and materialize into an unoccupied space within 5 feet of a second living tree within 60 feet of the first tree. Both trees must be Large or larger. You can use this feature a number of times per day equal to your **PB**. You regain all expended uses when you finish a long rest. + +--- + +![[assets/411406e4a01b28bc5e25ff87b4c15e8b_MD5.jpg|385x481]] diff --git a/content/Lineages/Dwarf, Midnight.md b/content/Lineages/Dwarf, Midnight.md new file mode 100644 index 0000000..b950996 --- /dev/null +++ b/content/Lineages/Dwarf, Midnight.md @@ -0,0 +1,47 @@ +--- +source: Kobold Press +--- + +[[assets/b8b635cdfbd700c3361aba7593d29086_MD5.jpg|Open: image-15.png]] + +![[assets/b8b635cdfbd700c3361aba7593d29086_MD5.jpg|Clark Ocleasa|432x298]] + +Many centuries ago, a powerful clan of dwarves ruled a vast subterranean realm of magnificent halls and chambers, and hundreds of miles of tunnels and mines. As they expanded the boundaries of their kingdom ever deeper, the dwarves’ excavations uncovered a rift to the [[Void]]. + +Although the dwarves acted quickly to seal off the fissure and collapse the surrounding caverns, the damage was already done. The corrupting power of the Void infected the population, affecting body and mind. Most succumbed to the Void and perished, but those who were resilient enough survived to become the first midnight dwarves and thus the only dwarves to reach Esparia. + +Midnight dwarves are typically thinner and more barrel-chested than many of their dwarf cousins. Their skin is very fair or pale, while their hair and beards are black or dark brown. Midnight dwarves often have cauliflower ears, and their bodies are covered in strange dark marks which they incorporate into tattoos of tentacles and other void motifs. + +When not living in the mountains some Dwarves settle to practice their craft in [[Saffronwilde]]. A common destination of metal trade and where competition for making the best armor and weapons is high. + +# Traits + +Your midnight dwarf character has the following hereditary traits. + +## Age + +Midnight dwarves are physically mature around age 20, but most consider themselves young until they reach age 50. On average, they live about 350 years. + +## Size + +Your size is Medium. Midnight dwarves stand between 4 and 5 feet tall and weigh around 120 pounds. + +## Speed + +Your base walking speed is 30 feet. + +## Darkvision + +You have darkvision to a range of 60 feet. + +## Marked by the Void + +You are resistant to psychic damage, and the amount of time you can survive without air, food, water, or sleep is double that of a typical character. + +## Dwarven Toughness + +Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. + +--- + +![[assets/f132c727e74fbc20397248460a657935_MD5.jpg|Olga Drebas|341x443]] diff --git a/content/Lineages/Extraplanar Lineages/Alseid.md b/content/Lineages/Extraplanar Lineages/Alseid.md new file mode 100644 index 0000000..6955254 --- /dev/null +++ b/content/Lineages/Extraplanar Lineages/Alseid.md @@ -0,0 +1,27 @@ +--- +source: Old Margreve +--- + +Alseid are graceful woodland cousins to centaurs, blending humanoid torsos with the lower bodies of nimble deer. Because they rarely venture far from their wooded glades, some call them “grove nymphs,” although they’re more closely related to humanoids than fey.  + +Alseid innately feel a close connection to the natural world and often feel a disconnect between themselves and creatures who dwell in more urban areas. They typically feel uncomfortable in large cities where their hooves tread the cobblestone streets and relaxed in the wilderness where they can feel the earth beneath them. + +Alseid have antlers growing from their foreheads. Antlers grow very slowly, branching every 10 years for the first century of life (so an alseid with six points per antler should be between 60 and 70 years old). As creatures with a deep connection to the Old World magic of ancient forests, alseid antlers develop further points only with the blessing of the alseid’s home forest.  + +# ALSEID LINEAGE TRAITS + +Your alseid character has the following hereditary traits.  + +**Age.** Alseids reach maturity by the age of 20. They can live well beyond 100 years.  + +**Size.** Your size is Medium. Alseid stand over 6 feet tall and weigh around 200 pounds.  + +**Speed.** Your base walking speed is 40 feet. + +**Heightened Senses.** You have advantage on Perception checks that rely on sight or hearing. You can see through lightly obscured areas normally and areas of dim light as if it were bright light. + +**Hybrid Humanoid.** Though your type is Humanoid, you have traits in common with Monstrosities. You have advantage on saves against effects that would cause you to become exhausted, and you have advantage on saves against being frightened. + +**Light Hooves.** You have advantage on **DEX** (Stealth) checks. In addition, your steps leave no tracks, unless you choose for them to do so.  + +**Quadruped.** The mundane details of the structures of Humanoids can present considerable obstacles for you. You have to squeeze (see Squeezing into a Smaller Space in Player’s Guide) when moving through trapdoors, manholes, and similar structures even when a Medium creature wouldn’t have to squeeze. In addition, ladders, stairs, and similar structures are difficult terrain for you. diff --git a/content/Lineages/Extraplanar Lineages/Bearfolk.md b/content/Lineages/Extraplanar Lineages/Bearfolk.md new file mode 100644 index 0000000..652d74c --- /dev/null +++ b/content/Lineages/Extraplanar Lineages/Bearfolk.md @@ -0,0 +1,21 @@ +--- +source: Old Margreve +--- + +The bearfolk are broad-shouldered, bipedal humanoids that strongly resemble upright bears. Though they lack a bear’s sharp claws, their hands are as dexterous as any human craftsman. They are covered in black or brown shaggy fur that often have light frosting on the chest, shoulders, and upper back. The color of their fur sometimes gives clues as to a particular bearfolk’s ancestry and what tribe they hail from. As they get older, the fur around their muzzle begins to silver, giving them a distinguished look. + +# BEARFOLK LINEAGE TRAITS  + +Your bearfolk character has certain hereditary traits dictated by their lineage.  + +**Age.** Bearfolk reach adulthood in their late teens, living up to 80 years. + +**Size.** Your size is Medium. Bearfolk are typically large and muscular, reaching a height of over 7 feet and weighing anywhere between 250 and 350 pounds. + +**Speed.** Your base walking speed is 30 feet. + + **Apex Predator.** When you make a CHA check, you can add your **STR** or **CON** modifier to it (choose which during character creation). You can use this trait a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. + +**Wild Heart.** You and allied creatures within 5 feet of you have advantage on saves against becoming frightened while you are conscious and not incapacitated. + +**Thick Coat.** You are resistant to cold damage and immune to the effects of extreme cold. diff --git a/content/Lineages/Extraplanar Lineages/Bright Fey.md b/content/Lineages/Extraplanar Lineages/Bright Fey.md new file mode 100644 index 0000000..c5cc06f --- /dev/null +++ b/content/Lineages/Extraplanar Lineages/Bright Fey.md @@ -0,0 +1,25 @@ +--- +source: "Campaign Builder: Castles and Crowns" +--- + +In the realms of summer and night, the fey stand divided. The shadow fey inhabit the dusk and darkness of the Shadow Realm, hatching subtle and devious plots. In the Summer Lands, however, exist the bright fey, also known as the sidhe, seelie, or summer elves. Though related to the elves of the mortal world, these fey are as different from elves as elves are from humans. Tall, slender, and graceful, their movements are disturbingly fluid. Most tend to be incredibly beautiful with hair and skin colors in combinations of the summer shades of gold, silver, green, and red. The eyes of the bright fey can be of any color, but when viewed closely, they all sparkle with tiny flecks of light, like a pool of stars. + +The bright fey have lived on their planes of summer and light for centuries untold, ever since the sundering of their people. Many flock to the various fey courts where they amuse themselves in the games of politics and favor. Others prefer a life closer to nature, inhabiting the wild places of the planes or the mortal world. Adventuring bright fey enjoy the risk and thrill of a more active life. + +# BRIGHT FEY LINEAGE TRAITS  + +Your bright fey character has certain hereditary traits dictated by their lineage. + +**Age.** Although bright fey reach physical maturity around age 20, mental and emotional faculties reach full maturity around the age of 100. Bright fey can live to be 1,000 years old. + +**Size.** Bright fey range from 5-1/2 to over 6 feet tall and tend toward slender builds, averaging around 100 pounds. Your size is Medium. + +**Speed.** Your base walking speed is 30 feet.  + +**Magical Honesty.** The magic in your blood makes you incapable of telling a direct lie without terrible pain. When you tell a direct lie, you are incapacitated with pain until the end of your next turn. This lifelong compulsion has taught you to expertly shade and bend the truth to suit your needs while avoiding the repercussions. You have advantage on one CHA (Deception or Persuasion) check to convince a creature you are telling the truth. You can use this a number of times equal to your **PB**. You regain all expended uses when you finish a long rest. + +**Path of Sunlight.** When you are in an area of bright light, you can use an action to call on the magic in your blood and make your body shine like summer sunlight on a lake. Choose a number of creatures equal to your **PB** that are within 30 feet of you and that can see you. Each target must succeed on a CHA save (**DC** equal to 8 + your **PB** + your CHA modifier) or be compelled to look at you, suffering disadvantage on **WIS** (Perception) checks made to perceive any creature other than you, until the end of its next turn. You can use this trait a number of times equal to your **PB**. You regain all expended uses when you finish a long rest. + +**Magic Ancestry.** You have advantage on saves against being charmed, and magic can’t put you to sleep. + +**Trance.** Bright fey don’t need to sleep. Instead, they enter a meditative trance state, remaining semiconscious for 4 hours a day. When you meditate, you always dream of the Bright Lands. After resting in this way, you gain the same benefit that other creatures do from 8 hours of sleep. diff --git a/content/Lineages/Extraplanar Lineages/Centaur.md b/content/Lineages/Extraplanar Lineages/Centaur.md new file mode 100644 index 0000000..3d3c799 --- /dev/null +++ b/content/Lineages/Extraplanar Lineages/Centaur.md @@ -0,0 +1,31 @@ +--- +source: Midgard Heroes Handbook +--- + +Centaurs rumble across the vast Rothenian Plain of eastern Midgard. Blending humanoid and equine features, some scholars opine that centaurs are the original inspiration for cavalry. These four-legged folk voice no opposition in the matter, provided these scholars remain silent regarding centaurs’ suitability as draft animals. + +In Midgard, most centaurs can be found roaming the Rothenian plain in small, nomadic tribes. Centaurs often approach their life with a might-makes-right principle, having no qualms with overpowering others and taking their land and chattel. Despite this belief, they have a sense of deep loyalty and honor, never stealing from their friends and family. + +While most centaurs spend the majority of their lives with their clan, young centaurs commonly embark on what is euphemistically called their “wild years” upon reaching maturity. During this time, the centaurs band together and work through their aggression and immaturity. If they survive this, centaurs tame their wilder impulses and return to their clan, while others hearken to the call of adventure. + +The nations of Midgard tremble when centaur clans gather into hordes and ride off in search of war. Clever rulers bribe the galloping throngs with trinkets and build defenses along the Plain; rulers too shortsighted to see the damage see their cities leveled under hoof. + +# CENTAUR LINEAGE TRAITS + +Your centaur character has certain hereditary traits dictated by their lineage. + +**Age.** Centaurs reach maturity at 15 years of age, living up to 100 years.  + +**Size.** Your size is Large. Centaurs stand between 8 and 9 feet tall, weighing in excess of 1,000 pounds. + +**Speed.** Your base walking speed is 40 feet. + +**Buck and Rear.** You have advantage on ability checks and saving throws made to escape grapples. Once per short or long rest, when you escape a grapple from a creature that is Medium or smaller, you can also cause that creature to fall prone. + +**Humanoid Torso.** You can wield weapons and wear armor sized for Medium creatures due to the proportions of your humanoid torso. + +**Hybrid Humanoid.** Though your type is Humanoid, you have traits in common with Monstrosities. You have advantage on saves against effects that would cause you to become exhausted, and you have advantage on saves against being frightened. + +**Natural Weapons.** Your hooves can be used as natural weapons, which you can use to make unarmed strikes. When you hit with them, you deal 2d4 + **STR** modifier bludgeoning damage. + +**Quadruped.** Due to your larger size and indelicate hooves, climbs that require hands and feet are particularly challenging for you. When making such a climb, you must spend 5 feet of movement for every 1 foot you ascend. diff --git a/content/Lineages/Extraplanar Lineages/Derro.md b/content/Lineages/Extraplanar Lineages/Derro.md new file mode 100644 index 0000000..1f6e41c --- /dev/null +++ b/content/Lineages/Extraplanar Lineages/Derro.md @@ -0,0 +1,23 @@ +--- +source: Labyrinth Worldbook +--- + +Derro (pronounced DARE-oh) are distant cousins to the smallfolk and dwarves, commonly found living in cavernous and lightless realms deep beneath the earth. Early in their history, the derro people became irrevocably changed by an encounter with horrific entities that dwell between the stars, and to this day, many born into derro society carry the same mental scars once inflicted on their ancestors. All derro possess an innate sensitivity to the Void and other eldritch horrors likely to cause Dread (see Game Master’s Guide). Those raised in insular derro communities tend towards more fragile states of mind, often displaying unpredictable or fanciful behavior, and are generally prone to delusions.   + +The derro have adapted to life underground. Whether due to lack of sunlight or need for camouflage, derro often have semi-translucent gray, purple, or blue skin crisscrossed with a web of blue veins. Their hair is most often white or pale straw colored and often stylized with elaborate braids and equally prodigious mustaches. Their large eyes are commonly pure white but may have a vibrant orange, red, or blue hue that glows in the utter darkness permeating their homes. Their diets are often composed of bioluminescent mushrooms from caverns and fish and kelp from cavernous lakes. Derro often befriends giant slugs, worms, and bats, often providing the derro with transportation across the vast underworld. + +# DERRO LINEAGE TRAITS + +Your derro character has the following traits.  + +**Age.** Derro reach maturity around the age of 15 and typically live to be around 75 years old.  + +**Size:** Your size is Small. Derro stand between 3 and 4 feet tall with slender hips and wide shoulders, averaging about 40 pounds. + +**Speed.** Your base walking speed is 30 feet. + +**Superior Darkvision.** You have darkvision to a range of 120 feet. While in areas of sunlight, you have disadvantage on **WIS** (Perception) checks when perceiving by sight.  + +**Dread Within.** You have advantage on saves against being charmed or frightened.  + +**Psychic Barrier.** The eldritch knowledge slithering in your mind has injured you to mental harm. You have resistance to psychic damage, and you have advantage on ability checks and saves made against effects that inflict dread effects or levels of void taint. diff --git a/content/Lineages/Extraplanar Lineages/Dwarf, Duergar.md b/content/Lineages/Extraplanar Lineages/Dwarf, Duergar.md new file mode 100644 index 0000000..7e503ce --- /dev/null +++ b/content/Lineages/Extraplanar Lineages/Dwarf, Duergar.md @@ -0,0 +1,39 @@ +--- +source: Players Guide 2 +--- + +Duergar are a variant of the dwarf lineage—descendants of dwarves changed by lifetimes spent in the deepest pits of the underworld. + +Dwarven lore is riddled with warnings against digging too deep, lest a clan fall to the same fate as the duergar. The first duergar were born from a dwarven clan that dared to mine deeper than any had before. Driven by insatiable greed, they dug tunnels that stretched far into the underworld. They dug until they uncovered something awaiting them in the hungering dark, and it swallowed them whole, leaving no trace of their passage. When the clan did not return, the rest of the clans mourned, presuming them lost. + +After an epoch, the dwarves rediscovered their long-lost cousins who, despite all odds, had survived in the abyssal depths and renamed themselves the duergar. It was clear these dwarves had changed significantly in their time below. Generations born in a world devoid of sunlight caused them to develop stronger darkvision. Their crafting traditions became more durable in the absence of the ample forges closer to the surface. They had abandoned long-standing customs and birthed a militaristic culture that could withstand the siege of the monsters below. The duergar were reforged by their unending war for survival, beset by abyssal fiends, ghoulish undead, aberrant monstrosities, and other horrors. + +Duergar typically have milky-white eyes and stony skin that is dull gray, purple, and sometimes even blue. Duergar hair is almost exclusively white, though the hairs of their beard are known to develop color after prolonged exposure to the sunlight. + +# Duergar Lineage Traits + +Your duergar character has the following hereditary traits. + +## Age + +Duergar physically mature by the age of 20, but most duergar regard any dwarf large enough to wield a warhammer to be an adult. Duergar can live to be around 350 years old, but those born into the duergar cities within the lightless depths rarely survive to see such a venerable age. + +## Size + +Your size is Medium. Duergar average between 4 to 5 feet tall and tend to have lither builds than their topside cousins. Duergar are often dense and rarely weigh less than 140 pounds. + +## Speed + +Your base walking speed is 30 feet. + +## Duergar Resilience + +You have advantage on saves against being charmed or paralyzed. You also have advantage on checks made to see through, detect, or resist illusions and illusory effects. + +## Enlarge + +As a bonus action, you magically increase in size for 1 minute, along with any equipment you are wearing or wielding. While enlarged, you are Large, double your damage dice on weapon attacks, and make **STR** checks and saves with advantage. If you lack the room to become Large, this bonus action fails. You can end the transformation early (no action required) to revert to Medium size. The transformation also ends early if you become unconscious. Once you’ve transformed in this way, you must finish a long rest before you can use this feature again. + +## Superior Darkvision + +You have darkvision to a range of 120 feet. While you are in an area of sunlight, you have disadvantage on **WIS** (Perception) checks made to perceive via sight. diff --git a/content/Lineages/Extraplanar Lineages/Dwarf.md b/content/Lineages/Extraplanar Lineages/Dwarf.md new file mode 100644 index 0000000..3e4b6fc --- /dev/null +++ b/content/Lineages/Extraplanar Lineages/Dwarf.md @@ -0,0 +1,29 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +Dwarves first came to Dauntless through digging too deep and finding the [[Void]]. This left them [[Void-Touched]], leading to the primary setting Lineage [[Dwarf, Midnight]]. Choosing a Dwarf acknowledges that your character arrived here in the setting through another method. + +--- + +Dwarves are a hardy people, as sturdy and solid as stone. Most dwarves believe they were sculpted from living rock and were given life in the forge of a progenitor god. + +The first dwarven cities were built below the world’s surface, filling chiseled mountain halls and sprawling caverns deep within the earth. Plentiful ore and minerals led to mastery of stoneworking and metalworking, giving these first dwarves tools to survive the monsters lurking near their homes. + +As ages passed, dwarves spread across many lands. Some chose lives far from their ancestral halls. However, dwarves still bear many adaptations that allowed their ancestors to thrive, including vision suited for sunless caverns and resistances to the poisonous denizens of the world below. + +# DWARF LINEAGE TRAITS  + +Your dwarf character has the following hereditary traits.  + +**Age.** Dwarves are physically mature around age 20, but most consider themselves young until they reach age 50. On average, they live about 350 years. + +**Size.** Your size is Medium. Dwarves vary little in height or size, with most standing between 4 and 5 feet tall. Even the smallest dwarves possess broad frames and rarely weigh less than 150 pounds.  + +**Speed.** Your base walking speed is 30 feet. + +**Darkvision.** You have darkvision to a range of 60 feet. + +**Dwarven Resilience.** You have advantage on saves against becoming poisoned, and you are resistant to poison damage. + +**Dwarven Toughness.** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. diff --git a/content/Lineages/Extraplanar Lineages/Elemental Scion.md b/content/Lineages/Extraplanar Lineages/Elemental Scion.md new file mode 100644 index 0000000..0beecad --- /dev/null +++ b/content/Lineages/Extraplanar Lineages/Elemental Scion.md @@ -0,0 +1,47 @@ +--- +source: Players Guide 2 +--- + +Elemental scions are extraordinary beings infused by the primordial powers of elemental air, fire, water, or wind. The majority of these element-touched individuals owe their nature to couplings between genies and mortals, so they are sometimes referred to as jinnborn. However, their origins vary as much as the elemental forces that breathe power into their bodies.  + +Elemental scions can be born as the result of relationships between mortals and a variety of elemental creatures. Entire communities within the elemental planes consist of children born of genies, azers, soarers, and similar beings. Elemental scions conceived in this manner often don’t display the traits of their true lineage at birth but rather manifest them as part of the turbulent physical transition into adulthood. + +However, elemental scions can be created as well as born. A mortal might gradually become an elemental scion due to prolonged or drastic exposure to an elemental plane. Mortals can also suddenly transform into scions due to the magical workings of powerful elder elementals or monarchs. + +All elemental scions are infused and empowered by their elemental lineage, which is reflected in their appearance. Their hair, eyes, or other physical features might take the hue or form of their elemental lineage, and they might impose aspects of their lineage on the world around them.  + +No matter the circumstances of their power, elemental scions aren’t bound to the whims and demands of their elemental forebears. They are masters of their own destinies and free to follow their own path, despite the wishes of their elemental parents. + +# Elemental Scion Lineage Traits  + +Your elemental scion character has the following hereditary traits. + +## Age + +Elemental scions typically reach adulthood by 15 years of age. On average, they live about 75 years, although some have been known to live up to 150 years.  + +## Size + +Your size is Medium. Elemental scions stand between 5 and 7 feet tall and average 130 pounds.  + +## Speed + +Your base walking speed is 30 feet. + +## Darkvision + +You have darkvision to a range of 60 feet.   + +## Hybrid Humanoid + +Your Humanoid body is suffused with a reservoir of raw elemental energy, making you primarily a Humanoid, but you have traits in common with Elementals. You are resistant to poison damage and one of the following damage types based on which Natural Adaption trait you choose: acid (earthborn), fire (fireborn), cold (waterborn), or lightning (windborn). In addition, you have advantage on saves against being paralyzed, petrified, or poisoned. + +## Natural Adaptation + +You have inherited one set of the following unique traits, determined by the nature of the elemental forces that shaped you: + +- Earthborn. Obvious characteristics reveal your connection to elemental earth. You might have dull skin tones or tresses that appear like dull slate, rough igneous, or glowing gems. You have tremorsense to a range of 10 feet, and your walking speed can’t be reduced by difficult terrain (you suffer damage and other effects as normal). +- Fireborn. Notable characteristics denote your connection to elemental fire. You might have a flickering flame in your pupils, burn several degrees warmer than others, or have fiery locks of hair that blaze with your mood. As a bonus action, you can cause your body to emit bright light in a 30-foot radius and dim light for an additional 30 feet. While this light is active, you and creatures within 30 feet of you ignore penalties imposed by extreme cold. You can extinguish this light at any time, no action required. In addition, when you hit a creature with a melee weapon attack, add your **PB** in fire damage to your damage total. +- Waterborn. You possess notable features that show your connection to elemental water. You might have a fluid gait to your walk or possess scales and gills, or your hair might be persistently wet. You have a swimming speed equal to your walking speed and can breathe water as if it were air. In addition, you can move through spaces occupied by enemy creatures or move through a space as narrow as 1 inch wide without squeezing, as long as you end your movement in an unoccupied space. +- Windborn. Notable characteristics indicate your connection to elemental air. Your skin might perpetually crackle with static electricity, your hair might be made of cloud, or a gentle breeze might accompany your every step. You gain a flying speed of 10 feet, you can hover, and if another feature or spell grants you a flying speed, you can increase that speed by 10 feet and retain the ability to hover. In addition, you can hold your breath for a number of hours equal to your **PB**. + diff --git a/content/Lineages/Extraplanar Lineages/Elf, Drow.md b/content/Lineages/Extraplanar Lineages/Elf, Drow.md new file mode 100644 index 0000000..e9aed53 --- /dev/null +++ b/content/Lineages/Extraplanar Lineages/Elf, Drow.md @@ -0,0 +1,39 @@ +Drow are a variant of the elf lineage—descendants of elves who magically altered themselves to settle in the sunless world underground. + +As one of the oldest humanoid species to walk the earth, elves are intrinsically tied to the natural world. Long ago, elves hotly debated which region of the land would most benefit from their stewardship. One faction wanted to settle amongst the forests, to live in harmony with the verdant flora and fauna of the wood. The second wished to build cities atop cloud-touched peaks, to better watch over the world from above. The third group insisted that their place was inside the earth itself, amongst the insects, worms, and fungi upon which all life depended at beginning and end. Unable to reach an agreement, the groups fractured into distinct societies. Those that belonged to the last group, the elves who chose to look after all that lay underground, became the drow. + +Following the schism, the drow left the sunlit surface for the cool, welcoming darkness of the underworld. To survive in such an environment, the drow magically altered themselves to suit their cavernous homes, and over generations, these alterations began to manifest naturally at birth.  + +One of the more curious results of the gradual transformation is an innate affinity with certain arthropods, namely beetles, centipedes, scorpions, and especially spiders. Even drow raised among other lineages feel a supernatural kinship with arachnids, and this fascination leads most to view the number eight as lucky or sacred, regardless of cultural background. + +The cavernous underworld is a dangerous place, filled with all manner of hazards and horrors that stalk the dark. To survive, drow societies often embrace customs outsiders view as calculating or cruel. The drow, however, consider them born of necessity. Regardless of whatever ancestral legacy they carry, drow are masters of their own destinies, free to embrace, reject, or ignore the traditions of their elders. + +While drow share the general characteristics of their surface counterparts, they typically have pale gray to purple skin. Their eyes are commonly a burning, radiant yellow, and they have thin white hair that many weave into elaborate plaits or other shapes. Some drow are born with eight-sided birthmarks. Drow communities typically view such marks as either a blessing or a curse, depending on the region. + +# Drow Lineage Traits + +Your drow character has the following hereditary traits. + +## Age + +Although drow reach physical maturity around age 20, mental and emotional faculties reach full maturity around the age of 100. Drow can live to be 750 years old. + +## Size + +Your size is Medium. Drow range from under 5 feet to over 6 feet tall and tend toward slender builds, averaging around 110 pounds. + +## Speed + +Your base walking speed is 30 feet. + +## Arachnid Kismet + +You have advantage on checks made to interact with spiders, scorpions, and similar eight-legged Beasts. In addition, when you make an attack roll or save and the final result includes the number 8 (such as 8, 18, 28), you can choose to gain 1 Luck (in addition to any Luck you would normally get). + +## Superior Darkvision + +You have darkvision to a range of 120 feet. While you are in an area of sunlight, you have disadvantage on **WIS** (Perception) checks made to perceive via sight. + +## Trance + +Drow don’t need to sleep. Instead, they enter a meditative trance state, remaining semiconscious for 4 hours a day. You choose whether you can dream while meditating. After resting in this way, you gain the same benefit that other creatures do from 8 hours of sleep. diff --git a/content/Lineages/Extraplanar Lineages/Elf, Sea.md b/content/Lineages/Extraplanar Lineages/Elf, Sea.md new file mode 100644 index 0000000..3383f99 --- /dev/null +++ b/content/Lineages/Extraplanar Lineages/Elf, Sea.md @@ -0,0 +1,39 @@ +--- +source: Players Guide 2 +--- + +Sea elves are a variant elf lineage—an ancient bloodline that appeared at the same time that land-bound elves first walked the world. + +Mystery surrounds the ancient origins of elves, including the circumstances around the appearance of the sea elves. For thousands of years, the sea elves had little communication with land-dwelling elves. The two varieties were barely aware of one another. Only recently have scholars from both worlds come together to compare histories, and their findings have given rise to more questions than answers.  + +Sea elf civilization began before recorded elven history, well before the great schism that split land elves into disparate factions. This has bolstered a theory that the first elves were not one but two groups, which came from the immortal realms simultaneously: one to inherit the undersea realms, and one to inherit the lands above the waves. + +Sea elves typically have skin that ranges in color from a pale seafoam-green to deep indigo, but those born in tropical waters might have coral-hued skin or unique patterns reminiscent of reef-dwelling fish. Their hair is plantlike, possessing as wide a range of colors and textures as the seaweed it resembles. Eyes are typically black but can be any color found among fish, such as yellow, red, or iridescent hues. Sea elves have webbed hands and feet as well as gills just below their jawlines. Life below the waves caused sea elves to develop smaller, heavier builds than land-bound elves, and with broader shoulders, longer arms, and other features common to strong swimmers. + +# Sea Elf Lineage Traits + +Your sea elf character has the following hereditary traits. + +## Age + +Although sea elves reach physical maturity around age 20, mental and emotional faculties reach full maturity around the age of 100. Sea elves can live to be 750 years old. + +## Size + +Your size is Medium. Sea elves are typically smaller than their land-bound cousins, rarely standing taller than 5 and a half feet. They have sleek, muscular builds, with broad shoulders and slightly elongated arms. Sea elves tend toward heavier musculature than other elves, averaging around 130 pounds. + +## Speed + +Your base walking speed is 30 feet, and you have a swimming speed equal to your walking speed. While you are completely submerged, you can perform the Dash action as a bonus action. + +## Darkvision + +You have darkvision to a range of 60 feet. + +## Seaborn + +You can breathe air and water. In addition, you are perfectly comfortable in temperatures as low as 0 degrees Fahrenheit and you ignore the effects of Extreme Cold hazard (see Player’s Guide). + +## Trance + +Sea elves don’t need to sleep. Instead, they enter a meditative trance state, remaining semiconscious for 4 hours a day. You choose whether you can dream while meditating. After resting in this way, you gain the same benefit that other creatures do from 8 hours of sleep. diff --git a/content/Lineages/Extraplanar Lineages/Elf, Star.md b/content/Lineages/Extraplanar Lineages/Elf, Star.md new file mode 100644 index 0000000..4a6ba6d --- /dev/null +++ b/content/Lineages/Extraplanar Lineages/Elf, Star.md @@ -0,0 +1,27 @@ +--- +source: Labyrinth Worldbook +--- + +Star elves are a variant elf lineage. The star elves claim to be the first elves, the blessed descendants of the children of Solana and Sabateus. Their pride in their divine ancestors means they can seem aloof or even arrogant to others.  + +Both Celestia and Sunhome have large star elf populations, often affiliated with the Concord of Stars faction. There are significant numbers living in the Summerlands, and star elves can also be found throughout the Labyrinth, particularly on worlds with lofty mountain peaks or wide-open spaces with a clear view of the sunrise and the night sky, allowing them to pay homage to their deities at dawn and at midnight. + +Star elves have pale, tanned, or brown skin with a golden sheen, and blonde or silver hair. Eyes are usually gold, green, or silver. They have the slender physique of other elves but have developed broad, rounded chests from living at high altitudes. + +# STAR ELF LINEAGE TRAITS + +Your star elf character has the following hereditary traits.  + +**Age.** Although star elves reach physical maturity around age 20, mental and emotional faculties reach full maturity around the age of 100. Star elves can live to be 750 years old.  + +**Size:** Your size is Medium. Star elves range from under 5 feet to over 6 feet tall and tend toward slender builds, averaging around 125 pounds. + +**Speed.** Your base walking speed is 30 feet. + +**Darkvision.** You have darkvision to a range of 60 feet.   + +**Divine Ancestry.** You have advantage on saves against being blinded, and magic can’t put you to sleep. + +**Stellar Stride.** When in bright or dim light, you can cast the misty step spell. You can use this ability a number of times per day equal to your **PB**, and you regain all expended uses when you finish a long rest. CHA is your spellcasting ability for this spell. + +**Trance**. Star elves don’t need to sleep. Instead, they enter a meditative trance state, remaining semiconscious for 4 hours a day. You choose whether you can dream while meditating. After resting in this way, you gain the same benefit that other creatures do from 8 hours of sleep. diff --git a/content/Lineages/Extraplanar Lineages/Eonic.md b/content/Lineages/Extraplanar Lineages/Eonic.md new file mode 100644 index 0000000..4f33f0d --- /dev/null +++ b/content/Lineages/Extraplanar Lineages/Eonic.md @@ -0,0 +1,25 @@ +--- +source: Lineages And Heritages Supplement 1 +--- + +Eonics hail from a dying civilization in the far future. To save their people, a small number took to the timestream to get help from ages before and after their own. The first generation used crystal belts to travel through time, but a flaw in the belts’ construction prevented them from returning to their own time and place. They have become a displaced, desperate people, but they have since grown beyond the need for the crystal belts, gaining an innate affinity with time through generations of exposure to the time stream. + +Little is known for certain about the eonic civilization. Their people had apparently eradicated disease, overcome the limits of mortality, and conquered socio-economicpolitical ills such as war and oppression. The nature of the disaster that befell their civilization is likewise unknown, though some speak of nova-portal reality destabilization, post-harmonic gravitic collapse, sunward drift, and other ominous sounding, inscrutable things. + +Eonics are keenly aware of the flow of time, their past and future selves, and that disaster can befall even the strongest of societies. Once human, eonics now look like mummified humans, as moving through and outside of time across generations has caused their skin and tissue to age at different rates. Brief flashes of the near past and future constantly flicker across their minds, causing many eonics to speak in a stilted, formal fashion and to punctuate conversations with long pauses as they sift through these flashes to the present. + +# EONIC LINEAGE TRAITS  + +Your eonic character has the following hereditary traits.  + +**Age.** Eonics reach adulthood in their late teenage years. They have endured time dilation of varying degrees, and the effect this has on their lifespans is unknown. It is assumed eonics are effectively immortal and can’t die of old age. + +**Size.** Your size is Medium or Small. Just as their human ancestors, eonics vary in height and weight, but they usually grow to between 5 and 6 feet tall with gaunt, almost skeletal, builds. + +**Speed.** Your base walking speed is 30 feet. + +**Prescience.** You can see snippets into the near future. You add your **PB** to your initiative, and when you take the Help action, you can cause the target of your aid to roll one additional d20, choosing which of the three results to use. You can use this feature a number of times equal to your **PB**. You regain all expended uses when you finish a short or long rest.  + +**Timely Aid.** Always aware of your near past and future selves, you can call on them for aid. As an action, you can call on one of your past or future selves. It appears as an illusory, barely perceptible version of you overlapped across you and in your space. While your past self is present, you can take one extra bonus action on each of your turns. Once you have taken a total number of extra bonus actions equal to half your **PB**, your past self disappears. While your future self is present, you can take one additional reaction each round. Once you have taken a total number of extra reactions equal to half your **PB**, your future self disappears. Once you have called on your past or future self, you can’t call on that version again until you finish a long rest. + +**Wizened Flesh.** The amount of time you can survive without air, food, water, or sleep is double that of a typical character. diff --git a/content/Lineages/Extraplanar Lineages/Erina.md b/content/Lineages/Extraplanar Lineages/Erina.md new file mode 100644 index 0000000..fbf7ca0 --- /dev/null +++ b/content/Lineages/Extraplanar Lineages/Erina.md @@ -0,0 +1,23 @@ +The erina are a small-statured lineage of creatures resembling bipedal hedgehogs. They tend to live in large, underground communities and are typically very curious people. Erina young are always probing the limits of their community’s territory, and many erina have a keen eye for things that are out of place or novel.  + +Erina typically subsist by scrounging, and their diet consists of fruit, roots, snakes, poisonous insects, and small animals. Even erina raised outside of erina communities tend to enjoy eating poisonous insects and spicy foods. + +# ERINA LINEAGE TRAITS + + Your erina character has the following hereditary traits. + +**Age.** Erina reach maturity around 15 years and can live up to 60 years, though some erina burrow elders have memories of events which suggest erina can live much longer.  + +**Size.** Your size is Small. Erina average about 3 feet tall and weigh about 50 pounds. + +**Speed.** Your base walking speed is 30 feet. + + **Darkvision.** You have darkvision to a range of 60 fee**t.** + +**Digger.** You have a burrowing speed equal to your walking speed, but you can’t burrow through ice or rock. + +**Erina Resilience.** Your ancestor’s diet of snakes and poisonous insects has made most toxins little threat to you. You have advantage on saves against being poisoned, and you are resistant to poison damage. + +**Heightened Senses.** You have advantage on Perception checks that rely on sight or hearing. + +**Spines.** Needle-sharp spines grow in small clusters atop your head and along your back. While you are grappling a creature or while a creature is grappling you, it takes piercing damage equal to your **PB** at the start of your turn. diff --git a/content/Lineages/Extraplanar Lineages/Gnoll.md b/content/Lineages/Extraplanar Lineages/Gnoll.md new file mode 100644 index 0000000..066cde1 --- /dev/null +++ b/content/Lineages/Extraplanar Lineages/Gnoll.md @@ -0,0 +1,25 @@ +--- +source: Lineages And Heritages Supplement 1 +--- + +Gnolls look like hyenas given humanoid bearing. Their powerfully built bodies are covered with short brown or dull yellow fur spotted in darker brown. The claws on their hands and feet, while often painted or decorated with whorls, are brittle and ill-suited as weapons. Gnolls find most clothing restrictive and uncomfortable and favor short kilts or skirts with hardened leather mail or a leather apron to protect the torso. They like to adorn their leather with metal links and spikes. + +Though they are viewed as lazy and vicious by their detractors, gnolls are no more likely to be indolent or violent than the members of any other lineage. They once lived in familial packs like the hyenas they resemble, but they are increasingly becoming citizens of the world and can be found in most desert and port cities. Nonadventurous gnolls gravitate toward physical occupations, such as tanning and trapping. Gnolls evidence some amount of wanderlust, and they are often found among traveling caravans or as the crew of merchant vessels. + +Gnolls once favored the worship of archfiends, and while some pay reverence to one demon lord or another, they are more likely to adhere to the religious mores of their chosen community. Many gnolls eschew religion entirely. + +# GNOLL LINEAGE TRAITS  + +Your gnoll character has the following hereditary traits.  + +**Age.** Gnolls tend to live hard lives. They reach adulthood around 12 and few see more than 70 years. + +**Size.** Your size is Medium. Gnolls range from 7 to 8 feet tall and average around 250 pounds. Females tend to be taller and more powerfully built than males. + +**Speed.** Your base walking speed is 30 feet. + +**Darkvision.** You have darkvision to a range of 60 feet. + +**Scent Prey.** You have advantage on **WIS** (Survival) checks that rely on smell. + +**Sprinter.** Your powerful legs allow you to overrun your prey. When you take the Dash action, you gain extra movement equal to double your speed, effectively tripling your movement for your turn. You can use this feature a number of times per day equal to your **PB**. You regain all expended uses when you finish a long rest. diff --git a/content/Lineages/Extraplanar Lineages/Lizardfolk.md b/content/Lineages/Extraplanar Lineages/Lizardfolk.md new file mode 100644 index 0000000..4937920 --- /dev/null +++ b/content/Lineages/Extraplanar Lineages/Lizardfolk.md @@ -0,0 +1,27 @@ +--- +source: Lineages And Heritages Supplement 1 +--- + +Long before mammals exerted their dominance over the world, reptiles thrived— and evolved. Lizardfolk were among the first reptilian humanoids, and the traits they developed to survive the primordial eras are largely unchanged today. + +Lizardfolk range in appearance, but they are all scaled bipeds who stand slightly taller than a human on average. Some lizardfolk develop frills on their heads, spines, and limbs, but just as many do not. The coloration of a lizardfolk’s scales ranges from dull ochres through to vibrant greens, though blue, black, and gray scaled examples can be found as well. + +The ancient ruins of temples erected to worship primordial reptilian deities litter the known lands, indicating that their builders were prominent across continent-sized territories. Glyphs and runes hewn into the surviving stone faces prove the power and vitality of the antediluvian lizardfolk civilization. The reasons for the collapse of that civilization are shrouded as much by meddling mammalian gods as much as by the mists of time themselves. + +Despite the decline of their civilizations, lizardfolk exist all over the world. They live primarily in small scattered settlements away from the cities and territories of other peoples. While each settlement has its own identity, they share characteristics in that they are mostly focused around hunting and gathering. Lizardfolk also tend to be youth-centric, with older members of the community teaching the youngest members the basics of survival while the mature adults take care of the community’s needs.  + +# LIZARDFOLK LINEAGE TRAITS  + +Your lizardfolk character has the following hereditary traits.  + +**Age.** Lizardfolk mature rapidly and reach adulthood by age 16. They rarely live longer than 60 years. + +**Size.** Your size is Medium. Male and female lizardfolk stand 6 feet tall on average, with the females being notably slimmer than the males. + +**Speed.** Your base walking speed is 30 feet. You have a swimming speed equal to your walking speed. + +**Armored Scales.** When you aren’t wearing armor, you have a natural AC of 13 + your **DEX** modifier.  + +**Bite.** You can make unarmed strikes with your sharp teeth. When you hit with your bite, the bite deals piercing damage equal to 1d6 + your **STR** or **DEX** modifier (choose which during character creation), instead of the bludgeoning damage normal for an unarmed strike. + +**Hold Breath.** You can hold your breath for a number of minutes equal to your **CON** score (minimum 10 minutes). diff --git a/content/Lineages/Extraplanar Lineages/Minotaur.md b/content/Lineages/Extraplanar Lineages/Minotaur.md new file mode 100644 index 0000000..e3ae19a --- /dev/null +++ b/content/Lineages/Extraplanar Lineages/Minotaur.md @@ -0,0 +1,25 @@ +--- +source: Labyrinth Worldbook +--- + +As the first people to discover the Labyrinth and learn how to navigate its pathways centuries ago, minotaurs are found throughout the Ten Thousand Worlds, particularly on the worlds of the Old Ring and on Midgard, where there are numerous connections to the Great Maze. + +Minotaurs are imposing and powerful, with a reputation for ferocity that borders on monstrous. They display their achievements proudly by decorating their horns with engraved sigils and designs. If one is versed in minotaur custom, one can tell at a glance the achievements and prowess of a minotaur by examining the decoration on their horns. A minotaur who loses part or all of a horn suffers considerable stigma and must strive to prove their worth. Sometimes a “brokehorn” (a fighting insult to any minotaur) who manages to achieve great deeds earns the gift of having the missing horn magically restored by a temple. Beware any minotaur that willingly gives up or chooses not to restore a lost horn, for this is one of the Labyrinth’s most driven and dangerous creatures. + +Minotaurs are a force to be reckoned with in a stand-up f ight. Perhaps somewhat against type for their bulk, they are an absolute terror on the high seas, and many minotaurs have taken to the waves, where their natural sense of direction makes them ideal navigators. Other bull-folk prefer to remain on land, dwelling in settlements that often incorporate twisting labyrinths of switchbacks and dead ends. In the largest minotaur cities, the city’s leader or reigning monarch typically lives in a palace at the center of a large maze.  + +# MINOTAUR LINEAGE TRAITS + +Your minotaur character has the following traits.  + +**Age.** Childhood ends around the age of 10 and adulthood is celebrated at 15. Minotaurs live around 80 years. + +**Size:** Your size is Medium. Minotaurs can reach a height of 7 feet and weigh around 300 pounds.  + +**Speed.** Your base walking speed is 30 feet. + +**Natural Attacks.** Your horns are sturdy and sharp. Your horns are a natural melee weapon, which you can use to make unarmed strikes. When you hit with your horns, they deal piercing damage equal to 1d6 + your **STR** modifier, instead of the bludgeoning damage normal for an unarmed strike. + + **Charge.** Once per turn, if you move at least 10 feet toward a target and hit it with a horn attack in the same turn, you deal an extra 1d6 piercing damage and you can shove the target up to 5 feet as a bonus action. At 11th level, when you shove a creature with Charge, you can push it up to 10 feet instead. You can use this trait a number of times per day equal to your **PB**, and you regain all expended uses when you finish a long rest. + +**Labyrinth Sense.** You can retrace without error any path you have previously taken, with no ability check. diff --git a/content/Lineages/Extraplanar Lineages/Orc.md b/content/Lineages/Extraplanar Lineages/Orc.md new file mode 100644 index 0000000..2bb82a6 --- /dev/null +++ b/content/Lineages/Extraplanar Lineages/Orc.md @@ -0,0 +1,23 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +Orcs are a resilient people, whose origin was sudden and forceful. Indeed, many orcish priests believe they are blessed by the god of war. Though scholars and historians claim they’ve seen no sign of sprawling orcish empires, many orcs sing songs of glittering realms, crowded battlefields, and military brilliance against unknown foes— and some long-lived creatures remember a time before the orcs’ unexpected appearance. + +Despite their relatively short lives, orcs are driven by a powerful thirst for exploration and discovery. Even orcs born far away from orcish communities gravitate toward a life of travel, adventure, and thrill seeking. Due to their extraordinary survivability, orcs have been found desiccated within desert temples, locked within frozen lakes, and entombed in collapsed tunnels, only to make a full recovery within days of being freed. + +# ORC LINEAGE TRAITS  + +Your orc character has the following hereditary traits.  + +**Age.** Orcs reach adulthood within two decades and seldom live longer than 60 years. However, orcs remain in their prime for most of their lives, undergoing few physical changes or signs of aging between adulthood and the end of their natural lifespan. + +**Size.** Your size is Medium. Orcs stand between 6 and 8 feet tall and commonly range from 110 to 350 pounds in weight. + +**Speed.** Your base walking speed is 30 feet. + +**Heightened Senses.** You have advantage on Perception checks that rely on sight or hearing. You can see through lightly obscured areas normally and areas of dim light as if it were bright light. + +**Orcish Perseverance.** When you would die due to suffocating or gaining levels of exhaustion, you instead enter a death-like stasis. While in stasis you are incapacitated, can’t move, can’t speak, and are unaware of your surroundings. You also cease to age, and your body is protected from decay. You can remain in this state until you are restored by mundane or magical healing, or your body is completely destroyed. + +**Stalwart.** When you are subjected to an effect that requires you to make a save at the end of your turn, you can instead choose to make the save at the start of your turn. diff --git a/content/Lineages/Extraplanar Lineages/Piney.md b/content/Lineages/Extraplanar Lineages/Piney.md new file mode 100644 index 0000000..dba6ebe --- /dev/null +++ b/content/Lineages/Extraplanar Lineages/Piney.md @@ -0,0 +1,29 @@ +--- +source: Old Margreve +--- + +Many villages scattered through the Margreve Forest are home to an elusive lineage of Humanoids known as the pineys. They follow a code known by most as “the Old Ways,” but for them, these rules of the forest are as natural as the leaves growing on the boughs above. + +While the pineys were once human, their bodies have been changed by the magic of the great forest over many generations. When a piney leaves the Margreve Forest, the forest’s influence fades but never fully disappears. Their too-long limbs and blank inchoate eyes suggest a fey influence, but their kind is mostly known for strange plant-like qualities to their skin, hair, and nails. Though these plant-like aspects manifest in different ways for each piney, all pineys appear genderless, the forest’s power removing differences between male and female in favor of plant features. When two pineys want to reproduce, they do so via spores, typically shed from their bark-like skin or leaf-like hair. + +Some elder pineys in the deepest parts of the forest exhibit very strong plant-like aspects, often appearing closer to a treant than a human. Most pineys, however, appear humanoid with plant-like features. + +**Life in the Forest** + +Piney villages are located deep in the Margreve Forest. Though their homes evoke human architecture, the villages are often melded into the trunks of trees or dug into the side of grassy hills. From these enclaves, pineys patrol their territory from dusk until sunrise ensuring the woods are safe and free from interlopers. Pineys feed through photosynthesis, which often requires them to chase patches of sunlight throughout the day before returning to their villages for a few hours of rest. + +# PINEY LINEAGE TRAITS + +Your piney character has the following hereditary traits.  + +**Age.** Pineys reach adulthood in their late teenage years and typically live to be just over 100 years old. + +**Size:** Your size is Medium or Small. Pineys vary widely in height but tend to have sturdy builds with bark-like growths. They range from barely 5 feet to well over 6 feet tall and average around 175 pounds. If you choose to play a piney shorter than 4 feet however, you can choose your size to be Small. + +**Speed.** Your base walking speed is 30 feet. + + **Hybrid Humanoid.** Though your type is Humanoid, you have traits in common with Plants. You have advantage on saves against effects that would cause you to become exhausted. In addition, you have advantage on saves against being paralyzed or petrified and against effects that would make you fall unconscious. + +**Living Wood.** In moments of peril, you can rapidly grow tough bark, vines, or similar growth to shield you from harm. When an attacker you can see would hit you with a melee attack, you can use your reaction to increase your AC by an amount equal to your **PB** against the triggering attack. You can use this trait a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. + +**Photosynthetic.** If you spend at least 1 hour in an area of sunlight or natural bright light, your daily food requirements are met (see Starvation and Dehydration in the Player’s Guide). In addition, if you spend the entirety a short rest in such an area, you can regain a number of expended hit dice up to your **PB**. Once you recover hit dice in this way, you can’t do so again until you finish a long rest.. diff --git a/content/Lineages/Extraplanar Lineages/Rachisan.md b/content/Lineages/Extraplanar Lineages/Rachisan.md new file mode 100644 index 0000000..cf24958 --- /dev/null +++ b/content/Lineages/Extraplanar Lineages/Rachisan.md @@ -0,0 +1,45 @@ +--- +source: Players Guide 2 +--- + +Rachisans (RAKE-ih-sans) are diminutive humanoids with plant features, specifically ground-grown plants, such as allium, brassica, and solanum varieties. These curious folk are often mistakenly assumed to be relatives of treants or plant-like fey, such as dryads, but rachisans are a distinct species as diverse as the vegetables they resemble. + +The origin of rachisans is debated by scholars. Many rachisans believe they were originally created by the fey, although they disagree among themselves about whether their creation was an intentional act, happy accident, or a mixture of both.  + +Regardless of their origins, rachisans procreate on their own, commonly involving two or more rachisan parents producing seeds, planting them, and tending them until an infant sprouts. The sheer diversity possible within their species tends to give rachisans a fluid perspective on topics like gender, diet, and family. Such complex webs of trait and opinion make perfect sense to the rachisans, though they tend to confound more fauna-like humanoids.  + +Rachisans can thrive in a variety of cultures but often prefer to settle in rural communities where their innate agricultural expertise can contribute. Rachisans who seek an adventuring lifestyle often do so when their homes or communities are suddenly and violently overturned, forcing these plantfolk to take drastic steps to protect their friends and family. + +# Rachisan Lineage Traits + +Your rachisan character has the following hereditary traits. + +## Age + +Rachisans mature rapidly, reach adulthood around the age of 5. They typically live to be about 50 years old, although some can reach the venerable age of 100 years. + +## Size + +Your size is Small. Rachisans generally range between 3 and 4 feet tall and average about 30 to 50 pounds. + +## Speed + +Your base walking speed is 30 feet. + +## Hybrid Humanoid + +You are primarily a Humanoid, but your vegetable characteristics gives you traits in common with Plants. You have advantage on saves against being paralyzed, petrified, and effects that would cause you to suffer levels of exhaustion. + +## Green Thumb + +When you make an ability check to identify, cultivate, or otherwise interact with plants (not Plant creatures), you can roll a d8 and add the result to the check. In addition, your movement isn’t reduced when passing through areas of difficult terrain created by magical or nonmagical plant growth (you suffer damage or other penalties as normal). + +## Natural Adaptation + +You have inherited one of the following traits, determined by what kind of plant characteristics you want your character to have: + +- Alliumite. You have traits in common with allium vegetables, such as garlic, leek, and onion. You might have a bulbous head, long stalks for hair, or stems as your beard. If you are wounded by a piercing or slashing weapon attack, you can use your reaction to emit irritating chemicals into the air. When you do so, each creature within 10 feet of you must succeed on a **CON** save (**DC** 10 + your **PB**) or be blinded until the start of its next turn. Once used, you can’t use this trait again until you finish a long rest. +- Cruciferan. You have traits in common with leafy or f lower-headed cruciferous vegetables, such as broccoli, cabbage, and kale. You might have tough green or purple flesh or verdant hair growing from tough stems. As part of a short rest, you can prepare a small, nourishing meal of vegetables and herbs that feeds 2 + your **PB** creatures. Each creature who eats the meal regains 1d6 hit points. If you prepare a meal as part of a long rest, you can remove the effects of one nonmagical disease instead. +- Cruciferan. You have traits in common with leafy or f lower-headed cruciferous vegetables, such as broccoli, cabbage, and kale. You might have tough green or purple flesh or verdant hair growing from tough stems. As part of a short rest, you can prepare a small, nourishing meal of vegetables and herbs that feeds 2 + your **PB** creatures. Each creature who eats the meal regains 1d6 hit points. If you prepare a meal as part of a long rest, you can remove the effects of one nonmagical disease instead.  +- Tuberkith. You have traits in common with root and tuber vegetables, such as beet, carrot, and potato. You might have coarse brown flesh, a thick green stem for a head, or colorful flowers as your hair. You are immune to the blinded condition. In addition, you’re minimally aware of your surroundings, even asleep. While unconscious, you can use your passive Perception score to detect changes in your environment and listen to conversations around you. + diff --git a/content/Lineages/Extraplanar Lineages/Ratfolk.md b/content/Lineages/Extraplanar Lineages/Ratfolk.md new file mode 100644 index 0000000..e227fd5 --- /dev/null +++ b/content/Lineages/Extraplanar Lineages/Ratfolk.md @@ -0,0 +1,25 @@ +--- +source: Midgard Heroes Handbook +--- + +Small, rodent-like humanoids with twitching snouts, whiskers, and long pink tails, ratfolk often work to avoid attention. Due to their appearance and likeness to rats, ratfolk tend to congregate on the fringes of human society, building their nests in slum tenements, abandoned warehouses, and sewers.  + +While they try to stay out of the way of others, ratfolk enjoy collecting trinkets and baubles, picking them up off the ground, scavenging from trash, or stealing from unwary owners. Sometimes they sell their treasures, but just as often they hoard them in their homes (to the chagrin of their former owners). + +Family is very important to ratfolk. Despite what some may think, they don’t gather in packs out of necessity, but rather for a sense of community. The leader of a community of ratfolk is often referred to as a “rat king” and is usually the most powerful among them. One of the most famous rat kings is the Mouse King of Zobeck. Despite the ill-fitting moniker, the Mouse King commands a sprawling circle of thieves and robbers. + +# RATFOLK LINEAGE TRAITS + +Your Ratfolk character has certain hereditary traits dictated by their lineage. + +**Age.** Ratfolk reach adulthood at 12 years old, and can live to be 60. + +**Size.** Your size is Small. Ratfolk are about 3 feet tall and weigh around 40 pounds. + +**Speed.** Your base walking speed is 30 feet. You also have a swimming speed of 15 feet. + +**Good Nose.** You have advantage on Perception checks that rely on smell. + +**Compress Skeleton.** You can move through the space of any creature that is at least one size larger than you. In addition, while you are not wearing armor and aren’t carrying a shield or weapon that lacks the Light property, you can squeeze through a Tiny gap, as long your head can fit through it. + +**Scurry.** When you take the Dash action, you can also receive the benefits of the Dodge action until the start of your next turn. You can use this trait a number of times equal to your **PB** and you regain all expended uses when you finish a long rest. diff --git a/content/Lineages/Extraplanar Lineages/Sapopova.md b/content/Lineages/Extraplanar Lineages/Sapopova.md new file mode 100644 index 0000000..d8640b7 --- /dev/null +++ b/content/Lineages/Extraplanar Lineages/Sapopova.md @@ -0,0 +1,43 @@ +--- +source: Players Guide 2 +--- + +Sapopova are an amphibious people with pronounced frog or toad features. While some sapopova believe that they are divinely descended from the animals they resemble, many believe that they are instead the progenitors of frogs and toads. Regardless of their origin, these small humanoids commonly build their homes near ponds, rivers, and other bodies of water where they can maneuver around predators who can’t hunt on both land and water.  + +Young sapopova are frequently impulsive, testing the outer limits of what they can achieve. Such thrill-seeking activity often leads them to a life of adventure, whether through an altruistic desire to help their community or more avaricious desires to accumulate wealth and power. Sapopova who survive such hazardous lifestyles commonly return to their communities in their adulthood, though some forge new lives in their new communities.  + +Upon returning, they are compelled to share their stories and experiences to add to the community’s collective memory, which is conveyed in turn to nascent tadpoles. This tradition of passing information through the generations often results in sapopova surprising others with obscure knowledge or profound wisdom.  + +Sapopova lay eggs in long strands or clusters in their spawning grounds, and they return to these waters at the end of their lives. + +# Sapopova Lineage Traits + +Your sapopova character has the following hereditary traits. + +## Age + +Sapopova reach the age of maturity around 8 and rarely live past the age of 50. + +## Size + +Your size is Small. Most sapopova are between 2 and 4 feet tall and usually weigh 30 pounds due to their small frames. + +## Speed + +Your base walking speed is 30 feet. You also have a swimming speed of 30 feet. + +## Amphibian + + You can breathe air and water. + +## Superior Vision + +You have darkvision to a range of 60 feet, and you can see color normally in dim light and darkness. You also have advantage on Perception checks made to visually locate creatures and moving targets. + +## Natural Adaptation + +You have inherited one of the following traits, determined by what kind of plant characteristics you want your character to have: + +- Frogkin. You have smooth, moist skin that is usually a bright green, yellow, or red. While you will venture onto land, you prefer to spend more time in the water. Because of your strong hind legs, you are proficient in the Athletics skill. You also can always make a long or high jump as though you had moved 10 feet before you jumped. +- Toadfolk. You have dry, wart-covered skin that is usually a muted green, brown, or gray. While you will venture into the water, you prefer to spend more time on dry land. You can hold up to three Tiny items in your cheeks without impacting your ability to speak. In addition, you are proficient with improvised ranged weapon attacks made by launching items from your mouth. You can spit a Tiny item from your mouth at a target within 30 feet of you, making a ranged weapon attack when you do so: you are proficient with this attack and choose whether you use your **STR** or **DEX** for the attack roll. On a hit, an item deals 1d6 + either your **STR** or **DEX** modifier (same as for attack roll) of either bludgeoning, piercing, or slashing damage (whichever type is most appropriate to the item). + diff --git a/content/Lineages/Extraplanar Lineages/Satyr.md b/content/Lineages/Extraplanar Lineages/Satyr.md new file mode 100644 index 0000000..8deb56f --- /dev/null +++ b/content/Lineages/Extraplanar Lineages/Satyr.md @@ -0,0 +1,25 @@ +--- +source: Labyrinth Worldbook +--- + +From the waist up, satyrs look like most humanoids, albeit with ram-like horns protruding from their foreheads. From the waist down, satyrs look like overgrown goats, with dark cloven hooves and thick fur that matches the hair on their heads. As such, many cultures call satyrs “goatmen” or use other terms that emphasize their apparent bestial and masculine attributes.  + +This reputation could hardly be further from the truth. Satyrs are fey creatures who often dwell in the forests, but they can be found anywhere they can connect to the fey world. Ideally, such locales also have somewhere where the satyrs can dance, revel, and make mischief.  + +Due to their hirsute facial features, satyrs are commonly mistaken as males. For satyrs, facial hair is not a uniquely masculine feature, and satyrs can have any gender identity. T hey commonly have long, dexterous fingers, which are well suited to playing the various piped instruments that satyrs are associated with using.  + +# SATYR LINEAGE TRAITS + +Your satyr character has the following traits.  + +**Age.** Satyrs reach adulthood after 20 years. They live longer than many Humanoids, often reaching 300 years or more. + +**Size:** Your size is Medium. Most satyrs are slender, often weighing 140 pounds. They generally stand between 5 and 6 feet tall.   + +**Speed.** Your base walking speed is 30 feet. + +**Hybrid Humanoid.** Though your type is Humanoid, you have traits in common with Fey. You have advantage on saves against being charmed and against effects that would make you fall unconscious. + +**Bounding Leap.** After hitting a creature with a melee weapon attack or unarmed strike, you can use your reaction to move half your speed. This movement doesn’t provoke opportunity attacks. You may use this trait a number of times equal to your **PB** and regain all expended uses when you finish a long rest. + +**Natural Attack.** You have horns that serve as a natural weapon that you can use to make unarmed strikes. When you hit with it, the strike deals 1d8 + your **STR** or **DEX** modifier (choose which during character creation) bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike. diff --git a/content/Lineages/Extraplanar Lineages/Shadar-Kai.md b/content/Lineages/Extraplanar Lineages/Shadar-Kai.md new file mode 100644 index 0000000..ef0007f --- /dev/null +++ b/content/Lineages/Extraplanar Lineages/Shadar-Kai.md @@ -0,0 +1,23 @@ +--- +source: 5e Monsters of the Multiverse +--- + +_Shadar-kai are the elves of the Shadowfell, originally drawn to that dread realm by the Raven Queen. Over the centuries, some of them have continued to serve her, while others have ventured into the Material Plane to forge their own destinies._ + +_Once shadar-kai were Fey like the rest of their elven kin; now they exist in a state between life and death, thanks to being transformed by the Shadowfell’s grim energy._ + +_Shadar-kai have ashen skin tones, and while they’re in the Shadowfell, they also become wizened, reflecting the somber nature of that gloomy plane._ + +_Like other elves, shadar-kai can live to be over 750 years old._ + +**Ability** **Score** **Increase**: Use the flexible rule: increase one ability score by 2 and a different one by 1, or increase three different scores by 1. + +**Creature** **Type**: Humanoid (considered an elf for any prerequisite or effect that requires you to be an elf). • Size: Medium. + +**Speed**: 30 feet walking speed. + +**Darkvision**: 60 feet. + +**Fey Ancestry:** Advantage on saving throws against being charmed, and magic can’t put you to sleep. Trance: You can finish a long rest in 4 hours of meditation. You retain consciousness during this time. When you finish a trance, you can gain two temporary proficiencies (weapon or tool) until your next long rest. + +**Blessing of the Raven Queen:** As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this a number of times equal to your proficiency bonus, regaining all uses on a long rest. When you reach 3rd level, you also gain resistance to all damage when you teleport using this feature, until the start of your next turn. diff --git a/content/Lineages/Extraplanar Lineages/Shadow Fey.md b/content/Lineages/Extraplanar Lineages/Shadow Fey.md new file mode 100644 index 0000000..b4656bb --- /dev/null +++ b/content/Lineages/Extraplanar Lineages/Shadow Fey.md @@ -0,0 +1,29 @@ +--- +source: Midgard Lineages & Heritages +--- + +Shadow fey stalk the Shadow Realm and encroach on the mortal world where the barriers between the planes are thin. While they resemble elves physically, shadow fey have horns that range from subtle nubs to large protrusions. They are physically beautiful, but their mentalities combine temperaments common to both elves and goblins, shifting between benign and cruel with little notice. + +Despite their fickle whims and darker proclivities, the shadow fey are not inherently good or evil. Instead, much like their fey cousins, they are content pursuing their own desires for seemingly alien reasons. While they never make their goals known, they are endlessly patient, preferring slow and subtle plans that overtake their enemies without anyone noticing. + +Shadow fey in the mortal world of Midgard often hail from places that mingle with the borders of the Shadow Realm, such as Castle Shadowcrag or the Margreve. Courts from the Shadow Realm sometimes send delegations to the material plane. The most notable of these is the Winter’s Kiss Embassy in Zobeck. + +# SHADOW FEY LINEAGE TRAITS  + + Your shadow fey character has the following hereditary traits. + +**Age.** While Shadow Fey reach physical maturity around the age of 20, their mental and emotional faculties reach full maturity around the age of 100. Shadow Fey can live to be 750 years old. + +**Size.** Your size is Medium. Shadow fey range from under 5 feet to over 6 feet tall, and weigh around 110 pounds. + +**Speed.** Your base walking speed is 30 feet.  + +**Darkvision.** You have darkvision to a range of 60 feet.  + +**Shadow Step.** When in darkness, dim light, or a shadow large enough to cover your body, as an action you can cast the misty step spell without using a spell slot. Your spellcasting ability for this spell is **WIS**, **INT**, or CHA (choose which during character creation). You can use this trait a number of times equal to your **PB** and you regain all expended uses when you finish a long rest. + +**Fey Whim.** You have proficiency in Persuasion. When you finish a short or long rest, you can exchange this proficiency for Deception, and vice versa.  + +**Magic Ancestry.** You have advantage on saves against being charmed, and magic can’t put you to sleep.  + +**Trance.** Shadow fey don’t need to sleep. Instead, they enter a meditative trance state, remaining semiconscious for 4 hours a day. You choose whether or not you can dream while meditating. After resting in this way, you gain the same benefit that other creatures do from 8 hours of sleep. diff --git a/content/Lineages/Extraplanar Lineages/Skelling.md b/content/Lineages/Extraplanar Lineages/Skelling.md new file mode 100644 index 0000000..08a5083 --- /dev/null +++ b/content/Lineages/Extraplanar Lineages/Skelling.md @@ -0,0 +1,23 @@ +--- +source: Kobold Press Blog https://koboldpress.com/spooky-lineages-for-your-tales-of-the-valiant-halloween-games-the-skelling/ +--- + +Your skelling character has the following traits. + +_**Age.**_ Skellings emerge as fully grown adults. Most consider their emergence date as the beginning of a new life and track the years accordingly. Skellings don’t age. Their skeletal form heals naturally, and magical healing restores their hit points as if they were living creatures. The power animating a skelling lasts for exactly 150 years; every skelling can know exactly when it will die. + +_**Size.**_ Your size is Medium or Small, depending on the size of the Humanoid remains you were made from. Your weight is on average around 75% of your previous Humanoid existence (roughly 65 pounds for a Small skelling and 120 pounds for a Medium one).  + +_**Speed.**_ Your base walking speed is 30 feet.  + +_**Detachable Limbs.**_ You can use a bonus action to detach one of your limbs (hands, arms, or legs). A detached limb has AC 10, 1 HP, a **STR** of 3 (−4), and it can’t attack. + +Once on each of your turns as a bonus action, you can mentally command your detached limb to move at a flying speed of 15 feet and interact with an object. The limb can perform simple tasks that a human servant could do, such as fetching, carrying, or opening doors. Once you give the command, the limb performs the task to the best of its ability given its physical form until it completes the task, then waits for your next command. + +If the limb drops to 0 HP, or if it gets more than 60 feet away from you, the limb falls to the ground and becomes inert. It can’t move or interact with objects again until you touch it. You can reattach a limb as a bonus action. + +_**Hybrid Humanoid.**_ Though your type is Humanoid, you have traits in common with Undead. You have advantage on saves against effects that would cause you to become exhausted and against being poisoned. In addition, you don’t require air, food, drink, or sleep and you are resistant to poison damage. + +_**Lingering Memories.**_ Though the recollections of your previous life are fleeting, you can sometimes recall old knacks. You can use a bonus action to temporarily gain proficiency in a skill or tool of your choice for 1 hour. Once you use this feature, you can’t use it again until you finish a long rest. + +_**Magical Form.**_ Your skeletal body is animated by powerful magical forces placing you between life and undeath. You are not affected by the Turn Undead feature, you are not affected by areas of antimagic or spells such as _dispel magic_. If you are reduced to 0 HP, the magic animating your form is disrupted and you fall apart into a pile of bones. Succeeding on three death saves restarts the magic and you begin to function again, reforming into its normal configuration. diff --git a/content/Lineages/Extraplanar Lineages/Smallfolk.md b/content/Lineages/Extraplanar Lineages/Smallfolk.md new file mode 100644 index 0000000..ab143bf --- /dev/null +++ b/content/Lineages/Extraplanar Lineages/Smallfolk.md @@ -0,0 +1,29 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +Smallfolk are diminutive humanoids who rely on community and cleverness to survive a world of big threats. These brave people have walked the land for centuries but are largely overlooked in historical accounts, since they are rarely perceived to be a threat by larger peoples, or “bigfolk.”  + +All smallfolk share a near-supernatural affinity for the earth, and distinct groups of smallfolk are categorized by how they embraced that affinity. One group, gnomes, split off to build communities almost entirely underground. The other group, halflings, remained on the surface to build farming communities. Regardless of where they choose to live, smallfolk possess boundless enthusiasm for improving the world around them. Their ancestral homes are filled with bounteous creature comforts resulting from ingenuity and hard work. + +While many smallfolk contentedly live their lives in cozy communities with others of their kind, a seemingly bottomless zest for life drives more adventurous members of this lineage to travel the world or settle in more unusual climes. Smallfolk fit in wherever they go, and troubles seem to roll off their backs magically—qualities that have ensured their success spreading across the world. + +# SMALLFOLK LINEAGE TRAITS  + +Your smallfolk character has the following hereditary traits.  + +**Age.** Smallfolk reach adulthood around 20 and typically live to be around 150 years old, though gnomes sometimes live twice as long. + +**Size.** Your size is Small. Smallfolk are rarely more than 3 feet tall and average about 40 pounds.  + +**Speed.** Your base walking speed is 30 feet. + +**Grounded.** Once per day, when you fail a save, you can reroll the die and use the new roll. Regardless of whether the new roll is a success or failure, you generate 1 Luck. + +**Small Stature.** You can move through the space of any creature that is Medium or larger size. You can also attempt to hide when you are obscured by a creature of Medium or larger size. + +**Natural Adaptation.** You inherited one of the following unique traits, determined by whether your characteristics are gnomish or halfling: + +- **Gnomish.** Your ancestors made their homes underground or in dark woodlands, providing you with darkvision to a range of 60 feet. In addition, you learn the minor illusion cantrip. Choose whether **INT**, **WIS**, or CHA is your spellcasting ability for this spell during character creation. +- **Halfling.** Your ancestors made their homes on the surface, displaying outsized pluck to drive back hostile wildlife and monsters. You have advantage on saves against being charmed or frightened. + diff --git a/content/Lineages/Extraplanar Lineages/Tosculi.md b/content/Lineages/Extraplanar Lineages/Tosculi.md new file mode 100644 index 0000000..d33db09 --- /dev/null +++ b/content/Lineages/Extraplanar Lineages/Tosculi.md @@ -0,0 +1,45 @@ +--- +source: Players Guide 2 +--- + +Tosculi are insectoid people with wasp-like features. The majority of tosculi are born into tight-knit hive communities under the control of a singular hivequeen. From birth, these waspfolk are linked telepathically through the hive’s shared song, a buzzing that is often referred to as the Divine Murmur, the Persistent Susurration, or the Golden Song. + +Different tosculi serve different roles within the hive, and they are subservient to the hivequeen’s orders. However, they are also capable of acting independently, of following their own best judgment when required, and as such, tosculi that have proven their value to their hive and hivequeen are often given much more leeway.  + +Tosculi children are born from eggs laid by the hivequeen. The eggs sit dormant until they are implanted in living creatures, which mature rapidly over a matter of weeks. While most tosculi use livestock and other beasts to birth their young, some hives use humanoids captured during raids for this purpose—which might lead other people to view these waspfolk with fear or suspicion. + +While they sometimes adventure at the command of their hivequeen, most tosculi adopt an adventuring lifestyle when they are severed from their hive, whether by choice, accident, or other unfortunate circumstance. Faced with a future without their hivequeen, these so-called hiveless slowly develop a personality learned from the customs and traditions of their adopted culture, and they might absorb personality traits or memories from the creature they hatched from. + +# Tosculi Lineage Traits + +Your tosculi character has the following hereditary traits. + +## Age + +Tosculi physically mature around the age of 13. They rarely live past 40. + +## Size + +Your size is Small. Most tosculi weigh approximately 70 pounds and stand between 3 and 4 feet tall. + +## Speed + +Your base walking speed is 30 feet. + +## Glide + +When you fall at least 10 feet, you can use your reaction to unfurl vestigial wings that slow your descent, allowing you to land gently on your feet without taking falling damage. As part of this same reaction, you can choose to glide horizontally up to 30 feet in a single direction of your choice before descending to the ground. + +## Hive Mind + +As a bonus action, you can create a telepathic connection with another creature you can see within 30 feet of you. This connection lasts for up to 1 minute but immediately ends if the target creature is ever more than 60 feet away from you. You can use the ability a number of times equal to your **PB**, and you regain all uses when you finish a long rest. If the targeted creature also has Hive Mind, establishing a telepathic connection in this way doesn’t expend a use of this feature. + +## Hiveborn Duty + +Each tosculi fills a role in the hive, inheriting certain characteristics in furtherance of that role. Choose one duty for your character to have: + +- Detached Drone. You toiled as a hive worker, spending your time collecting nectar, cleaning the hive, or attending to the queen. You might have a dull, muted carapace that avoids the attention of your enemies. You also gain the following: + - Golden Song. As a bonus action, you can target another creature within 10 feet of you with your loud buzzing. That creature must make a **WIS** save (**DC** 10 + your **PB**) or suffer one of the following conditions until the start of your next turn: charmed or deafened (choose when you use this ability). You can use this ability a number of times equal to your **PB**, and you regain all uses when you complete a long rest.  +- Roving Trooper. You are among the hive’s greatest warriors, and your vibrantly colored carapace helps convey the real threat that you pose. You frequently find yourself far from the hive, raiding for livestock and trade goods or for living hosts for eggs. You also gain the following: + - Natural Attack. You have a serrated stinger that serves as a natural weapon that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your **STR** or **DEX** modifier (choose during character creation) piercing damage, instead of the bludgeoning damage normal for an unarmed strike. When you hit, you can choose to poison your target, who must make a **CON** save (**DC** 10 + your **PB**) or be poisoned until the start of your next turn. You can poison a creature a number of times equal to your **PB**, and you regain all uses when you complete a long rest. + diff --git a/content/Lineages/Extraplanar Lineages/Verdan.md b/content/Lineages/Extraplanar Lineages/Verdan.md new file mode 100644 index 0000000..da5de3f --- /dev/null +++ b/content/Lineages/Extraplanar Lineages/Verdan.md @@ -0,0 +1,17 @@ +--- +source: Acquisitions Inc. +--- + +Verdan owe their existence to chaos. Descendants of goblins and hobgoblins, transformed by the shadow of That-WhichEndures. They are THE newest race of Faerûn. + +**Ability Score Increase.** Your Charisma score increases by 2, and your Constitution score increases by 1. + +**Age**. Verdan reach adulthood at around the age 24 and it is thought that they might live to nearly 200 years old. However, because no verdan has died of old age since the race’s initial creation, their upper age limits remain speculation. + +**Alignment**. Verdan are generally good, although their absence of racial identity and shared history can sometimes see individual verdan become untethered from any moral or ethical framework. + +**Size**. Verdan start out similar in size to the goblins they were created from, ranging from 3 to 4 feet in height. But at some point after reaching maturity, each verdan undergoes a sudden growth spurt of 2 feet or more. At 1st level, you are a small creature. When you reach 5th level, you become a medium creature. • Speed. Your base walking speed is 30 feet. + +**Black Blood Healing**. The black blood that is a sign of your people’s connection to That-Which-Endures boosts your natural healing. When you roll either 1 or 2 on any Hit Die you spend at the end of a short rest, you can re-roll the die and must use the new roll. + +**Limited** **Telepathy**. You can telepathically speak to any creature you can see within 30 feet. You don’t need to share a language with the creature for it to understand your telepathy, but it must be able to understand at least one language. This process of communication is slow and limited, allowing you to transmit and receive only simple ideas and straightforward concepts. diff --git a/content/Lineages/Gearforged.md b/content/Lineages/Gearforged.md new file mode 100644 index 0000000..0e45026 --- /dev/null +++ b/content/Lineages/Gearforged.md @@ -0,0 +1,77 @@ +--- +source: Kobold Press +--- + +![[assets/cb42e426f6a5cb00e632787f060ec5fd_MD5.jpg|Tamás Patkós]] + +The gearforged are an artificial lineage of living minds inside mechanical bodies of metal and wood + +Gearforged are created one at a time in arcane workshops and foundries and come from a vast array of backgrounds. Nevertheless, they maintain rich traditions of history, culture, and spirituality all their own. Some find work mining in [[Brittle Hallow]], some invent in [[Windreach]]. Some seek adventure. + +Made for a variety of reasons. Sometimes prolonging an aging body. Other times seeking servants. Regardless of origin, gearforged are quickly becoming recognized as their own people. + +# Form and Function + +All gearforged were once other creatures with bodies of flesh and blood, but their conscious minds were transplanted into articulated bodies of iron, steel, brass, and wood, driven by pistons and springs. Each is as distinctive in appearance as any person is. Some gearforged spend a fortune on these new bodies, while others scrape together anything that will work—especially if the subject is aging or ill. + +All gearforged are made in humanoid shape, often in the likeness of the person’s original lineage, but not always. The vast majority of gearforged are created from and shaped like humans, who were the first creators of gearforged, but many other variations exist + +Gearforged have articulated joints, hands, feet, and crystal-lens eyes. Gearforged mechanisms are more than mechanical, because gearforged are machines with souls. Their arms and legs are driven by everwound springs. T heir minds are actuated by memory gears, transverse cognition gearing, and the marvel of a soul gem connected directly to a maze of silver and mithral steam, spark, and magical conduits. These elements reside in a shell of iron, brass, and steel. + +## Gearforged Components + +The range of gearforged anatomy in all its variants is remarkable, but all gearforged share some common parts. + +## Everwound Springs + +These magical springs provide energy over long periods, effectively acting as the power sources for most of the gearforged’s moving parts. A broken everwound spring results in the loss of function in that digit or limb, much like a damaged joint or ligaments in a flesh-and-blood creature. + +## Soul Gem + +The mind of a gearforged creature is as sharp as that of any flesh-and-blood soul, but it is more portable. The animating, vital principle of a gearforged—its will, its personality, its mind—are retained in a soul gem. The destruction of this gem means the death of that gearforged. + +## Memory Gears + +These delicate constructions are scroll-like ribbons pierced with thousands of pin holes and wound about with tiny enchantments of great complexity. The memory of a gearforged for all the days after its creation lives in the memory gears. Older gearforged have many such gears, and the material component for the magic to create them requires one new gear for every 10 years of life. Installing a new memory gear requires one day’s work and 2,000 gp. + +Other gearforged can read memory gears salvaged from a dead gearforged, but it’s a complex, time‑consuming process. It’s also viewed with some alarm by most gearforged, akin to peering into the most private details of a creature’s life. When a used memory gear is installed in a new or existing gearforged, the process takes three days’ work to avoid damaging the memories in the gear, and it takes one week before the recipient can fully interpret and understand the memories. + +# Traits + +Your gearforged character has the following traits. + +## Age + +The soul inhabiting a gearforged can be any age. If its new body is kept in good repair, there is no known limit to how long it can function. + +## Size + +When you first create your gearforged character, you must choose a different lineage option (like human, dwarf, minotaur, etc.) to inform the basic shape and size of your chassis—the outermost layer of your constructed body. Your size is determined by the lineage you pick. If you choose a lineage with multiple size options, you may choose between them. For example, if you choose to have a kobold chassis, you may choose whether your size is Small or Medium. + +Your size and height are determined by the lineage design you choose for your chassis. On average, gearforged weigh twenty to thirty percent more than a typical creature of the lineage their chassis is modeled after. + +## Speed + +Your base walking speed is 30 feet. + +## Hybrid Humanoid + +Your Humanoid soul inhabits a machine, making you primarily a Humanoid. However, your constructed body gives you traits in common with Constructs. You are immune to disease, and you are resistant to poison damage. In addition, you have advantage on saves against being paralyzed, petrified, or poisoned. + +## Constructed Vitality + +You don’t need to eat, drink, or breathe, and you don’t sleep the way most creatures do. Instead, you enter a dormant state for 6 hours a day, when you resemble a statue and remain semiconscious. While in this dormant state, you have disadvantage on **WIS** (Perception) checks. After resting in this way, you gain the same benefit that other creatures do from 8 hours of sleep. + +## Machine Speech + +You can speak and understand Machine Speech, a mechanical language of clicks, beeps, and clacks spoken almost solely by gearforged and mechadrons. + +## Upgrade + +Choose one of the following traits to represent a specialized function built into your chassis: + +- **Always Armed**. You can integrate a weapon into each of your arms (maximum of two weapons, one per arm). You can’t integrate weapons with the Two Handed property. If you integrate a weapon with the Ammunition property, you must still provide a separate supply of ammunition for firing and loading. You can integrate or replace a suitable weapon over the course of 10 minutes (which can be done as part of a short or long rest). + While a weapon is integrated, you can’t willingly be disarmed of it by any means, though you can use an action to remove the weapon from your body (so it may be thrown or dropped). You can draw or sheathe an integrated weapon as normal, which causes the weapon to fold into or spring from your arm instead of a sheath. While an integrated weapon is drawn, it is considered held in that arm’s hand, for the purposes of determining whether you have a free hand available to cast spells or use similar features. You automatically succeed on any ability checks made to conceal an integrated weapon when it is sheathed +- **Bulk Up**. As a bonus action, you can activate a set of special gears inside your body to extend your limbs and temporarily increase your size to Large. This effect lasts for a number of rounds equal to your **PB**. While enlarged, your weapon attacks do an extra 1d4 damage and you make **STR** checks and saves with advantage. If you lack the room to become Large, this bonus action fails. After you use this trait, you can’t use it again until you finish a long rest. +- **Quick Fix**. When you are below half your hit point maximum, you can use a bonus action to apply a quick patch-up to your damaged body. You gain temporary hit points equal to twice your **PB**. You can’t use this trait again until you finish a short or long rest. + diff --git a/content/Lineages/Goblin.md b/content/Lineages/Goblin.md new file mode 100644 index 0000000..28bc201 --- /dev/null +++ b/content/Lineages/Goblin.md @@ -0,0 +1,43 @@ +--- +source: Players Guide 2 +--- + +![[assets/e79ff6b992772c46b8232fd6e3d8471f_MD5.jpeg|David Kegg|295x393]] + +Born alongside [[Human]]s but until recently never seeing eye-to-eye. Goblins are adaptable, plentiful and tend to seek power equal to the ambition of humans. + +Now with the conclusion of the 500 Year War goblins are trying to find their place in the world once more. So many other species have appeared that don’t share the historical bitter hatred for the goblins that it sparks the desire for something new, something perhaps even peaceful. + +Despite their numbers, goblins aren’t known for building great cities. Their settlements tend to be small and purpose-built to incorporate the natural environment. A region is likely to have several settlements with dozens of active alliances and rivalries between them. + +Goblins are also comfortable living in large cities where they form unruly communities, often in undesirable neighborhoods. They happily work at occupations that others shy away from, such as tending middens or rat catching. + +Goblins are short and tend to be slim with ropey musculature and slightly oversized heads. They have skin tones ranging widely from gray through yellow, depending on their native environment, but most tend to varying shades of green. + +# Traits + +Your goblin character has the following hereditary traits. + +## Age + +Goblins reach adulthood between the ages of 14 to 16. They rarely live longer than 100 years. + +## Size + +Your size is Small. Goblins range between 3 and 4 feet in height. They are heavier than they appear, owing to their dense tissue, and weigh 75 pounds on average. + +## Speed + +Your base walking speed is 30 feet. + +## Darkvision + +You have darkvision to a range of 60 feet. + +## Nimble Escape + +You can use a bonus action to take the Disengage or Hide action. + +## Strength in Numbers + +When you deal damage to a creature with a weapon attack or spell attack while one of your allies is within 5 feet of that creature, your attack deals additional damage of the same damage type equal to your **PB**. diff --git a/content/Lineages/Human.md b/content/Lineages/Human.md new file mode 100644 index 0000000..5de1da9 --- /dev/null +++ b/content/Lineages/Human.md @@ -0,0 +1,29 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/3ff6bd1daa60551afdd5d8c6028070ea_MD5.jpg|Zaf Nova]] + +Humans have been around since the beginning. However, their impact initially was made up of bloodshed with their former rivals the Goblins. Now that deities have arisen along with [[Beastkin]], the world is a very different place and humans are trying to rediscover their place in it. + +Humans are found in nearly every environment, in nearly every form of community. Humans crop up even in surprising places with an adaptability and a burning desire to succeed. + +# Traits + +Your human character has the following hereditary traits. + +## Age + +Humans reach adulthood in their late teenage years and rarely live to be more than 100 years old. + +## Size + +Your size is **Medium** or **Small**. Humans vary in height and weight, but most adults range between 5 feet and 6 feet tall and average around 150 pounds. If you choose to play a human shorter than 4 feet however, you can choose your size to be Small. + +## Speed + +Your base walking speed is 30 feet. + +## Ambitious + +You gain proficiency in one skill of your choice, and you gain one talent of your choice. This talent can be from any of the Talents list, but you must meet the talent’s prerequisites if any are required. diff --git a/content/Lineages/Kobold.md b/content/Lineages/Kobold.md new file mode 100644 index 0000000..f31e22d --- /dev/null +++ b/content/Lineages/Kobold.md @@ -0,0 +1,42 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/38a480a398de580b06177473317a379e_MD5.jpg|Delver's Guide to Beast World, Kobold Press]] + +Kobolds existed while humans and goblins fought a war. Surviving as scavengers at first, but soon finding peace below ground in rapidly expanding self-dug caverns. Not only did communities grow at a rapid pace, but innovation did as well. Kobolds were some of the first to invent new forms of metal forging, arcane tricks, and it’s rumored they invented gunpowder - a myth that [[Goblin]]s take offense to. + +Today Kobolds still thrive underground but many have found solitude in cities upon the surface during this era of peace. Their inventions fetch high prices in markets and scholars apprentice to work under kobolds to understand now centuries old draconic-written texts. + +# Traits + +Your kobold character has the following hereditary traits. + +## Age + +Kobolds reach adulthood in their early teenage years and reach elderly status around the age of 80. Kobolds rarely live to be more than 100 years old. + +## Size + +Your size is Small. Kobolds are rarely more than 3 feet tall, and tend toward extremes of body weight. However, you can choose to play a rare oversized type of kobold known as a truescale. Truescales stand around 5 feet tall and are Medium size. Your size determines which trait you have access to via the Natural Adaptation feature. + +## Speed + +Your base walking speed is 30 feet. + +## Darkvision + +You have darkvision to a range of 60 feet. + +## Natural Adaptation + +You inherited one of the following unique traits, determined by your size. + +- **Fierce (Small).** When a Large or larger creature you can see within 5 feet of you attacks you, you can use your reaction to attack that creature immediately after its attack +- **Truescale (Medium).** Your naturally thick scales provide significant protection. You have a natural AC of 13 + your **DEX** modifier. In addition, you have resistance to one of following types of damage: acid, cold, fire, lightning, or poison (choose during character creation). + +--- + +[[assets/91422a8e9d6418e2c642f1165e7d866b_MD5.jpg|Open: image-16.png]] + +![[assets/91422a8e9d6418e2c642f1165e7d866b_MD5.jpg|259x238]] diff --git a/content/Lineages/Shade.md b/content/Lineages/Shade.md new file mode 100644 index 0000000..3946bde --- /dev/null +++ b/content/Lineages/Shade.md @@ -0,0 +1,45 @@ +--- +source: Players Guide 2 +--- + +While death comes for all, it arrives differently for different creatures. Most pass instantly and tender their souls to the afterlife. Others pass more slowly as they clutch onto their passions, purpose, and memories. A few are caught between the world of the living and the spirit realms though, and these are known as shades. + +Shades come from the ranks of any living lineage. Scholars theorize that shades develop because they have nigh-unbreakable ties to friends and family while priests postulate that the gods blessed shades with an echo of life to serve a deeper purpose. When asked, shades themselves profess a multitude of reasons for their transformation, suggesting that there’s no true path. + +At a glance, a shade’s body looks, acts, and feels much like it originally did in life. However, the shade is not a creature of flesh and blood. Its physical form is constructed of composite memories from their previous life. + +As a shade suffers wounds or fails to engage in its routine, it becomes increasingly less corporeal. Bright colors grow dull, voices grow more distant, and memories bleed from their forms as the pain of wounds causes them to forget. If a shade is not provided with healing magic—anchoring them to their past lives—they pass, and their memories collapse like a dilapidated house. + +# Shade Lineage Traits + +Your shade character has the following hereditary traits. + +## Age + +Shades appear as the age they were at their time of death. They have potentially no limit to their lifespan, but realistically, ancient shades grow weary, and their faculties fade as centuries past. Even persistent shades rarely live beyond 750 years. + +## Size + +Your size is Medium or Small. When you create your shade character, choose a different lineage option (such as human or kobold) to represent the lineage you were in life. This choice informs your overall appearance. Your size, weight, and height are determined by the lineage you pick as your living form. If you choose a lineage with multiple size options, you can choose between them. For example, if you choose kobold as your previous living form, you can choose whether your size is Small or Medium. + +## Speed + +Your speed is determined by your living form. + +## Hybrid Humanoid + +You are a Humanoid, but your partial transition into undeath gives you traits in common with Undead. You are resistant to poison damage. In addition, you have advantage on saves against being poisoned and advantage on checks made to resist suffering levels of exhaustion. Game effects that raise a creature from the dead work on you as normal, but they return you to life as a shade. A true resurrection or wish spell (see Player’s Guide) can restore you to life as a fully living member of your original lineage. + +## Phantasmal Form + +As an action, you can temporarily dissolve your physical body and assume a ghostly form. This transformation lasts for 1 minute or until you choose to end it (no action required). While transformed, you become translucent and devoid of color, and the air around you grows cold. You also gain the following abilities: + +- You are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks. +- You can move through spaces occupied by creatures and solid objects as if they were difficult terrain. If you end your turn in an occupied space, you are pushed back to the nearest unoccupied space, take 1d10 force damage for every 5 feet you are pushed, and revert back to your physical form (ending the transformation). +- You gain a flying speed of 30 feet with the ability to hover. +- You have advantage on ability checks and saves made to escape a grapple or against being restrained. +Once you use this feature, you can’t transform again until you finish a long rest. + +## Spectral Sight + +You have darkvision to a range of 60 feet. In addition, as an action, you can open your awareness to see 30 feet into the Ethereal Plane while you are on the Material Plane (or vice versa), until the end of your next turn. You can activate this special sight a number of times equal to your **PB**, regaining all uses when you finish a long rest. diff --git a/content/Lineages/Syderan.md b/content/Lineages/Syderan.md new file mode 100644 index 0000000..f1fa8da --- /dev/null +++ b/content/Lineages/Syderan.md @@ -0,0 +1,45 @@ +--- +source: "[[ToV - Players Guide.pdf]]" +--- + +![[assets/8ff157d4f4502fbfffae16a010b9bb0a_MD5.jpg|Vael|247x382]] + +Sydereans (sigh-DEER-ee-ans) are mystical beings sired by creatures or powers from a different plane of existence. Sometimes called starborn or plane-touched, their origins are as varied and mysterious as the cosmic forces that shaped them.  + +Though sydereans may be conceived by the physical union of a mortal with an outsider—such as a celestial or fiend—such pairings are rare and steeped in portents or conspiracy. More often, sydereans are born to an unsuspecting mortal family perhaps as the result of magical upheaval, an ancient dormant trait within the family’s bloodline, or a reincarnated soul returned by some unknown design. There are even instances of fully grown humanoids suddenly transformed into a syderean in a flash of light or a burst of smoke. + +All sydereans live between two worlds: that of their mortal peers and a world connected to their indwelling magic. Sydereans may be shaped by celestials, born of Fiends, or derived from less understood entities. + +Regardless of parentage, sydereans aren’t bound to the cosmic laws that govern their sires. They are the masters of their own destinies, free to embrace, reject, or ignore the cosmic struggles of their immortal kin.  + +Sydereans can be found among any humanoid culture, but often gravitate toward large cities, where they can skip the scrutiny of a village life. Sydereans welcomed by mortal peers often find success as clergy, leaders, or arcane scholars. The less fortunate might avoid civilization entirely, seeking solitude, embracing banditry, or adopting lives dedicated to travel and adventure. + +# SYDEREAN LINEAGE TRAITS  + +Your syderean character has the following hereditary traits.  + +**Age.** Sydereans reach adulthood by the age of 20. On average, they live about 150 years. + +**Size.** Your size is Medium. Sydereans stand between 5 and 7 feet tall and average 160 pounds.  + +**Speed.** Your base walking speed is 30 feet. + +## Far Sight + +You have darkvision to a range of 60 feet and can see in magical darkness to a range of 30 feet. + +## Otherworldly Form + +You have resistance to necrotic damage and the amount of time you can survive without air, food, water, or sleep is double that of a typical character. + +## Natural Adaptation + +You have inherited one set of the following unique traits, determined by the nature of the forces that shaped you. + +- **Celestial.** You possess notable physical characteristics that mark your connection to realms of good or order. You might have luminous eyes, metallic-hued skin, or possess the ability to stay perfectly still for hours. You also gain the following: +- **Blessed Guise.** Once per long rest, you can use a bonus action to assume an otherworldly guise for 1 minute. When you do so, you sprout spectral wings and gain a flying speed equal to your walking speed for the duration of your transformation. While transformed, once on each of your turns when you deal damage with an attack or spell, you can choose to convert the damage type (or types) to radiant damage. +- **Fiendish.** You possess notable physical characteristics that mark your connection to realms of evil or chaos. You might bear bony horns that jut from your skull, emit a perpetual odor of smoke, or have a barbed tail. You also gain the following: +- **Dreadful Guise.** Once per long rest, you can use a bonus action to assume an otherworldly guise for 1 minute. While the transformation lasts, creatures of your choice that come within 10 feet of you for the first time on a turn or start their turn there must succeed on a CHA save (**DC** equals 10 + your **PB**) or become frightened of you until the end of your next turn. Once a creature succeeds on this save, they can’t be affected by this feature again for 24 hours. While transformed, once on each of your turns when you deal damage with an attack or spell, you can choose to convert the damage type (or types) to necrotic or fire damage (your choice). +- **Spellborn (Labyrinth Worldbook).** You possess notable physical characteristics that mark your connection to the raw energy of the Arcane magical source. You might have opalescent skin covered with mysterious shifting glyphs, motes of glowing light that hang around your head like fireflies, or involuntarily emit sparks of electricity or cinders In moments of stress. You also gain the following: +- **Energy Form.** Once per long rest, you can use a bonus action to assume an otherworldly guise for 1 minute. When you do so, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Your body becomes semi-corporeal, appearing partially made of mist, electricity, smoke, or a similar substance that reflects your chosen damage type. In this state, you have resistance to bludgeoning, piercing, and slashing damage from non-magical attacks and you are immune to the restrained condition. While transformed, once on each of your turns when you deal damage with an attack or spell, you can choose to convert the damage type (or types) to your chosen damage type. + diff --git a/content/Lineages/Trollkin.md b/content/Lineages/Trollkin.md new file mode 100644 index 0000000..b2bfe4e --- /dev/null +++ b/content/Lineages/Trollkin.md @@ -0,0 +1,46 @@ +--- +source: Midgard Lineages & Heritages +--- + +![[assets/2c2ce6db0a5ac1cc5934e0deebb58d47_MD5.jpg|Bastien Chapitaux]] + +In ancient times, ogres, trolls, and fey would sometimes take humans as mates. The children of these unlikely unions are known as trollkin, lanky and brutish humanoids who bear the otherworldly (and sometimes monstrous) traits of their inhuman ancestors. + +Trollkin skin tones range from green to brown, giving them a superficial similarity to orcs and hobgoblins. What sets them apart is how their inhuman ancestry manifests. Some bear their ancestry across their entire body, limbs elongated with talon-tipped fingers and toes. Others are more subtle, such as uniquely shaped facial features or a strange texture on the skin. + +In the wilds outside of urban life, trollkin sometimes live in tribes, hunting and raiding to survive. These trollkin often venerate their ancestors with tattoos. Some even brand their flesh to show their dedication, since only fire or acid can scar their bodies. Some trollkin hold the secret to where in the wild cocoa beans grow and love to trade them to [[Saffronwilde]] for gold and acceptance into the community. That’s also a favored place for them due to easy work as a [[Wilde Runners]]. + +In civilization they have mixed experiences. Some trollkin can blend in with the occassional town [[Dryad]], some are met with hostility if resembling a frightening orc. Though some towns are quite welcoming of just about anyone who plays nicely by the rules. Trollkin are not inherently good or evil regardless of who their parents may have been. It’s always a fresh start. + +# Traits + +Your trollkin character has certain hereditary traits dictated by their lineage. + +## Age + +Trollkin reach adulthood by the age of 15, living up to 60 years. + +## Size + +Your size is Medium. Trollkin have a wide range of physicality depending on their inhuman ancestors. Typically, trollkin stand well over 6 feet tall and are sturdier than humans, weighing around 200 pounds. + +## Speed + +Your base walking speed is 30 feet. + +## Natural Weapons + +You have large fangs, stout hooves, or sharp claws instead of fingernails and toenails, which serve as a natural weapon. Work with your GM to determine what type of natural weapon you possess and decide whether it does bludgeoning, piercing, or slashing damage. You can use your natural weapon to make unarmed strikes. When you hit with it, you deal **1d6** + your **STR** or **DEX** modifier damage (choose which during character creation) of your chosen type, instead of the bludgeoning damage normal for an unarmed attack. + +## Inhuman Regeneration + +The regenerative power in your blood allows you to quickly recover from wounds. As a bonus action, you can expend a number of hit dice equal to your **PB** to regain hit points as if you finished a short rest. You can use this trait once until you finish a long rest. If you take acid or fire damage, you lose access to this ability until you finish a short or long rest. + +## Natural Adaptation + +You manifest different traits depending on your inhuman ancestor. Select one of the following at character creation. + +- **Ogre**. Your body is powerfully built and imposing. You have advantage on ability checks and saves made to initiate and escape grapples. +- **Troll**. You are about as large as Medium size gets, but not quite Large. You have advantage on saves against the stunned condition. +- **Fey**. Your features are beguiling and strange. When you make an ability check that uses CHA, you may roll a d6 and add it to the total. You can use this trait once until you finish a long rest + diff --git a/content/Lineages/Wereborn.md b/content/Lineages/Wereborn.md new file mode 100644 index 0000000..de06f2b --- /dev/null +++ b/content/Lineages/Wereborn.md @@ -0,0 +1,53 @@ +--- +source: Homebrewed +--- + +![[assets/635a09c4ae9bb2c4830363f2484dd302_MD5.jpg|Stephen Sitton|318x381]] + +In a world of beasts and dhampirs as allies it became easier for those born of a werewolf and mortal parentage to become accepted by society. Some prefer to remain ellusive creatures of the night while others grab a pint in the middle of town enjoying how it loosens the tensions of their heightened senses. + +A limited but powerful shapeshifter. Those who were born mortal and bitten and thus contracted lycanthropy have less control over their transformations than these peoples. Wereborn lived under three moons with transformations from a young age and know every bloodrush, muscle contraction and bone crack needed to shift seamlessly into a were-form regardless of cosmological alignment. + +The creature that inspires your blood to bodily change to a werecreature is determined by your parents lineages. For example, you may be a goblin who’s transformation resembles a werebear, or a human who’s transformation resembles a werecat. + +_Other common lycanthropes are werewolves, weretigers, wererats and anything else you can imagine._ + +# Traits + +Your wereborn character has the following hereditary traits. + +## Age + +Wereborn reach adulthood in their 20‘s and can live up to 180 years old. + +## Size + +Your size is Medium or Small. Being the child of another lineage, consider following the height, build, and weight of similar parental lineage [[Goblin]], [[Human]], [[Beastkin]], [[Kobold]], etc. + +## Speed + +Your base walking speed is 30 feet. + +## Hardy-Blooded Resilience + +You have advantage on saving throws against disease. + +## Transformation + +You may activate a transformation as a bonus action. This transformation lasts until it is deactivated as a bonus action. Once you’ve activated and deactivated a transformation you must wait until completing a long rest to use this ability again. This means you may spend most of your time as either transformed or non-transformed. + +## Non-Transformed Traits + +### A Flash of Fang + +You may add your proficiency bonus to your choice of one of the following CHA ability checks an unlimited number of times per day, this choice once chosen is locked in; Persuasion, Deception, Intimidation. + +## Transformed Traits + +### Primal Sharpness + +You have fangs and claws that serve as a natural weapons. Your bite attacks deal piercing damage and your claw attacks deal slashing damage equal to your **STR** or **DEX** modifier (minimum of 1). + +### Acute Senses + +You gain Keensense out to 20 feet and have advantage on **WIS** (survival) checks to track a target creature. diff --git a/content/Locations/Churches/Abbey of the Peaceful Fang.md b/content/Locations/Churches/Abbey of the Peaceful Fang.md new file mode 100644 index 0000000..6f258f4 --- /dev/null +++ b/content/Locations/Churches/Abbey of the Peaceful Fang.md @@ -0,0 +1 @@ +A place to worship [[Duenta, the Wild]] in [[Sullenrim]]. diff --git a/content/Locations/Churches/Corsaloft.md b/content/Locations/Churches/Corsaloft.md new file mode 100644 index 0000000..139597f --- /dev/null +++ b/content/Locations/Churches/Corsaloft.md @@ -0,0 +1,2 @@ + + diff --git a/content/Locations/Churches/Crystalburg.md b/content/Locations/Churches/Crystalburg.md new file mode 100644 index 0000000..7269ffc --- /dev/null +++ b/content/Locations/Churches/Crystalburg.md @@ -0,0 +1 @@ +Near [[Djinnberry]] diff --git a/content/Locations/Churches/Djinnberry.md b/content/Locations/Churches/Djinnberry.md new file mode 100644 index 0000000..66842f5 --- /dev/null +++ b/content/Locations/Churches/Djinnberry.md @@ -0,0 +1 @@ +Near [[Crystalburg]]. Rumored the proprietor here can grant the wish of a sound eternal slumber. diff --git a/content/Locations/Churches/Here and There Temple.md b/content/Locations/Churches/Here and There Temple.md new file mode 100644 index 0000000..5b6eb75 --- /dev/null +++ b/content/Locations/Churches/Here and There Temple.md @@ -0,0 +1 @@ +Worships [[Vitar, the Far Traveler]] in [[Sullenrim]]. diff --git a/content/Locations/Churches/Home of the Deathless.md b/content/Locations/Churches/Home of the Deathless.md new file mode 100644 index 0000000..b63cc43 --- /dev/null +++ b/content/Locations/Churches/Home of the Deathless.md @@ -0,0 +1,5 @@ +Worships [[Azhrem the Deathless]]. Seems abandoned. + +![[assets/1396cc73e4e38e7a3a3853e2cbfdb721_MD5.jpg|Chris J Mitchell]] + +![[assets/e5bf9f4cf0372de15feda42290a3d7ab_MD5.jpg|Chris J Mitchell]] diff --git a/content/Locations/Churches/House of Wemmjir.md b/content/Locations/Churches/House of Wemmjir.md new file mode 100644 index 0000000..0c231e9 --- /dev/null +++ b/content/Locations/Churches/House of Wemmjir.md @@ -0,0 +1 @@ +Worships [[Wemmjir, the Trickster]]. diff --git a/content/Locations/Churches/Muck Community.md b/content/Locations/Churches/Muck Community.md new file mode 100644 index 0000000..3f04232 --- /dev/null +++ b/content/Locations/Churches/Muck Community.md @@ -0,0 +1,3 @@ +Located in [[Putridport]], worships [[Zeeyar, the Chaotic]]. + +Way nicer within than the names would suggest. While mischievous, a goblin here would never do wrong a deal. But the deals may be signed on dirty terms or to unsavory peoples. It says a lot about a ship that visits here over [[Obsidiandam]] who may not past muster to reach [[Daggerwaters]]. diff --git a/content/Locations/Churches/Phoenix Pastures.md b/content/Locations/Churches/Phoenix Pastures.md new file mode 100644 index 0000000..5c7a26e --- /dev/null +++ b/content/Locations/Churches/Phoenix Pastures.md @@ -0,0 +1 @@ +Huge graveyard and church to [[Minutia, the Gravekeeper]], located in [[Prismfirth]]. diff --git a/content/Locations/Churches/Safe Haven.md b/content/Locations/Churches/Safe Haven.md new file mode 100644 index 0000000..a53d27a --- /dev/null +++ b/content/Locations/Churches/Safe Haven.md @@ -0,0 +1 @@ +Worships [[Shaumhu, the Protector]] in [[Obsidiandam]]. diff --git a/content/Locations/Churches/Small Church of the Big.md b/content/Locations/Churches/Small Church of the Big.md new file mode 100644 index 0000000..5963f76 --- /dev/null +++ b/content/Locations/Churches/Small Church of the Big.md @@ -0,0 +1 @@ +Worships [[Akdes, the Large]] near [[Windreach]] and it’s Port. diff --git a/content/Locations/Churches/Spirits Within.md b/content/Locations/Churches/Spirits Within.md new file mode 100644 index 0000000..cbf3b06 --- /dev/null +++ b/content/Locations/Churches/Spirits Within.md @@ -0,0 +1,7 @@ +Worships [[Haeril, Forest Blessed]]. + +![[image-14.png|Naja Jelec]] + +![[assets/327d224e102a9e160f583e480e769b8f_MD5.jpg]] + +![[assets/ccdcc22b0f04d95e28d71567996a9b61_MD5.jpg]] diff --git a/content/Locations/Churches/The Golden Church.md b/content/Locations/Churches/The Golden Church.md new file mode 100644 index 0000000..1ae5419 --- /dev/null +++ b/content/Locations/Churches/The Golden Church.md @@ -0,0 +1,3 @@ +Worships [[Raaris, the Prideful]] in [[MistbyA.]] + +Ornate in gold in an otherwise baren expansive graveyard. Curses upon any who desecrate the church for profit or otherwise. diff --git a/content/Locations/Churches/The Remade Basillica.md b/content/Locations/Churches/The Remade Basillica.md new file mode 100644 index 0000000..3d6df6c --- /dev/null +++ b/content/Locations/Churches/The Remade Basillica.md @@ -0,0 +1,5 @@ +![[assets/76442e7201ff4af0a8d54da6c5db7a83_MD5.jpg|Nate Rudichuk]] + +Worships [[Paha, Lady of the Beyond]] in [[Midharbor]]. + +The full layout and the very nature of the church is either unknown or lost. For **no one may enter without a blindfold**, with the exception of the blind. Rumors say the rooms change, shift, the very floor beneath one’s paw can be felt rising into place to meet newcomers. diff --git a/content/Locations/Churches/Vulcankirk.md b/content/Locations/Churches/Vulcankirk.md new file mode 100644 index 0000000..7d71f83 --- /dev/null +++ b/content/Locations/Churches/Vulcankirk.md @@ -0,0 +1,7 @@ +![[assets/23b6382e914ba907f08870163bf9735a_MD5.jpg|Sander Agelink]] + +Church considered lost in spirit, but not in location, for the [[Human]] deities. Shame fell onto those who came to want to forget the war of humans and goblins. Humans have changed so much since the birth of the other upright species that the world grew bigger _because_ of there being more in it. + +One of the first churches to be made and the first to fall. The church walls and surrounding architecture look like that of ruins in places, while shining brilliantly still in others. Being such a central location did no favors to the church of Vulcankirk when the divine humans arose to godhood. The intention of building such a holy site in the center of the war was optimistic at best for ceasefires wouldn’t occur for another three years. + +This leaves the church and it’s holy ground still sacred, holy, full of power, but generally ignored. It is the hope of some that it can be restored and worshiped regularly again. These people are met with uncomfortable glances. diff --git a/content/Locations/Churches/Whisper Chapel.md b/content/Locations/Churches/Whisper Chapel.md new file mode 100644 index 0000000..023a560 --- /dev/null +++ b/content/Locations/Churches/Whisper Chapel.md @@ -0,0 +1,5 @@ +Near [[Northwell]] about ~2 days travel on foot. + +Church of [[Emble, Daughter of the Sleepless]]. Many come monthly to pray for restful nights. Others to pray away the nightmares. + +Through the forest, up a steep hill lined with stone stairs is this wooden constructed chapel. diff --git a/content/Locations/Cities/Cities.base b/content/Locations/Cities/Cities.base new file mode 100644 index 0000000..1e98508 --- /dev/null +++ b/content/Locations/Cities/Cities.base @@ -0,0 +1,24 @@ +properties: + file.name: + displayName: Name +views: + - type: cards + name: Cards + filters: + and: + - file.folder == "Locations/Cities/Major" + groupBy: + property: location type + direction: ASC + order: + - file.name + - demographics + - where + - population + - noteworthy + sort: + - property: file.name + direction: ASC + image: note.banner + imageAspectRatio: 0.55 + cardSize: 290 diff --git a/content/Locations/Cities/Major/Dernbohr.md b/content/Locations/Cities/Major/Dernbohr.md new file mode 100644 index 0000000..53ca8f3 --- /dev/null +++ b/content/Locations/Cities/Major/Dernbohr.md @@ -0,0 +1,40 @@ +--- +demographics: + - "[[Dwarf, Midnight]]" + - "[[Kobold]]" +where: Central, West +population: 4000 +noteworthy: Underground mountain city of crystals, stone and metal. +deities worshipped: "[[Etar, Son of Stone]]" +location type: Major City +banner: "[[Pasted image 20260221104434.jpg]]" +source: Valery Sazonov +--- + +Home of many [[Dwarf, Midnight]] and [[Kobold]]s to form a city beneath the surface incorporating the natural crystals forming in regional caves. Underground rivers flow throughout, sometimes pouring out onto the surface into a small lake but often coming from and returning to some place deeper. Not yet ventured to. + +Additional art inspiration: [https://www.artstation.com/artwork/29DE4e](https://www.artstation.com/artwork/29DE4e) + +# Industry & Trade + +Crystals and gems. Knowledge of mineral and stone as well as, perhaps unsurprisingly, a wealth of arcane and wyrd magic knowledge. Midnight Dwarves know of the void from which they traveled, then learned from studying the effects upon themselves. Kobolds hoarded knowledge during the war and are now learning to share it. + +Mining. Always welcoming cheap new labor. + +Mushroom farming. Cavefishing. + +# Points of interest + +Shrines to [[Etar, Son of Stone]]. + +# Tourism + +Theatrical displays of art combining knowledge of magic as well as explosions. Kobold illusion magic meets dwarven underground safe firework displays against a backdrop of deepslate and crystal. + +# Architecture + +Crystal and stone. + +# Natural Resources + +Crystals and gems. diff --git a/content/Locations/Cities/Major/Equin Heights.md b/content/Locations/Cities/Major/Equin Heights.md new file mode 100644 index 0000000..2c8afe3 --- /dev/null +++ b/content/Locations/Cities/Major/Equin Heights.md @@ -0,0 +1,68 @@ +--- +banner: "[[af65b25ee93e7fc4121dbff6ce337ee6_MD5.jpg]]" +demographics: + - "[[Dryad]]" + - "[[Human]]" + - "[[Gearforged]]" +population: 2100 +source: Pedro Torres +location type: Major City +where: Central East +noteworthy: Connection to the Major Mountains and their villages. Breeds and sells horses, builds carriages and wagons. +--- + +Governs [[Pony Pass]] the major bridge they own. + +Major horse breeding and wagon building location. The highest quality horses can be found here, those desired by nobility and knights. Fighter adventurers like [[Discipline of the Knight]] on mounts from Equin Heights. Much of the open land is dedicated to the health of raising horses and other livestock in areas where they may roam. + +A druidic initiative to not deplete the forest and try to stay in balance with nature. + +# Government + +_Ruled by the Commoners, via strict Guilds with a focus on trade and commerce, strong emphasis on ecology and sustainability_ + +Guilds vote on city ordinances. Druids and Dryads have powerful influence to protect the nearby forest and river. + +# Districts + +## North-West Region + +Home to the guildhall of the [[Wheelrighters Guild]]. If South-East Equin Heights is where horses can be bought, then North-West is where carts and wagons can be bought or commissioned. While this physical distance is not great, it’s enough for locals looking to make a quick coin promise to gather both for you. Careful you’re working with someone legitimate or you may have just lost that coin. + +[[assets/889681794608cf52450a982cccbcffc1_MD5.jpg|Open: image.png]] + +![[assets/889681794608cf52450a982cccbcffc1_MD5.jpg|Daniel Kyle]] + +[[assets/becd7993cf7a8ebb84a04e1c9eb3d3a8_MD5.jpg|Open: image.png]] + +![[assets/becd7993cf7a8ebb84a04e1c9eb3d3a8_MD5.jpg|Natcha Ngamtweerat]] + +## North-East Region + +Watches and guards over the bridge to [[Pony Pass]]. Much metal and other valuables come through this area. + +Church… TBD + +## South-West Region + +Land to the South-West butts up against a lake and forest. Some local farms for crops exist here, mostly to be self-sufficient to feed the beasts in the South-East Region. Loggers fell trees with a generous tree regrowing initiative to not deplete their precious forest. The wood primarily goes to the [[Wheelrighters Guild ]] to make wagons and carts. The remainder goes to repairs and buildings in the region. It’s rare there’s wood leftover to trade away. The replanting initiative is part druid, part [[Beastkin]], and part… + +## South-East Region + +Land to the South-East stretches out for as far as the eye can see. Perfect for raising beasts of burden who need a large area to wander. + +# Architecture + +Sharply sloped roofs topped with often red or gray tile help this region stick out. The wood in the area is remarkably similar as most are from the same local forest. + +[[assets/bb574a9d0cddf4f87728922ba4a0cbc7_MD5.jpg|Open: image.png]] + +![[assets/bb574a9d0cddf4f87728922ba4a0cbc7_MD5.jpg]] + +[[assets/11f8f9d1c837a2c8444c75c11dc28bd2_MD5.jpg|Open: image-1.png]] + +![[assets/11f8f9d1c837a2c8444c75c11dc28bd2_MD5.jpg]] + +[[assets/b8cdb260ef6002463360082d99203357_MD5.jpg|Open: image-2.png]] + +![[assets/b8cdb260ef6002463360082d99203357_MD5.jpg]] diff --git a/content/Locations/Cities/Major/Mystwick.md b/content/Locations/Cities/Major/Mystwick.md new file mode 100644 index 0000000..5d5bb37 --- /dev/null +++ b/content/Locations/Cities/Major/Mystwick.md @@ -0,0 +1,31 @@ +--- +demographics: + - "[[Human]]" + - "[[Beastkin]]" +where: West (Far) +population: 3300 +noteworthy: Largest Trade Port. Crosses [[Wyvern Crossing]]. Baked goods. +location type: Major City +banner: "[[mystwick.jpg]]" +source: Otto Ostera +--- + +Stretches across [[Wyvern Crossing]]. Largest trade port in all of the continent of Esparia. Smells of the sea mix with fresh breads, pastries and pies. + +# Government + +_Governed by a republic of elected representatives_ + +# Industry & Trade + +Many goods brought to or from the main road. + +Shipbuilding, primarily with some kind of naval combat potential. All boats can be found to buy somewhere though most likely, should you look. + +# Assets + +Breads. Pastries & Pies - Home to the best bakers in Esparia + +# Tourism + +White river rafting beneath the city bridges straight through the rapids make the soft wet mist enveloping some park regions of the city. diff --git a/content/Locations/Cities/Minor/Moonpass.md b/content/Locations/Cities/Minor/Moonpass.md new file mode 100644 index 0000000..e7da12c --- /dev/null +++ b/content/Locations/Cities/Minor/Moonpass.md @@ -0,0 +1,70 @@ +--- +demographics: + - "[[Goblin]]" + - "[[Beastkin]]" + - "[[Human]]" +where: North (Far) +population: 900 +noteworthy: Essential Trade for Lesser Visited Regions. Major religious site. Prominant home for [[Alterations of the Night]]. +location type: Major City +banner: "[[moonpass.jpg]]" +source: ejdc +--- + +Essential Trade for Lesser Visited Regions including [[Vistacourt]] and [[Northwell]]. Many worshipers of the three moons travel from far on pilgrimages. + +# Outside Threats + +Standard Wildlife + +Undead intrusions from [[Umberpost]]. + +# Government + +_Ruled by three high priests who the three moons have chosen. Often leading to doubtful whispers of the populace, who often don’t care enough to overrule. They’re prosperous._ + +In Esparia’s [[Cosmology]] three moons the First, Second and Final each, supposedly, speak to their chosen ruler of Moonpass. It’s generally understood by the populace that it’s a difficult to change system self circulating amongst the religious ruling class. + +Moonpriests completely cut off from their former name while in service. It is only in death or in rare circumstances leaving office for any reason that they may reclaim their former name as a final new identity: **[Former Name] of the [Moon]**, ex: Veabsic of the First. + +It’s forbidden for them to act against one another except in votes of policy. + +## Moonpriests + +- **Moonpriest of the First**: Dragonborn _he/him + _Righteous, but perceived as lazy. Dislikes change. Difficult to persuade to do anything. + _Wears light gray robes and wears gold jewlery._ +- **Moonpriest of the Second:** Goblin _she/her + _Peaceful, likes change. Meddling. Genuinely seeks what’s best for her people. + _Wears flowing blue robes and wears pearls._ +- **Moonpriest of the Final**: Human _she/her + _Sorrowful, but fake and unhelpful. Pursues own goals and her town’s prosperity. + _Wears red robes with jewlery from carved bone. + +# Districts + +Moonpass is shaped on the outside like a triangle with three points, just as the three moons. It’s divided up by points. + +[[assets/63993f4556c2ecaff8386ce37b1a4b56_MD5.jpg|Open: image.png]] + +![[assets/63993f4556c2ecaff8386ce37b1a4b56_MD5.jpg]] + +## North Point + +TODO + +## West Point + +TODO + +## East Point + +TODO + +## Central Gardens (a) + +Many parties and events take place here. The middle of the city changes week to week with new market stalls from traveling merchants. In its center bonfires and decorations are placed for events such as pilgrimages. + +## Tourism + +Tri Arena. Non-lethal entertainment combat. Compete for prizes or leave with a roll on the injury table. Fight 1 v 1 v 1 each representing a spirit of their chosen moon to embody in the duel. diff --git a/content/Maps/Esparia.md b/content/Maps/Esparia.md new file mode 100644 index 0000000..b295b12 --- /dev/null +++ b/content/Maps/Esparia.md @@ -0,0 +1,34 @@ +--- +draft: "true" +--- + +# Travel + +By hex + +- **Foot**: 2 days +- **Horse**: 1 day +- **Ship**: 1/2 day + +# Legend + +| Color | Type | +| ----- | ---------- | +| | Major City | + +# Map + +```leaflet +id: map-esparia +image: [[esparia.png]] +height: 800px +lat: 50 +long: 50 +minZoom: 1 +maxZoom: 10 +defaultZoom: 6 +unit: miles +scale: 1 +marker: default, 39.983334, -82.983330, [[Note]] +darkMode: false +``` \ No newline at end of file diff --git a/content/NPCs/Anaya Griffin.md b/content/NPCs/Anaya Griffin.md new file mode 100644 index 0000000..56a7f44 --- /dev/null +++ b/content/NPCs/Anaya Griffin.md @@ -0,0 +1,15 @@ +--- +lineage: + - "[[Elf, Star]]" + - "[[Dhampir]]" +--- + +![[assets/1fd852aefffe8138227256f381aa7ff6_MD5.jpg|Kaithzer Morejón|150x349]] + +Escaped Lord Malik’s influence. Wanders the world hoping to do good in small ways. + +She/Her. Flowing mages robes. Pale, transucent skin catches the light all around her. Elven ears distinct. Side-shaven head with white hair and prominant lipstick. Freckles. Soft and sweet demeanor. + +Subsists on regular food with small doses of animal blood. Hunts, as ethically as she can. + +Met in [[Aid for Northwell]]. diff --git a/content/NPCs/Degir, The Dark One.md b/content/NPCs/Degir, The Dark One.md new file mode 100644 index 0000000..2d8ba48 --- /dev/null +++ b/content/NPCs/Degir, The Dark One.md @@ -0,0 +1,13 @@ +![[assets/dac25f78d498748b8fe352e9ea3d1551_MD5.jpg|Rudi Indra A|312x384]] + +A shadow dragon who rules with it’s shadow corrupted kobolds in the shadow realm version of [[Moonpass]]. + +he/it + +Soul bound to a fiend of gluttony and tribute. Will likely eat you, then steal your girl. + +![[assets/11abf37d725f0f5e0edb6a9efbf7a249_MD5.jpg|Rudi Indra A]] + +# Dragon Form + +![[assets/177a647c80320d916140a3b8422f050c_MD5.jpg|Laszlo Pinter (Las Pinter)]] diff --git a/content/NPCs/Isha Nightmaker.md b/content/NPCs/Isha Nightmaker.md new file mode 100644 index 0000000..dfe427e --- /dev/null +++ b/content/NPCs/Isha Nightmaker.md @@ -0,0 +1,7 @@ +![[assets/a57d877b578e5599115a6ce4c8dd90f3_MD5.jpg|Victor Garcia]] + +Genie, Forsaken _CR 17 MM2 pg147_ + +This Genie’s soul fell due to a whim of the divine. Now, thrust through Shadowfell and fallen to it’s corruption. It found Griffon the gargantuan mimic’s natural ability to summon storms. Isha’s only goal is to shroud the material plane in darkness as a way to make all others feel their endless despair. She therefore used a centurys of magic to summon [[Lord Malik Duskwalker]] as protector of Griffon and bring them back to the material plane. + +Here, she is recharging, waiting for the right moment to pump Griffon full of the life of others to cast an endless storm over Esparia plunging it into darkness. diff --git a/content/NPCs/Khegorxahm.md b/content/NPCs/Khegorxahm.md new file mode 100644 index 0000000..b3445a6 --- /dev/null +++ b/content/NPCs/Khegorxahm.md @@ -0,0 +1 @@ +![[assets/d46d3b652309a8f596f19ffc0cc36063_MD5.jpg|BipolarDiceRoller|331x331]] diff --git a/content/NPCs/Lady of Misplaced Things.md b/content/NPCs/Lady of Misplaced Things.md new file mode 100644 index 0000000..e4158aa --- /dev/null +++ b/content/NPCs/Lady of Misplaced Things.md @@ -0,0 +1,20 @@ +--- +lineage: + - "[[Trollkin]]" +--- + +![[assets/1755d0ebf5bbd9d4360ddedd07741d1a_MD5.jpg|Victor Oliveira @v.oliveirart|315x419]] + +Slowly vanishing as people forget about her. + +Stealer of innocent things. + +- Your left sock +- Spare house keys +- Walking cane +- A right earring +- A dog’s collar + +Giddy from the joy of hoarding small unimportant items. + +Has plenty of trash for Skunk. Also offers common magic items to those nice to her. diff --git a/content/NPCs/Lord Glaz.md b/content/NPCs/Lord Glaz.md new file mode 100644 index 0000000..79aec91 --- /dev/null +++ b/content/NPCs/Lord Glaz.md @@ -0,0 +1,11 @@ +--- +lineage: + - "[[Dhampir]]" + - "[[Goblin]]" +--- + +![[assets/d2a10cce24f34c8d7c2fd968765ebd77_MD5.jpg|Aasir Ahmed|320x318]] + +Ruler of [[Sombershale]]. Goblin and former adventurer. Less talked about, but not a secret, is that Glaz is also a [[Dhampir]]. The Lord balances being a ruling power who maintains the prosperity of the city without fully crowning himself as a king so as to not put a target on his or his populace’s back. It’s also a questionable tactic to draw less attention to humans who may wish to dethrone him and all he’s built. It’s rumored Glaz is one of the original founders of the city, but he’ll neither confirm nor deny such rumors. + +Lord Glaz and his ruling class are friendly to adventurers, him being a former adventurer himself. There’s never any shortage of work to delegate to his court or those wishing to volunteer their talents. At any rate, Lord Glaz pays handsomely for favors done to protect and further the goals of Sombershale and it’s peoples. diff --git a/content/NPCs/Lord Malik Duskwalker.md b/content/NPCs/Lord Malik Duskwalker.md new file mode 100644 index 0000000..d00ba9a --- /dev/null +++ b/content/NPCs/Lord Malik Duskwalker.md @@ -0,0 +1,42 @@ +--- +lineage: + - "[[Wereborn]]" +--- + +![[assets/22cefd4236280ef1a64c018d0b62b81f_MD5.jpg|Brian Valeza|230x355]] + +Orchestrated [[Griffen Abbey rules over Shortfeld]]. + +Is a Mummy Lord, MM pg258, [[Wereborn]]. + +Summoned protector of the undead mimic in which it now resides. Originally a scholar of dreams prior to being revived. Now leads a family of elves brought from Shadowfell along with a regional influence over local werewolves. Also controls a groundskeeper mechanical collosus and + +![[assets/b6fc5b04ff5d0a74463cc61e67a8406e_MD5.jpg|Slawomir Maniak|383x289]] + +Rarely seen without it’s Hell Hounds _CR 3_ + +# Intents / Goals + +Protect Griffen at all costs. Feed Griffen. Ensure a never-ending source of food and blood. + +## Curse + +### Allegiance + +Creatures living within 10 miles or spend 7 days in the area develop a strong sense of loyalty and love for the mummy lord’s chosen people and deity. + +### Monument Surveillance + +Within 3 miles, the mummy lord can choose to see and hear through any statue or monument depicting itself, its blood descendants, or a symbol of the nation or deity associated with the mummy lord, such as the statue of the monarchy’s griffon insignia or a carved monument depicting the deity’s holy symbol. + +### Mummy’s Curse + +Objects within 1 mile of and that belong to the mummy lord carry a powerful curse. A creature that takes such an object without the mummy lord’s permission becomes permanently cursed. While cursed, the creature ages twice as quickly, requires 12 hours to finish a long rest instead of 8, and has disadvantage on death saves. The creature remains cursed even if it no longer has the object, and reach creature after the first that holds or carries the object for at least 24 hours also becomes cursed. The curse automatically ends on all creatures if the object is returned to within 1 mile of the mummy lord’s lair. The curse can be suppressed for 24 hours by a remove curse spell. + +_My additional ruling, the curse also ends if the creature dies for any length of time._ + +If the mummy lord dies these effects fade in 1d10 days. + +# Mummy Rot + +see page 260 of MM diff --git a/content/NPCs/Lord Sebastian Griffin.md b/content/NPCs/Lord Sebastian Griffin.md new file mode 100644 index 0000000..01820ad --- /dev/null +++ b/content/NPCs/Lord Sebastian Griffin.md @@ -0,0 +1,45 @@ +--- +lineage: + - "[[Elf]]" + - "[[Dhampir]]" +--- + +![[assets/bbc069ebdeb4a83283d8eff72b3d7581_MD5.jpg|Masters and Minions|343x417]] + +Sebastian is a true vampire. Formerly a powerful elven lord of the shadowfell and was the first to turn to the blood sickness of the material in Esparia. + +Stats: [[the Undead King]] + +# Initial Attitude + +Arrogant, Conniving, Disrespectful + +# Likely Encounter + +Last line of the castles interior defense. Drops a key to the basement where [[Lord Malik Duskwalker]] resides. + +Likely escapes to a nearby coffin, giving the iconic opportunity to stake him. + +## Tactics + +Sebastian regains 20 hit points at each turn, if he can. This makes him formidable. Going a few rounds without taking damage can turn the battle in his favor. + +He will attempt to Charm PCs within 30 ft. Sebastian charms them into standing idly by or protecting him. He knows he can’t get them to harm themselves or friends, but charmed characters can get in the way of the other PCs. And it’s one less person to fight at the moment. Ideally, all of the adventurers are charmed and he can make his escape. + +The gaunt keep PCs occupied in one-on-one combat, pushing their way through to spellcasters if possible. Keep two gaunts within 5 feet of Sebastian in order to use their Tribute to the Master action. + +Maneuver Sebastian to use his bite attack on a PC at the right moment. He can’t do this too quickly—the target must be subdued by Sebastian’s minions first. + +His biggest threat are spellcasters he cannot reach. Therefore, he must shapechange to reach the back of the party when it is most advantageous to do so. Wizards with potent spells are obvious targets. + +Sebastian will not fight in daylight or close to dawn. If he is able, he summons bats or wolves to his aid while escaping. + +## Scaling + +Start with four Gaunts. To decrease the difficulty of encounters with Sebastian, he begins the encounter with 5 bloodwell. + +To increase the difficulty of encounters with Sebastian, he begins the encounter with 20 bloodwell (double the maximum) and his Gaunts can provide up to 2 bloodwell each. + +# Minions + +[[Gaunt]] diff --git a/content/NPCs/Mr Whiskers.md b/content/NPCs/Mr Whiskers.md new file mode 100644 index 0000000..ffc4a77 --- /dev/null +++ b/content/NPCs/Mr Whiskers.md @@ -0,0 +1 @@ +[[Khegorxahm]] claims Mr. Whiskers runs the [[Majestic Cat's Inn]] in [[Midharbor]]. An absurd notion when… they’re just a quiet minded cat. diff --git a/content/NPCs/Runt.md b/content/NPCs/Runt.md new file mode 100644 index 0000000..99639f5 --- /dev/null +++ b/content/NPCs/Runt.md @@ -0,0 +1,7 @@ +--- +lineage: + - "[[Ratfolk]]" + - "[[Beastkin]]" +--- + +The runt of her own found family litter. Runt the is a [[Beastkin]] [[Ratfolk]] who leads [[Runt's Sinners]] out of [[Brittle Hallow]]. diff --git a/content/NPCs/Sefra Griffin.md b/content/NPCs/Sefra Griffin.md new file mode 100644 index 0000000..1d6dcd0 --- /dev/null +++ b/content/NPCs/Sefra Griffin.md @@ -0,0 +1,3 @@ +![[assets/433822a429ca35702084fb6f1fb5e018_MD5.jpg|Sara Biddle|298x385]] + +Virtuosa Lich of the [[The Griffin Family]] diff --git a/content/NPCs/Seraphina Griffin.md b/content/NPCs/Seraphina Griffin.md new file mode 100644 index 0000000..34c9f3b --- /dev/null +++ b/content/NPCs/Seraphina Griffin.md @@ -0,0 +1,13 @@ +![[assets/4ff58b182c3c9c10876c9592ccc6a284_MD5.jpg|Stephen Sitton|280x362]] + +Power source: **Souls + +**Dark Skin, Purple and black braided hair, her elven ears stick out proudly. Green glowing eyes, perfect matching green lipstick. Wears patterned dresses. Claw-like fingernails. + +Playful personality. + +Can raise and control the dead. + +Subsists on sapped energy. + +She/Her. Can **phase** through solid objects in an **ethereal** **form**. Tanned skin. diff --git a/content/NPCs/Thrayne Xhraxius the Historian.md b/content/NPCs/Thrayne Xhraxius the Historian.md new file mode 100644 index 0000000..a14f1a1 --- /dev/null +++ b/content/NPCs/Thrayne Xhraxius the Historian.md @@ -0,0 +1,3 @@ +![[assets/2e0d11e24995ebcd7025d17c8f3d8313_MD5.jpg]] + +Particular interest in [[Heart Quake]]s. diff --git a/content/NPCs/Umbriel Griffin.md b/content/NPCs/Umbriel Griffin.md new file mode 100644 index 0000000..43a0b9d --- /dev/null +++ b/content/NPCs/Umbriel Griffin.md @@ -0,0 +1,13 @@ +![[assets/73a7ccbaba0c0be8b783141d603d0420_MD5.jpg|Inna Hansen|233x412]] + +Power source: **Energy** + +Dark Skin, thin build. Head side shaved with wild black hair up like a flame. Piercing green eyes that glow in the dark. Her aura sinks into the darkness of her surroundings. + +Sinister personality. + +Can **hypnotize** others. Long split tongue acts like a whip (poison?). + +Subsists on brain tissue. + +They/Them. Responsible for [[Northwell does not sleep well]]. diff --git a/content/NPCs/Zerah, Lady of the Tilted Scale.md b/content/NPCs/Zerah, Lady of the Tilted Scale.md new file mode 100644 index 0000000..bca508a --- /dev/null +++ b/content/NPCs/Zerah, Lady of the Tilted Scale.md @@ -0,0 +1,3 @@ +Zerah is an archfey and [[Aella]]’s patron. She was at first mildly disappointed with Aella’s disobedience, she was not yet done sculpting her new disciple. Zerah does not give Aella power all at once because this pact is not about obedience, it is about growth through choice. When they first met, Zerah tested if Aella would be interesting without magic, power too soon is boring and ruins the story. Then there was the test of loyalty, would Aella choose herself over a collective group. Aella might view Zerah as a friend but to Zerah, Aella is an investment. One that she will keep around as long as she is entertained. Aella leaving the Winter Court was the final step in her pact. She chose herself even against the guidance of Zerah. While Zerah feigns disappointment this was always expected. Her little pet was finally making choices for herself and Zerah could not wait to see what would result from it. + +Aella’s powers are strongest when she is bold and confident. It weakens with signs of insecurity. Though Zerah wants Aella to seek independence, she will not take it kindly if Aella strays from her teaching or outright defies her diff --git a/content/Natural Law/Alterations of the Night.md b/content/Natural Law/Alterations of the Night.md new file mode 100644 index 0000000..9fb191e --- /dev/null +++ b/content/Natural Law/Alterations of the Night.md @@ -0,0 +1,35 @@ +--- +source: Homebrewed +--- + +![[assets/d80ef644d57cafc9250cea7a72c3dab2_MD5.jpg|Rob Rey]] + +[[Dhampir]]and [[Wereborn]] walk city streets without confrontation with one-another or others. Full-blooded creatures of the night, however, sometimes have more primordial, instinctual, or evil intentions; vampires and werewolves who carry the capacity to grant upon others traits. + +Similarly, there are the void-touched such as [[Dwarf, Midnight]], but the conditions needed to recreate what happened to them has yet to be performed. _Perhaps we just need to dig deeper._ + +# Vampirism + +If a Humanoid is slain by a Draining Bite, it will die. If, however, their hit point maximum is reduced to 0 and they are fed a drop of the vampire’s blood then they rise the following night as a **vampire spawn** under the host vampire’s control. + +Generally, a PC becoming a vampire spawn means they’ll become an NPC subservient to the their new master. But, if they manage to escape their bonds or are released they may retain some vampire spawn traits while remaining a PC. Work with your GM and reference Monster Vault pg 316-317. + +For vampire lore, see [[Ecology]]. + +# Lycanthropy + +For Werecreature and Lycanthropy lore, see [[Ecology]]. + +## Trigger + +When a creature with the Lycanthrope tag bites a Humanoid or otherwise passes its saliva into a Humanoid’s wound, it can spread lycanthropy. + +## Effects + +For the first 30 days after the above trigger, the Humanoid experiences dreams and nightmares related to the Lycanthrope and the Beast associated with it, such as a bear or wolf. After 30 days, the Humanoid undergoes its first transformation. While sleeping, it loses control of its bodya nd acts as a member of its type of lycanthropy, as defined in the Lycanthrope’s lore (see Monster Vault) + +A newly Lycanthrope induced Humanoid continues transforming each night, remembering only fragments of these events. Every 7 days, it can repeat the save it made when it was first passed. When it succeeds on this save three times, it gains full control of its transformation, retains its memories while transformed, and no longer has to make this save, becoming a true Lycanthrope. + +## Resolution + +For the first 30 days after gaining partial lycanthropy, it can be removed completely with a _remove curse_ or similar magic. Once a creature’s first transformation occurs after these first 30 days, the creature can no longer have magic remove the Lycanthropy in any way except for with a _wish_ spell. diff --git a/content/Natural Law/Heart Quake.md b/content/Natural Law/Heart Quake.md new file mode 100644 index 0000000..f9c1ab8 --- /dev/null +++ b/content/Natural Law/Heart Quake.md @@ -0,0 +1,17 @@ +![[assets/aabcec80763d26f662c6f81fc9ab5bb8_MD5.jpg|Teemu Husso]] + +_The ground shakes beneath your paws. Your body chooses to freeze or fly. This is normal, predictable, you knew it was coming, but it doesn’t matter because… they are still so unsettling to you. Always has been. The city quiets except the earth below vibrating its normal beat. The town will be fine. Walls may need minor repair, but we’re prepared. Larger buildings have large buttresses, upright structures are reinforced and we make seals with quality material. You’ll get through this._ + +In other parts of Esparia a [[Dryad]] meditates in the woods to the soothing rhythm. In the grand underground mines of the [[Dwarf, Midnight]] bridges sway on sturdy ropes, minecart tracks slide along clever bolt tracks that allow for the region’s standard vibration patterns, work hardly pauses for the clans. + +Heart Quakes are reliable, consistent, you could measure a clock by them - and clever [[Kobold]]s have already begun selling watches upon your wrist that do just that. The main quakes do, at least. It has been recorded in the histories that powerful aftershocks can occur, taking people by surprise putting them in unpredictable or even dangerous situations. + +> Worshippers of [[Azhrem the Deathless]] > would have you believe the quakes breathe blood into the trees to encourage regrowth and life. Poets interpret the quakes as the world itself beating to a rhythm on a cosmological clock that moves slower than our own, our own heartbeat to be precise. Beasts of science interpret the quakes as standard seismic activity in a world’s undersurface that needs to be explored; by paying adventurers to descend and dwarves to mine deeper to the truth. +> +> — Thrayne Xhraxius the Historian + +Without regular maintenance buildings turn to ruins in a matter of years. A particularly lucrative notion for a group of up and coming adventurers. + +> …it is said severe aftershocks are the world’s heart racing in fear of something to come… +> +> — Overheard in an Overstone Market \ No newline at end of file diff --git a/content/Natural Law/Primordial Fruit.md b/content/Natural Law/Primordial Fruit.md new file mode 100644 index 0000000..37aa1da --- /dev/null +++ b/content/Natural Law/Primordial Fruit.md @@ -0,0 +1 @@ +See [[Cosmology]]. diff --git a/content/Natural Law/Vein Rivers.md b/content/Natural Law/Vein Rivers.md new file mode 100644 index 0000000..45699a9 --- /dev/null +++ b/content/Natural Law/Vein Rivers.md @@ -0,0 +1,7 @@ +![[assets/54305c3a5631720909556c342821f7e4_MD5.jpg|Heather Waite|434x316]] + +Underground rivers of varying sizes and speeds twist and turn underneath all of Esparia. If you find a gentle pool of water underground for a well it’s a rarity. Most wells have fancier systems for lowering buckets into deep underground river veins to collect fresh water. + +It’s rumored that dungeon delving adventurers often have to content with these unruly underground rivers. Though some species thrive using the rivers as quick forms of travel. + +These veins have yet to be properly mapped, or if they have then the maps certainly haven’t been shared widely. Some suspect the Kobolds know all the veins intimately and while they share their arcane knowledge, they keep this secret to themselves. diff --git a/content/PCs/Shadowed in Destiny/Aella.md b/content/PCs/Shadowed in Destiny/Aella.md new file mode 100644 index 0000000..139597f --- /dev/null +++ b/content/PCs/Shadowed in Destiny/Aella.md @@ -0,0 +1,2 @@ + + diff --git a/content/PCs/Shadowed in Destiny/Clea.md b/content/PCs/Shadowed in Destiny/Clea.md new file mode 100644 index 0000000..139597f --- /dev/null +++ b/content/PCs/Shadowed in Destiny/Clea.md @@ -0,0 +1,2 @@ + + diff --git a/content/PCs/Shadowed in Destiny/Skunk.md b/content/PCs/Shadowed in Destiny/Skunk.md new file mode 100644 index 0000000..139597f --- /dev/null +++ b/content/PCs/Shadowed in Destiny/Skunk.md @@ -0,0 +1,2 @@ + + diff --git a/content/Stat Sheets/Gaunt.md b/content/Stat Sheets/Gaunt.md new file mode 100644 index 0000000..591d837 --- /dev/null +++ b/content/Stat Sheets/Gaunt.md @@ -0,0 +1,75 @@ +# Gaunt CR: 7 + +Medium undead + +--- + +**Armor Class:** 16 + +**Hit Points:** 112 + +**Speed:** 30 ft. + +**Hit Points:** 112 + +**Stealth:** +6 + +**Senses:** Darkvision 60ft. + +**Perception:** +3 + +**Languages:** Common, Sylvan, Elvish + +**PB:** + +--- + +## STR + +### +4 + +## DEX + +### +3 + +## CON + +### +3 + +## INT + +### + + +## WIS + +### + + +## CHA + +### +1 + +--- + +**Saving Throws:** Dex +6, Wis +3 + +**Damage Resistances:** necrotic, bludgeoning, piercing, and slashing from nonmagical attacks + +## Special Abilities + +**Regeneration**. The Gaunt regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the Gaunt takes radiant damage or damage from holy water, this trait doesn’t function at the start of the Gaunt’s next turn. + +**Spider Climb.** The Gaunt can climb can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Climbing speed is equal to walking speed + +## Actions + +**Multiattack**. The Gaunt makes three attacks, only one of which can be a bite attack. + +**Claw**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage. Instead of dealing damage, the Gaunt can instead grapple the target (escape **DC** 14). + +**Bite**. Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the gaunt, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the gaunt regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. + +**Tribute to the Master.** The Gaunt offers blood to Lord Sebastian if he is within 5 feet. The Gaunt loses 56 hit points, and Lord Sebastian regains 1 point of bloodwell. The Gaunt can offer its blood even if Lord Sebastian is incapacitated. + +## Description + +See vampiric weaknesses diff --git a/content/Stat Sheets/the Undead King.md b/content/Stat Sheets/the Undead King.md new file mode 100644 index 0000000..e86aa33 --- /dev/null +++ b/content/Stat Sheets/the Undead King.md @@ -0,0 +1,137 @@ +# Lord Sebastian Griffin, the Undead King CR: 14 + +Medium undead, shapechanger + +--- + +**Armor Class:** 16 + +**Hit Points:** 170 + +**Speed:** 30 ft + +**Hit Points:** 170 + +**Stealth:** +9 + +**Senses:** Darkvision 120 ft. + +**Perception:** +7 + +**Languages:** Common, Sylvan, Elven + +**PB:** + +--- + +## STR + +### +4 + +## DEX + +### +4 + +## CON + +### +4 + +## INT + +### +3 + +## WIS + +### +2 + +## CHA + +### +4 + +--- + +**Saving Throws:** Dex +9, Wis +7, Cha +9 + +**Damage Resistances:** necrotic, bludgeoning, piercing, and slashing from nonmagical attacks + +## Special Abilities + +### Bloodwell + +Lord Sebastian draws strength from his victims’ blood, and stores it in a pool of points called his bloodwell. He can have a maximum of 10 points in his bloodwell. When he finishes a long rest, roll a d4 and reduce his current bloodwell points by the result rolled. If he has no points in his bloodwell after the reduction, he gains 1 level of exhaustion, and he can’t reduce his current exhaustion level until he has at least 1 point in his bloodwell. + +If he reaches 6 levels of exhaustion in this way, he is reduced to 0 hit points and activates Misty Escape. Once in his resting place, Lord Sebastian can’t remove exhaustion levels and remains helpless until he has at least 1 point in his bloodwell. + +When he deals necrotic damage to a creature other than a construct or undead with his bite, he regains 1 point of bloodwell. If the creature dies from the bite, he regains an additional number of spent bloodwell equal to the creature’s Constitution modifier (minimum of 1). + +Lord Sebastian can spend points from his bloodwell to use the following options: + +- **Alacrity.** Spend 1 point of bloodwell to take the Dodge action as a bonus action. +- **Ferocity.** Spend 1 point of bloodwell when he hits with a melee attack to deal an additional 14 (4d6) damage. +- **Flesh of Clay.** Spend 2 points of bloodwell to use his Shapechanger trait as a bonus action +- **Night’s Embrace.** Spend 2 points of bloodwell to take the Hide action as a bonus action. If Lord Sebastian is in dim light he can Hide without cover, even while being observed. +- **Unholy Resilience.** Spend 3 points of bloodwell at the start of his turn. His Harmed by Running Water and Sunlight Hypersensitivity traits don’t function until the start of his next turn. + +### Legendary Resistance (3/Day). + +If Lord Sebastian fails a saving throw, he can choose to succeed instead. + +### Misty Escape + +When Lord Sebastian drops to 0 hit points outside his resting place, he transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that he isn’t in sunlight or running water. If he can’t transform, he is destroyed. + +While he has 0 hit points in mist form, he can’t revert to his vampire form, and he must reach his resting place within 2 hours or be destroyed. Once in his resting place, he reverts to his vampire form. He is then paralyzed until he regains at least 1 hit point. After spending 1 hour in his resting place with 0 hit points, he regains 1 hit point. + +### Regeneration + +Lord Sebastian regains 20 hit points at the start of his turn if he has at least 1 hit point and isn’t in sunlight or running water. If he takes radiant damage or damage from holy water, this trait doesn’t function at the start of his next turn. + +### Spider Climb + +Lord Sebastian can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Climbing speed is equal to walking speed. + +## Actions + +**Multiattack**. (Vampire Form Only). Lord Sebastian makes two attacks, only one of which can be a bite attack. + +**Unarmed Strike** (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, Lord Sebastian can grapple the target (escape **DC** 18). + +**Bite**. (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Lord Sebastian, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Lord Sebastian regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a Gaunt under Lord Sebastian’s control. + +**Charm**. Lord Sebastian targets one humanoid he can see within 30 feet of it. If the target can see him, the target must succeed on a **DC** 17 Wisdom saving throw against this magic or be charmed by Lord Sebastian The charmed target regards him as a trusted friend to be heeded and protected. Although the target isn’t under his control, it takes his requests or actions in the most favorable way it can, and it is a willing target for Lord Sebastian’s bite attack. + +Each time Lord Sebastian or his companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Lord Sebastian is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. + +**Children of the Night (1/Day).** Lord Sebastian magically calls 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, he can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds and act as allies of Lord Sebastian and obey his spoken commands. The beasts remain for 1 hour, until the Lord Sebastian dies, or until he dismisses them as a bonus action. + +**Blood Spear.** Unique magic item (requires undead attunement). Lord Sebastian makes a spear attack. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 +4) piercing damage, or 12 (2d10+4) piercing damage if used with two hands to make a melee attack. On a successful hit, a creature takes an additional 2d6 necrotic damage and restores the same hit points amount to Lord Sebastian. + +## Bonusactions + +### Change Shape + +If Lord Sebastian isn’t in sunlight or running water, he can use his action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. + +While in bat form, he can’t speak, his walking speed is 5 feet, and he has a flying speed of 30 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to its true form if he dies + +While in mist form, Lord Sebastian can’t take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and he can’t pass through water. He has advantage on Strength, Dexterity, and Constitution damage, except the damage he takes from sunlight. + +## Reactions + +### Legendary Actions + +Lord Sebastian can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The vampire regains spent legendary actions at the start of its turn + +**Move**. Lord Sebastian moves up to its speed without provoking opportunity attacks. + +**Unarmed Strike**. Lord Sebastian makes one unarmed strike. + +**Bite (Costs 2 Actions)**. Lord Sebastian makes one bite attack. + +**Blood Spear (Costs 2 Actions)**. Lord Sebastian makes one blood spear attack. + +## Description + +### Vampiric Weakness + +See secret: Vampire Weaknesses (or see Monster Vault pg 315) diff --git a/content/Talents/Magic.md b/content/Talents/Magic.md new file mode 100644 index 0000000..8b119e7 --- /dev/null +++ b/content/Talents/Magic.md @@ -0,0 +1,220 @@ +These talents supplement the ones found in the [[ToV - Players Guide.pdf]]. + +Most magic talents affect a character’s spellcasting abilities, but they also include features that strengthen the mind and defend against harmful magic effects. + +**Artifact Expertise (Campaign Builder: Dungeons and Ruins)** + +Your experience with magical artifacts helps you quickly identify and use them. You gain the following benefits: + +- You can identify a magic item by spending 1 minute with it instead of 1 hour. +- When you use a magic item with charges, you gain 2 additional charges. +- If a magic item you are using would be destroyed when it is depleted of charges, it remains intact instead. + +**Parting Shot (Campaign Builder: Dungeons and Ruins)** + +_Prerequisite: Ability to Cast Cantrips, Access to 3rd-Circle Spell Slots_ + +You have practiced quick spellcasting. You may do each of the following once per long rest: + +- When you cast a spell from the 3rd circle or above, you may use a bonus action to cast a cantrip you know. +- When you cast a cantrip, you may use a bonus action to cast the same cantrip a second time. + +In each case, the decision to use the talent must be made as the first spell is being cast and occurs regardless of the outcome of that spell. + +**Source Resistance (Campaign Builder: Dungeons and Ruins)** + +_Prerequisite: Spellcasting Class Feature_ + +Your study of a specific school of magic has given you some resistance to spells that draw from it. Choose one of the School of magic and gain the following benefits: + +- When you are targeted by spells from your chosen school of magic, you have advantage on all saves. +- When you take damage from a spell or item using this school of magic, you can reroll the highest damage die, but must keep the new result. + +You can select this talent twice, selecting a different source of magic each time. + +**Teleporting Harrier (Old Margreve)** + +_Prerequisite: Ability to Teleport Due to a Feature, Spell, or Trait_ + +You have learned to maximize the strategic impact of your teleportation. You appear in a flash and attack with deadly precision. When you teleport, the next weapon attack or spell attack you make before the start of your next turn gains your choice of two of the following benefits: + +- The attack has advantage against the target if the target is within 15 feet of the space you teleported into. +- If the attack hits, it deals additional damage of its type equal to your **PB**. +- If the attack hits, the target is frightened of you until the end of its next turn. + +To gain any of these benefits with a weapon attack, you must be proficient with the weapon. + +**Mystic Visions (Labyrinth Worldbook)** + +_Prerequisite: **WIS** 13 or higher (Character with visionary background can ignore **WIS** restriction)_ + +You have honed your mystic awareness to read the subtle echoes of past and present events. Whenever you complete a long rest, roll a number of d20s equal to your **PB** and record the results. + +When you make an ability check, attack roll, or save, you can choose to replace the d20 result with one of the numbers you previously rolled with this feature—after which, that number is expended. You can use this feature to modify a particular roll only once. + +When you complete a long rest and have unused uses of this feature, all unused numbers are lost—you must roll to determine new numbers. + +**Voracious Arcana (Labyrinth Worldbook)** + +_Prerequisite: Spellcasting Class Feature_ + +Your study of the far reaches has unlocked mysteries inherent in the all-consuming hunger of the Void. You gain these benefits: + +- When you damage a creature with a spell or cantrip, you can choose to roll one of your hit dice and add the result as extra necrotic damage to the target, in addition to the weapon’s normal damage. +- If you have no spell slots available or a circle you wish to cast, you can sacrifice your own lifeforce to power your spell. Roll 2d6 per the circle of the spell you wish to cast and lower your current and maximum HP by that amount. You then cast the spell without expending a spell slot. Your maximum HP only returns to normal when you finish a long rest. If your maximum HP is reduced to 0 by casting a spell in this manner, you perish. + +**Acid Disintegration (Player’s Handbook 2\)** + +_Prerequisite: Spellcasting Class Feature_ + +You’ve become attuned to the seeping, corrosive nature of acid and have used this knowledge to improve your spellcasting prowess. You gain the following abilities: + +- When you cast a spell that deals acid damage, you can spend 2 Luck to reroll a number of damage dice up to your **PB** \+ 1\. +- As a bonus action, you can secrete a caustic aura from your body for 1 minute. Weapons that hit you corrode. After dealing damage, a weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition that hits you is destroyed after dealing damage. In addition, you deal double damage to objects and structures that you touch. You can end this ability early as an action. Once you use this ability, you must finish a short or long rest before you can use it again. + +**Chaos Caster (Player’s Handbook 2\)** + +_Prerequisite: Spellcasting Class Feature_ + +Your keen understanding of the chaos that permeates the cosmos (or perhaps the magic in your blood) allows you to draw on additional power. + +When you expend a spell slot of 1st circle or higher to cast a spell on your turn, you can attempt to cast the spell as if the expended spell slot is one circle higher than the one you’re using. To do so, you must succeed on an ability check using your spellcasting ability (**DC** 11 \+ the base circle of the spell you are attempting to cast). On a failure, you expend a use of this feature, and the spell is cast as normal. On a success, you cast the spell at the higher circle. Immediately roll on the Volatile Spell Effect table in the Player’s Guide to determine additional effects the spell has. Any effects created by the spell that require a save use your spellcasting **DC**. + +You can use this feature a number of times equal to your **PB**. You recover all expended uses when you finish a long rest. + +**Cold Soul (Player’s Handbook 2\)** + +_Prerequisite: Spellcasting Class Feature_ + +You’ve become infused with the frigid, expanding nature of ice and have combined this power with your spellcasting prowess. You gain the following abilities: + +- When you cast a spell that deals cold damage, you can spend 2 Luck to reroll a number of damage dice up to your **PB** \+ 1\. +- As a bonus action, you can activate an aura of frost that freezes the ground in a 10-foot radius around you. The effect lasts for 1 minute and moves with you. The area within this radius counts as difficult terrain for all creatures except you. When a creature first enters the area or starts its turn in the area, it must succeed on a **DEX** save against your spell save **DC** or fall prone. You can end this effect early as a bonus action. The effect also ends early if you fall unconscious. Once you use this ability, you must finish a short or long rest before you can use it again. + +**Fire Branded (Player’s Handbook 2\)** + +_Prerequisite: Spellcasting Class Feature_ + +Your intense study of crackling flames has improved your spellcasting prowess. You gain the following abilities: + +- When you cast a spell that deals fire damage, you can spend 2 Luck to reroll a number of damage dice up to your **PB** \+ 1\. +- As a reaction when you take fire damage, you can activate an aura of ghostly flame that lasts for 1 minute. While the aura is active, your base movement speed increases by 10 feet, and you can take the Disengage action as a bonus action. You can end your transformation early as a bonus action. The effect also ends early if you fall unconscious. Once you use this ability, you must finish a short or long rest before you can use it again. + +**Guidance Adept (Player’s Handbook 2\)** + +_Prerequisite: Ability to Cast the Guidance Cantrip_ + +You’ve mastered the guidance cantrip (see Player’s Guide), granting you the following benefits when you cast it: + +- You can now cast guidance on a willing creature you can see within 30 feet of you, instead of touch. +- As a reaction when a creature you can see within range makes an ability check, you can cast the cantrip, adding a d4 to the triggering check. You can use this reaction a number of times per day equal to your **PB**. You recover expended uses when you complete a long rest. +- When you cast the cantrip as an action, you can affect a number of creatures equal to half your **PB** (rounded down). + +**Light Adept (Player’s Handbook 2\)** + +_Prerequisite: Ability to Cast the Light Cantrip_ + +You’ve mastered the light cantrip (see Player’s Guide), granting you the following benefits when you cast it: + +- You can now cast light as either an action or bonus action, and it no longer requires material components to cast. You can now cast light on an item you can see within 30 feet of you, instead of touch. +- You can choose to make the light created by the cantrip visible only to creatures of your choice within 30 feet of you when you cast the spell. The maximum number of creatures you can affect in this way is equal to your **PB**. +- When you cast light, you can attempt to blind a creature within 5 feet of your target. The creature must succeed on a **CON** save versus your spell **DC** or be blinded until the end of its next turn. You can use this feature a number of times equal to your **PB**, and you recover expended uses when you finish a long rest. + +**Lightning Walker (Player’s Handbook 2\)** + +_Prerequisite: Spellcasting Class Feature_ + +You’ve become attuned to the crash of lightning and have funneled this knowledge into your spellcasting prowess. You gain the following abilities: + +- When you cast a spell that deals lightning damage, you can spend 2 Luck to reroll a number of damage dice up to your **PB** \+ 1\. +- As a bonus action, you can teleport to an unoccupied space you can see within 30 feet of you. When you do so, all creatures within 10 feet of the space (except you) take lightning damage equal to your **PB**. Once you use this ability, you must finish a short or long rest before you can use it again. + +**Mage Hand Adept (Player’s Handbook 2\)** + +_Prerequisite: Ability to Cast the Mage Hand Cantrip_ + +You’ve mastered the mage hand cantrip (see Player’s Guide), granting you the following benefits when you cast it: + +- When you cast mage hand, you can now use either an action or a bonus action to control the cantrip’s hand. Casting it no longer requires verbal or somatic components, and you can choose to make the cantrip’s hand invisible. +- You can create a number of hands with a single casting, up to half your **PB** (rounded down). You can simultaneously control all the hands created by the cantrip with your action or bonus action. +- The range increases to 60 feet, and the hands can travel up to 60 feet away from you. If a hand expires due to range, any others you have active still remain. +- If multiple hands carry or lift the same object or creature, the total carry weight increases by 10 per hand. For example, when working together, three hands can carry an object weighing up to 30 pounds. + +**Magical Trickster (Player’s Handbook 2\)** + +_Prerequisite: None_ + +You excel at minor magical wonders, granting you the following benefits: + +- You learn the minor illusion cantrip and either the prestidigitation or thaumaturgy cantrip (see Player’s Guide for all cantrips). These cantrips require no components, and the range of each is doubled. The spellcasting ability for these spells is **INT**, **WIS**, or CHA (choose when you select this talent). +- As a bonus action, you can attempt to use magical trickery to distract one creature within 30 feet of you that can see you. The target must succeed on a **WIS** save or have disadvantage on the next attack roll it makes before the end of its next turn. The save **DC** equals 8 \+ your **PB** \+ your **INT**, **WIS**, or CHA modifier (choose when you select this talent). You can use this feature a number of times per day equal to your **PB**. You recover expended uses when you finish a long rest. + +**Plane Touched (Player’s Handbook 2\)** + +_Prerequisite: Character 4th Level or Higher_ + +Your exposure or association with a particular plane of existence infuses you with its magic. You gain the ability to cast certain spells based on which plane you choose. When you gain this talent, you decide whether **INT**, **WIS**, or CHA is your spellcasting ability for casting these spells. Choose one of the following types of planes or realms from which your power stems, in order to gain their benefit: + +- **Celestial.** You learn the aid spell (see Player’s Guide) and one 1st-circle spell of your choice from the evocation or necromancy school of magic. +- **Elemental.** You learn the elemental blade spell (see Player’s Guide) and one 1st-circle spell of your choice from the conjuration or transmutation school of magic. +- **Faerie.** You learn the misty step spell (see Player’s Guide) and one 1st-circle spell of your choice from the enchantment or illusion school of magic. +- **Fiendish.** You learn the scorching ray spell (see Player’s Guide) and one 1st-circle spell of your choice from the enchantment or evocation school of magic. +- **Shadow.** You learn the invisibility spell (see Player’s Guide) and one 1st-circle spell of your choice from the illusion or necromancy school of magic. + +Once per long rest, you can cast each of the spells associated with your chosen plane without expending a spell slot. You can also cast them with spell slots of the appropriate circle or of higher circles. + +You can select this talent multiple times, selecting a different plane each time. + +**Resistance Adept (Player’s Handbook 2\)** + +_Prerequisite: Ability to Cast the Resistance Cantrip_ + +You’ve mastered the resistance cantrip (see Player’s Guide), granting you the following benefits when you cast it: + +- It requires no material components, and its range increases to 30 feet, instead of touch. +- As a reaction when a creature you can see within range must make a save, you can cast the cantrip, adding a d4 to the result of the triggering save. You can use this reaction a number of times equal to your **PB**, and you recover expended uses when you complete a long rest. +- When you cast resistance as an action, you can affect a number of creatures equal to half your **PB**. When casting the cantrip in this way, it only ends once each target has used its granted d4 or once your concentration ends. + +**Spell Disruptor (Player’s Handbook 2\)** + +_Prerequisite: Ability to Cast the Counterspell or Dispel Magic Spells_ + +Your mastery of magic has made you especially skilled at unravelling it. You gain the following benefits: + +- When you must make an ability check using your spellcasting ability as part of casting either the counterspell or dispel magic spell (see Player’s Guide), add your **PB** to determine the results of the roll. +- When you are affected by a spell that specifically targets you (not a spell that affects an area or creatures within an area), you can roll a d20. If the number you roll is lower than your current character level, the spell has no effect on you. You can spend Luck to modify this roll. Once you successfully use this feature, you can’t use it again until you finish a long rest. + +**Spell Disruptor (Player’s Handbook 2\)** + +_Prerequisite: Ability to Cast the Counterspell or Dispel Magic Spells_ + +Your mastery of magic has made you especially skilled at unravelling it. You gain the following benefits: + +- When you must make an ability check using your spellcasting ability as part of casting either the counterspell or dispel magic spell (see Player’s Guide), add your **PB** to determine the results of the roll. +- When you are affected by a spell that specifically targets you (not a spell that affects an area or creatures within an area), you can roll a d20. If the number you roll is lower than your current character level, the spell has no effect on you. You can spend Luck to modify this roll. Once you successfully use this feature, you can’t use it again until you finish a long rest. + +**Thunder Resonator (Player’s Handbook 2\)** + +_Prerequisite: Spellcasting Class Feature_ + +You’ve become synchronized with the booming power of thunder and have incorporated this knowledge into your spellcasting prowess. You gain the following abilities: + +- When you cast a spell that deals thunder damage, you can spend 2 Luck to reroll a number of damage dice up to your **PB** \+ 1\. +- As a reaction when you are hit by a melee attack, you can emit a wave of sonic energy that creates a thunderous boom, audible within 30 feet. When you do so, each creature within 10 feet of you (except you) must make a **CON** save against your spell save **DC**. On a failure, the target takes 1d10 thunder damage and is pushed 10 feet away from you. On a success, the target takes no damage but is still pushed. You can use this feature a number of times equal to your **PB**. You regain all expended uses when you finish a long rest. + +**Valedictorian (Player’s Handbook 2\)** + +_Prerequisite: 2nd Level or Higher Bard, Cleric, Druid, Sorcerer, Theurge, Warlock, Witch, or Wizard_ + +You went above and beyond when mastering the abilities of your class, granting you additional benefits. When you select this talent, choose the prerequisite class in which you have two or more levels and gain the listed feature: + +- **Bard.** When you finish a long rest, you gain one additional Bardic Inspiration die and one additional use of your Bardic Performance feature. Once these extra uses are expended, you can’t recover them by any means other than finishing a long rest. +- **Cleric.** When you finish a long rest, you gain one additional use of your Channel Divinity feature. Once this extra use is expended, you can’t recover it by any means other than finishing a long rest. +- **Druid.** When you finish a long rest, you gain one additional use of your Wild Shape feature. Once this extra use is expended, you can’t recover it by any means other than finishing a long rest. +- **Sorcerer.** You learn an additional Metamagic option for which you meet the prerequisites. When you gain a level of sorcerer, you can replace this Metamagic option with another one available to you. +- **Theurge.** When you finish a long rest, you gain one additional Spellcraft die and one additional use of your Spell Nexus feature. Once these extra uses are expended, you can’t recover them by any means other than finishing a long rest. +- **Warlock.** You learn an additional eldritch invocation for which you meet the prerequisites. When you gain a level of warlock, you can replace this invocation with another one available to you. +- **Witch.** When you finish a long rest, you gain a number of additional Hex dice equal to half your **PB** rounded down (minimum of one). Once these extra dice are expended, you can’t recover them by any means other than finishing a long rest. +- **Wizard.** When you determine the combined circle total of spell slots you can recover via your Arcane Recovery feature, you can increase the total by an amount equal to half your **PB** (rounded down). + +You can select this talent multiple times, selecting a different prerequisite class each time, provided you have at least two levels in the new class. diff --git a/content/Talents/Martial.md b/content/Talents/Martial.md new file mode 100644 index 0000000..88d075e --- /dev/null +++ b/content/Talents/Martial.md @@ -0,0 +1,216 @@ +These talents supplement the ones found in the [[ToV - Players Guide.pdf]]. + +Martial talents affect a character’s combat abilities, including enhancements to overall fitness and the ability to wield weaponry. + +**Side By Side (Campaign Builder: Dungeons and Ruins)** + +You gain strength from fighting alongside an ally. While within 5 feet of an ally, you gain these benefits: + +- You can’t be surprised. +- During combat, you gain temporary hit points equal to your **PB** that last for 1 minute, until expended, or until you end your turn more than 5 feet away from an ally. Once you have gained temporary hit points in this way, you can’t do so again until you finish a short or long rest. +- If an ally within 5 feet of you can make an opportunity attack against a creature, you can also make an opportunity attack against that creature, even if it does not trigger an opportunity attack for you normally. + +**Stalwart (Campaign Builder: Dungeons and Ruins)** + +Thanks to your training, once you set your feet, it’s hard to move you. You can take an action to plant your feet, gaining the following benefits until you move to a new location (either voluntarily or through the actions of another): + +- You have advantage on saves to avoid being shoved or grappled. +- When an attack or effect would push or pull you away from your current position, you can use a reaction to reduce the distance you are pushed or pulled by 10 feet. +- If an attack or effect would knock you prone, you can use a reaction to negate the effect, remaining upright. Once you have negated an attack or effect in this way, you can’t do so again until you finish a long rest. + +**Stunning Sniper (Old Margreve)** + +_Prerequisite: Proficiency with at Least One Ranged Weapon_ + +You have mastered the use of ranged weapons to disable your foe from a distance. Choose a simple or martial ranged weapon (such as sling, longbow, or light crossbow) you are proficient with. While wielding that weapon, you gain these benefits: + +- You score a critical hit on a d20 roll of 19 or 20 with your chosen weapon. +- When you score a critical hit with your chosen weapon, you can choose to forgo dealing damage and stun the target until the end of the target’s next turn instead. +- When you hit a stunned creature with your chosen weapon, you can roll one additional weapon damage die for damage. + +You can select this talent multiple times, selecting a different weapon each time. + +**Lacerating Slash (Labyrinth Worldbook)** + +You’ve learned to inflict lingering wounds to your targets. You gain these benefits: + +- When you damage a target with a melee weapon that deals piercing or slashing damage, you can deal a bleeding wound. The target takes additional damage equal to twice your **PB** at the start of each of its turns until it is magically healed or a creature uses an action to staunch the bleeding. +- If you score a critical hit, you can add the ability modifier used in the attack to the additional damage of the bleeding wound. + + **Rallying Call (Labyrinth Worldbook)** + +You have mastered the knack of inspiring your companions to greater heroism. Once per short or long rest, as a bonus action, you can yell a battle cry and give yourself, and all friendly creatures that can hear you within 30 feet, these benefits: + +- The next ranged or melee weapon attack you make has advantage. +- You have advantage on saves against being frightened for 1 minute. + +**Void Strike (Labyrinth Worldbook)** + +_Prerequisite: Character 4th Level or Higher_ + +Your experience with the forces from beyond allows you to imbue your attacks with the essence of the Void. While making a weapon attack, you gain these benefits: + +- When you hit a creature with a weapon attack, you can change the damage type of your weapon to deal necrotic damage until the start of your next turn. +- When you hit a creature with a weapon attack, you can choose to roll one of your hit dice and add the result as extra necrotic damage to the target, in addition to the weapon’s normal damage. + +**Battle Tactician (Book of Blades)** + +With your specialized martial training, your presence on the field can shape the fortunes of a battle. Your speech or appearance affects the capabilities of allies or enemies. You learn three tactics from the battle tactics list (see Battle Tactics) and gain a pool of points called tactical points. + +- **Tactics.** When you first choose this talent, you learn three battle tactics from the list in this section. To use a tactic, the creature you wish to affect must be able to see or hear you. You may use only one battle tactic per turn. +- **Tactical Points.** When you first choose this talent, you gain 4 tactical points. When you execute a battle tactic, you must spend the required number of tactical points (point cost is listed with each battle tactic). You regain spent tactical points when you finish a short or long rest. + +If a tactic requires your target to make a save to resist its effect, the save **DC** equals 8 \+ your **PB** \+ your CHA modifier. + +You can select this talent multiple times. Each time you take it again, you can select three more battle tactics, replace one battle tactic you already know with a different one, and gain 1 additional tactical point. + +**Poisoner (Book of Blades)** + +Through excessive exposure to poison, and practice with its use, you are an expert in this use of poison during combat. You gain these benefits: + +- You are immune to poison damage and the poisoned condition. +- As a bonus action, you can apply poison to a weapon you wield. + +**Tactical Planning (Book of Blades)** + +_Prerequisite: Proficiency in History, Character of 4th Level or Higher_ + +You have studied famous historical leaders and their great battles, learning what works well and what does not when preparing for a battle. You can put your knowledge into action, giving you and up to ten allies the benefits of one of these plans during a battle that you know is coming. You can choose a different plan each time, but it takes a short or long rest to impart your plan to your allies. The benefits only last during the fight you plan for. + +- **Ambush.** Using cover or concealment to ambush a foe, you and your allies have advantage on **DEX** (Stealth) and initiative checks. If any of your foes are surprised, you and your allies gain 1 Luck. You and your allies add you **PB** to damage against foes that are surprised or have not acted yet. +- **Defensive Action.** You and allies fight from a defensive position or formation like a shield wall, gaining an additional \+1 AC. Whenever you or an ally begins a turn with cover, or within 5 feet of an ally, they gain temporary hit points equal to their **PB**. As long as you have cover or are adjacent to an ally, you have advantage on saves to prevent forced movement or being knocked prone. +- **Rush the Line.** On your turn whenever you shout inspiring words, you and your allies can move their speed toward a hostile creature that they can see as a reaction. If they end their move adjacent to an enemy, their next attack roll is made with advantage. + +**Unarmed Maneuvers (Book of Blades) \- _Modified_** + +_Prerequisite: The Martial Arts Class Ability or the Hand to Hand Talent_ + +Your training as an unarmed combatant grants access to the following special maneuvers. When you successfully make an attack with one of these maneuvers, the attack doesn’t deal damage, it just does the listed effect. You can use any of these maneuvers on your turn, but you can use only one per turn. + +- **Chin Strike.** You strike your opponent in the jaw, temporarily dazing it. The target must succeed on a **CON** save or it can’t speak or cast spells with verbal components until the end of its next turn. This technique only affects opponents who speak using a mouth or similar orifice. +- **Deafening Strike.** You attempt to box your opponent’s ears (or similar aural organs) with your open palms. The target must succeed on a **CON** save or it is deafened until the end of its next turn. +- **Eye Rake.** You rake at your opponent’s eyes (or similar ocular organs). The target must succeed on a **CON** save or it is blinded until the end of its next turn. +- **Leg Sweep.** You knock the legs out from under an opponent that is up to one size larger than you. The creature must succeed on a **STR** or **DEX** save (target’s choice) or fall prone. +- **Stumbling Strike.** This is a practiced, improved version of shoving. The target must be no more than two sizes larger than you. Instead of an attack roll, you make a **STR** (Athletics) check contested by the target’s **STR** (Athletics) or **DEX** (Acrobatics) check (target chooses). If you win this contest, the target is pushed 10 feet away from you. + +**War Dancer (Book of Blades)** + +_Prerequisite: **DEX** 13 or Higher_ + +You have mastered a combat style that combines dancing with martial arts. You gain these benefits: + +- When you move more than 10 feet on your turn, your AC increases by 1 until the start of your next turn. +- When you hit with a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn. +- As a reaction, you can add 2 to your AC against one melee attack roll that would hit you. To do so, you must be able to see the attacker. + +**Weapon Option Specialist (Book of Blades)** + +You specialize in performing a specific weapon option. Choose one weapon option and gain these benefits when using it: + +- Increase the **DC** of your chosen weapon option’s save by 1\. If your weapon option does not require an ability check or save, gain a \+1 bonus to your weapon attack when performing it. +- When you hit with a weapon attack while using the weapon option that you specialized in, you can choose to do damage equal to your **PB**. The damage is of the type normally done by your weapon. + +**Brave (Player’s Handbook 2\)** + +_Prerequisite: None_ + +Your courage knows no bounds, and you gain these benefits: + +- You have advantage on ability checks and saves against fear effects and becoming frightened. You also have advantage on checks made to end either the frightened condition or ongoing fear effects currently affecting you. +- Your bravery is inspiring to others. When you and one or more nearby creatures must make a check to resist a fear effect or becoming frightened, you can give one creature that can see or hear you advantage on the check. To receive this benefit, a creature must be within a number of feet of you equal to 5 × your **PB** (minimum of 10 feet). +- If you are frightened, you can use a bonus action to immediately end the frightened condition. If a creature within 5 feet of you is frightened, you can instead use a bonus action to end the frightened condition affecting that creature, as long as the target can see and hear you. Once you successfully use this feature, you can’t use it again until you finish a long rest + +**Cleaver (Player’s Handbook 2\)** + +_Prerequisite: **STR** 13 or Higher_ + +Your training with weapons has taught you be extremely efficient with the death you deal. You gain the following when wielding a melee weapon with the Heavy property in two hands: + +- When you hit a creature with a melee weapon attack using the weapon, you can make a single additional melee weapon attack against a second creature within 5 feet of the first as long as that creature is within your weapon’s reach. You can only gain this extra attack once per turn. +- When you reduce a creature to 0 HP with a melee weapon attack, you can deal any excess damage from that attack to a second creature within 5 feet of the original target as long as that creature is within your weapon’s reach. + +**Hard to Kill (Player’s Handbook 2\)** + +_Prerequisite: **CON** 15 or Higher_ + +You’ve learned to will your body through the impossible, including imminent death. When you are reduced to 0 HP but don’t die outright, you can remain conscious for a number of rounds equal to your **PB**. Each time you take damage while using this ability, reduce the number of rounds by 1\. You fall unconscious at the end of your turn after the rounds run out, and you begin making death saves as normal. + +**Hurler (Player’s Handbook 2\)** + +_Prerequisite: Character 4th Level or Higher_ + +Your skill with thrown weapons knows few equals, and you gain these benefits: + +- Once per turn, when you hit a creature with a thrown weapon, you can add 1d4 extra damage of the same type as the weapon used. This extra damage increases as you increase in character level, becoming a d6 at 5th level, a d8 at 9th level, a d10 at 13th level, and a d12 at 17th level. +- When you score a critical hit with a thrown weapon against a creature, that creature must succeed on a **STR** save or fall prone. The save **DC** equals 8 \+ your **PB** \+ your **STR** or **DEX** modifier (your choice). +- When you make a weapon attack, you can draw a thrown weapon as part of that attack, even if you’ve already done so on the current turn. +- If you have the Rage class feature (see barbarian in Player’s Guide), you can add your rage damage to attacks made with thrown weapons. + +**Juggernaut (Player’s Handbook 2\)** + +_Prerequisite: **STR** 15 or Higher_ + +You’ve learned martial techniques that improve your ability to make and resist shove and knockdown attacks, and you gain these benefits: + +- When you successfully make a shove attack, you can push a creature up to 10 feet away from you, or you can push it 5 feet away from you and also knock it prone with the same action. +- You can use your bonus action to make a shove attack. You can use this bonus action a number of times equal to your **PB**. You recover expended uses when you finish a long rest. +- You have advantage on saves to resist being moved against your will or falling prone. + +**Polearm Mastery (Player’s Handbook 2\)** + +_Prerequisite: Character 4th Level or Higher_ + +You’ve mastered the use of polearms, putting their extended reach to maximum advantage. When you are wielding a weapon with both the Reach and Two-Handed properties, you can use a bonus action to enter a warding stance that lasts until the start of your next turn. While in this stance, you can make a single opportunity attack against each creature that enters or leaves your reach (no reaction required). You can use this feature to attack a number of targets up to your **PB** in a single round. + +**Self Defense (Player’s Handbook 2\)** + +_Prerequisite: Character 4th Level or Higher_ + +Your martial training has focused on using your weapon for both offense and defense. As a reaction when you are hit by a weapon attack, you can enter a defensive stance. Until the start of your next turn, you have a bonus to your AC equal to your **PB**, including against the triggering attack. You can use this feature a number of times per day equal to your **PB**, and you recover all expended uses when you finish a long rest. + +**Situational Awareness (Player’s Handbook 2\)** + +_Prerequisite: None_ + +Your knowledge of tactics allows you to know the precise time to strike, and you gain these benefits: + +- You have advantage on checks to avoid being surprised. +- As a reaction immediately after you take damage from a melee attack, you can move 10 feet. This movement doesn’t provoke opportunity attacks. + +**Staggering Strikes (Player’s Handbook 2\)** + +_Prerequisite: **STR** 15 or Higher_ + +Your blows are so powerful that they leave enemies temporarily discombobulated. When you hit a creature with a melee weapon attack, you can strike with such force that the creature can’t take reactions until the start of its next turn (no save). You can use this feature a number of times equal to your **PB**, and you recover all expended uses when you finish a long rest. + +**Tactical Teamwork (Player’s Handbook 2\)** + +_Prerequisite: Character 4th Level or Higher_ + +Your keen, tactical mind allows you to choose battlefield positions where you can best aid your allies. As a reaction when an ally you can see misses with a weapon attack against an enemy creature within your reach, you can add your **PB** to the ally’s attack result, potentially turning the missed attack into a hit. You can use this feature a number of times per day equal to your **PB**, and you recover all expended uses when you finish a long rest. + +**Tag Team (Player’s Handbook 2\)** + +_Prerequisite: None_ + +You’ve learned to convert your missed blows into tactical advantages. Designate one enemy within 30 feet to mark for 1 minute. If you miss with a melee attack against the marked target, and don’t have disadvantage on the attack roll, the next creature to make a melee attack against that target has advantage. Once you’ve used this ability, you must finish a short or long rest before using it again. + +**Two Weapon Defense (Player’s Handbook 2\)** + +_Prerequisite: None_ + +You’re skilled at the defensive benefits of fighting with two weapons, and you gain these benefits while wielding a weapon with the Light property in each hand: + +- As a bonus action, you gain a \+2 bonus to AC until the start of your next turn. +- You can spend 2 Luck to reroll a failed **DEX** save. + +**Whip Expert (Player’s Handbook 2\)** + +_Prerequisite: Proficiency with Whip_ + +You have mastered the whip, treating is almost as an extension of your arm, and you gain these benefits while wielding one: + +- In your hands, whips are considered to have the Light property, and their Reach increases by 5 feet. +- You can make an opportunity attack against a creature when it enters your reach. +- You can use your whip to gain advantage on ability checks that could feasibly incorporate it. Examples include driving cattle, grabbing an item out of the air, or using it to swing across a pit. + diff --git a/content/Talents/Technical.md b/content/Talents/Technical.md new file mode 100644 index 0000000..177be3f --- /dev/null +++ b/content/Talents/Technical.md @@ -0,0 +1,241 @@ +These talents supplement the ones found in the [[ToV - Players Guide.pdf]]. + +Technical talents affect a character’s non-combat abilities, granting utility-based improvements to social encounters, exploration, and object interactions. + +**Breaker (Campaign Builder: Dungeons and Ruins)** + +You are adept at breaking down objects and structures. As an action, you can inspect an object or structure for weaknesses. Make a **WIS** (Perception) or **INT** (Investigation) check (your choice), using the object’s AC as the **DC** for the check. On a success, you gain the following benefits against that object or structure for 1 hour: + +- You gain a \+2 bonus to attack rolls against the object or structure. +- You can add your **PB** to damage you deal to the object or structure. +- If the damage you deal to the object or structure is below its damage threshold, you can reroll the damage. You must take the new result. You can do this a number of times equal to your **PB**, regaining expended uses when you finish a short or long rest. + +**Skeptic (Campaign Builder: Dungeons and Ruins)** + +You question the world around you, making it difficult for others to deceive you. You gain the following benefits: + +- You have advantage on checks to discern something is an illusion, such as the image created by the major image spell or a creature disguised by the disguise self spell. +- You have advantage on checks to determine if a creature is attempting to mimic another, such as a green hag using its Mimicry trait to sound like an injured animal. +- If you fail a save against an effect that would charm you, you can reroll the save and must take the new result. Once you have rerolled such a save, you can’t do so again until you finish a long rest. + +**Eidetic Memory (Campaign Builder: Dungeons and Ruins)** + +You remember every place you’ve been, creature you’ve encountered, and object you’ve come across with absolute accuracy. You gain the following benefits: + +- You have advantage on **INT** checks to recall knowledge, and if you fail, once per short rest, you can reroll the check and take the new result. +- You have advantage on **WIS** (Perception) checks in any location you have previously visited. +- You have advantage on CHA (Persuasion) checks with any creature you’ve previously encountered unless it is hostile toward you. + +**Indefatigable (Campaign Builder: Dungeons and Ruins) \- _Modified_** + +You have trained yourself to continue moving forward, even on little to no sleep. You gain the following benefits: + +- Once each day, you can gain the benefits of a long rest during a short rest, but gain back none of the Spell Slots that you would from a long rest. +- When you take a long rest, you regain all expended hit dice instead of half of your maximum. + +**Strong Stomach (Campaign Builder: Dungeons and Ruins)** + +You have consumed enough poisons and intoxicants that you are aware of their presence, and they have a lessened effect on you. You gain the following benefits: + +- When using a consumable of any type, you may take 1 minute to examine its contents for curse, disease, hazard, or poison. You detect the presence of any damaging effect caused by the consumable before consuming it and can identify any poison within it. +- You are resistant to poison damage. +- You are immune to the poisoned condition. + +**Tunneler (Campaign Builder: Dungeons and Ruins)** + +You are skilled at moving through underground spaces. You gain the following benefits: + +- You gain a burrowing speed equal to half of your walking speed. +- You move at normal speed across difficult terrain while in underground terrain. +- You treat dim light as bright light. +- The number of minutes you can hold your breath increases from 1 \+ **CON** modifier to 1d4 \+ **CON** modifier. + +**Forest Denizen (Old Margreve)** + +Your time in forests has made you familiar with the ways and dangers of the forest and its inhabitants. You gain these benefits: + +- You have advantage on any ability check you make related to climbing or swimming. +- You are resistant to the poisoned condition, and you can discern if a plant or fungal growth is safe to eat. +- You have advantage on checks and saves to avoid being grappled or restrained or to escape being grappled or restrained, provided you are being grappled or restrained by non-magical vegetation or a Beast or Monstrosity’s feature, such as a giant frog’s Bite or a spider’s Web. + +**Friend of the Fey (Old Margreve)** + +Your exposure to fey has taught you how to get by in their circles and the dangers of interacting with them. You gain these benefits: + +- You learn the Sylvan language. +- When you converse with a Fey or a creature that understands Sylvan, you have advantage on a single CHA check made to influence or interact with that creature. Once you use this feature, you can’t do so again until you finish a long rest. +- When you make a save against being charmed or frightened, you can choose to have advantage on the save. You can use this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. + +**Relentless Hunter (Old Margreve)** + +You are an expert at hunting prey. You are never more at home than when on a hunt, and your quarry rarely escapes you. You gain the following benefits: + +- You can add your **PB** to checks made to track a creature, even if you aren’t proficient with the skill to do so, and you can give yourself advantage on one ability check made to track a creature. Once you use this, you can’t do so again until you finish a long rest. +- If you have tracked a creature for at least 10 minutes, you have advantage on **WIS** (Perception) checks to detect the creature, and you have advantage on **DEX** (Stealth) checks to hide from the creature. +- While you are tracking a creature or following the trail left by a creature, such as tracking fleeing prey or following the tracks of a horse-drawn wagon, you and your allies can travel up to 10 hours each day, instead of the standard 8, before you must make a **CON** save for a forced march. +- When combat starts, choose one creature you can see within 30 feet of you as your quarry. The first time you hit that creature with an attack within the next minute, the attack deals extra damage equal to your **PB**. + +**Locksmith (Labyrinth Worldbook)** + +_Prerequisite: Proficiency with Thieves Tools_ + +You have an uncanny knack for manipulating both mundane and magical locks. + +- As long as you have access to a suitably small and solid item—like a hair pin, sewing needle, fish hook, or shard of glass—you can attempt to pick a nonmagical lock without the use of thieves’ tools (you don’t get to add your **PB** to checks made to do so). +- If you roll a result of 9 or lower on the d20 while attempting to pick a lock, you can instead treat the roll as if you rolled a 10 on the die. +- You can cast the knock spell. Once used, you can’t do so again until you finish a long rest. + +**Perfect Memory (Labyrinth Worldbook)** + +You can remember anything you’ve seen, heard, or experienced in perfect detail. + +- Whenever you make an **INT**-based check to recall information about a topic you are likely to have heard about or learned about in your past—particularly topics related to your heritage, background, or backstory— you have advantage on the check. Your GM has final say on whether a particular topic qualifies. +- You can perfectly recall paths you’ve traveled and basic features of areas you’ve passed through, including the layout of a dungeon map, passages you’ve taken in a maze, or similar examples. If you are attempting to recall information about such details, you can ask the GM to repeat information you’ve already heard as accurately as they can. +- If you spend at least 1 minute studying a room, cavern, or similar enclosed area no larger than 60 by 60 feet, you can move around, manipulate objects, and avoid traps or hazards in the space without the use of sight (as if you had keensense). However, this benefit does not alleviate any of the typical penalties made to interact with unseen creatures inside the area. + +**Versatile Driver (Labyrinth Worldbook)** + +_Prerequisite: Proficiency with any Vehicle, **INT** 13 or higher_ + +Your intuitive knack for driving, piloting, or controlling a particular type of vehicle allows you to apply the same skill with other vehicles. You gain these abilities: + +- You gain advantage on checks and saves made while operating or repairing the vehicle with which you are proficient. +- You can operate or repair other vehicles as if you had proficiency with them but you don’t add your **PB** to checks made while operating them. + +**Adroit Attunement (Player’s Handbook 2\)** + +_Prerequisite: Character 5th Level or Higher_ + +Your familiarity with or intuitive grasp of magic items allows you to easily swap between them. As a bonus action, you can unattune from one magic item and attune to a different one you are wearing or wielding. Once you use this feature, you can’t do so again until you finish a long rest. + +**Alchemy Adept (Player’s Handbook 2\)** + +_Prerequisite: Proficiency with Alchemist Tools_ + +You’ve studied the art of alchemy extensively, and you gained these benefits: + +- Double your **PB** when you make an ability check that uses alchemist tools. +- When you use the downtime crafting activity (see Player’s Guide) to make alchemical concoctions, for each workday you spend crafting, you can craft one item (or multiple items) worth a total amount of gold equal to 10 × your **PB**. +- You are considered proficient with ranged attacks made with alchemical concoctions, and you can use either **STR** or **DEX** (your choice) for these ranged attack rolls. In addition, you don’t have disadvantage on a ranged attack roll made with an alchemical concoction even if a hostile creature is within 5 feet of you. +- The save **DC** of any alchemical concoction you create increases by an amount equal to your **PB**. +- The range of ranged attacks you make with alchemical concoctions increases to 30/60 feet. + +**Empathetic (Player’s Handbook 2\)** + +_Prerequisite: None_ + +You are uncommonly attuned to the emotions of others— allowing you to read people, determine their intentions, tell truths from lies, and influence them socially—and you gain these benefits: + +- When a creature you can see speaks in a language you don’t know, you can still discern simple concepts from their facial expressions and body language. +- You have a \+5 bonus to your passive **WIS** (Insight) score, and you gain proficiency in the Persuasion skill. If you are already proficient, double your **PB** instead for Persuasion checks. +- When you spend 10 minutes or longer speaking with a non-hostile creature that understands you, any CHA (Persuasion) check you make has advantage. + +**Entertainer (Player’s Handbook 2\)** + +_Prerequisite: CHA 13 or Higher_ + +You excel at performing. Choose two of the following skills: Acrobatics, Performance, or Sleight of Hand. When you make a check using your chosen skills, treat any d20 roll of 9 or less as though you rolled a 10\. + +When you perform for at least 1 minute, you can produce a nonmagical effect that functions the same as the enthrall spell (see Player’s Guide). You can do this a number of times per day equal to your **PB**, and you recover expended uses when you complete a long rest. + +**Escamotage (Player’s Handbook 2\)** + +_Prerequisite: None_ + +Your hands are faster than most people’s eyes, and you are as adept at purloining valuables from enemy combatants as innocent marks. You gain the following abilities: + +- You gain proficiency in the Sleight of Hand skill. If you are already proficient, double your **PB** instead when making ability checks with the Sleight of Hand skill. +- You need to spend only 2 Luck to reroll Sleight of Hand checks. +- As an action, you can try to pluck a non-magical item being worn by a creature. You must be able to see the item to attempt to grab it. The **DC** to successfully pluck the object is 10 \+ the creature’s **DEX** bonus \+ the target’s CR (minimum 1). You can’t use this action to remove a donned suit of armor, but you can use it to grab a shield or weapon. + +**Hardy (Player’s Handbook 2\)** + +_Prerequisite: **CON** 15 or Higher_ + +You are remarkably resilient, and you gain these benefits: + +- When you are reduced to 0 HP but not killed outright, you can drop to 1 HP instead. Once you use this feature, you can’t use it again until you finish a long rest. +- You have advantage on checks made to avoid suffering exhaustion or made to reduce your levels of exhaustion. +- If you would gain a level of exhaustion, you can instead choose to ignore it (no action required). Once you use this feature, you can’t use it again until you finish a long rest. + +**Improviser (Player’s Handbook 2\)** + +_Prerequisite: None_ + +You’ve learned to adapt to new situations on the fly. As an action, you can use any feature or trait you have that normally requires you to use a bonus action. If you cast a 1st-circle or higher spell with a casting time of 1 bonus action, you can’t use this feature to cast another spell with a casting time of 1 bonus action on the same turn. + +**Learned Researcher (Player’s Handbook 2\)** + +_Prerequisite: None_ + +You’ve developed techniques that make finding the information you seek easier for you. Choose two of the following skills: Arcana, History, Nature, or Religion. When you make a check using your chosen skills, treat any d20 roll of 9 or less as though you rolled a 10\. You can use this feature a number of times per day equal to your **PB**. You recover expended uses when you finish a long rest. + +When you spend downtime researching (see Player’s Guide), the cost and time it takes is divided by your **PB** (rounded down). Also, when you make your research resolution roll, make the roll with advantage. If you roll 11 or higher, you learn an additional clue. + +**Musician (Player’s Handbook 2\)** + +_Prerequisite: None_ + +You’re a master musician, and you gain these benefits: + +- Gain proficiency with the Performance skill or with three types of musical instruments. +- You need to spend only 2 Luck to reroll Performance checks. +- As an action, you can play an instrument that you’re proficient with. If you choose to play a rousing song, one ally within 30 feet who can hear you has advantage to maintain concentration on spells. If you choose to play a vexing song, one foe within 30 feet who can hear you has disadvantage to maintain concentration on spells. You can maintain this song for **PB** \+ 1 rounds, and you must complete a short or long rest before playing either song again. + +**Quick Recovery (Player’s Handbook 2\)** + +_Prerequisite: **CON** 13 or Higher_ + +Your body is so well conditioned for adventure that you gain the following benefits: + +- You complete short rests more quickly than others. For you, a short rest only takes an amount of time equal to 60 minutes divided by your **PB** (rounded down). +- When you finish a long rest, you recover an additional number of hit dice equal to half your **PB** (rounded down). + +**Silver Tongued (Player’s Handbook 2\)** + +_Prerequisite: CHA 13 or Higher_ + +When you talk, people can’t help but listen. Choose two of the following skills: Deception, Intimidation, or Persuasion. When you make a check using your chosen skills, treat any d20 roll of 9 or less as though you rolled a 10\. You can use this feature a number of times per day equal to your **PB**. You recover expended uses when you finish a long rest. + +When you spend downtime carousing (see Player’s Guide), the cost and time it takes is divided by your **PB** (rounded down). Also, when you make your carousing resolution roll, make the roll with advantage. If you roll 11 or higher, you gain an additional favor. + +**Sleuth (Player’s Handbook 2\)** + +_Prerequisite: **INT** 13 or Higher, or **WIS** 13 or Higher_ + +You’re a master of deduction. Choose two of the following skills: Insight, Investigation, Perception, or Survival. When you make a check using your chosen skills, treat any d20 roll of 9 or less as though you rolled a 10\. + +When you talk with a creature that can understand you for at least 1 minute, you can produce a non-magical effect that functions the same as the zone of truth spell (see Player’s Guide). + +You can use each of these features a number of times per day equal to your **PB**, and you recover expended uses when you finish a long rest. + +**Slippery (Player’s Handbook 2\)** + +_Prerequisite: None_ + +You are elusive, able to escape obstacles and foes that would grasp or slow you down, and you gain these benefits: + +- When you move into an area of difficult terrain, it doesn’t cost extra movement for the first 5 × your **PB** feet (minimum of 10 feet). +- You have advantage on checks made to avoid and end the grappled condition. + +**Trailblazer (Player’s Handbook 2\)** + +_Prerequisite: None_ + +You move with alacrity, no matter the mode of locomotion, and you gain these benefits: + +- You gain a climbing speed and swimming speed equal to your walking speed. +- You have advantage on checks made against gaining levels of exhaustion while climbing or swimming. +- While climbing, you can aid one or more creatures (up to a number equal to your **PB**) that don’t have a climbing speed, allowing them to climb at half their walking speed \+ 10 feet. Creatures must be able to see and hear you to gain this benefit. +- You can hold your breath for a number of minutes equal to 1 \+ twice your **CON** modifier. + +**Wrangler (Player’s Handbook 2\)** + +_Prerequisite: None_ + +You are an experienced animal trainer, and you gain these benefits: + +- You gain proficiency with the Animal Handling skill. If you are already proficient, double your **PB** instead when making Animal Handling checks. +- You need to spend only 2 Luck to reroll Animal Handling checks. +- You can issue instructions to friendly Beasts (and creatures with the Animal tag) if the creature’s CR is less than half your character level. As a bonus action, you can direct these friendly creatures to move, and in exchange for one of your own attacks, you can instruct the creature to attack. + diff --git a/content/assets/0245fc0c3fe9297032acfa3e7fda1c15_MD5.jpeg b/content/assets/0245fc0c3fe9297032acfa3e7fda1c15_MD5.jpeg new file mode 100644 index 0000000..b3a5d4d Binary files /dev/null and b/content/assets/0245fc0c3fe9297032acfa3e7fda1c15_MD5.jpeg differ diff --git a/content/assets/0285a0e733b95ec242b925e5ee168374_MD5.jpg b/content/assets/0285a0e733b95ec242b925e5ee168374_MD5.jpg new file mode 100644 index 0000000..8b85674 Binary files /dev/null and b/content/assets/0285a0e733b95ec242b925e5ee168374_MD5.jpg differ diff --git a/content/assets/03a0be8d25baedced87439a4739c0d90_MD5.jpg b/content/assets/03a0be8d25baedced87439a4739c0d90_MD5.jpg new file mode 100644 index 0000000..f941b22 Binary files /dev/null and b/content/assets/03a0be8d25baedced87439a4739c0d90_MD5.jpg differ diff --git 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b/content/assets/9daad6b1baa59ad6ef63839e73436db0_MD5.jpg differ diff --git a/content/assets/Additional Talents.md b/content/assets/Additional Talents.md new file mode 100644 index 0000000..ecba435 --- /dev/null +++ b/content/assets/Additional Talents.md @@ -0,0 +1,662 @@ +These talents supplement the ones found in the Player’s Guide. + +## **Magic Talents** + +Most magic talents affect a character’s spellcasting abilities, but they also include features that strengthen the mind and defend against harmful magic effects. + +**Artifact Expertise (Campaign Builder: Dungeons and Ruins)** +Your experience with magical artifacts helps you quickly identify and use them. You gain the following benefits: + +- You can identify a magic item by spending 1 minute with it instead of 1 hour. + +- When you use a magic item with charges, you gain 2 additional charges. + +- If a magic item you are using would be destroyed when it is depleted of charges, it remains intact instead. + +**Parting Shot (Campaign Builder: Dungeons and Ruins)** +*Prerequisite: Ability to Cast Cantrips, Access to 3rd-Circle Spell Slots* +You have practiced quick spellcasting. You may do each of the following once per long rest: + +- When you cast a spell from the 3rd circle or above, you may use a bonus action to cast a cantrip you know. + +- When you cast a cantrip, you may use a bonus action to cast the same cantrip a second time. + +In each case, the decision to use the talent must be made as the first spell is being cast and occurs regardless of the outcome of that spell. + +**Source Resistance (Campaign Builder: Dungeons and Ruins)** +*Prerequisite: Spellcasting Class Feature* +Your study of a specific school of magic has given you some resistance to spells that draw from it. Choose one of the School of magic and gain the following benefits: + +- When you are targeted by spells from your chosen school of magic, you have advantage on all saves. + +- When you take damage from a spell or item using this school of magic, you can reroll the highest damage die, but must keep the new result. + +You can select this talent twice, selecting a different source of magic each time. + +**Teleporting Harrier (Old Margreve)** +*Prerequisite: Ability to Teleport Due to a Feature, Spell, or Trait* +You have learned to maximize the strategic impact of your teleportation. You appear in a flash and attack with deadly precision. When you teleport, the next weapon attack or spell attack you make before the start of your next turn gains your choice of two of the following benefits: + +- The attack has advantage against the target if the target is within 15 feet of the space you teleported into. + +- If the attack hits, it deals additional damage of its type equal to your PB. + +- If the attack hits, the target is frightened of you until the end of its next turn. + +To gain any of these benefits with a weapon attack, you must be proficient with the weapon. + +**Mystic Visions (Labyrinth Worldbook)** +*Prerequisite: WIS 13 or higher (Character with visionary background can ignore WIS restriction)* +You have honed your mystic awareness to read the subtle echoes of past and present events. Whenever you complete a long rest, roll a number of d20s equal to your PB and record the results. + +When you make an ability check, attack roll, or save, you can choose to replace the d20 result with one of the numbers you previously rolled with this feature—after which, that number is expended. You can use this feature to modify a particular roll only once. + +When you complete a long rest and have unused uses of this feature, all unused numbers are lost—you must roll to determine new numbers. + +**Voracious Arcana (Labyrinth Worldbook)** +*Prerequisite: Spellcasting Class Feature* +Your study of the far reaches has unlocked mysteries inherent in the all-consuming hunger of the Void. You gain these benefits: + +- When you damage a creature with a spell or cantrip, you can choose to roll one of your hit dice and add the result as extra necrotic damage to the target, in addition to the weapon’s normal damage. + +- If you have no spell slots available or a circle you wish to cast, you can sacrifice your own lifeforce to power your spell. Roll 2d6 per the circle of the spell you wish to cast and lower your current and maximum HP by that amount. You then cast the spell without expending a spell slot. Your maximum HP only returns to normal when you finish a long rest. If your maximum HP is reduced to 0 by casting a spell in this manner, you perish. + +**Acid Disintegration (Player’s Handbook 2\)** +*Prerequisite: Spellcasting Class Feature* +You’ve become attuned to the seeping, corrosive nature of acid and have used this knowledge to improve your spellcasting prowess. You gain the following abilities: + +- When you cast a spell that deals acid damage, you can spend 2 Luck to reroll a number of damage dice up to your PB \+ 1\. + +- As a bonus action, you can secrete a caustic aura from your body for 1 minute. Weapons that hit you corrode. After dealing damage, a weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition that hits you is destroyed after dealing damage. In addition, you deal double damage to objects and structures that you touch. You can end this ability early as an action. Once you use this ability, you must finish a short or long rest before you can use it again. + +**Chaos Caster (Player’s Handbook 2\)** +*Prerequisite: Spellcasting Class Feature* +Your keen understanding of the chaos that permeates the cosmos (or perhaps the magic in your blood) allows you to draw on additional power. + +When you expend a spell slot of 1st circle or higher to cast a spell on your turn, you can attempt to cast the spell as if the expended spell slot is one circle higher than the one you’re using. To do so, you must succeed on an ability check using your spellcasting ability (DC 11 \+ the base circle of the spell you are attempting to cast). On a failure, you expend a use of this feature, and the spell is cast as normal. On a success, you cast the spell at the higher circle. Immediately roll on the Volatile Spell Effect table in the Player’s Guide to determine additional effects the spell has. Any effects created by the spell that require a save use your spellcasting DC. + +You can use this feature a number of times equal to your PB. You recover all expended uses when you finish a long rest. + +**Cold Soul (Player’s Handbook 2\)** +*Prerequisite: Spellcasting Class Feature* +You’ve become infused with the frigid, expanding nature of ice and have combined this power with your spellcasting prowess. You gain the following abilities: + +- When you cast a spell that deals cold damage, you can spend 2 Luck to reroll a number of damage dice up to your PB \+ 1\. + +- As a bonus action, you can activate an aura of frost that freezes the ground in a 10-foot radius around you. The effect lasts for 1 minute and moves with you. The area within this radius counts as difficult terrain for all creatures except you. When a creature first enters the area or starts its turn in the area, it must succeed on a DEX save against your spell save DC or fall prone. You can end this effect early as a bonus action. The effect also ends early if you fall unconscious. Once you use this ability, you must finish a short or long rest before you can use it again. + +**Fire Branded (Player’s Handbook 2\)** +*Prerequisite: Spellcasting Class Feature* +Your intense study of crackling flames has improved your spellcasting prowess. You gain the following abilities: + +- When you cast a spell that deals fire damage, you can spend 2 Luck to reroll a number of damage dice up to your PB \+ 1\. + +- As a reaction when you take fire damage, you can activate an aura of ghostly flame that lasts for 1 minute. While the aura is active, your base movement speed increases by 10 feet, and you can take the Disengage action as a bonus action. You can end your transformation early as a bonus action. The effect also ends early if you fall unconscious. Once you use this ability, you must finish a short or long rest before you can use it again. + +**Guidance Adept (Player’s Handbook 2\)** +*Prerequisite: Ability to Cast the Guidance Cantrip* +You’ve mastered the guidance cantrip (see Player’s Guide), granting you the following benefits when you cast it: + +- You can now cast guidance on a willing creature you can see within 30 feet of you, instead of touch. + +- As a reaction when a creature you can see within range makes an ability check, you can cast the cantrip, adding a d4 to the triggering check. You can use this reaction a number of times per day equal to your PB. You recover expended uses when you complete a long rest. + +- When you cast the cantrip as an action, you can affect a number of creatures equal to half your PB (rounded down). + +**Light Adept (Player’s Handbook 2\)** +*Prerequisite: Ability to Cast the Light Cantrip* +You’ve mastered the light cantrip (see Player’s Guide), granting you the following benefits when you cast it: + +- You can now cast light as either an action or bonus action, and it no longer requires material components to cast. You can now cast light on an item you can see within 30 feet of you, instead of touch. + +- You can choose to make the light created by the cantrip visible only to creatures of your choice within 30 feet of you when you cast the spell. The maximum number of creatures you can affect in this way is equal to your PB. + +- When you cast light, you can attempt to blind a creature within 5 feet of your target. The creature must succeed on a CON save versus your spell DC or be blinded until the end of its next turn. You can use this feature a number of times equal to your PB, and you recover expended uses when you finish a long rest. + +**Lightning Walker (Player’s Handbook 2\)** +*Prerequisite: Spellcasting Class Feature* +You’ve become attuned to the crash of lightning and have funneled this knowledge into your spellcasting prowess. You gain the following abilities: + +- When you cast a spell that deals lightning damage, you can spend 2 Luck to reroll a number of damage dice up to your PB \+ 1\. + +- As a bonus action, you can teleport to an unoccupied space you can see within 30 feet of you. When you do so, all creatures within 10 feet of the space (except you) take lightning damage equal to your PB. Once you use this ability, you must finish a short or long rest before you can use it again. + +**Mage Hand Adept (Player’s Handbook 2\)** +*Prerequisite: Ability to Cast the Mage Hand Cantrip* +You’ve mastered the mage hand cantrip (see Player’s Guide), granting you the following benefits when you cast it: + +- When you cast mage hand, you can now use either an action or a bonus action to control the cantrip’s hand. Casting it no longer requires verbal or somatic components, and you can choose to make the cantrip’s hand invisible. + +- You can create a number of hands with a single casting, up to half your PB (rounded down). You can simultaneously control all the hands created by the cantrip with your action or bonus action. + +- The range increases to 60 feet, and the hands can travel up to 60 feet away from you. If a hand expires due to range, any others you have active still remain. + +- If multiple hands carry or lift the same object or creature, the total carry weight increases by 10 per hand. For example, when working together, three hands can carry an object weighing up to 30 pounds. + +**Magical Trickster (Player’s Handbook 2\)** +*Prerequisite: None* +You excel at minor magical wonders, granting you the following benefits: + +- You learn the minor illusion cantrip and either the prestidigitation or thaumaturgy cantrip (see Player’s Guide for all cantrips). These cantrips require no components, and the range of each is doubled. The spellcasting ability for these spells is INT, WIS, or CHA (choose when you select this talent). + +- As a bonus action, you can attempt to use magical trickery to distract one creature within 30 feet of you that can see you. The target must succeed on a WIS save or have disadvantage on the next attack roll it makes before the end of its next turn. The save DC equals 8 \+ your PB \+ your INT, WIS, or CHA modifier (choose when you select this talent). You can use this feature a number of times per day equal to your PB. You recover expended uses when you finish a long rest. + +**Plane Touched (Player’s Handbook 2\)** +*Prerequisite: Character 4th Level or Higher* +Your exposure or association with a particular plane of existence infuses you with its magic. You gain the ability to cast certain spells based on which plane you choose. When you gain this talent, you decide whether INT, WIS, or CHA is your spellcasting ability for casting these spells. Choose one of the following types of planes or realms from which your power stems, in order to gain their benefit: + +- **Celestial.** You learn the aid spell (see Player’s Guide) and one 1st-circle spell of your choice from the evocation or necromancy school of magic. + +- **Elemental.** You learn the elemental blade spell (see Player’s Guide) and one 1st-circle spell of your choice from the conjuration or transmutation school of magic. + +- **Faerie.** You learn the misty step spell (see Player’s Guide) and one 1st-circle spell of your choice from the enchantment or illusion school of magic. + +- **Fiendish.** You learn the scorching ray spell (see Player’s Guide) and one 1st-circle spell of your choice from the enchantment or evocation school of magic. + +- **Shadow.** You learn the invisibility spell (see Player’s Guide) and one 1st-circle spell of your choice from the illusion or necromancy school of magic. + +Once per long rest, you can cast each of the spells associated with your chosen plane without expending a spell slot. You can also cast them with spell slots of the appropriate circle or of higher circles. + +You can select this talent multiple times, selecting a different plane each time. + +**Resistance Adept (Player’s Handbook 2\)** +*Prerequisite: Ability to Cast the Resistance Cantrip* +You’ve mastered the resistance cantrip (see Player’s Guide), granting you the following benefits when you cast it: + +- It requires no material components, and its range increases to 30 feet, instead of touch. + +- As a reaction when a creature you can see within range must make a save, you can cast the cantrip, adding a d4 to the result of the triggering save. You can use this reaction a number of times equal to your PB, and you recover expended uses when you complete a long rest. + +- When you cast resistance as an action, you can affect a number of creatures equal to half your PB. When casting the cantrip in this way, it only ends once each target has used its granted d4 or once your concentration ends. + +**Spell Disruptor (Player’s Handbook 2\)** +*Prerequisite: Ability to Cast the Counterspell or Dispel Magic Spells* +Your mastery of magic has made you especially skilled at unravelling it. You gain the following benefits: + +- When you must make an ability check using your spellcasting ability as part of casting either the counterspell or dispel magic spell (see Player’s Guide), add your PB to determine the results of the roll. + +- When you are affected by a spell that specifically targets you (not a spell that affects an area or creatures within an area), you can roll a d20. If the number you roll is lower than your current character level, the spell has no effect on you. You can spend Luck to modify this roll. Once you successfully use this feature, you can’t use it again until you finish a long rest. + +**Spell Disruptor (Player’s Handbook 2\)** +*Prerequisite: Ability to Cast the Counterspell or Dispel Magic Spells* +Your mastery of magic has made you especially skilled at unravelling it. You gain the following benefits: + +- When you must make an ability check using your spellcasting ability as part of casting either the counterspell or dispel magic spell (see Player’s Guide), add your PB to determine the results of the roll. + +- When you are affected by a spell that specifically targets you (not a spell that affects an area or creatures within an area), you can roll a d20. If the number you roll is lower than your current character level, the spell has no effect on you. You can spend Luck to modify this roll. Once you successfully use this feature, you can’t use it again until you finish a long rest. + +**Thunder Resonator (Player’s Handbook 2\)** +*Prerequisite: Spellcasting Class Feature* +You’ve become synchronized with the booming power of thunder and have incorporated this knowledge into your spellcasting prowess. You gain the following abilities: + +- When you cast a spell that deals thunder damage, you can spend 2 Luck to reroll a number of damage dice up to your PB \+ 1\. + +- As a reaction when you are hit by a melee attack, you can emit a wave of sonic energy that creates a thunderous boom, audible within 30 feet. When you do so, each creature within 10 feet of you (except you) must make a CON save against your spell save DC. On a failure, the target takes 1d10 thunder damage and is pushed 10 feet away from you. On a success, the target takes no damage but is still pushed. You can use this feature a number of times equal to your PB. You regain all expended uses when you finish a long rest. + +**Valedictorian (Player’s Handbook 2\)** +*Prerequisite: 2nd Level or Higher Bard, Cleric, Druid, Sorcerer, Theurge, Warlock, Witch, or Wizard* +You went above and beyond when mastering the abilities of your class, granting you additional benefits. When you select this talent, choose the prerequisite class in which you have two or more levels and gain the listed feature: + +- **Bard.** When you finish a long rest, you gain one additional Bardic Inspiration die and one additional use of your Bardic Performance feature. Once these extra uses are expended, you can’t recover them by any means other than finishing a long rest. + +- **Cleric.** When you finish a long rest, you gain one additional use of your Channel Divinity feature. Once this extra use is expended, you can’t recover it by any means other than finishing a long rest. + +- **Druid.** When you finish a long rest, you gain one additional use of your Wild Shape feature. Once this extra use is expended, you can’t recover it by any means other than finishing a long rest. + +- **Sorcerer.** You learn an additional Metamagic option for which you meet the prerequisites. When you gain a level of sorcerer, you can replace this Metamagic option with another one available to you. + +- **Theurge.** When you finish a long rest, you gain one additional Spellcraft die and one additional use of your Spell Nexus feature. Once these extra uses are expended, you can’t recover them by any means other than finishing a long rest. + +- **Warlock.** You learn an additional eldritch invocation for which you meet the prerequisites. When you gain a level of warlock, you can replace this invocation with another one available to you. + +- **Witch.** When you finish a long rest, you gain a number of additional Hex dice equal to half your PB rounded down (minimum of one). Once these extra dice are expended, you can’t recover them by any means other than finishing a long rest. + +- **Wizard.** When you determine the combined circle total of spell slots you can recover via your Arcane Recovery feature, you can increase the total by an amount equal to half your PB (rounded down). + +You can select this talent multiple times, selecting a different prerequisite class each time, provided you have at least two levels in the new class. + +## **Martial Talents** + +Martial talents affect a character’s combat abilities, including enhancements to overall fitness and the ability to wield weaponry. + +**Side By Side (Campaign Builder: Dungeons and Ruins)** +You gain strength from fighting alongside an ally. While within 5 feet of an ally, you gain these benefits: + +- You can’t be surprised. + +- During combat, you gain temporary hit points equal to your PB that last for 1 minute, until expended, or until you end your turn more than 5 feet away from an ally. Once you have gained temporary hit points in this way, you can’t do so again until you finish a short or long rest. + +- If an ally within 5 feet of you can make an opportunity attack against a creature, you can also make an opportunity attack against that creature, even if it does not trigger an opportunity attack for you normally. + +**Stalwart (Campaign Builder: Dungeons and Ruins)** +Thanks to your training, once you set your feet, it’s hard to move you. You can take an action to plant your feet, gaining the following benefits until you move to a new location (either voluntarily or through the actions of another): + +- You have advantage on saves to avoid being shoved or grappled. + +- When an attack or effect would push or pull you away from your current position, you can use a reaction to reduce the distance you are pushed or pulled by 10 feet. + +- If an attack or effect would knock you prone, you can use a reaction to negate the effect, remaining upright. Once you have negated an attack or effect in this way, you can’t do so again until you finish a long rest. + +**Stunning Sniper (Old Margreve)** +*Prerequisite: Proficiency with at Least One Ranged Weapon* +You have mastered the use of ranged weapons to disable your foe from a distance. Choose a simple or martial ranged weapon (such as sling, longbow, or light crossbow) you are proficient with. While wielding that weapon, you gain these benefits: + +- You score a critical hit on a d20 roll of 19 or 20 with your chosen weapon. + +- When you score a critical hit with your chosen weapon, you can choose to forgo dealing damage and stun the target until the end of the target’s next turn instead. + +- When you hit a stunned creature with your chosen weapon, you can roll one additional weapon damage die for damage. + +You can select this talent multiple times, selecting a different weapon each time. + +**Lacerating Slash (Labyrinth Worldbook)** +You’ve learned to inflict lingering wounds to your targets. You gain these benefits: + +- When you damage a target with a melee weapon that deals piercing or slashing damage, you can deal a bleeding wound. The target takes additional damage equal to twice your PB at the start of each of its turns until it is magically healed or a creature uses an action to staunch the bleeding. + +- If you score a critical hit, you can add the ability modifier used in the attack to the additional damage of the bleeding wound. + + **Rallying Call (Labyrinth Worldbook)** +You have mastered the knack of inspiring your companions to greater heroism. Once per short or long rest, as a bonus action, you can yell a battle cry and give yourself, and all friendly creatures that can hear you within 30 feet, these benefits: + +- The next ranged or melee weapon attack you make has advantage. + +- You have advantage on saves against being frightened for 1 minute. + +**Void Strike (Labyrinth Worldbook)** +*Prerequisite: Character 4th Level or Higher* +Your experience with the forces from beyond allows you to imbue your attacks with the essence of the Void. While making a weapon attack, you gain these benefits: + +- When you hit a creature with a weapon attack, you can change the damage type of your weapon to deal necrotic damage until the start of your next turn. + +- When you hit a creature with a weapon attack, you can choose to roll one of your hit dice and add the result as extra necrotic damage to the target, in addition to the weapon’s normal damage. + +**Battle Tactician (Book of Blades)** +With your specialized martial training, your presence on the field can shape the fortunes of a battle. Your speech or appearance affects the capabilities of allies or enemies. You learn three tactics from the battle tactics list (see Battle Tactics) and gain a pool of points called tactical points. + +- **Tactics.** When you first choose this talent, you learn three battle tactics from the list in this section. To use a tactic, the creature you wish to affect must be able to see or hear you. You may use only one battle tactic per turn. + +- **Tactical Points.** When you first choose this talent, you gain 4 tactical points. When you execute a battle tactic, you must spend the required number of tactical points (point cost is listed with each battle tactic). You regain spent tactical points when you finish a short or long rest. + +If a tactic requires your target to make a save to resist its effect, the save DC equals 8 \+ your PB \+ your CHA modifier. + +You can select this talent multiple times. Each time you take it again, you can select three more battle tactics, replace one battle tactic you already know with a different one, and gain 1 additional tactical point. + +**Poisoner (Book of Blades)** +Through excessive exposure to poison, and practice with its use, you are an expert in this use of poison during combat. You gain these benefits: + +- You are immune to poison damage and the poisoned condition. + +- As a bonus action, you can apply poison to a weapon you wield. + +**Tactical Planning (Book of Blades)** +*Prerequisite: Proficiency in History, Character of 4th Level or Higher* +You have studied famous historical leaders and their great battles, learning what works well and what does not when preparing for a battle. You can put your knowledge into action, giving you and up to ten allies the benefits of one of these plans during a battle that you know is coming. You can choose a different plan each time, but it takes a short or long rest to impart your plan to your allies. The benefits only last during the fight you plan for. + +- **Ambush.** Using cover or concealment to ambush a foe, you and your allies have advantage on DEX (Stealth) and initiative checks. If any of your foes are surprised, you and your allies gain 1 Luck. You and your allies add you PB to damage against foes that are surprised or have not acted yet. + +- **Defensive Action.** You and allies fight from a defensive position or formation like a shield wall, gaining an additional \+1 AC. Whenever you or an ally begins a turn with cover, or within 5 feet of an ally, they gain temporary hit points equal to their PB. As long as you have cover or are adjacent to an ally, you have advantage on saves to prevent forced movement or being knocked prone. + +- **Rush the Line.** On your turn whenever you shout inspiring words, you and your allies can move their speed toward a hostile creature that they can see as a reaction. If they end their move adjacent to an enemy, their next attack roll is made with advantage. + +**Unarmed Maneuvers (Book of Blades) \- *Modified*** +*Prerequisite: The Martial Arts Class Ability or the Hand to Hand Talent* +Your training as an unarmed combatant grants access to the following special maneuvers. When you successfully make an attack with one of these maneuvers, the attack doesn’t deal damage, it just does the listed effect. You can use any of these maneuvers on your turn, but you can use only one per turn. + +- **Chin Strike.** You strike your opponent in the jaw, temporarily dazing it. The target must succeed on a CON save or it can’t speak or cast spells with verbal components until the end of its next turn. This technique only affects opponents who speak using a mouth or similar orifice. + +- **Deafening Strike.** You attempt to box your opponent’s ears (or similar aural organs) with your open palms. The target must succeed on a CON save or it is deafened until the end of its next turn. + +- **Eye Rake.** You rake at your opponent’s eyes (or similar ocular organs). The target must succeed on a CON save or it is blinded until the end of its next turn. + +- **Leg Sweep.** You knock the legs out from under an opponent that is up to one size larger than you. The creature must succeed on a STR or DEX save (target’s choice) or fall prone. + +- **Stumbling Strike.** This is a practiced, improved version of shoving. The target must be no more than two sizes larger than you. Instead of an attack roll, you make a STR (Athletics) check contested by the target’s STR (Athletics) or DEX (Acrobatics) check (target chooses). If you win this contest, the target is pushed 10 feet away from you. + +**War Dancer (Book of Blades)** +*Prerequisite: DEX 13 or Higher* +You have mastered a combat style that combines dancing with martial arts. You gain these benefits: + +- When you move more than 10 feet on your turn, your AC increases by 1 until the start of your next turn. + +- When you hit with a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn. + +- As a reaction, you can add 2 to your AC against one melee attack roll that would hit you. To do so, you must be able to see the attacker. + +**Weapon Option Specialist (Book of Blades)** +You specialize in performing a specific weapon option. Choose one weapon option and gain these benefits when using it: + +- Increase the DC of your chosen weapon option’s save by 1\. If your weapon option does not require an ability check or save, gain a \+1 bonus to your weapon attack when performing it. + +- When you hit with a weapon attack while using the weapon option that you specialized in, you can choose to do damage equal to your PB. The damage is of the type normally done by your weapon. + +**Brave (Player’s Handbook 2\)** +*Prerequisite: None* +Your courage knows no bounds, and you gain these benefits: + +- You have advantage on ability checks and saves against fear effects and becoming frightened. You also have advantage on checks made to end either the frightened condition or ongoing fear effects currently affecting you. + +- Your bravery is inspiring to others. When you and one or more nearby creatures must make a check to resist a fear effect or becoming frightened, you can give one creature that can see or hear you advantage on the check. To receive this benefit, a creature must be within a number of feet of you equal to 5 × your PB (minimum of 10 feet). + +- If you are frightened, you can use a bonus action to immediately end the frightened condition. If a creature within 5 feet of you is frightened, you can instead use a bonus action to end the frightened condition affecting that creature, as long as the target can see and hear you. Once you successfully use this feature, you can’t use it again until you finish a long rest + +**Cleaver (Player’s Handbook 2\)** +*Prerequisite: STR 13 or Higher* +Your training with weapons has taught you be extremely efficient with the death you deal. You gain the following when wielding a melee weapon with the Heavy property in two hands: + +- When you hit a creature with a melee weapon attack using the weapon, you can make a single additional melee weapon attack against a second creature within 5 feet of the first as long as that creature is within your weapon’s reach. You can only gain this extra attack once per turn. + +- When you reduce a creature to 0 HP with a melee weapon attack, you can deal any excess damage from that attack to a second creature within 5 feet of the original target as long as that creature is within your weapon’s reach. + +**Hard to Kill (Player’s Handbook 2\)** +*Prerequisite: CON 15 or Higher* +You’ve learned to will your body through the impossible, including imminent death. When you are reduced to 0 HP but don’t die outright, you can remain conscious for a number of rounds equal to your PB. Each time you take damage while using this ability, reduce the number of rounds by 1\. You fall unconscious at the end of your turn after the rounds run out, and you begin making death saves as normal. + +**Hurler (Player’s Handbook 2\)** +*Prerequisite: Character 4th Level or Higher* +Your skill with thrown weapons knows few equals, and you gain these benefits: + +- Once per turn, when you hit a creature with a thrown weapon, you can add 1d4 extra damage of the same type as the weapon used. This extra damage increases as you increase in character level, becoming a d6 at 5th level, a d8 at 9th level, a d10 at 13th level, and a d12 at 17th level. + +- When you score a critical hit with a thrown weapon against a creature, that creature must succeed on a STR save or fall prone. The save DC equals 8 \+ your PB \+ your STR or DEX modifier (your choice). + +- When you make a weapon attack, you can draw a thrown weapon as part of that attack, even if you’ve already done so on the current turn. + +- If you have the Rage class feature (see barbarian in Player’s Guide), you can add your rage damage to attacks made with thrown weapons. + +**Juggernaut (Player’s Handbook 2\)** +*Prerequisite: STR 15 or Higher* +You’ve learned martial techniques that improve your ability to make and resist shove and knockdown attacks, and you gain these benefits: + +- When you successfully make a shove attack, you can push a creature up to 10 feet away from you, or you can push it 5 feet away from you and also knock it prone with the same action. + +- You can use your bonus action to make a shove attack. You can use this bonus action a number of times equal to your PB. You recover expended uses when you finish a long rest. + +- You have advantage on saves to resist being moved against your will or falling prone. + +**Polearm Mastery (Player’s Handbook 2\)** +*Prerequisite: Character 4th Level or Higher* +You’ve mastered the use of polearms, putting their extended reach to maximum advantage. When you are wielding a weapon with both the Reach and Two-Handed properties, you can use a bonus action to enter a warding stance that lasts until the start of your next turn. While in this stance, you can make a single opportunity attack against each creature that enters or leaves your reach (no reaction required). You can use this feature to attack a number of targets up to your PB in a single round. + +**Self Defense (Player’s Handbook 2\)** +*Prerequisite: Character 4th Level or Higher* +Your martial training has focused on using your weapon for both offense and defense. As a reaction when you are hit by a weapon attack, you can enter a defensive stance. Until the start of your next turn, you have a bonus to your AC equal to your PB, including against the triggering attack. You can use this feature a number of times per day equal to your PB, and you recover all expended uses when you finish a long rest. + +**Situational Awareness (Player’s Handbook 2\)** +*Prerequisite: None* +Your knowledge of tactics allows you to know the precise time to strike, and you gain these benefits: + +- You have advantage on checks to avoid being surprised. + +- As a reaction immediately after you take damage from a melee attack, you can move 10 feet. This movement doesn’t provoke opportunity attacks. + +**Staggering Strikes (Player’s Handbook 2\)** +*Prerequisite: STR 15 or Higher* +Your blows are so powerful that they leave enemies temporarily discombobulated. When you hit a creature with a melee weapon attack, you can strike with such force that the creature can’t take reactions until the start of its next turn (no save). You can use this feature a number of times equal to your PB, and you recover all expended uses when you finish a long rest. + +**Tactical Teamwork (Player’s Handbook 2\)** +*Prerequisite: Character 4th Level or Higher* +Your keen, tactical mind allows you to choose battlefield positions where you can best aid your allies. As a reaction when an ally you can see misses with a weapon attack against an enemy creature within your reach, you can add your PB to the ally’s attack result, potentially turning the missed attack into a hit. You can use this feature a number of times per day equal to your PB, and you recover all expended uses when you finish a long rest. + +**Tag Team (Player’s Handbook 2\)** +*Prerequisite: None* +You’ve learned to convert your missed blows into tactical advantages. Designate one enemy within 30 feet to mark for 1 minute. If you miss with a melee attack against the marked target, and don’t have disadvantage on the attack roll, the next creature to make a melee attack against that target has advantage. Once you’ve used this ability, you must finish a short or long rest before using it again. + +**Two Weapon Defense (Player’s Handbook 2\)** +*Prerequisite: None* +You’re skilled at the defensive benefits of fighting with two weapons, and you gain these benefits while wielding a weapon with the Light property in each hand: + +- As a bonus action, you gain a \+2 bonus to AC until the start of your next turn. + +- You can spend 2 Luck to reroll a failed DEX save. + +**Whip Expert (Player’s Handbook 2\)** +*Prerequisite: Proficiency with Whip* +You have mastered the whip, treating is almost as an extension of your arm, and you gain these benefits while wielding one: + +- In your hands, whips are considered to have the Light property, and their Reach increases by 5 feet. + +- You can make an opportunity attack against a creature when it enters your reach. + +- You can use your whip to gain advantage on ability checks that could feasibly incorporate it. Examples include driving cattle, grabbing an item out of the air, or using it to swing across a pit. + +## **Technical Talents** + +Technical talents affect a character’s non-combat abilities, granting utility-based improvements to social encounters, exploration, and object interactions. + +**Breaker (Campaign Builder: Dungeons and Ruins)** +You are adept at breaking down objects and structures. As an action, you can inspect an object or structure for weaknesses. Make a WIS (Perception) or INT (Investigation) check (your choice), using the object’s AC as the DC for the check. On a success, you gain the following benefits against that object or structure for 1 hour: + +- You gain a \+2 bonus to attack rolls against the object or structure. + +- You can add your PB to damage you deal to the object or structure. + +- If the damage you deal to the object or structure is below its damage threshold, you can reroll the damage. You must take the new result. You can do this a number of times equal to your PB, regaining expended uses when you finish a short or long rest. + +**Skeptic (Campaign Builder: Dungeons and Ruins)** +You question the world around you, making it difficult for others to deceive you. You gain the following benefits: + +- You have advantage on checks to discern something is an illusion, such as the image created by the major image spell or a creature disguised by the disguise self spell. + +- You have advantage on checks to determine if a creature is attempting to mimic another, such as a green hag using its Mimicry trait to sound like an injured animal. + +- If you fail a save against an effect that would charm you, you can reroll the save and must take the new result. Once you have rerolled such a save, you can’t do so again until you finish a long rest. + +**Eidetic Memory (Campaign Builder: Dungeons and Ruins)** +You remember every place you’ve been, creature you’ve encountered, and object you’ve come across with absolute accuracy. You gain the following benefits: + +- You have advantage on INT checks to recall knowledge, and if you fail, once per short rest, you can reroll the check and take the new result. + +- You have advantage on WIS (Perception) checks in any location you have previously visited. + +- You have advantage on CHA (Persuasion) checks with any creature you’ve previously encountered unless it is hostile toward you. + +**Indefatigable (Campaign Builder: Dungeons and Ruins) \- *Modified*** +You have trained yourself to continue moving forward, even on little to no sleep. You gain the following benefits: + +- Once each day, you can gain the benefits of a long rest during a short rest, but gain back none of the Spell Slots that you would from a long rest. + +- When you take a long rest, you regain all expended hit dice instead of half of your maximum. + +**Strong Stomach (Campaign Builder: Dungeons and Ruins)** +You have consumed enough poisons and intoxicants that you are aware of their presence, and they have a lessened effect on you. You gain the following benefits: + +- When using a consumable of any type, you may take 1 minute to examine its contents for curse, disease, hazard, or poison. You detect the presence of any damaging effect caused by the consumable before consuming it and can identify any poison within it. + +- You are resistant to poison damage. + +- You are immune to the poisoned condition. + +**Tunneler (Campaign Builder: Dungeons and Ruins)** +You are skilled at moving through underground spaces. You gain the following benefits: + +- You gain a burrowing speed equal to half of your walking speed. + +- You move at normal speed across difficult terrain while in underground terrain. + +- You treat dim light as bright light. + +- The number of minutes you can hold your breath increases from 1 \+ CON modifier to 1d4 \+ CON modifier. + +**Forest Denizen (Old Margreve)** +Your time in forests has made you familiar with the ways and dangers of the forest and its inhabitants. You gain these benefits: + +- You have advantage on any ability check you make related to climbing or swimming. + +- You are resistant to the poisoned condition, and you can discern if a plant or fungal growth is safe to eat. + +- You have advantage on checks and saves to avoid being grappled or restrained or to escape being grappled or restrained, provided you are being grappled or restrained by non-magical vegetation or a Beast or Monstrosity’s feature, such as a giant frog’s Bite or a spider’s Web. + +**Friend of the Fey (Old Margreve)** +Your exposure to fey has taught you how to get by in their circles and the dangers of interacting with them. You gain these benefits: + +- You learn the Sylvan language. + +- When you converse with a Fey or a creature that understands Sylvan, you have advantage on a single CHA check made to influence or interact with that creature. Once you use this feature, you can’t do so again until you finish a long rest. + +- When you make a save against being charmed or frightened, you can choose to have advantage on the save. You can use this feature a number of times equal to your PB, and you regain all expended uses when you finish a long rest. + +**Relentless Hunter (Old Margreve)** +You are an expert at hunting prey. You are never more at home than when on a hunt, and your quarry rarely escapes you. You gain the following benefits: + +- You can add your PB to checks made to track a creature, even if you aren’t proficient with the skill to do so, and you can give yourself advantage on one ability check made to track a creature. Once you use this, you can’t do so again until you finish a long rest. + +- If you have tracked a creature for at least 10 minutes, you have advantage on WIS (Perception) checks to detect the creature, and you have advantage on DEX (Stealth) checks to hide from the creature. + +- While you are tracking a creature or following the trail left by a creature, such as tracking fleeing prey or following the tracks of a horse-drawn wagon, you and your allies can travel up to 10 hours each day, instead of the standard 8, before you must make a CON save for a forced march. + +- When combat starts, choose one creature you can see within 30 feet of you as your quarry. The first time you hit that creature with an attack within the next minute, the attack deals extra damage equal to your PB. + +**Locksmith (Labyrinth Worldbook)** +*Prerequisite: Proficiency with Thieves Tools* +You have an uncanny knack for manipulating both mundane and magical locks. + +- As long as you have access to a suitably small and solid item—like a hair pin, sewing needle, fish hook, or shard of glass—you can attempt to pick a nonmagical lock without the use of thieves’ tools (you don’t get to add your PB to checks made to do so). + +- If you roll a result of 9 or lower on the d20 while attempting to pick a lock, you can instead treat the roll as if you rolled a 10 on the die. + +- You can cast the knock spell. Once used, you can’t do so again until you finish a long rest. + +**Perfect Memory (Labyrinth Worldbook)** +You can remember anything you’ve seen, heard, or experienced in perfect detail. + +- Whenever you make an INT-based check to recall information about a topic you are likely to have heard about or learned about in your past—particularly topics related to your heritage, background, or backstory— you have advantage on the check. Your GM has final say on whether a particular topic qualifies. + +- You can perfectly recall paths you’ve traveled and basic features of areas you’ve passed through, including the layout of a dungeon map, passages you’ve taken in a maze, or similar examples. If you are attempting to recall information about such details, you can ask the GM to repeat information you’ve already heard as accurately as they can. + +- If you spend at least 1 minute studying a room, cavern, or similar enclosed area no larger than 60 by 60 feet, you can move around, manipulate objects, and avoid traps or hazards in the space without the use of sight (as if you had keensense). However, this benefit does not alleviate any of the typical penalties made to interact with unseen creatures inside the area. + +**Versatile Driver (Labyrinth Worldbook)** +*Prerequisite: Proficiency with any Vehicle, INT 13 or higher* +Your intuitive knack for driving, piloting, or controlling a particular type of vehicle allows you to apply the same skill with other vehicles. You gain these abilities: + +- You gain advantage on checks and saves made while operating or repairing the vehicle with which you are proficient. + +- You can operate or repair other vehicles as if you had proficiency with them but you don’t add your PB to checks made while operating them. + +**Adroit Attunement (Player’s Handbook 2\)** +*Prerequisite: Character 5th Level or Higher* +Your familiarity with or intuitive grasp of magic items allows you to easily swap between them. As a bonus action, you can unattune from one magic item and attune to a different one you are wearing or wielding. Once you use this feature, you can’t do so again until you finish a long rest. + +**Alchemy Adept (Player’s Handbook 2\)** +*Prerequisite: Proficiency with Alchemist Tools* +You’ve studied the art of alchemy extensively, and you gained these benefits: + +- Double your PB when you make an ability check that uses alchemist tools. + +- When you use the downtime crafting activity (see Player’s Guide) to make alchemical concoctions, for each workday you spend crafting, you can craft one item (or multiple items) worth a total amount of gold equal to 10 × your PB. + +- You are considered proficient with ranged attacks made with alchemical concoctions, and you can use either STR or DEX (your choice) for these ranged attack rolls. In addition, you don’t have disadvantage on a ranged attack roll made with an alchemical concoction even if a hostile creature is within 5 feet of you. + +- The save DC of any alchemical concoction you create increases by an amount equal to your PB. + +- The range of ranged attacks you make with alchemical concoctions increases to 30/60 feet. + +**Empathetic (Player’s Handbook 2\)** +*Prerequisite: None* +You are uncommonly attuned to the emotions of others— allowing you to read people, determine their intentions, tell truths from lies, and influence them socially—and you gain these benefits: + +- When a creature you can see speaks in a language you don’t know, you can still discern simple concepts from their facial expressions and body language. + +- You have a \+5 bonus to your passive WIS (Insight) score, and you gain proficiency in the Persuasion skill. If you are already proficient, double your PB instead for Persuasion checks. + +- When you spend 10 minutes or longer speaking with a non-hostile creature that understands you, any CHA (Persuasion) check you make has advantage. + +**Entertainer (Player’s Handbook 2\)** +*Prerequisite: CHA 13 or Higher* +You excel at performing. Choose two of the following skills: Acrobatics, Performance, or Sleight of Hand. When you make a check using your chosen skills, treat any d20 roll of 9 or less as though you rolled a 10\. + +When you perform for at least 1 minute, you can produce a nonmagical effect that functions the same as the enthrall spell (see Player’s Guide). You can do this a number of times per day equal to your PB, and you recover expended uses when you complete a long rest. + +**Escamotage (Player’s Handbook 2\)** +*Prerequisite: None* +Your hands are faster than most people’s eyes, and you are as adept at purloining valuables from enemy combatants as innocent marks. You gain the following abilities: + +- You gain proficiency in the Sleight of Hand skill. If you are already proficient, double your PB instead when making ability checks with the Sleight of Hand skill. + +- You need to spend only 2 Luck to reroll Sleight of Hand checks. + +- As an action, you can try to pluck a non-magical item being worn by a creature. You must be able to see the item to attempt to grab it. The DC to successfully pluck the object is 10 \+ the creature’s DEX bonus \+ the target’s CR (minimum 1). You can’t use this action to remove a donned suit of armor, but you can use it to grab a shield or weapon. + +**Hardy (Player’s Handbook 2\)** +*Prerequisite: CON 15 or Higher* +You are remarkably resilient, and you gain these benefits: + +- When you are reduced to 0 HP but not killed outright, you can drop to 1 HP instead. Once you use this feature, you can’t use it again until you finish a long rest. + +- You have advantage on checks made to avoid suffering exhaustion or made to reduce your levels of exhaustion. + +- If you would gain a level of exhaustion, you can instead choose to ignore it (no action required). Once you use this feature, you can’t use it again until you finish a long rest. + +**Improviser (Player’s Handbook 2\)** +*Prerequisite: None* +You’ve learned to adapt to new situations on the fly. As an action, you can use any feature or trait you have that normally requires you to use a bonus action. If you cast a 1st-circle or higher spell with a casting time of 1 bonus action, you can’t use this feature to cast another spell with a casting time of 1 bonus action on the same turn. + +**Learned Researcher (Player’s Handbook 2\)** +*Prerequisite: None* +You’ve developed techniques that make finding the information you seek easier for you. Choose two of the following skills: Arcana, History, Nature, or Religion. When you make a check using your chosen skills, treat any d20 roll of 9 or less as though you rolled a 10\. You can use this feature a number of times per day equal to your PB. You recover expended uses when you finish a long rest. + +When you spend downtime researching (see Player’s Guide), the cost and time it takes is divided by your PB (rounded down). Also, when you make your research resolution roll, make the roll with advantage. If you roll 11 or higher, you learn an additional clue. + +**Musician (Player’s Handbook 2\)** +*Prerequisite: None* +You’re a master musician, and you gain these benefits: + +- Gain proficiency with the Performance skill or with three types of musical instruments. + +- You need to spend only 2 Luck to reroll Performance checks. + +- As an action, you can play an instrument that you’re proficient with. If you choose to play a rousing song, one ally within 30 feet who can hear you has advantage to maintain concentration on spells. If you choose to play a vexing song, one foe within 30 feet who can hear you has disadvantage to maintain concentration on spells. You can maintain this song for PB \+ 1 rounds, and you must complete a short or long rest before playing either song again. + +**Quick Recovery (Player’s Handbook 2\)** +*Prerequisite: CON 13 or Higher* +Your body is so well conditioned for adventure that you gain the following benefits: + +- You complete short rests more quickly than others. For you, a short rest only takes an amount of time equal to 60 minutes divided by your PB (rounded down). + +- When you finish a long rest, you recover an additional number of hit dice equal to half your PB (rounded down). + +**Silver Tongued (Player’s Handbook 2\)** +*Prerequisite: CHA 13 or Higher* +When you talk, people can’t help but listen. Choose two of the following skills: Deception, Intimidation, or Persuasion. When you make a check using your chosen skills, treat any d20 roll of 9 or less as though you rolled a 10\. You can use this feature a number of times per day equal to your PB. You recover expended uses when you finish a long rest. + +When you spend downtime carousing (see Player’s Guide), the cost and time it takes is divided by your PB (rounded down). Also, when you make your carousing resolution roll, make the roll with advantage. If you roll 11 or higher, you gain an additional favor. + +**Sleuth (Player’s Handbook 2\)** +*Prerequisite: INT 13 or Higher, or WIS 13 or Higher* +You’re a master of deduction. Choose two of the following skills: Insight, Investigation, Perception, or Survival. When you make a check using your chosen skills, treat any d20 roll of 9 or less as though you rolled a 10\. + +When you talk with a creature that can understand you for at least 1 minute, you can produce a non-magical effect that functions the same as the zone of truth spell (see Player’s Guide). + +You can use each of these features a number of times per day equal to your PB, and you recover expended uses when you finish a long rest. + +**Slippery (Player’s Handbook 2\)** +*Prerequisite: None* +You are elusive, able to escape obstacles and foes that would grasp or slow you down, and you gain these benefits: + +- When you move into an area of difficult terrain, it doesn’t cost extra movement for the first 5 × your PB feet (minimum of 10 feet). + +- You have advantage on checks made to avoid and end the grappled condition. + +**Trailblazer (Player’s Handbook 2\)** +*Prerequisite: None* +You move with alacrity, no matter the mode of locomotion, and you gain these benefits: + +- You gain a climbing speed and swimming speed equal to your walking speed. + +- You have advantage on checks made against gaining levels of exhaustion while climbing or swimming. + +- While climbing, you can aid one or more creatures (up to a number equal to your PB) that don’t have a climbing speed, allowing them to climb at half their walking speed \+ 10 feet. Creatures must be able to see and hear you to gain this benefit. + +- You can hold your breath for a number of minutes equal to 1 \+ twice your CON modifier. + +**Wrangler (Player’s Handbook 2\)** +*Prerequisite: None* +You are an experienced animal trainer, and you gain these benefits: + +- You gain proficiency with the Animal Handling skill. If you are already proficient, double your PB instead when making Animal Handling checks. + +- You need to spend only 2 Luck to reroll Animal Handling checks. + +- You can issue instructions to friendly Beasts (and creatures with the Animal tag) if the creature’s CR is less than half your character level. As a bonus action, you can direct these friendly creatures to move, and in exchange for one of your own attacks, you can instruct the creature to attack. + diff --git a/content/assets/Books/ToV - Players Guide.pdf b/content/assets/Books/ToV - Players Guide.pdf new file mode 100644 index 0000000..097d92a Binary files /dev/null and b/content/assets/Books/ToV - Players Guide.pdf differ diff --git a/content/assets/Pasted image 20260221104434.jpg b/content/assets/Pasted image 20260221104434.jpg new file mode 100644 index 0000000..ce533be Binary files /dev/null and b/content/assets/Pasted image 20260221104434.jpg differ diff --git a/content/assets/a14afab99d814305ec0820cdf0f4facf_MD5.jpg b/content/assets/a14afab99d814305ec0820cdf0f4facf_MD5.jpg new file mode 100644 index 0000000..f2b7246 Binary files /dev/null and b/content/assets/a14afab99d814305ec0820cdf0f4facf_MD5.jpg differ diff --git a/content/assets/a4ceb03ee21ea64431da37bfbf118125_MD5.jpg 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--git a/content/index.md b/content/index.md new file mode 100644 index 0000000..aa86dd0 --- /dev/null +++ b/content/index.md @@ -0,0 +1,8 @@ +--- +title: Dauntless +--- + +> [!tip] Welcome +> Adventure awaits you in Esparia. Welcome to the world of Dauntless. + +A young world in the midst of vast change. The 500 year Goblin & Human war has ceased, replaced by the rise and fall of churches to the new gods formed by the s of the land. New species and cultures make names for themselves, technology is on the rise, as is the sharing of arcane magic previously hoarded by the [[Kobold]]s who hid during the war. Even commonly known as [[Dhampir]] and [[Wereborn]] have a place in this newly forming expansive society on the literally beating heart of Esparia. Gather your allies in a party in a fancy wagon and set off for adventure.