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957 changed files with 1886 additions and 27666 deletions
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@ -14,7 +14,7 @@ This section offers an additional weapon option compatible with certain firearms
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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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# 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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@ -33,7 +33,7 @@ The following section includes a new weapon property unique to the firearm weapo
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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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# Special Weapons
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Various firearms are detailed here.
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@ -4,7 +4,7 @@ The weapons detailed here are in addition to the weapons described in the core r
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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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# Weapon Properties
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Some of these martial arts weapons have new properties, described here:
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@ -27,7 +27,7 @@ Some of these martial arts weapons have new properties, described here:
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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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# Special Weapons
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Various weapons with special properties are detailed here.
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@ -56,7 +56,7 @@ Useful equipment that isn’t armor or weapons is called Adventuring Gear. The A
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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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# Special Gear
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This section describes items that have special rules or require further explanation.
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@ -27,7 +27,7 @@ The following section includes a new weapon property unique to the firearm weapo
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|Bolas|5 gp|—-|2 lb.|—-|Special, thrown (range 10/20)|
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|Hand trebuchet|4 gp|—-|3 lb.|—-|Ammunition (range 60/240), special|
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## Special Weapons
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# Special Weapons
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Various weapons with special properties are detailed here.
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@ -1,6 +1,6 @@
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_In addition to what’s in the [[ToV - Players Guide.pdf]]…_
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## Poison Types
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# Poison Types
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Poisons come in the following four types.
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@ -33,7 +33,7 @@ Poisons come in the following four types.
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|Upas sap|Contact|350 gp|
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|Wyvern Poison|Injury|1,200 gp|
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## Poison Descriptions
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# Poison Descriptions
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Each type of poison has its own debilitating effects.
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@ -6,7 +6,7 @@ _In addition to what’s in the [[ToV - Players Guide.pdf]]…_
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|Chandler’s tools|20 gp|6 lb.|
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|Gunsmith’s tools|50 gp|8 lb.|
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## Beekeeper’s Tools
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# Beekeeper’s Tools.
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Beekeeper’s tools are used to establish, maintain, and harvest beehives. Tending hives requires space and regular maintenance.
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@ -24,7 +24,7 @@ Beekeeper’s tools are used to establish, maintain, and harvest beehives. Tendi
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|Harvesting Bee Venom from living Giant Bees|15|
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|Safely deal with a Removing a giant beehive|20|
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## Chandler’s Tools
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# Chandler’s Tools.
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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.
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@ -42,7 +42,7 @@ Chandler’s Tools are used to make candles from beeswax and other materials. Ca
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|Create scented oils for candles from plants|15|
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|Create a candle with magical materials|20|
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## Gunsmith’s Tools
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# Gunsmith’s Tools.
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Gunsmith’s Tools are used to analyze, repair, or craft firearms. Crafting Firearms requires access to raw materials and gunpowder for paper cartridges.
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@ -8,23 +8,23 @@ Before you began adventuring, you committed yourself to a faith, belief, or caus
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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.
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## Skill Proficiencies
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# Skill Proficiencies
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Choose two from History, Investigation, Religion, or Persuasion
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## Additional Proficiencies
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# Additional Proficiencies
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Gain proficiency with artist’s tools and an additional tool of your choice.
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## Equipment
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# Equipment
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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.
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## Talent
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# Talent
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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.
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## Adventuring Motivation
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# Adventuring Motivation
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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.
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@ -6,23 +6,23 @@ You’ve discovered how to concoct extraordinary wonders, combining natural and
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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.
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## Skill Proficiencies
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# Skill Proficiencies
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Choose two from Arcana, Investigation, Nature, or Perception.
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## Additional Proficiencies
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# Additional Proficiencies
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Gain proficiency with alchemist tools and one of the following: charlatan tools, herbalist tools, or provisioner tools.
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## Equipment
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# Equipment
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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.
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## Talent
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# Talent
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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.
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## Adventuring Motivation
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# Adventuring Motivation
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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.
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@ -6,23 +6,23 @@ Before you began adventuring, you sought wisdom in the ruins that the past left
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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.
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## Skill Proficiencies
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# Skill Proficiencies
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History and choose one from Arcana, Athletics, Investigation, or Survival.
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## Additional Proficiencies
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# Additional Proficiencies
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Learn one additional language of your choice and gain proficiency with one tool of your choice.
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## Equipment
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# Equipment
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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.
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## Talent
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# Talent
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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.
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## Adventuring Motivation
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# Adventuring Motivation
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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.
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@ -8,19 +8,19 @@ You doggedly practiced artistic pursuits before taking up the adventuring life.
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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.
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## Skill Proficiencies
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# Skill Proficiencies
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Choose two from Acrobatics, Insight, Performance, or Persuasion
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## Additional Proficiencies
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# Additional Proficiencies
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Learn one additional language of your choice and gain proficiency with one tool representative of your artistic pursuits.
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## Equipment
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# Equipment
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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.
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## ARTISTIC EXPRESSION
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# ARTISTIC EXPRESSION
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|d10|Artistic Expression|
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|---|---|
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@ -35,11 +35,11 @@ A musical instrument or tool you are proficient with, a steel mirror, a set of f
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|9|Music|
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|10|Gymnastics|
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## Talent
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# Talent
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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
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## Adventuring Motivation
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# Adventuring Motivation
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| d8 | Adventuring Motivation |
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| --- | --------------------------------------------------------------------------------------------------- |
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@ -8,23 +8,23 @@ Most ascetics follow quiet lives of contemplation and reflection, abstaining fro
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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.
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## Skill Proficiencies
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# Skill Proficiencies
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Choose two from Medicine, Nature, Religion, and Survival.
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## Additional Proficiencies
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# Additional Proficiencies
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Gain proficiency with herbalist tools.
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## Equipment
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# Equipment
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A dried and pressed flower, a small knife, a set of common clothes, a pouch containing 5 cp.
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## Talent
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# Talent
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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.
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## Adventuring Motivation
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# Adventuring Motivation
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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.
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@ -6,19 +6,19 @@ Prophetic signs heralded your birth, or at least that is what you’ve always be
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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.
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## Skill Proficiencies
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# Skill Proficiencies
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Choose two from Acrobatics, History, Intimidation, or Religion.
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## Additional Proficiencies
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# Additional Proficiencies
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Celestial or Abyssal, and one other language of your choice.
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## Equipment
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# Equipment
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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.
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## The Hand of the Divine
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# The Hand of the Divine
|
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|
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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.
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@ -34,11 +34,11 @@ You are the blade of your deity, the fist of the god, and the arbiter of divine
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| 7 | I am the yew bow, the soaring arrow plunging into the heart. |
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| 8 | I am the closed fist, breaking the bones of those rebuked by the divine. |
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## Talent
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# Talent
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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.
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## Adventuring Motivation
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# Adventuring Motivation
|
||||
|
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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.
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@ -6,23 +6,23 @@ What started as an academic career researching the tactics used in famous histor
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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.
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## Skill Proficiencies
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# Skill Proficiencies
|
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|
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Choose two from History, Insight, Investigation, or Survival.
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|
||||
## Additional Proficiencies
|
||||
# Additional Proficiencies
|
||||
|
||||
You gain proficiency with construction tools or navigator tools and a vehicle appropriate to your area of focus.
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||||
|
||||
## Equipment
|
||||
# Equipment
|
||||
|
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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.
|
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## Talent
|
||||
# Talent
|
||||
|
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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.
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||||
|
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## Adventuring Motivation
|
||||
# Adventuring Motivation
|
||||
|
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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.
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||||
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||||
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@ -6,23 +6,23 @@ source: Midgard Lineages & Heritages
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|
||||
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.
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||||
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||||
## SkillProficiencies
|
||||
# SkillProficiencies
|
||||
|
||||
Choose two from Athletics, Intimidation, Investigation, or Perception.
|
||||
|
||||
## Additional Proficiencies
|
||||
# Additional Proficiencies
|
||||
|
||||
Gain proficiency with cartographer’s tools and one type of tool or gaming set of your choice.
|
||||
|
||||
## Equipment
|
||||
# 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.
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||||
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||||
## Talent
|
||||
# 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
|
||||
# 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.
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||||
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||||
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@ -6,23 +6,23 @@ You traveled far and wide with a singular purpose: documenting the landscapes an
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|
||||
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
|
||||
# Skill Proficiencies
|
||||
|
||||
Perception and choose one from Investigation, Nature, or Survival.
|
||||
|
||||
## Additional Proficiencies
|
||||
# Additional Proficiencies
|
||||
|
||||
Gain proficiency with artist tools and navigator tools.
|
||||
|
||||
## Equipment
|
||||
# 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.
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||||
|
||||
## Talent
|
||||
# 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
|
||||
# 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).
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||||
|
||||
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|
|||
|
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@ -6,23 +6,23 @@ You once spent your days documenting the world around you, listening to others
|
|||
|
||||
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
|
||||
# Skill Proficiencies
|
||||
|
||||
Choose two from History, Investigation, Perception, or Persuasion.
|
||||
|
||||
## Additional Proficiencies
|
||||
# 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
|
||||
# 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
|
||||
# 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
|
||||
# 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.
|
||||
|
||||
|
|
|
|||
|
|
@ -6,23 +6,23 @@ You were forced into military service. Perhaps it was punishment for a crime, pa
|
|||
|
||||
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
|
||||
# Skill Proficiencies
|
||||
|
||||
Choose two from Acrobatics, Athletics, Insight, or Medicine.
|
||||
|
||||
## Additional Proficiencies
|
||||
# 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
|
||||
# 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
|
||||
# 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
|
||||
# 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.
|
||||
|
||||
|
|
|
|||
|
|
@ -8,23 +8,23 @@ You spent a great deal of time in a royal court. Lessons of decorum and expectat
|
|||
|
||||
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
|
||||
# Skill Proficiencies
|
||||
|
||||
Choose two from History, Religion, Insight, or Deception.
|
||||
|
||||
## Additional Proficiencies
|
||||
# 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
|
||||
# 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
|
||||
# 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
|
||||
# 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.
|
||||
|
||||
|
|
|
|||
|
|
@ -8,23 +8,23 @@ You were a cutpurse, grifter, thief, or assassin. Surviving in the criminal unde
|
|||
|
||||
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
|
||||
# Skill Proficiencies
|
||||
|
||||
Choose two from Stealth, Investigation, Insight, or Deception.
|
||||
|
||||
## Additional Proficiencies
|
||||
# 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
|
||||
# Equipment
|
||||
|
||||
Five pieces of chalk, a grappling hook, a set of dark common clothes or a costume, and a pouch containing 10 gp
|
||||
|
||||
## Talent
|
||||
# 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
|
||||
# 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
|
||||
|
||||
|
|
@ -43,7 +43,7 @@ Criminals collect secrets as often as coin during their life of crime. Roll on t
|
|||
|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
|
||||
# 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.
|
||||
|
||||
|
|
|
|||
|
|
@ -8,23 +8,23 @@ You may have joined the cult voluntarily without quite realising what you were g
|
|||
|
||||
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
|
||||
# Skill Proficiencies
|
||||
|
||||
Choose two from Arcana, Deception, History, or Religion.
|
||||
|
||||
## Additional Proficiencies
|
||||
# Additional Proficiencies
|
||||
|
||||
Learn an additional language of your choice and gain proficiency with a tool or a musical instrument.
|
||||
|
||||
## Equipment
|
||||
# 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
|
||||
# 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
|
||||
# Cult
|
||||
|
||||
**GM Note**: This assumes you’re from the Labyrinth, but you can make up any backstory cult you want. Let’s collaborate!
|
||||
|
||||
|
|
@ -44,7 +44,7 @@ Choose or roll on the Labyrinth Cult table to determine which cult you escaped f
|
|||
| 9 | Servants of Nidhogg |
|
||||
| 10 | Wings of Alquam |
|
||||
|
||||
## Adventuring Motivation
|
||||
# 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.
|
||||
|
||||
|
|
|
|||
|
|
@ -6,23 +6,23 @@ source: Old Margreve
|
|||
|
||||
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
|
||||
# Skill Proficiencies
|
||||
|
||||
Survival and choose from Animal Handling, Nature, or Stealth
|
||||
|
||||
## Additional Proficiencies
|
||||
# Additional Proficiencies
|
||||
|
||||
You know Dryad, and you gain proficiency with one of the following: construction tools, herbalist tools, or trapper tools.
|
||||
|
||||
## Equipment
|
||||
# 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
|
||||
# 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
|
||||
# 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.
|
||||
|
||||
|
|
|
|||
|
|
@ -6,23 +6,23 @@ You have spent your life tending to the dead and helping the living celebrate me
|
|||
|
||||
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
|
||||
# Skill Proficiencies
|
||||
|
||||
Choose two from History, Insight, Medicine, or Religion.
|
||||
|
||||
## Additional Proficiencies
|
||||
# Additional Proficiencies
|
||||
|
||||
Learn two languages of your choice.
|
||||
|
||||
## Equipment
|
||||
# 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
|
||||
# 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
|
||||
# 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.
|
||||
|
||||
|
|
|
|||
|
|
@ -6,23 +6,23 @@ After a body dies, it goes somewhere. Often, it went to you. Not for the work of
|
|||
|
||||
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
|
||||
# Skill Proficiencies
|
||||
|
||||
Choose two from Athletics, Insight, Nature, or Religion.
|
||||
|
||||
## Additional Proficiencies
|
||||
# Additional Proficiencies
|
||||
|
||||
Gain proficiency with construction tools and either scythes or thieves’ tools.
|
||||
|
||||
## Equipment
|
||||
# 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
|
||||
# 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
|
||||
# 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.
|
||||
|
||||
|
|
|
|||
|
|
@ -6,23 +6,23 @@ You used your knowledge of herbal remedies and traditional lore to care for your
|
|||
|
||||
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
|
||||
# Skill Proficiencies
|
||||
|
||||
Choose two from Arcana, Insight, Medicine, or Survival.
|
||||
|
||||
## Additional Proficiencies
|
||||
# Additional Proficiencies
|
||||
|
||||
Gain proficiency with herbalist tools and an additional tool of your choice.
|
||||
|
||||
## Equipment
|
||||
# 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
|
||||
# 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
|
||||
# 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.
|
||||
|
||||
|
|
|
|||
|
|
@ -8,19 +8,19 @@ You forged a livelihood in the places between civilization and the unknown hinte
|
|||
|
||||
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
|
||||
# Skill Proficiencies
|
||||
|
||||
Survival and choose one from Athletics, Animal Handling, or Intimidation.
|
||||
|
||||
## Additional Proficiencies
|
||||
# Additional Proficiencies
|
||||
|
||||
Gain proficiency with navigator’s tools and with one tool or vehicle of your choice.
|
||||
|
||||
## Talent
|
||||
# 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
|
||||
# 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.
|
||||
|
||||
|
|
|
|||
|
|
@ -6,23 +6,23 @@ You never met a problem that you didn’t want to solve. Why not make a living a
|
|||
|
||||
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
|
||||
# Skill Proficiencies
|
||||
|
||||
Choose two from Deception, Insight, Investigation, or Perception.
|
||||
|
||||
## Additional Proficiencies
|
||||
# Additional Proficiencies
|
||||
|
||||
Gain proficiency with charlatan tools and thieves’ tools.
|
||||
|
||||
## Equipment
|
||||
# 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
|
||||
# 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
|
||||
# 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.
|
||||
|
||||
|
|
|
|||
|
|
@ -8,23 +8,23 @@ Additional responsibilities include protecting judges and court officials, deten
|
|||
|
||||
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
|
||||
# Skill Proficiencies
|
||||
|
||||
Choose two from History, Intimidation, Perception, or Insight.
|
||||
|
||||
## Additional Proficiencies
|
||||
# Additional Proficiencies
|
||||
|
||||
Choose any two tools or language proficiencies.
|
||||
|
||||
## Equipment
|
||||
# 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
|
||||
# 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
|
||||
# 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.
|
||||
|
||||
|
|
|
|||
|
|
@ -8,23 +8,23 @@ You pursued a unique, often profitable craft and became an expert. Those with an
|
|||
|
||||
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
|
||||
# Skill Proficiencies
|
||||
|
||||
Investigation and one skill of your choice from the following: History, Performance, or Sleight of Hand.
|
||||
|
||||
## Additional Proficiencies
|
||||
# Additional Proficiencies
|
||||
|
||||
Gain proficiency with one tool. Double your **PB** when you make a check using that tool.
|
||||
|
||||
## Equipment
|
||||
# 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
|
||||
# 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
|
||||
# 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.
|
||||
|
||||
|
|
|
|||
|
|
@ -8,23 +8,23 @@ You spent your life surviving on scraps and taking what you could. Living on the
|
|||
|
||||
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
|
||||
# Skill Proficiencies
|
||||
|
||||
Choose two from Deception, Insight, Sleight of Hand, or Stealth.
|
||||
|
||||
## Additional Proficiencies
|
||||
# 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
|
||||
# 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
|
||||
# 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
|
||||
# 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.
|
||||
|
||||
|
|
|
|||
|
|
@ -6,23 +6,23 @@ You could have come from any comfortable walk of life, but one truth has resonat
|
|||
|
||||
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
|
||||
# Skill Proficiencies
|
||||
|
||||
Choose two from Deception, Insight, Perception, or Sleight of Hand.
|
||||
|
||||
## Additional Proficiencies
|
||||
# Additional Proficiencies
|
||||
|
||||
Choose one from artist tools, musical instruments, gaming sets, or any vehicle. Then choose one language of your choice.
|
||||
|
||||
## Equipment
|
||||
# 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
|
||||
# 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
|
||||
# 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.
|
||||
|
||||
|
|
|
|||
|
|
@ -6,23 +6,23 @@ You were driven to change the world around you, to fight for your beliefs and va
|
|||
|
||||
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
|
||||
# Skill Proficiencies
|
||||
|
||||
Choose two from History, Insight, Performance, or Persuasion.
|
||||
|
||||
## Additional Proficiencies
|
||||
# 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
|
||||
# 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
|
||||
# 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
|
||||
# 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.
|
||||
|
||||
|
|
|
|||
|
|
@ -6,23 +6,23 @@ r years, you watched over a fallen city, crumbling temple, ancient village, or o
|
|||
|
||||
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
|
||||
# Skill Proficiencies
|
||||
|
||||
Choose two from Acrobatics, History, Religion, or Survival.
|
||||
|
||||
## Additional Proficiencies
|
||||
# Additional Proficiencies
|
||||
|
||||
Gain proficiency with either construction or tinker tools and one additional tool of your choice.
|
||||
|
||||
## Equipment
|
||||
# Equipment
|
||||
|
||||
Basic hunting trap, bedroll, construction and/or tinker tools, lamp, 10 pitons, two-person tent, and 50 feet of rope.
|
||||
|
||||
## Talent
|
||||
# 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
|
||||
# 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.
|
||||
|
||||
|
|
|
|||
|
|
@ -8,23 +8,23 @@ You spent most of your life as no one of consequence. Years of hard work gave yo
|
|||
|
||||
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
|
||||
# Skill Proficiencies
|
||||
|
||||
Choose two from Athletics, Acrobatics, Investigation, or Medicine.
|
||||
|
||||
## Additional Proficiencies
|
||||
# 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
|
||||
# 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
|
||||
# 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
|
||||
# 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.
|
||||
|
||||
|
|
|
|||
|
|
@ -8,23 +8,23 @@ You spent years researching a branch of study. Time spent in academic pursuits h
|
|||
|
||||
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
|
||||
# Skill Proficiencies
|
||||
|
||||
Choose two from Arcana, History, Nature, or Religion.
|
||||
|
||||
## Additional Proficiencies
|
||||
# Additional Proficiencies
|
||||
|
||||
Learn two additional languages of your choice or gain proficiency with a tool or vehicle relevant to your field of study.
|
||||
|
||||
## Equipment
|
||||
# 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
|
||||
# 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
|
||||
# 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.
|
||||
|
||||
|
|
|
|||
|
|
@ -6,23 +6,23 @@ You worked for someone else, earning coin by doing the various tasks they couldn
|
|||
|
||||
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
|
||||
# Skill Proficiencies
|
||||
|
||||
Choose two from Insight, Perception, Sleight of Hand, or Stealth.
|
||||
|
||||
## Additional Proficiencies
|
||||
# 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
|
||||
# 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
|
||||
# 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
|
||||
# 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.
|
||||
|
||||
|
|
|
|||
|
|
@ -6,23 +6,23 @@ You procured and transported goods on behalf of your clients, ensuring the contr
|
|||
|
||||
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
|
||||
# Skill Proficiencies
|
||||
|
||||
Choose two from Deception, Persuasion, Sleight of Hand, or Stealth.
|
||||
|
||||
## Additional Proficiencies
|
||||
# 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
|
||||
# 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
|
||||
# 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
|
||||
# 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.
|
||||
|
||||
|
|
|
|||
|
|
@ -8,23 +8,23 @@ You spent a significant amount of time risking your life to defend others. You s
|
|||
|
||||
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
|
||||
# Skill Proficiencies
|
||||
|
||||
Choose two from Animal Handling, Athletics, Medicine, or Survival.
|
||||
|
||||
## Additional Proficiencies
|
||||
# Additional Proficiencies
|
||||
|
||||
Gain proficiency with a tool and a vehicle of your choice.
|
||||
|
||||
## Equipment
|
||||
# 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
|
||||
# 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
|
||||
# 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.
|
||||
|
||||
|
|
|
|||
|
|
@ -6,23 +6,23 @@ source: Midgard Lineages & Heritages
|
|||
|
||||
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
|
||||
# Skill Proficiencies
|
||||
|
||||
Choose two from Deception, Investigation, Persuasion, or Stealth.
|
||||
|
||||
## Additional Proficiencies
|
||||
# Additional Proficiencies
|
||||
|
||||
Gain proficiency with the disguise kit and a language of your choice.
|
||||
|
||||
## Equipment
|
||||
# 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
|
||||
# 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
|
||||
# Adventuring Motivation
|
||||
|
||||
| **d8** | **Adventuring Motivation** |
|
||||
| ------ | ---------------------------------------------------------------------------------------------------- |
|
||||
|
|
@ -10,23 +10,23 @@ Sometimes people don’t come home, and no one knows why. Did they die on their
|
|||
|
||||
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
|
||||
# Skill Proficiencies
|
||||
|
||||
Choose two from Investigation, Persuasion, Stealth, or Survival.
|
||||
|
||||
## Additional Proficiencies
|
||||
# Additional Proficiencies
|
||||
|
||||
Gain proficiency with navigator tools and a vehicle of your choice.
|
||||
|
||||
## Equipment
|
||||
# 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
|
||||
# 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
|
||||
# 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.
|
||||
|
||||
|
|
|
|||
|
|
@ -8,23 +8,23 @@ You trained and worked within a troupe of vampire hunters. You learned how to de
|
|||
|
||||
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
|
||||
# Skill Proficiencies
|
||||
|
||||
Choose two from History, Insight, Investigation, or Sleight of Hand.
|
||||
|
||||
## Additional Proficiencies
|
||||
# Additional Proficiencies
|
||||
|
||||
Learn one additional language of your choice and gain proficiency with trapper tools.
|
||||
|
||||
## Equipment
|
||||
# Equipment
|
||||
|
||||
A cloak, a set of traveler’s clothes, a backpack, five wooden stakes, a hand mirror, and a pouch containing 10 gp.
|
||||
|
||||
## Talent
|
||||
# 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
|
||||
# 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.
|
||||
|
||||
|
|
|
|||
|
|
@ -10,23 +10,23 @@ Before you became an adventurer, you trained to honor those who came before, whe
|
|||
|
||||
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
|
||||
# Skill Proficiencies
|
||||
|
||||
Choose two from History, Insight, Performance, or Religion.
|
||||
|
||||
## Additional Proficiencies
|
||||
# Additional Proficiencies
|
||||
|
||||
Learn one additional language of your choice and gain proficiency with artist tools or a musical instrument.
|
||||
|
||||
## Equipment
|
||||
# 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
|
||||
# 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
|
||||
# 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.
|
||||
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
|
||||
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 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.
|
||||
|
||||
|
|
@ -10,7 +10,7 @@ Though barbarian adventurers commonly ally with skilled diplomats and cunning sc
|
|||
|
||||
Continued in the [[ToV - Players Guide.pdf]]; Chapter 2, pg 23.
|
||||
|
||||
### Errata
|
||||
## Errata
|
||||
|
||||
**Barbarian Progression table**
|
||||
|
||||
|
|
@ -22,11 +22,11 @@ _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
|
||||
## 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
|
||||
### 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.
|
||||
|
||||
|
|
@ -39,7 +39,7 @@ Your commitment to the barbarian’s path grants you a powerful ability. Choose
|
|||
- 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
|
||||
### 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.
|
||||
|
||||
|
|
|
|||
|
|
@ -1,28 +0,0 @@
|
|||
When you reach 10th level and 20th level in your chosen class, you gain the Heroic Boon and Epic Boon class features (see [[ToV - Players Guide.pdf]]), 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 [[ToV - Players Guide.pdf]]), 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.
|
||||
|
||||
|
|
@ -1,9 +0,0 @@
|
|||
**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.
|
||||
|
|
@ -8,7 +8,7 @@ Havoc. Mayhem. Chaos. You’ve learned to embrace them as you once learned to em
|
|||
| 11th | Mayhem Shield |
|
||||
| 15th | Cry Havoc |
|
||||
|
||||
## Chaos Conduit
|
||||
# Chaos Conduit
|
||||
|
||||
3rd-Level Chaos Feature
|
||||
|
||||
|
|
@ -18,7 +18,7 @@ Saves. Some of your Chaos Banes require your target to make a save or suffer add
|
|||
|
||||
Bane save **DC** = 8 + your proficiency bonus (**PB**) + your **STR** or **CON** modifier (your choice)
|
||||
|
||||
## Chaos Banes
|
||||
# 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.
|
||||
|
||||
|
|
@ -27,7 +27,7 @@ When you successfully hit a creature with a melee attack while your Rage feature
|
|||
- 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
|
||||
# Random Polymath
|
||||
|
||||
3rd-Level Chaos Feature
|
||||
|
||||
|
|
@ -56,13 +56,13 @@ When you finish a long rest, you gain proficiency in a random skill determined b
|
|||
| 18 | Survival |
|
||||
| 19-20 | Any Skill (Your Choice) |
|
||||
|
||||
## Invoke Entropy
|
||||
# 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
|
||||
# Mayhem Shield
|
||||
|
||||
11th-Level Chaos Feature
|
||||
|
||||
|
|
@ -71,7 +71,7 @@ You gain an additional way to use your Chaos Dice (see Chaos Conduit feature). W
|
|||
- 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
|
||||
# Cry Havoc
|
||||
|
||||
15th-Level Chaos Feature
|
||||
|
||||
|
|
|
|||
|
|
@ -16,7 +16,7 @@ While some of these barbarians are enlisted to support the devils’ interests a
|
|||
|11th|Hellfire Shield|
|
||||
|15th|Devilish Essence|
|
||||
|
||||
## Hellish Aspect
|
||||
# Hellish Aspect
|
||||
|
||||
_3rd-Level Hellfire Feature_
|
||||
|
||||
|
|
@ -24,19 +24,19 @@ When you enter your rage, you take on minor fiendish aspects. The way these aspe
|
|||
|
||||
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
|
||||
# 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
|
||||
# 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
|
||||
# Devilish Essence
|
||||
|
||||
_15th-Level Hellfire Feature_
|
||||
|
||||
|
|
|
|||
|
|
@ -18,7 +18,7 @@ Certain sects of Mycelial barbarians revere mycolid culture and go on pilgrimage
|
|||
|11th|Empowered Spore Aura|
|
||||
|15th|Fungal Rebuke|
|
||||
|
||||
## Spore Aura
|
||||
# Spore Aura
|
||||
|
||||
_3rd-Level Mycelial Feature_
|
||||
|
||||
|
|
@ -28,7 +28,7 @@ While raging, the fungus on your skin releases an invisible cloud of spores that
|
|||
- **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
|
||||
# Devour Death
|
||||
|
||||
_7th-Level Mycelial Feature_
|
||||
|
||||
|
|
@ -36,7 +36,7 @@ Your fungal membrane makes you resistant to necrotic damage and allows you to ga
|
|||
|
||||
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
|
||||
# Empowered Spore Aura
|
||||
|
||||
_11th-Level Mycelial Feature_
|
||||
|
||||
|
|
@ -45,7 +45,7 @@ The cloud of spores you emit becomes more potent. The effect of this potency cha
|
|||
- **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
|
||||
# Fungal Rebuke
|
||||
|
||||
_15th-Level Mycelial Feature_
|
||||
|
||||
|
|
|
|||
|
|
@ -16,7 +16,7 @@ Though named for the thorns that covered the first barbarians to walk this path,
|
|||
|11th|Toxic Infusion|
|
||||
|15th|Thorn Barrage|
|
||||
|
||||
## Blossoming Thorns
|
||||
# Blossoming Thorns
|
||||
|
||||
_3rd-Level Thorns Feature_
|
||||
|
||||
|
|
@ -24,13 +24,13 @@ When you enter your rage, hard, sharp thorns emerge over your whole body, turnin
|
|||
|
||||
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
|
||||
# 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
|
||||
# Nature’s Blessing
|
||||
|
||||
_7th-Level Thorns Feature_
|
||||
|
||||
|
|
@ -38,13 +38,13 @@ The thorns you grow while raging become more powerful and count as magical for t
|
|||
|
||||
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
|
||||
# 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
|
||||
# Thorn Barrage
|
||||
|
||||
_15th-Level Thorns Feature_
|
||||
|
||||
|
|
|
|||
|
|
@ -14,13 +14,13 @@ Through primal rite or natural bloodthirst, some barbarians can work themselves
|
|||
|11th|Intimidating Presence|
|
||||
|15th|Retaliation|
|
||||
|
||||
## Frenzy
|
||||
# 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
|
||||
# Ruthless Bearing
|
||||
|
||||
_3rd-Level Berserker Feature_
|
||||
|
||||
|
|
|
|||
|
|
@ -14,7 +14,7 @@ Barbarians who walk the Path of Booming Magnificence strive to be as lions among
|
|||
|11th|Resonant Bellow|
|
||||
|15th|Victorious Roar|
|
||||
|
||||
## Roar of Defiance
|
||||
# Roar of Defiance
|
||||
|
||||
_3rd-Level Booming Magnificence Feature_
|
||||
|
||||
|
|
@ -22,25 +22,25 @@ You can announce your presence by unleashing a thunderous roar as part of the bo
|
|||
|
||||
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
|
||||
# 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
|
||||
# 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
|
||||
# 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
|
||||
# Victorious Roar
|
||||
|
||||
_15th-Level Booming Magnificence Feature_
|
||||
|
||||
|
|
|
|||
|
|
@ -14,7 +14,7 @@ Few creatures embody the power and majesty of dragons. By walking the path of th
|
|||
|11th|Aspect of the Dragon|
|
||||
|15th|Wyrm Lungs|
|
||||
|
||||
## Totem Dragon
|
||||
# Totem Dragon
|
||||
|
||||
_3rd-Level Dragon Feature_
|
||||
|
||||
|
|
@ -30,19 +30,19 @@ You choose which type of dragon you seek to emulate. You can speak and read Drac
|
|||
|Void|Necrotic|
|
||||
|Yellow|Radiant|
|
||||
|
||||
## Wyrm Teeth
|
||||
# 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
|
||||
# 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
|
||||
# Aspect of the Dragon
|
||||
|
||||
_11th-Level Dragon Feature_
|
||||
|
||||
|
|
@ -53,7 +53,7 @@ You take on additional draconic features while raging. When you enter your rage,
|
|||
- 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
|
||||
# Wyrm Lungs
|
||||
|
||||
_15th-Level Dragon Feature_
|
||||
|
||||
|
|
|
|||
|
|
@ -14,7 +14,7 @@ Barbarians who travel the path of the Forsaken can hear the whispered regrets of
|
|||
|11th|Wave of Wrath|
|
||||
|15th|Spirit Sacrifice|
|
||||
|
||||
## Hungering Swarm
|
||||
# Hungering Swarm
|
||||
|
||||
_3rd-Level Forsaken Feature_
|
||||
|
||||
|
|
@ -22,19 +22,19 @@ While raging, creatures of your choice that come within 5 feet of you for the fi
|
|||
|
||||
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
|
||||
# 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
|
||||
# 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
|
||||
# Wave of Wrath
|
||||
|
||||
_11th-Level Forsaken Feature_
|
||||
|
||||
|
|
@ -42,7 +42,7 @@ While you are raging, you can use an action to temporarily manifest the spirits
|
|||
|
||||
Once you use this feature, you can’t use it again until you finish a short or long rest.
|
||||
|
||||
## Spirit Sacrifice
|
||||
# Spirit Sacrifice
|
||||
|
||||
_15th-Level Forsaken Feature_
|
||||
|
||||
|
|
|
|||
|
|
@ -12,13 +12,13 @@ Some barbarians come from the windswept plains or frostbitten tundra, where the
|
|||
| 11th | Howling Charge |
|
||||
| 15th | Raging Storm |
|
||||
|
||||
## Implacable Presence
|
||||
# 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
|
||||
# Winds of Wrath
|
||||
|
||||
3rd-Level Four Winds Feature
|
||||
|
||||
|
|
@ -30,7 +30,7 @@ Each time you enter a rage (see Rage feature in Player’s Guide), the swirling
|
|||
|
||||
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
|
||||
# Cyclonic Ward
|
||||
|
||||
7th-Level Four Winds Feature
|
||||
|
||||
|
|
@ -38,13 +38,13 @@ The howling gales protect you and your allies. You reduce any falling damage you
|
|||
|
||||
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
|
||||
# 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
|
||||
# Raging Storm
|
||||
|
||||
15th-Level Four Winds Feature
|
||||
|
||||
|
|
|
|||
|
|
@ -12,7 +12,7 @@ Deep in the frozen wastes, some barbarians find their flesh infused with element
|
|||
| 11th | Summon the Rampant Snowstorm |
|
||||
| 15th | Raging Blizzard |
|
||||
|
||||
## Bitter Animus
|
||||
# Bitter Animus
|
||||
|
||||
3rd-Level Frostborn Raider Feature
|
||||
|
||||
|
|
@ -20,19 +20,19 @@ Your bitter, frozen soul surfaces when you rage, sheathing your flesh in plates
|
|||
|
||||
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
|
||||
# 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
|
||||
# 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
|
||||
# Summon the Rampant Snowstorm
|
||||
|
||||
11th-Level Frostborn Raider Feature
|
||||
|
||||
|
|
@ -42,7 +42,7 @@ You walk through winter storms without concern and have become inured to their f
|
|||
- 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
|
||||
# Raging Blizzard
|
||||
|
||||
15th-Level Frostborn Raider Feature
|
||||
|
||||
|
|
|
|||
|
|
@ -12,7 +12,7 @@ Barbarians who travel the path of the Kraken manifest some aspect of the fearsom
|
|||
| 11th | Kraken’s Grasp (d8), Tentacle Fling |
|
||||
| 15th | Kraken’s Grasp (d10), Leviathan Wakes |
|
||||
|
||||
## Deep Vision
|
||||
# Deep Vision
|
||||
|
||||
3rd-Level Kraken Feature
|
||||
|
||||
|
|
@ -20,7 +20,7 @@ You gain a swimming speed equal to your walking speed, and you can breathe water
|
|||
|
||||
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
|
||||
# Kraken’s Grasp
|
||||
|
||||
3rd-Level Kraken Feature
|
||||
|
||||
|
|
@ -32,13 +32,13 @@ You can use your tentacles to grasp and lift objects that weigh up to a number o
|
|||
|
||||
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
|
||||
# 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
|
||||
# Titan Grip
|
||||
|
||||
7th-Level Kraken Feature
|
||||
|
||||
|
|
@ -46,13 +46,13 @@ When a creature is successfully grappled by your tentacles, it becomes restraine
|
|||
|
||||
In addition, when you take the Attack action, you can use your tentacles to make any number of your attacks.
|
||||
|
||||
## Tentacle Fling
|
||||
# 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
|
||||
# Leviathan Wakes
|
||||
|
||||
15th-Level Kraken Feature
|
||||
|
||||
|
|
|
|||
|
|
@ -14,13 +14,13 @@ The first barbarians that traveled the path of mistwood were [[Dryad]]s who expa
|
|||
|11th|Mist Dance|
|
||||
|15th|War Band’s Passage|
|
||||
|
||||
## Bonus Proficiency
|
||||
# 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
|
||||
# Mistwood Defender
|
||||
|
||||
_3rd-Level Mistwood Feature_
|
||||
|
||||
|
|
@ -28,25 +28,25 @@ You can use the Reckless Attack feature on ranged weapon attacks with thrown wea
|
|||
|
||||
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
|
||||
# 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
|
||||
# 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
|
||||
# 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
|
||||
# War Band’s Passage
|
||||
|
||||
_15th-Level Mistwood Feature_
|
||||
|
||||
|
|
|
|||
|
|
@ -12,7 +12,7 @@ These barbarians consider themselves natural weapons, born of the gods to stand
|
|||
| 11th | Brutal Kills |
|
||||
| 15th | Gifts of the Gods |
|
||||
|
||||
## Brute Strength
|
||||
# Brute Strength
|
||||
|
||||
3rd-Level Old Gods Feature
|
||||
|
||||
|
|
@ -24,7 +24,7 @@ While you are raging, you gain the following benefits:
|
|||
- 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
|
||||
# Imbued by the Gods
|
||||
|
||||
3rd-Level Old Gods Feature
|
||||
|
||||
|
|
@ -33,7 +33,7 @@ Your natural strength is amplified, and the gods you worship bestow upon you inh
|
|||
- 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
|
||||
# Adaptable Combatant
|
||||
|
||||
7th-Level Old Gods Feature
|
||||
|
||||
|
|
@ -44,13 +44,13 @@ You gain a climb speed equal to your walking speed. Additionally, your ability t
|
|||
- 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
|
||||
# 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
|
||||
# Brutal Kills
|
||||
|
||||
11th-Level Old Gods Feature
|
||||
|
||||
|
|
@ -60,7 +60,7 @@ Any enemies that can see you must make a successful Wisdom saving throw or becom
|
|||
|
||||
Once you use this feature, you must finish a short or long rest you can do so again.
|
||||
|
||||
## Gifts of the Gods
|
||||
# Gifts of the Gods
|
||||
|
||||
15th-Level Old Gods Feature
|
||||
|
||||
|
|
|
|||
|
|
@ -12,13 +12,13 @@ Moonlit people who live in their enclaves of light in the Shadow Realm or in are
|
|||
| 11th | Emboldening Light |
|
||||
| 15th | Rage of the Roaring Sun |
|
||||
|
||||
## Chew Shadows
|
||||
# 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
|
||||
# Teeth of the Sun
|
||||
|
||||
3rd-Level Shadow Chewer Feature
|
||||
|
||||
|
|
@ -26,19 +26,19 @@ When you activate your Rage feature, your face grows a short muzzle and your mou
|
|||
|
||||
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
|
||||
# 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
|
||||
# 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
|
||||
# Rage of the Roaring Sun
|
||||
|
||||
15th-Level Shadow Chewer Feature
|
||||
|
||||
|
|
|
|||
|
|
@ -14,13 +14,13 @@ An Undying Warrior possesses a soul that has crossed into death, then pulled bac
|
|||
|11th|Vengeance Snare|
|
||||
|15th|Rejected by Death|
|
||||
|
||||
## Defy 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
|
||||
# Soul of Wrath
|
||||
|
||||
_3rd-Level Undying Warrior Feature_
|
||||
|
||||
|
|
@ -28,13 +28,13 @@ You become possessed by supernatural wrath when you enter your rage. While you a
|
|||
|
||||
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
|
||||
# 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
|
||||
# Vengeance Snare
|
||||
|
||||
_11th-Level Undying Warrior Feature_
|
||||
|
||||
|
|
@ -42,7 +42,7 @@ While you are raging, you can use a bonus action to project your wrathful soul o
|
|||
|
||||
Once you use this feature, you can’t use it again until you finish a long rest.
|
||||
|
||||
## Rejected by Death
|
||||
# Rejected by Death
|
||||
|
||||
_15th-Level Undying Warrior Feature_
|
||||
|
||||
|
|
|
|||
|
|
@ -14,7 +14,7 @@ Barbarians that travel the path of Wild Fury share an affinity and connection wi
|
|||
|11th|Ferocious Howl|
|
||||
|15th|Empowered Rage|
|
||||
|
||||
## Animal Focus
|
||||
# Animal Focus
|
||||
|
||||
_3rd-Level Wild Fury Feature_
|
||||
|
||||
|
|
@ -27,13 +27,13 @@ The Beasts listed here might not be appropriate for your character. In such inst
|
|||
- **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
|
||||
# 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
|
||||
# Primal Aspect
|
||||
|
||||
_7th-Level Wild Fury Feature_
|
||||
|
||||
|
|
@ -44,13 +44,13 @@ The bestial power within you has grown, offering you one of the following benefi
|
|||
- **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
|
||||
# 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
|
||||
# Empowered Rage
|
||||
|
||||
_15th-Level Wild Fury Feature_
|
||||
|
||||
|
|
|
|||
|
|
@ -1,15 +0,0 @@
|
|||
![[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.
|
||||
|
||||
---
|
||||
|
||||
_Default is likely [[Path of the Beserker]]. Want to play a BG3‘s muscle mommy Karlach? Try [[Path of Hellfire]]._
|
||||
|
|
@ -1,78 +0,0 @@
|
|||
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.
|
||||
|
|
@ -1,43 +0,0 @@
|
|||
---
|
||||
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.
|
||||
|
|
@ -1,52 +0,0 @@
|
|||
---
|
||||
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.
|
||||
|
|
@ -1,51 +0,0 @@
|
|||
---
|
||||
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.
|
||||
|
|
@ -1,57 +0,0 @@
|
|||
---
|
||||
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.
|
||||
|
|
@ -1,47 +0,0 @@
|
|||
---
|
||||
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.
|
||||
|
|
@ -1,60 +0,0 @@
|
|||
---
|
||||
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.
|
||||
|
|
@ -1,49 +0,0 @@
|
|||
---
|
||||
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.
|
||||
|
|
@ -1,57 +0,0 @@
|
|||
---
|
||||
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.
|
||||
|
|
@ -1,49 +0,0 @@
|
|||
---
|
||||
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.
|
||||
|
|
@ -1,61 +0,0 @@
|
|||
---
|
||||
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.
|
||||
|
|
@ -1,53 +0,0 @@
|
|||
---
|
||||
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.
|
||||
|
|
@ -1,73 +0,0 @@
|
|||
---
|
||||
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.
|
||||
|
||||
|
|
@ -1,45 +0,0 @@
|
|||
---
|
||||
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.
|
||||
|
|
@ -1,49 +0,0 @@
|
|||
---
|
||||
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.
|
||||
|
|
@ -1,63 +0,0 @@
|
|||
---
|
||||
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.
|
||||
|
||||
|
|
@ -4,13 +4,13 @@ Bards are born performers who complement their diverse skillset with magical pro
|
|||
|
||||
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
|
||||
# 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
|
||||
## Errata
|
||||
|
||||
**Bardic Inspiration**
|
||||
|
||||
|
|
@ -44,11 +44,11 @@ _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
|
||||
## 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
|
||||
### 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.
|
||||
|
||||
|
|
@ -61,7 +61,7 @@ Your commitment to the bard’s path grants you a powerful ability. Choose one o
|
|||
- 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
|
||||
### 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.
|
||||
|
||||
|
|
|
|||
|
|
@ -1,28 +0,0 @@
|
|||
When you reach 10th level and 20th level in your chosen class, you gain the Heroic Boon and Epic Boon class features (see [[ToV - Players Guide.pdf]]), 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.
|
||||
|
||||
|
|
@ -12,7 +12,7 @@ Bards who align with the college of Allure understand the power of the mind and
|
|||
| 11th | Illusion Confusion |
|
||||
| 15th | Lasting Illusions |
|
||||
|
||||
## Bardic Performance: Mirror Mirror
|
||||
# Bardic Performance: Mirror Mirror
|
||||
|
||||
3rd-Level Allure Feature
|
||||
|
||||
|
|
@ -20,13 +20,13 @@ You weave illusions to protect your companions. When you use your Bardic Perform
|
|||
|
||||
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
|
||||
# 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
|
||||
# Illusory Reality
|
||||
|
||||
3rd-Level Allure Feature
|
||||
|
||||
|
|
@ -38,7 +38,7 @@ If the illusion is dangerous (such as a fire or an ogre with a greatclub) and th
|
|||
|
||||
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
|
||||
# Twinned Illusion
|
||||
|
||||
7th-Level Secrecy Feature
|
||||
|
||||
|
|
@ -46,7 +46,7 @@ When you cast the major image, minor illusion, or silent image spell, you can cr
|
|||
|
||||
In addition, creatures have disadvantage on **INT** (Investigation) checks to disbelieve the illusions created by these spells.
|
||||
|
||||
## Illusion Confusion
|
||||
# Illusion Confusion
|
||||
|
||||
11th-Level Allure Feature
|
||||
|
||||
|
|
@ -54,7 +54,7 @@ You have learned greater control over subtle influences of the mind. As an actio
|
|||
|
||||
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
|
||||
# Lasting Illusions
|
||||
|
||||
15th-Level Allure Feature
|
||||
|
||||
|
|
|
|||
|
|
@ -12,13 +12,13 @@ source: Deep Magic 2
|
|||
|11th|Top Chef|
|
||||
|15th|Culinary Champion|
|
||||
|
||||
## Bonus Proficiencies
|
||||
# Bonus Proficiencies
|
||||
|
||||
_3rd-Level Cuisine Feature_
|
||||
|
||||
You gain proficiency in Provisioner tools. You can use these tools as your spellcasting focus.
|
||||
|
||||
## Magical Treats
|
||||
# Magical Treats
|
||||
|
||||
_3rd-Level Cuisine Feature_
|
||||
|
||||
|
|
@ -32,7 +32,7 @@ If a creature is incapable of eating a treat due to a condition, such as being i
|
|||
|
||||
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
|
||||
# Tasty Treats
|
||||
|
||||
_7th-Level Cuisine Feature_
|
||||
|
||||
|
|
@ -45,7 +45,7 @@ Your mastery of food magic reaches new heights. As a bonus action, you can expen
|
|||
|
||||
You can also choose to use your Tasty Treats feature as part of the same bonus action required to maintain a performance.
|
||||
|
||||
## Top Chef
|
||||
# Top Chef
|
||||
|
||||
_11th-Level Cuisine Feature_
|
||||
|
||||
|
|
@ -56,7 +56,7 @@ Your skill with food magic has been refined. When you expend a Bardic Inspiratio
|
|||
- **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
|
||||
# Culinary Champion
|
||||
|
||||
_15th-Level Cuisine Feature_
|
||||
|
||||
|
|
|
|||
|
|
@ -14,7 +14,7 @@ In the caverns beneath the surface of the world, sound works differently. Your e
|
|||
|11th|Bardic Performance: Echo Chamber|
|
||||
|15th|Reverberating Strikes|
|
||||
|
||||
## Echolocation
|
||||
# Echolocation
|
||||
|
||||
_3rd-Level Echoes Feature_
|
||||
|
||||
|
|
@ -22,7 +22,7 @@ You learn how to see with your ears as well as your eyes. As long as you can hea
|
|||
|
||||
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
|
||||
# Alter Sound
|
||||
|
||||
_3rd-Level Echoes Feature_
|
||||
|
||||
|
|
@ -33,13 +33,13 @@ You can manipulate the sounds of your speech to mimic any sounds you’ve heard,
|
|||
- **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
|
||||
# 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
|
||||
# Bardic Performance: Echo Chamber
|
||||
|
||||
_11th-Level Echoes Feature_
|
||||
|
||||
|
|
@ -47,7 +47,7 @@ You learn to concentrate the sound into a deadly hum that you can fire out. When
|
|||
|
||||
A non-magical object that isn’t being worn or carried also takes the damage if it’s in the cone.
|
||||
|
||||
## Reverberating Strikes
|
||||
# Reverberating Strikes
|
||||
|
||||
_15th-Level Echoes Feature_
|
||||
|
||||
|
|
|
|||
|
|
@ -12,37 +12,37 @@ source: "Campaign Builder: Dungeons and Ruins"
|
|||
| 11th | Inspired Improvisation |
|
||||
| 15th | Spiritual Protection |
|
||||
|
||||
## Bardic Performance: Channel Spirits
|
||||
# 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
|
||||
# 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
|
||||
# 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
|
||||
# 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
|
||||
# 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
|
||||
# Spiritual Protection
|
||||
|
||||
15th-Level Elegy Feature
|
||||
|
||||
|
|
|
|||
|
|
@ -12,7 +12,7 @@ If leather is a material, then why not skin itself? Students of the College of F
|
|||
| 11th | Patchwork Repair |
|
||||
| 15th | Soulsew |
|
||||
|
||||
## Malleable Visage
|
||||
# Malleable Visage
|
||||
|
||||
3rd-Level Fleshweaving Feature
|
||||
|
||||
|
|
@ -20,7 +20,7 @@ Years spent mending, shaping, and adapting flesh have given you a preternatural
|
|||
|
||||
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
|
||||
# Suturer
|
||||
|
||||
3rd-Level Fleshweaving Feature
|
||||
|
||||
|
|
@ -34,7 +34,7 @@ You also learn different ways to use this spiritual weapon. You gain the Suture
|
|||
|
||||
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
|
||||
# Ritual Reskin
|
||||
|
||||
7th-Level Fleshweaving Feature
|
||||
|
||||
|
|
@ -49,7 +49,7 @@ Over the course of 10 minutes, you can perform a surgical ritual on creatures th
|
|||
|
||||
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
|
||||
# Patchwork Repair
|
||||
|
||||
11th-Level Fleshweaving Feature
|
||||
|
||||
|
|
@ -68,7 +68,7 @@ After an hour, the limb stops working and falls off. A creature can only have on
|
|||
|
||||
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
|
||||
# Soulsew
|
||||
|
||||
15th-Level Fleshweaving Feature
|
||||
|
||||
|
|
|
|||
|
|
@ -14,13 +14,13 @@ Bards pick up all sorts of information as they travel the land. Some bards focus
|
|||
|11th|Additional Expertise|
|
||||
|15th|Hot Pursuit|
|
||||
|
||||
## Bonus Proficiencies
|
||||
# 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
|
||||
# Quick Read
|
||||
|
||||
_3rd-Level Investigation Feature_
|
||||
|
||||
|
|
@ -32,19 +32,19 @@ Your knowledge of underhanded tactics allows you to gain insight into your foes
|
|||
|
||||
You can also choose to use your Quick Read feature as part of the same bonus action required to maintain a performance.
|
||||
|
||||
## Bardic Instinct
|
||||
# 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
|
||||
# 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
|
||||
# Hot Pursuit
|
||||
|
||||
_15th-Level Investigation Feature_
|
||||
|
||||
|
|
|
|||
|
|
@ -15,19 +15,19 @@ Distinct in your panoply of motley colors, you are an agent of havoc. You strive
|
|||
|11th|Chaotic Tumbler|
|
||||
|15th|Surprise|
|
||||
|
||||
## Bardic Performance: Martial Tumbling
|
||||
# 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
|
||||
# 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
|
||||
# Chaotic Legerdemain
|
||||
|
||||
3rd-Level Jest Feature
|
||||
|
||||
|
|
@ -61,7 +61,7 @@ If you use your Probability Trick feature, you can roll twice on the table and c
|
|||
| 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
|
||||
# Improbable Shield
|
||||
|
||||
7th-Level Jest Feature
|
||||
|
||||
|
|
@ -71,13 +71,13 @@ While this is active, you can use a bonus action to launch one of your batons (o
|
|||
|
||||
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
|
||||
# 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
|
||||
# Surprise
|
||||
|
||||
15th-Level Jest Feature
|
||||
|
||||
|
|
|
|||
|
|
@ -14,37 +14,37 @@ Bards who align with the college of Lore value knowledge most highly. Many from
|
|||
|11th|Magical Rites|
|
||||
|15th|Peerless Skill|
|
||||
|
||||
## Bardic Performance: Ode to Heroes
|
||||
# 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
|
||||
# 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
|
||||
# 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
|
||||
# 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
|
||||
# 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
|
||||
# Peerless Skill
|
||||
|
||||
_15th-Level Lore Feature_
|
||||
|
||||
|
|
|
|||
|
|
@ -12,7 +12,7 @@ Bards aligned with the college of Mockery have devoted their lives to perfecting
|
|||
| 11th | Crushing Jest |
|
||||
| 15th | Mocking Rage |
|
||||
|
||||
## Bardic Performance: Playful Banter
|
||||
# Bardic Performance: Playful Banter
|
||||
|
||||
3rd-Level Mockery feature
|
||||
|
||||
|
|
@ -20,7 +20,7 @@ Your jests and banter bolster your allies’ defenses against similar assaults o
|
|||
|
||||
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
|
||||
# Razor Wit
|
||||
|
||||
3rd-Level Mockery feature
|
||||
|
||||
|
|
@ -30,19 +30,19 @@ In addition, when a creature succeeds on the save against your vicious mockery,
|
|||
|
||||
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
|
||||
# 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
|
||||
# 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
|
||||
# Mocking Rage
|
||||
|
||||
15th-Level Mockery Feature
|
||||
|
||||
|
|
|
|||
|
|
@ -14,13 +14,13 @@ Performing a macabre melody filled with grief-stricken chords with a mournful re
|
|||
|11th|Bardic Performance: Necrodancer|
|
||||
|15th|Dance of the Dead|
|
||||
|
||||
## Chilling Melody
|
||||
# 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
|
||||
# Pluck the heartstrings
|
||||
|
||||
_3rd-Level Requiems Feature_
|
||||
|
||||
|
|
@ -28,7 +28,7 @@ You gain the ability to use your bardic inspiration to pluck at the tethers of l
|
|||
|
||||
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
|
||||
# Stir the Bones
|
||||
|
||||
_7th-Level Requiems Feature_
|
||||
|
||||
|
|
@ -38,13 +38,13 @@ When you give a creature one of your bardic inspiration dice, choose a number of
|
|||
|
||||
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
|
||||
# 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
|
||||
# Dance of the Dead
|
||||
|
||||
_15th-Level Requiems Feature_
|
||||
|
||||
|
|
|
|||
|
|
@ -14,7 +14,7 @@ Unlike the majority of their peers, bards that align with the college of Secrecy
|
|||
|11th|Shadow Shift|
|
||||
|15th|Inspired Defense|
|
||||
|
||||
## Bardic Performance: Velvet Lullaby
|
||||
# Bardic Performance: Velvet Lullaby
|
||||
|
||||
_3rd-Level Secrecy Feature_
|
||||
|
||||
|
|
@ -22,13 +22,13 @@ When you use your Bardic Performance feature, you create a 20-foot-radius sphere
|
|||
|
||||
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
|
||||
# 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
|
||||
# Mind Games
|
||||
|
||||
_7th-Level Secrecy Feature_
|
||||
|
||||
|
|
@ -36,13 +36,13 @@ Whenever you fail a save against an effect that would cause you to be charmed or
|
|||
|
||||
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
|
||||
# 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
|
||||
# Inspired Defense
|
||||
|
||||
_15th-Level Secrecy Feature_
|
||||
|
||||
|
|
|
|||
|
|
@ -14,7 +14,7 @@ Fear of darkness is one of the most primal emotions, and bards of the College of
|
|||
|11th|Dusk and Cover|
|
||||
|15th|Night Music|
|
||||
|
||||
## Bardic Performance: Dancing Shadows
|
||||
# Bardic Performance: Dancing Shadows
|
||||
|
||||
_3rd-Level Shadow Feature_
|
||||
|
||||
|
|
@ -24,19 +24,19 @@ Allied creatures (including you) standing in range have half cover, and creature
|
|||
|
||||
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
|
||||
# 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
|
||||
# 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
|
||||
# Dusk and Cover
|
||||
|
||||
_11th-Level Shadow Feature_
|
||||
|
||||
|
|
@ -44,7 +44,7 @@ When a Creature within 30 feet (including yourself) fails a **DEX** (Stealth) ch
|
|||
|
||||
Once you use this feature, you can’t use it again until you finish a short or long rest.
|
||||
|
||||
## Night Music
|
||||
# Night Music
|
||||
|
||||
_15th-Level Shadow Feature_
|
||||
|
||||
|
|
|
|||
|
|
@ -21,19 +21,19 @@ You learn the message and thaumaturgy cantrips and the silence spell if you don
|
|||
|
||||
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
|
||||
# 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
|
||||
# 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
|
||||
# Cacophonous Burst
|
||||
|
||||
7th-Level Sound Feature
|
||||
|
||||
|
|
@ -41,13 +41,13 @@ When a friendly creature you inspired rolls a Bardic Inspiration die (see Bardic
|
|||
|
||||
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
|
||||
# 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
|
||||
# Inspired Syncopation
|
||||
|
||||
15th-Level Sound Feature
|
||||
|
||||
|
|
|
|||
|
|
@ -14,37 +14,37 @@ Bards who align with the College of Victory are tacticians who thrive in the hea
|
|||
|11th|Unified Front|
|
||||
|15th|Inspired Strike|
|
||||
|
||||
## Bardic Performance: Battle March
|
||||
# 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
|
||||
# Bonus Proficiencies
|
||||
|
||||
_3rd-Level Victory Feature_
|
||||
|
||||
You gain proficiency with medium armor, shields, and one martial weapon of your choice.
|
||||
|
||||
## Expanded Talent List
|
||||
# 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
|
||||
# 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
|
||||
# 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
|
||||
# Inspired Strike
|
||||
|
||||
_15th-Level Victory Feature_
|
||||
|
||||
|
|
|
|||
|
|
@ -13,25 +13,25 @@ Bards who align with the college of Wildlife thrive in nature and have a natural
|
|||
|11th|Shared Inspiration|
|
||||
|15th|Inspiring Familiar|
|
||||
|
||||
## Bardic Performance: Hymn of the Hunt
|
||||
# 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
|
||||
# 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
|
||||
# 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
|
||||
# Nature’s Song
|
||||
|
||||
7th-Level Wildlife Feature
|
||||
|
||||
|
|
@ -39,13 +39,13 @@ Creatures you call with Nature’s Call or conjure with a spell are more powerfu
|
|||
|
||||
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
|
||||
# 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
|
||||
# Inspiring Familiar
|
||||
|
||||
15th-Level Wildlife Feature
|
||||
|
||||
|
|
|
|||
|
|
@ -16,7 +16,7 @@ Bards of the College of Banshee or College of Siren can use their voice to shatt
|
|||
|11th|Thunderstruck|
|
||||
|15th|Voice of Helplessness|
|
||||
|
||||
## Shout Them Apart
|
||||
# Shout Them Apart
|
||||
|
||||
_3rd-Level Banshee/Siren Feature_
|
||||
|
||||
|
|
@ -26,13 +26,13 @@ The thunder damage increases as you gain levels in this class, increasing to 1d8
|
|||
|
||||
Also, non-magical structures and creatures of glass, stone, wood, or crystal take double the damage from this attack.
|
||||
|
||||
## Phantasmal Voice
|
||||
# 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
|
||||
# Bardic Performance: Banshees’ Scream / Sirens’ Call
|
||||
|
||||
_7th-Level Banshee/Siren Feature_
|
||||
|
||||
|
|
@ -43,7 +43,7 @@ You learn the wicked ways of sounds. You discover how to scare, to calm, and to
|
|||
|
||||
As part of each bonus action spent maintaining it, you can continue to use your chosen ability,
|
||||
|
||||
## Thunderstruck
|
||||
# Thunderstruck
|
||||
|
||||
_11th-Level Banshee/Siren Feature_
|
||||
|
||||
|
|
@ -51,7 +51,7 @@ You have mastered your voice, enhancing your shouts to be more terrifying or soo
|
|||
|
||||
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
|
||||
# Voice of Helplessness
|
||||
|
||||
_15th-Level Banshee/Siren Feature_
|
||||
|
||||
|
|
|
|||
|
|
@ -14,13 +14,13 @@ Scholars and spies, heroes and hunters: whether wooing an admirer in the bright
|
|||
|11th|Feline Grace|
|
||||
|15th|Catlike Tread|
|
||||
|
||||
## Bonus Proficiencies
|
||||
# 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
|
||||
# Inspired Pounce
|
||||
|
||||
_3rd-Level The Cat Feature_
|
||||
|
||||
|
|
@ -28,25 +28,25 @@ You learn to stalk unsuspecting foes engaged in combat with your allies. When an
|
|||
|
||||
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
|
||||
# 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
|
||||
# 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
|
||||
# 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
|
||||
# Catlike Tread
|
||||
|
||||
_15th-Level The Cat Feature_
|
||||
|
||||
|
|
|
|||
|
|
@ -1,32 +0,0 @@
|
|||
**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.
|
||||
|
||||
|
|
@ -1,11 +0,0 @@
|
|||
![[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.
|
||||
|
|
@ -1,63 +0,0 @@
|
|||
---
|
||||
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.
|
||||
|
|
@ -1,71 +0,0 @@
|
|||
---
|
||||
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.
|
||||
|
||||
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