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content/About/Books.md
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content/About/Books.md
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_Always remember to support the original creators! These are here for player convenience._
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[[ToV - Players Guide.pdf]]
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content/Adventuring Gear/Armor.md
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content/Adventuring Gear/Armor.md
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The Armor table shows the cost, weight, and other properties of the armor found in this chapter.
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- **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).
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- **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.
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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.
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- **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.
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- **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.
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- **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.
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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.
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- **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.
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| **Armor** | **Cost** | **Armour Class (AC)** | **Weight** | **Properties** |
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| ----------------- | --------- | --------------------- | ---------- | ----------------- |
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| Dragonscale armor | +5,000 gp | Matches type | +10 lb | Natural Materials |
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| Winged armor | +200 gp | Matches type | +10 lb. | (as armor) |
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| **Shield** | | | | |
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| Kite shield | 15 gp | +2 | 10 lb. | |
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| Manica | 6 gp | +1 | 4 lb. | |
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| Lantern shield | 30 gp | +2 | 8 lb. | |
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| Spiked shield | 100 gp | +2 | 8 lb. | Light |
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content/Adventuring Gear/Firearms.md
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content/Adventuring Gear/Firearms.md
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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.
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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.
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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.
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- **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.
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- **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.
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- **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
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**Weapon Options**
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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.
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- **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.**
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# Weapon Properties
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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.
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- **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.”
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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.
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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.
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- **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.
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|**Weapon**|**Cost**|**Damage**|**Weight**|**Weapon Options**|**Properties**|
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|_**Simple Ranged Weapons**_||||||
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|Pistol|25 gp|1d6 piercing|5 lb.|Harmless Fusillade|Ammunition (range 30/120), Gunpowder, Light, Loading|
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|_**Martial Ranged Weapons**_||||||
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|Arquebus|100 gp|2d6 piercing|20 lb.|Harmless Fusillade|Ammunition (range 25/100), Gunpowder, Heavy, Loading, Two-Handed|
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|Blunderbuss|75 gp|2d4 piercing|12 lb.|—-|Ammunition (see Special Weapon entry), Gunpowder, Loading, Two-Handed|
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|Musket|60 gp|1d10 piercing|10 lb.|Harmless Fusillade|Ammunition (range 80/320), Gunpowder, Loading, Two-Handed|
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|Revolving Musket|200 gp|1d8 piercing|12 lb.|Harmless Fusillade|Ammunition (range 80/320), Gunpowder, Magazine (8), Two-Handed|
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# Special Weapons
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Various firearms are detailed here.
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- **Arquebus.** This very heavy barreled firearm fires solid metal balls and deals devastating damage at short range.
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- **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.
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- **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.
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- **Pistol.** This small firearm fits easily in one hand, and its wooden handle often features unique engravings, similar to those found on muskets.
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**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.
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content/Adventuring Gear/Martial Arts Weapons.md
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content/Adventuring Gear/Martial Arts Weapons.md
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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.
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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.
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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.
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# Weapon Properties
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Some of these martial arts weapons have new properties, described here:
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- **Hooked.** This weapon has one or more hooks or prongs used for catching and trapping an opponent’s weapon.
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- **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.
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|**Weapon**|**Cost**|**Damage**|**Weight**|**Weapon Options**|**Properties**|
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|_Simple Melee Weapons_||||||
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|Nunchaku|2 sp|1d6 bludgeoning|2 lb.|Whirling Distraction|Finesse|
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|Sai|2 gp|1d4 piercing|2 lb.|Disarming Parry, Disarming Twist, Hook and Pivot, Weapon Trap|Finesse, Hooked, Light|
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|Tonfa|2 sp|1d4 bludgeoning||Disarming Parry, Disarming Twist, Forearm Block, Hook and Pivot, Weapon Trap|Finesse, Hooked, Light, Shielding, Special|
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|Boomerang|5 sp|1d4 bludgeoning|1 lb.|Misdirect|Thrown (range 20/60 ft.)|
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|_**Simple Ranged Weapons**_||||||
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|Shuriken|5 cp|1d4 piercing|1/8 lb.|Misdirect|Finesse, Thrown (range 30/60)|
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|_Martial Melee Weapons_||||||
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|Butterfly sword|10 gp|1d6 slashing|2 lb.|Disarming Parry, Disarming Twist, Hook and Pivot, Weapon Trap|Finesse, Hooked, Light|
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|Ji|15 gp|1d10 piercing|6 lb|Disarming Parry, Disarming Twist, Hook and Pivot, Weapon Trap|Heavy, Hooked, Reach, Two-handed|
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|Hook sword|15 gp|1d6 slashing|3 lb.|Disarming Parry, Disarming Twist, Hook and Pivot, Weapon Trap|Hooked, Light, Special, Versatile (1d8)|
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|Rope dart|5 sp|1d6 bludgeoning||Ensnare, Twine, Whirling Distraction|Finesse, Reach, Two-handed|
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|Lasso|5 sp|1d4 bludgeoning|10 lb|—|Thrown (range 20/60 ft.)|
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# Special Weapons
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Various weapons with special properties are detailed here.
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- **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.
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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.
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- **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.
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You can make unarmed strikes while wielding one tonfa in each hand.
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- **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.
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- **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.
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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.
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content/Adventuring Gear/Misc Adventuring Gear.md
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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.
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|**Item**|**Cost**|**Weight**|
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|Air Bladder|3 gp|1 lb.|
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|Alchemical Bolts (5)|5 gp|½ lb.|
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|Bandolier|1 sp|—-|
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|_Bombs_|||
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|Fireorb|100 gp|½ lb.|
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|Handheld|60 gp|1 lb|
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|Mining|150 gp|10 lb.|
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|Cartridge Pouch|1 gp|1 lb.|
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|Clockwork Badger|400 gp|40 lb.|
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|Clockwork Canary|100 gp|½ lb.|
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|Color-Changing Parchment|2 gp|½ lb.|
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|Drill, Adamantine|1,000 gp|60 lb.|
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|Drill, Iron|200 gp|30 lb.|
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|Acid|25 gp|1 lb.|
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|Cold|50 gp|1 lb.|
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|Fire|50 gp|1 lb.|
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|Lightning|100 gp|1 lb.|
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|Poison|100 gp|1 lb.|
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|Thunder|75 gp|1 lb.|
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|Elven adaptive leaves|100 gp|3 lb.|
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|Ether|25 gp|¼ lb.|
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|Garrote|5 sp|½ lb.|
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|Glide Cloak|200 gp|2 lb.|
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|Glow Worm|1 gp|½ lb.|
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|Grappling Hook|20 gp|4 lb.|
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|Grappling rod|200 gp|10 lb.|
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|Barrel|125 gp|100 lb.|
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|Horn|3 gp|1 lb.|
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|Keg|65 gp|50 lb.|
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|Ounce|1 sp|—-|
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|Helmet, mining|10 gp|2 lb.|
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|Jar of Leeches|20 gp|2 lb.|
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|Magazine|1 gp|1 lb.|
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|_Mantlet_|||
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|Heavy large|100 gp|100 lb.|
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|Heavy Personal|50 gp|50 lb.|
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|Light Personal|25 gp|15 lb.|
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|Paper Cartridges (10)|2 gp|1 lb.|
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|Phosphorescent fungi|1 gp|½ lb.|
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|Pulley|50 gp|10 lb.|
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|Saddle, secure|30 gp|35 lb.|
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|Sapper tar|50 gp|1 lb.|
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|Silt mask|5 gp|½ lb.|
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|Slughide dissolvent, cylinder|350 gp|1 ½ lb.|
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|Slughide dissolvent, sphere|75 gp|1 lb.|
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|Smokeball|10 gp|1 lb.|
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|Surgery kit|50 gp|4 lb.|
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|Trip sphere|100 gp|1 lb.|
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|Undersuit|5 sp|1 lb.|
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|Wormsilk rope (50 feet)|20 gp|4 lb.|
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|Wormsilk Net|60 gp|2 lb|
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# Special Gear
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This section describes items that have special rules or require further explanation.
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**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.
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**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.
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**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.
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**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.
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- **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.
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- **Handheld.** These small bombs are the most common and deal 1d6 fire damage on a hit.
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- **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.
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**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.
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**Clockwork Badger.** This copper clockwork device made for digging looks like a Small badger. It has 1 charge.
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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.
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**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.
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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.
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|
**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.
|
||||||
47
content/Adventuring Gear/Misc Weapons.md
Normal file
47
content/Adventuring Gear/Misc Weapons.md
Normal file
|
|
@ -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.
|
||||||
61
content/Adventuring Gear/Poisons.md
Normal file
61
content/Adventuring Gear/Poisons.md
Normal file
|
|
@ -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
|
||||||
61
content/Adventuring Gear/Tools.md
Normal file
61
content/Adventuring Gear/Tools.md
Normal file
|
|
@ -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|
|
||||||
40
content/Backgrounds/Adherent.md
Normal file
40
content/Backgrounds/Adherent.md
Normal file
|
|
@ -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. |
|
||||||
39
content/Backgrounds/Alchemist.md
Normal file
39
content/Backgrounds/Alchemist.md
Normal file
|
|
@ -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. |
|
||||||
39
content/Backgrounds/Archaeologist.md
Normal file
39
content/Backgrounds/Archaeologist.md
Normal file
|
|
@ -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. |
|
||||||
53
content/Backgrounds/Artist.md
Normal file
53
content/Backgrounds/Artist.md
Normal file
|
|
@ -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. |
|
||||||
41
content/Backgrounds/Ascetic.md
Normal file
41
content/Backgrounds/Ascetic.md
Normal file
|
|
@ -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. |
|
||||||
55
content/Backgrounds/Avatar.md
Normal file
55
content/Backgrounds/Avatar.md
Normal file
|
|
@ -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. |
|
||||||
39
content/Backgrounds/Battle Academician.md
Normal file
39
content/Backgrounds/Battle Academician.md
Normal file
|
|
@ -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. |
|
||||||
38
content/Backgrounds/Caravan Raider.md
Normal file
38
content/Backgrounds/Caravan Raider.md
Normal file
|
|
@ -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. |
|
||||||
39
content/Backgrounds/Cartographer.md
Normal file
39
content/Backgrounds/Cartographer.md
Normal file
|
|
@ -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. |
|
||||||
39
content/Backgrounds/Chronicler.md
Normal file
39
content/Backgrounds/Chronicler.md
Normal file
|
|
@ -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. |
|
||||||
39
content/Backgrounds/Conscript.md
Normal file
39
content/Backgrounds/Conscript.md
Normal file
|
|
@ -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. |
|
||||||
40
content/Backgrounds/Courtier.md
Normal file
40
content/Backgrounds/Courtier.md
Normal file
|
|
@ -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. |
|
||||||
61
content/Backgrounds/Criminal.md
Normal file
61
content/Backgrounds/Criminal.md
Normal file
|
|
@ -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. |
|
||||||
61
content/Backgrounds/Cult Escapee.md
Normal file
61
content/Backgrounds/Cult Escapee.md
Normal file
|
|
@ -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. |
|
||||||
38
content/Backgrounds/Forest Dweller.md
Normal file
38
content/Backgrounds/Forest Dweller.md
Normal file
|
|
@ -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. |
|
||||||
39
content/Backgrounds/Grave Keeper.md
Normal file
39
content/Backgrounds/Grave Keeper.md
Normal file
|
|
@ -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. |
|
||||||
39
content/Backgrounds/Gravedigger.md
Normal file
39
content/Backgrounds/Gravedigger.md
Normal file
|
|
@ -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. |
|
||||||
39
content/Backgrounds/Healer.md
Normal file
39
content/Backgrounds/Healer.md
Normal file
|
|
@ -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. |
|
||||||
36
content/Backgrounds/Homesteader.md
Normal file
36
content/Backgrounds/Homesteader.md
Normal file
|
|
@ -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. |
|
||||||
39
content/Backgrounds/Investigator.md
Normal file
39
content/Backgrounds/Investigator.md
Normal file
|
|
@ -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. |
|
||||||
41
content/Backgrounds/Judicial Champion.md
Normal file
41
content/Backgrounds/Judicial Champion.md
Normal file
|
|
@ -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. |
|
||||||
40
content/Backgrounds/Maker.md
Normal file
40
content/Backgrounds/Maker.md
Normal file
|
|
@ -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. |
|
||||||
40
content/Backgrounds/Outcast.md
Normal file
40
content/Backgrounds/Outcast.md
Normal file
|
|
@ -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. |
|
||||||
39
content/Backgrounds/Prodigal.md
Normal file
39
content/Backgrounds/Prodigal.md
Normal file
|
|
@ -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. |
|
||||||
39
content/Backgrounds/Rebel.md
Normal file
39
content/Backgrounds/Rebel.md
Normal file
|
|
@ -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. |
|
||||||
39
content/Backgrounds/Ruin Watcher.md
Normal file
39
content/Backgrounds/Ruin Watcher.md
Normal file
|
|
@ -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. |
|
||||||
40
content/Backgrounds/Rustic.md
Normal file
40
content/Backgrounds/Rustic.md
Normal file
|
|
@ -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. |
|
||||||
40
content/Backgrounds/Scholar.md
Normal file
40
content/Backgrounds/Scholar.md
Normal file
|
|
@ -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. |
|
||||||
39
content/Backgrounds/Servant.md
Normal file
39
content/Backgrounds/Servant.md
Normal file
|
|
@ -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. |
|
||||||
39
content/Backgrounds/Smuggler.md
Normal file
39
content/Backgrounds/Smuggler.md
Normal file
|
|
@ -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. |
|
||||||
40
content/Backgrounds/Soldier.md
Normal file
40
content/Backgrounds/Soldier.md
Normal file
|
|
@ -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. |
|
||||||
36
content/Backgrounds/Spy.md
Normal file
36
content/Backgrounds/Spy.md
Normal file
|
|
@ -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. |
|
||||||
42
content/Backgrounds/Tracker.md
Normal file
42
content/Backgrounds/Tracker.md
Normal file
|
|
@ -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. |
|
||||||
40
content/Backgrounds/Vampire Hunter.md
Normal file
40
content/Backgrounds/Vampire Hunter.md
Normal file
|
|
@ -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. |
|
||||||
42
content/Backgrounds/Venerator.md
Normal file
42
content/Backgrounds/Venerator.md
Normal file
|
|
@ -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. |
|
||||||
57
content/Classes/Barbarian/*Playing a Barbarian*.md
Normal file
57
content/Classes/Barbarian/*Playing a Barbarian*.md
Normal file
|
|
@ -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]]._
|
||||||
78
content/Classes/Barbarian/Path of Chaos.md
Normal file
78
content/Classes/Barbarian/Path of Chaos.md
Normal file
|
|
@ -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.
|
||||||
43
content/Classes/Barbarian/Path of Hellfire.md
Normal file
43
content/Classes/Barbarian/Path of Hellfire.md
Normal file
|
|
@ -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.
|
||||||
52
content/Classes/Barbarian/Path of Mycelial.md
Normal file
52
content/Classes/Barbarian/Path of Mycelial.md
Normal file
|
|
@ -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.
|
||||||
51
content/Classes/Barbarian/Path of Thorns.md
Normal file
51
content/Classes/Barbarian/Path of Thorns.md
Normal file
|
|
@ -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.
|
||||||
57
content/Classes/Barbarian/Path of the Beserker.md
Normal file
57
content/Classes/Barbarian/Path of the Beserker.md
Normal file
|
|
@ -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.
|
||||||
|
|
@ -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.
|
||||||
60
content/Classes/Barbarian/Path of the Dragon.md
Normal file
60
content/Classes/Barbarian/Path of the Dragon.md
Normal file
|
|
@ -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.
|
||||||
49
content/Classes/Barbarian/Path of the Forsaken.md
Normal file
49
content/Classes/Barbarian/Path of the Forsaken.md
Normal file
|
|
@ -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.
|
||||||
57
content/Classes/Barbarian/Path of the Four Winds.md
Normal file
57
content/Classes/Barbarian/Path of the Four Winds.md
Normal file
|
|
@ -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.
|
||||||
49
content/Classes/Barbarian/Path of the Frostborn Raider.md
Normal file
49
content/Classes/Barbarian/Path of the Frostborn Raider.md
Normal file
|
|
@ -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.
|
||||||
61
content/Classes/Barbarian/Path of the Kraken.md
Normal file
61
content/Classes/Barbarian/Path of the Kraken.md
Normal file
|
|
@ -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.
|
||||||
53
content/Classes/Barbarian/Path of the Mistwood.md
Normal file
53
content/Classes/Barbarian/Path of the Mistwood.md
Normal file
|
|
@ -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.
|
||||||
73
content/Classes/Barbarian/Path of the Old Gods.md
Normal file
73
content/Classes/Barbarian/Path of the Old Gods.md
Normal file
|
|
@ -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.
|
||||||
|
|
||||||
45
content/Classes/Barbarian/Path of the Shadow Chewer.md
Normal file
45
content/Classes/Barbarian/Path of the Shadow Chewer.md
Normal file
|
|
@ -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.
|
||||||
49
content/Classes/Barbarian/Path of the Undying Warrior.md
Normal file
49
content/Classes/Barbarian/Path of the Undying Warrior.md
Normal file
|
|
@ -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.
|
||||||
63
content/Classes/Barbarian/Path of the Wild Fury.md
Normal file
63
content/Classes/Barbarian/Path of the Wild Fury.md
Normal file
|
|
@ -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.
|
||||||
|
|
||||||
76
content/Classes/Bard/*Playing a Bard*.md
Normal file
76
content/Classes/Bard/*Playing a Bard*.md
Normal file
|
|
@ -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.
|
||||||
63
content/Classes/Bard/College of Allure.md
Normal file
63
content/Classes/Bard/College of Allure.md
Normal file
|
|
@ -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.
|
||||||
71
content/Classes/Bard/College of Cuisine.md
Normal file
71
content/Classes/Bard/College of Cuisine.md
Normal file
|
|
@ -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.
|
||||||
|
|
||||||
54
content/Classes/Bard/College of Echoes.md
Normal file
54
content/Classes/Bard/College of Echoes.md
Normal file
|
|
@ -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.
|
||||||
49
content/Classes/Bard/College of Elegy.md
Normal file
49
content/Classes/Bard/College of Elegy.md
Normal file
|
|
@ -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.
|
||||||
79
content/Classes/Bard/College of Fleshweaving.md
Normal file
79
content/Classes/Bard/College of Fleshweaving.md
Normal file
|
|
@ -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.
|
||||||
53
content/Classes/Bard/College of Investigation.md
Normal file
53
content/Classes/Bard/College of Investigation.md
Normal file
|
|
@ -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.
|
||||||
86
content/Classes/Bard/College of Jest.md
Normal file
86
content/Classes/Bard/College of Jest.md
Normal file
|
|
@ -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.
|
||||||
51
content/Classes/Bard/College of Lore.md
Normal file
51
content/Classes/Bard/College of Lore.md
Normal file
|
|
@ -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.
|
||||||
51
content/Classes/Bard/College of Mockery.md
Normal file
51
content/Classes/Bard/College of Mockery.md
Normal file
|
|
@ -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.
|
||||||
53
content/Classes/Bard/College of Requiems.md
Normal file
53
content/Classes/Bard/College of Requiems.md
Normal file
|
|
@ -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.
|
||||||
49
content/Classes/Bard/College of Secrecy.md
Normal file
49
content/Classes/Bard/College of Secrecy.md
Normal file
|
|
@ -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.
|
||||||
53
content/Classes/Bard/College of Shadow.md
Normal file
53
content/Classes/Bard/College of Shadow.md
Normal file
|
|
@ -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.
|
||||||
54
content/Classes/Bard/College of Sound.md
Normal file
54
content/Classes/Bard/College of Sound.md
Normal file
|
|
@ -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.
|
||||||
51
content/Classes/Bard/College of Victory.md
Normal file
51
content/Classes/Bard/College of Victory.md
Normal file
|
|
@ -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.
|
||||||
54
content/Classes/Bard/College of Wildlife.md
Normal file
54
content/Classes/Bard/College of Wildlife.md
Normal file
|
|
@ -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.
|
||||||
60
content/Classes/Bard/College of the Bashee or Siren.md
Normal file
60
content/Classes/Bard/College of the Bashee or Siren.md
Normal file
|
|
@ -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.
|
||||||
53
content/Classes/Bard/College of the Cat.md
Normal file
53
content/Classes/Bard/College of the Cat.md
Normal file
|
|
@ -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.
|
||||||
15
content/Classes/Choosing a Class.md
Normal file
15
content/Classes/Choosing a Class.md
Normal file
|
|
@ -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]].
|
||||||
49
content/Classes/Cleric/*Playing a Cleric*.md
Normal file
49
content/Classes/Cleric/*Playing a Cleric*.md
Normal file
|
|
@ -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]]._
|
||||||
74
content/Classes/Cleric/Black Powder Domain.md
Normal file
74
content/Classes/Cleric/Black Powder Domain.md
Normal file
|
|
@ -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.
|
||||||
78
content/Classes/Cleric/Crafting Domain.md
Normal file
78
content/Classes/Cleric/Crafting Domain.md
Normal file
|
|
@ -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.
|
||||||
69
content/Classes/Cleric/Death Domain.md
Normal file
69
content/Classes/Cleric/Death Domain.md
Normal file
|
|
@ -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.
|
||||||
63
content/Classes/Cleric/Doom Domain.md
Normal file
63
content/Classes/Cleric/Doom Domain.md
Normal file
|
|
@ -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.
|
||||||
69
content/Classes/Cleric/Hunt Domain.md
Normal file
69
content/Classes/Cleric/Hunt Domain.md
Normal file
|
|
@ -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.
|
||||||
68
content/Classes/Cleric/Keeper Domain.md
Normal file
68
content/Classes/Cleric/Keeper Domain.md
Normal file
|
|
@ -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.
|
||||||
77
content/Classes/Cleric/Knowledge Domain.md
Normal file
77
content/Classes/Cleric/Knowledge Domain.md
Normal file
|
|
@ -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_
|
||||||
65
content/Classes/Cleric/Life Domain.md
Normal file
65
content/Classes/Cleric/Life Domain.md
Normal file
|
|
@ -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.
|
||||||
76
content/Classes/Cleric/Light Domain.md
Normal file
76
content/Classes/Cleric/Light Domain.md
Normal file
|
|
@ -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).
|
||||||
69
content/Classes/Cleric/Mercy Domain.md
Normal file
69
content/Classes/Cleric/Mercy Domain.md
Normal file
|
|
@ -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
|
||||||
75
content/Classes/Cleric/Nature Domain.md
Normal file
75
content/Classes/Cleric/Nature Domain.md
Normal file
|
|
@ -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.
|
||||||
70
content/Classes/Cleric/Portal Domain.md
Normal file
70
content/Classes/Cleric/Portal Domain.md
Normal file
|
|
@ -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.
|
||||||
75
content/Classes/Cleric/Saints Domain.md
Normal file
75
content/Classes/Cleric/Saints Domain.md
Normal file
|
|
@ -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.
|
||||||
69
content/Classes/Cleric/Serpent Domain.md
Normal file
69
content/Classes/Cleric/Serpent Domain.md
Normal file
|
|
@ -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.
|
||||||
61
content/Classes/Cleric/Speed Domain.md
Normal file
61
content/Classes/Cleric/Speed Domain.md
Normal file
|
|
@ -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.
|
||||||
68
content/Classes/Cleric/Tempest Domain.md
Normal file
68
content/Classes/Cleric/Tempest Domain.md
Normal file
|
|
@ -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.
|
||||||
73
content/Classes/Cleric/Trickery Domain.md
Normal file
73
content/Classes/Cleric/Trickery Domain.md
Normal file
|
|
@ -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.
|
||||||
69
content/Classes/Cleric/War Domain.md
Normal file
69
content/Classes/Cleric/War Domain.md
Normal file
|
|
@ -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.
|
||||||
49
content/Classes/Druid/*Playing a Druid*.md
Normal file
49
content/Classes/Druid/*Playing a Druid*.md
Normal file
|
|
@ -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]]_
|
||||||
81
content/Classes/Druid/Ring of Ash.md
Normal file
81
content/Classes/Druid/Ring of Ash.md
Normal file
|
|
@ -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.
|
||||||
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Reference in a new issue