https://www.dandwiki.com/w/api.php?action=feedcontributions&user=24.208.40.15&feedformat=atomD&D Wiki - User contributions [en]2024-03-28T13:28:40ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Imp_(5e_Race)&diff=807999Imp (5e Race)2016-10-22T20:07:27Z<p>24.208.40.15: </p>
<hr />
<div><br />
==Imp==<br />
<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
<br />
===Physical Description===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
a small humanoid similar looking to a tiefling with wings<br />
===History===<br />
Imps are small mischievous creatures from the lower planes that love mischief<br />
===Society===<br />
<br />
===Imp Names===<br />
Imps are named the same as tieflings<br />
<br />
===Imp Traits===<br />
{{5e Racial Traits<br />
|summary=A small Mischievous flying creature.<br />
|abilities= as an Imp you get a +2 to dexterity and a +1 to charisma<br />
|age=Imps reach maturity at around 5, and live for an unknown amount of time.<br />
|alignment=Imps are nearly always chaotic and tend to be evil or neutral<br />
|size=you are usually around 2-3 feet tall your size is small<br />
|speed=Your base walking speed is <speed> feet. <!--Also cover any special movement modes or traits--><br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}} <br />
|trait2=demonic wings<br />
|description2=You have a fly speed of 35. To use this speed you can't be wearing medium or heavy armor. Any armor you are wearing must be made to accommodate your wings.<br />
<!-- Template supports up to 10 traits. --><br />
|languages=<br />
|subrace=<br />
}}<br />
<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=<!--race name--><br />
|feet=<!--base height feet--><br />
|inches=<!--base height inches--><br />
|heightmod=<!--height modifier--><br />
|weight=<!--base weight--><br />
|weightmod=<!--weight modifier--><br />
}}<br />
<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:small Size]]<br />
[[Category:fiend Type]]<br />
[[Category:<!-Tag-> Tag]]</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Imp_(5e_Race)&diff=807998Imp (5e Race)2016-10-22T20:06:48Z<p>24.208.40.15: Created page with " {{stub|Incomplete}}<!--Remove this line when the race is finished--> ==Imp== <!--Optional: Lead paragraph, a quote for example.--> ===Physical Description=== {{5e Image|flo..."</p>
<hr />
<div><br />
{{stub|Incomplete}}<!--Remove this line when the race is finished--><br />
==Imp==<br />
<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
<br />
===Physical Description===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
a small humanoid similar looking to a tiefling with wings<br />
===History===<br />
Imps are small mischievous creatures from the lower planes that love mischief<br />
===Society===<br />
<br />
===Imp Names===<br />
Imps are named the same as tieflings<br />
<br />
===Imp Traits===<br />
{{5e Racial Traits<br />
|summary=A small Mischievous flying creature.<br />
|abilities= as an Imp you get a +2 to dexterity and a +1 to charisma<br />
|age=Imps reach maturity at around 5, and live for an unknown amount of time.<br />
|alignment=Imps are nearly always chaotic and tend to be evil or neutral<br />
|size=you are usually around 2-3 feet tall your size is small<br />
|speed=Your base walking speed is <speed> feet. <!--Also cover any special movement modes or traits--><br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}} <br />
|trait2=demonic wings<br />
|description2=You have a fly speed of 35. To use this speed you can't be wearing medium or heavy armor. Any armor you are wearing must be made to accommodate your wings.<br />
<!-- Template supports up to 10 traits. --><br />
|languages=<br />
|subrace=<br />
}}<br />
<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=<!--race name--><br />
|feet=<!--base height feet--><br />
|inches=<!--base height inches--><br />
|heightmod=<!--height modifier--><br />
|weight=<!--base weight--><br />
|weightmod=<!--weight modifier--><br />
}}<br />
<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:small Size]]<br />
[[Category:fiend Type]]<br />
[[Category:<!-Tag-> Tag]]</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=User:Quincy/Assassin_Suit_(5e_Equipment)&diff=804202User:Quincy/Assassin Suit (5e Equipment)2016-10-11T02:52:41Z<p>24.208.40.15: </p>
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<div><br />
{{5e Armor<br />
|armor=Assassin suit<!-- Name --><br />
|lmhs=l<!-- choose 'l' = Light Armor, 'm' = Medium Armor, 'h' = Heavy Armor, or 's' = Shield --><br />
|cost=500gp<!-- Armor cost (gp) --><br />
|armorclass= 12+dex <!-- Armor class bonus (AC) + the dexterity modifier number, if any --><br />
|strength=&mdash; <!-- Strength requirement, or put &mdash; --><br />
|stealth=&mdash; <!-- Choose "Disadvantage" or put &mdash;<br />
|weight=4 lb <!-- Armor weight (lb) --><br />
|description=An assassin suit is built for the kill, made of damage resistant fabric (sidenote: this does not mean it grants any form of resistance, it does nothing of the sort). It weighs 4 lbs. It is built with specific compatibility with the [[is specified as::Hidden Blade (5e Equipment)|Hidden blades]]. You do not need a tinkerer or tinkers tools to equip or unequip them to this armor (and hence yourself); however, if you doff (remove) this armor, any Hidden Blade equipped in this manner stays attached to the suit, and is unequipped from you. This suit is equipped with toe spikes, so your speed is not reduced when climbing on surfaces that the spikes can grip, such as if the wall is soft like dirt or wood, cracked, etc.<br />
<br />
''Variant'': You can buy an alternate version of this Assassin suit that costs only 300 gp. This version still has the climbing bonus and the compatibility with Hidden Blades, but it does not grant any AC. Instead, it is considered clothing, and counts as being unarmored for the purposes of bonuses, such as the Monk's unarmored defense and unarmored movement. When you get another ability that makes you climb at normal speed (like a monk at level 9), your speed instead doubles on applicable surfaces while wearing this Variant version of the Assassin suit.<br />
<!-- Detailed description of what the armor is made out of, looks like, what parts of the body it protects and covers, etc. --><br />
}}</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Kor_hookmaster_(5e_Feat)&diff=804146Kor hookmaster (5e Feat)2016-10-10T22:07:28Z<p>24.208.40.15: </p>
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<div><br />
{{5e Feat<br />
|name=Kor Hookmaster<br />
|prereqs=Kor<br />
|benefit=you have mastered the art of using your kor hook or hedron hook. you may now use your hooks to gain a +10 to you climb speed they also deal 2d4 damage instead of 1d4 and you gain a +2 to hit with kor hooks<br />
}}<br />
----<br />
{{5e Feats Breadcrumb}}<br />
<br />
<!--REMOVE CATEGORIES AS APPROPRIATE (You'll usually just need one)--><br />
[[Category:Combat Feat]]<br />
[[Category:Discovery Feat]] <!--Feats that deal with investigating, locations or travel--><br />
[[Category:Interaction Feat]] <!--Feats that deal with objects or creatures--><br />
[[Category:Racial Feat]]</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Wing_Guards_(5e_Equipment)&diff=804144Wing Guards (5e Equipment)2016-10-10T21:50:42Z<p>24.208.40.15: </p>
<hr />
<div>{{5e Armor<br />
|armor= Wing Guards<br />
|lmhs= l<br />
|cost= 100<br />
|armorclass= +1<br />
|strength= 13<br />
|stealth= &mdash;<br />
|weight=4<br />
|description= armor that protect the wings(both) it is made of leather and can be used in tandem with other armor for a +1 to ac or alone for an ac of 11+dexterity mod. this armor while being usefull to creatures with sensitive wings also impairs their ability to fly reducing their fly speed by 15 ft.in the elemental plane of air and the realm of the avariel these only cost 10gp as they are so common<br />
}}</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Wing_Guards_(5e_Equipment)&diff=804142Wing Guards (5e Equipment)2016-10-10T21:45:25Z<p>24.208.40.15: </p>
<hr />
<div>{{5e Armor<br />
|armor= Wing Guards<br />
|lmhs= l<br />
|cost= 1000<br />
|armorclass= +1<br />
|strength= 13<br />
|stealth= &mdash;<br />
|weight=4<br />
|description= armor that protect the wings(both) it is made of leather and can be used in tandem with other armor for a +1 to ac or alone for an ac of 11+dexterity mod. this armor while being usefull to creatures with sensitive wings also impairs their ability to fly reducing their fly speed by 15 ft.<br />
}}</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Wing_Guards_(5e_Equipment)&diff=804129Wing Guards (5e Equipment)2016-10-10T20:58:30Z<p>24.208.40.15: </p>
<hr />
<div>{{5e Armor<br />
|armor= Wing Guards<br />
|lmhs= m<br />
|cost= 1000<br />
|armorclass= +1<br />
|strength= 13<br />
|stealth= &mdash;<br />
|weight=4<br />
|description= An especially useful piece of titanium armor allowing flying races to cover the musculature of their wings. It snaps on easily to wing structures but leaves the wing membranes exposed as not to inhibit flight. Attacks that could potentially knock an airborne winged wearer out of the air allow the wearer to roll with advantage on their Dexterity saving throw. <br />
}}</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Kor_Hook_(5e_Equipment)&diff=802077Kor Hook (5e Equipment)2016-10-05T01:50:07Z<p>24.208.40.15: </p>
<hr />
<div><br />
{|<br />
|style="width:75%"|<br />
{{5e Weapon<br />
|category=Martial Melee Weapon<br />
|weapon=Kor Hook<br />
|damage= 1d4 slashing<br />
|cost=5gp<br />
|weight=8 lb.<br />
|properties=finesse, reach, light, versatile<br />
|description=a weapon used also as a climbing tool by the kor of zendikar kor are automaticaly proficient with this weapon. this can be used as dual sickles with finesse by wrapping the rope around ones arms or back.<br />
}}<br />
|<br />
|}</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Kor_Hook_(5e_Equipment)&diff=802074Kor Hook (5e Equipment)2016-10-05T01:45:39Z<p>24.208.40.15: </p>
<hr />
<div><br />
<!--Field entries below are given as an example--><br />
{|<br />
|style="width:75%"|<br />
{{5e Weapon<br />
|category=martial melee<br />
|weapon=Kor Hook<br />
|damage= 1d4 slashing<br />
|cost=5gp<br />
|weight=8 lb.<br />
|properties=finesse, reach, light, versatile<br />
|description=a weapon used also as a climbing tool by the kor of zendikar kor are automaticaly proficient with this weapon. this can be used as dual sickles with finesse by wrapping the rope around ones arms or back.<br />
}}<br />
|<br />
{{5e Image|"float:right"|sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0ahUKEwje07Pe-L7PAhXESiYKHcXvAK8QjRwIBw&url=http%3A%2F%2Fwww.artofmtg.com%2Fart%2Fbattle-zendikar-art-22%2F&bvm=bv.134495766,d.eWE&psig=AFQjCNEYTcMwpYcXoF74b3kyt5eqPivyBQ&ust=1475594691012724|<!--image caption-->}}<br />
|}</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Kor_Hook_(5e_Equipment)&diff=801787Kor Hook (5e Equipment)2016-10-03T23:30:31Z<p>24.208.40.15: </p>
<hr />
<div><br />
<!--Field entries below are given as an example--><br />
{|<br />
|style="width:75%"|<br />
{{5e Weapon<br />
|category=martial melee weapon<br />
|weapon=Kor Hook<br />
|damage= 1d4 slashing<br />
|cost=5gp<br />
|weight=8 lb.<br />
|properties=finesse, reach, light, versatile<br />
|description=a weapon used also as a climbing tool by the kor of zendikar kor are automaticaly proficient with this weapon. this can be used as dual sickles with finesse by wrapping the rope around ones arms or back.<br />
}}<br />
|<br />
{{5e Image|"float:right"|sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0ahUKEwje07Pe-L7PAhXESiYKHcXvAK8QjRwIBw&url=http%3A%2F%2Fwww.artofmtg.com%2Fart%2Fbattle-zendikar-art-22%2F&bvm=bv.134495766,d.eWE&psig=AFQjCNEYTcMwpYcXoF74b3kyt5eqPivyBQ&ust=1475594691012724|<!--image caption-->}}<br />
|}</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Kor_hookmaster_(5e_Feat)&diff=801602Kor hookmaster (5e Feat)2016-10-03T15:41:39Z<p>24.208.40.15: Created page with " {{5e Feat |name=Kor Hookmaster |prereqs=Kor |benefit=you have mastered the art of using your kor hook or hedron hook. you may now dual weild kor hooks, and use your hooks to..."</p>
<hr />
<div><br />
{{5e Feat<br />
|name=Kor Hookmaster<br />
|prereqs=Kor<br />
|benefit=you have mastered the art of using your kor hook or hedron hook. you may now dual weild kor hooks, and use your hooks to gain a +10 to you climb speed and can also use them to trip a creature of your choice this uses the attack action and knocks the chosen creature prone for the entirety of their next turn to trip a creature you must succeed on a strength(athletics) check determined by the creaures size. anything bigger than large can not be tripped by this ability.<br />
<br />
small: dc 5<br />
<br />
medium: dc 10<br />
<br />
large:dc 15<br />
}}<br />
----<br />
{{5e Feats Breadcrumb}}<br />
<br />
<!--REMOVE CATEGORIES AS APPROPRIATE (You'll usually just need one)--><br />
[[Category:Combat Feat]]<br />
[[Category:Discovery Feat]] <!--Feats that deal with investigating, locations or travel--><br />
[[Category:Interaction Feat]] <!--Feats that deal with objects or creatures--><br />
[[Category:Racial Feat]]</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Hedron_hook_(5e_Equipment)&diff=801595Hedron hook (5e Equipment)2016-10-03T15:35:09Z<p>24.208.40.15: Created page with " {| |style="width:75%"| {{5e Magic Item |name=hedron hook |type=Weapon |subtype=kor hook |rarity=uncommon |attunement=10 minute |description=a kor hook with rope that grows or..."</p>
<hr />
<div><br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=hedron hook<br />
|type=Weapon<br />
|subtype=kor hook<br />
|rarity=uncommon<br />
|attunement=10 minute<br />
|description=a kor hook with rope that grows or shrinks depending on the users wishes the rope also glows yellow giving bright light for 10ft and dim for another 10ft the rope can grow a maximum of 100 feet however can only be used to attack while 20ft or smaller whatever the minimum length of the rope is 1 inch if the rope is longer than 10 feet then any attack within 10 feet has disadvantage.<br />
}}<br />
|<br />
{{5e Image|float:right|<!--link to an image-->|<!--image caption-->}}<br />
|}<br />
----<br />
{{5e Equipment Breadcrumb}} &rarr; [[5e Magical Weapons|Magic Weapons]]</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Kor_Hook_(5e_Equipment)&diff=801593Kor Hook (5e Equipment)2016-10-03T15:27:24Z<p>24.208.40.15: </p>
<hr />
<div><br />
<!--Field entries below are given as an example--><br />
{|<br />
|style="width:75%"|<br />
{{5e Weapon<br />
|category=martial melee weapon<br />
|weapon=Kor Hook<br />
|damage= 1d4 slashing<br />
|cost=5gp<br />
|weight=8 lb.<br />
|properties=finesse, reach, 2 handed, versatile<br />
|description=a weapon used also as a climbing tool by the kor of zendikar kor are automaticaly proficient with this weapon. this can be used as dual sickles with finesse by wrapping the rope around ones arms or back.<br />
}}<br />
|<br />
{{5e Image|"float:right"|sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0ahUKEwje07Pe-L7PAhXESiYKHcXvAK8QjRwIBw&url=http%3A%2F%2Fwww.artofmtg.com%2Fart%2Fbattle-zendikar-art-22%2F&bvm=bv.134495766,d.eWE&psig=AFQjCNEYTcMwpYcXoF74b3kyt5eqPivyBQ&ust=1475594691012724|<!--image caption-->}}<br />
|}</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Kor_Hook_(5e_Equipment)&diff=801592Kor Hook (5e Equipment)2016-10-03T15:26:35Z<p>24.208.40.15: Created page with " <!--Field entries below are given as an example--> {| |style="width:75%"| {{5e Weapon |category=martial melee weapon |weapon=Kor Hook |damage= 1d4 slashing |cost=5gp |weight=..."</p>
<hr />
<div><br />
<!--Field entries below are given as an example--><br />
{|<br />
|style="width:75%"|<br />
{{5e Weapon<br />
|category=martial melee weapon<br />
|weapon=Kor Hook<br />
|damage= 1d4 slashing<br />
|cost=5gp<br />
|weight=8 lb.<br />
|properties=finesse, reach, 2 handed, versatile<br />
|description=a weapon used also as a climbing tool by the kor of zendikar kor are automaticaly proficient with this weapon. this can be used as dual sickles with finesse by wrapping the rope around ones arms or back.<br />
}}<br />
|<br />
{{5e Image|"float:right"|https://www.google.com/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0ahUKEwje07Pe-L7PAhXESiYKHcXvAK8QjRwIBw&url=http%3A%2F%2Fwww.artofmtg.com%2Fart%2Fbattle-zendikar-art-22%2F&bvm=bv.134495766,d.eWE&psig=AFQjCNEYTcMwpYcXoF74b3kyt5eqPivyBQ&ust=1475594691012724|<!--image caption-->}}<br />
|}</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Way_of_the_Jeskai_(5e_Subclass)&diff=769513Way of the Jeskai (5e Subclass)2016-05-30T18:03:09Z<p>24.208.40.15: </p>
<hr />
<div><br />
===Way of the Jeskai===<br />
The way of the Jeskai is a Monk archetype that focuses on the teachings of the great dragon Ojutai(this is based on the Magic The Gathering clan from the Tarkir block)<br />
<br />
<br />
The Jeskai, above the rest in their mountain monasteries, serve as Tarkir's memory, keeping records of the tales, secrets, and truths that might otherwise pass into the tumult of history.<br />
<br />
;Ojutai's first lesson<br />
The first thing Ojutai teaches you is how to fight at third level when you choose the way of the jeskai you gain proficiency in any 2 simple weapons and any 2 martial weapons alternatively you can become proficient in 3 simple or 3 martial. These weapons count as monk weapons.<br />
<br />
;Ojutai's second lesson<br />
Ojutai's second leson is how to channel your Ki to use magic At sixth level you learn the Ray of frost & blade ward cantrips your spellcasting modifier is wisdom<br />
<br />
;Ojutai's third lesson<br />
Now that you have learned your magic Ojutai begins the third lesson after intense training ojutai bestows upon you the secret of flight. at eleventh level you may spend 4 ki points to gain a flying speed equal to you move speed for 1 hour<br />
<br />
; Ojutai's Final lesson<br />
As your training draws to a close the Great Dragon bestows upon you one final secret.At seventeenth level whenever you land and unarmed strike or an attack with a monk weapon you may deal an additional 1d8+ your Wisdom modifier cold damage.<br />
----<br />
{{5e Archetypes Breadcrumb}}<br />
[[Category:Monk]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Archetype]]</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Way_of_the_Jeskai_(5e_Subclass)&diff=769512Way of the Jeskai (5e Subclass)2016-05-30T18:02:36Z<p>24.208.40.15: </p>
<hr />
<div><br />
===Way of the Jeskai===<br />
The way of the Jeskai is a Monk archetype that focuses on the teachings of the great dragon Ojutai(this is based on the Magic The Gathering clan from the Tarkir block)<br />
<br />
<br />
The Jeskai, above the rest in their mountain monasteries, serve as Tarkir's memory, keeping records of the tales, secrets, and truths that might otherwise pass into the tumult of history.<br />
<br />
;Ojutai's first lesson<br />
The first thing Ojutai teaches you is how to fight at third level when you choose the way of the jeskai you gain proficiency in any 2 simple weapons and any 2 martial weapons alternatively you can become proficient in 3 simple or 3 martial. These weapons count as monk weapons.<br />
<br />
;Ojutai's second lesson<br />
Ojutai's second leson is how to channel your Ki to use magic At sixth level you learn the Ray of frost & blade ward cantrips your spellcasting modifier is wisdom<br />
<br />
;Ojutai's third lesson<br />
Now that you have learned your magic Ojutai begins the third lesson after intense training ojutai bestows upon you the secret of flight. at eleventh level you may spend 4 ki points to gain a flying speed equal to you move speed for 1 hour<br />
<br />
; Ojutai's Final lesson<br />
As your training draws to a close the Great Dragon bestows upon you one final secret.At seventeenth level whenever you land and unarmed strike or an attack with a monk weapon you may deal an additional 1d8+ your Wisdom modifier cold damage.<br />
----<br />
{{5e Archetypes Breadcrumb}}<br />
[[Category:Monk]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Archetype]]</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Way_of_the_Jeskai_(5e_Subclass)&diff=769189Way of the Jeskai (5e Subclass)2016-05-28T18:43:11Z<p>24.208.40.15: </p>
<hr />
<div><br />
===Way of the Jeskai===<br />
The way of the Jeskai is a Monk archetype that focuses on the teachings of the great dragon Ojutai(this is based on the Magic The Gathering clan from the Tarkir block)<br />
<br />
<br />
The Jeskai, above the rest in their mountain monasteries, serve as Tarkir's memory, keeping records of the tales, secrets, and truths that might otherwise pass into the tumult of history."<br />
<br />
;Ojutai's first lesson<br />
The first thing Ojutai teaches you is how to fight at third level when you choose the way of the jeskai you gain proficiency in any 2 simple weapons and any 2 martial weapons alternatively you can become proficient in 3 simple or 3 martial. These weapons count as monk weapons.<br />
<br />
;Ojutai's second lesson<br />
Ojutai's second leson is how to channel your Ki to use magic At sixth level you learn the Ray of frost & blade ward cantrips your spellcasting modifier is wisdom<br />
<br />
;Ojutai's third lesson<br />
Now that you have learned your magic Ojutai begins the third lesson after intense training ojutai bestows upon you the secret of flight. at eleventh level you may spend 4 ki points to gain a flying speed equal to you move speed for 1 hour<br />
<br />
; Ojutai's Final lesson<br />
As your training draws to a close the Great Dragon bestows upon you one final secret.At seventeenth level whenever you land and unarmed strike or an attack with a monk weapon you may deal an additional 1d8+ your Wisdom modifier cold damage.<br />
----<br />
{{5e Archetypes Breadcrumb}}<br />
[[Category:Monk]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Archetype]]</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Way_of_the_Jeskai_(5e_Subclass)&diff=769188Way of the Jeskai (5e Subclass)2016-05-28T18:40:31Z<p>24.208.40.15: Created page with " ===Way of the Jeskai=== The way of the Jeskai is a Monk archetype that focuses on the teachings of the great dragon Ojutai <!--Describe which class this belongs to--> <!--Lea..."</p>
<hr />
<div><br />
===Way of the Jeskai===<br />
The way of the Jeskai is a Monk archetype that focuses on the teachings of the great dragon Ojutai<br />
<!--Describe which class this belongs to--><br />
<!--Lead paragraph--><br />
The Jeskai, above the rest in their mountain monasteries, serve as Tarkir's memory, keeping records of the tales, secrets, and truths that might otherwise pass into the tumult of history."<br />
<br />
;Ojutai's first lesson<br />
The first thing Ojutai teaches you is how to fight at third level when you choose the way of the jeskai you gain proficiency in any 2 simple weapons and any 2 martial weapons alternatively you can become proficient in 3 simple or 3 martial. These weapons count as monk weapons.<br />
<br />
;Ojutai's second lesson<br />
Ojutai's second leson is how to channel your Ki to use magic At sixth level you learn the Ray of frost & blade ward cantrips your spellcasting modifier is wisdom<br />
<br />
;Ojutai's third lesson<br />
Now that you have learned your magic Ojutai begins the third lesson after intense training ojutai bestows upon you the secret of flight. at eleventh level you may spend 4 ki points to gain a flying speed equal to you move speed for 1 hour<br />
<br />
; Ojutai's Final lesson<br />
As your training draws to a close the Great Dragon bestows upon you one final secret.At seventeenth level whenever you land and unarmed strike or an attack with a monk weapon you may deal an additional 1d8+ your Wisdom modifier cold damage.<br />
----<br />
{{5e Archetypes Breadcrumb}}<br />
[[Category:Monk]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Archetype]]</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Chronomancer_(5e_Class)&diff=749793Chronomancer (5e Class)2016-02-21T19:32:51Z<p>24.208.40.15: </p>
<hr />
<div>===<!--Class Name-->ChronoMancer===<br />
<br />
<!--Description--><br />
<br />
===Creating a ChronoMancer<!--Class Name-->===<br />
A ChronoMancer is a manipulator of time they are very powerful though their magic may not be as raw as a sorcerers or Studied as a wizards it is undeniably powerful <br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
<!--Questions to help player develop character--><br />
where does their magic come from,who was their teacher,what where they before they began warping time. <br />
<br />
{{5e Class Features<br />
|name=ChronoMancer<br />
|summary=A Manipulator of time.<br />
|hd=8<!--Hit Die (4, 6, 8, 10 or 12)--><br />
|spellcasting=half<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=light,and medium armors.<br />
|weapons=all simple weapons and 2 martial weapons of choices<br />
|tools=Tinkers tools<br />
|saves=wisdom and intelligence<br />
|skills=any 3 skills<br />
|item1a=a martial weapon <br />
|item1b=2 simple weapons<br />
|item2a=a diplomats pack<br />
|item2b=a scholars pack<br />
|item3a=an arcane focus<br />
|item3b=component pouch<br />
|item4a=hourglass and one coin of each value(1gp 1sp 1pp 1ep 1cp)<br />
|item4b=a trinket and one coin of each value<br />
|classfeatures1=Time Pause<br />
|classfeatures2=Spellcasting<br />
|classfeatures3=Archetype<br />
|classfeatures4=Undo,Rush<br />
|classfeatures5=<br />
|classfeatures6=Age<br />
|classfeatures7=Shelter of Time<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Time Step<br />
|classfeatures11=improved rush<br />
|classfeatures12=<br />
|classfeatures13=time stop<br />
|classfeatures14=improved time pause<br />
|classfeatures15=<br />
|classfeatures16=banish from time<br />
|classfeatures17=<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20=time rip<br />
<br />
|extrasonleft=1<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=spells known<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<br />
|extra1_2=4<br />
|extra1_3=6<br />
|extra1_4=8<br />
|extra1_5=10<br />
|extra1_6=10<br />
|extra1_7=10<br />
|extra1_8=12<br />
|extra1_9=12<br />
|extra1_10=14<br />
|extra1_11=16<br />
|extra1_12=18<br />
|extra1_13=20<br />
|extra1_14=20<br />
|extra1_15=20<br />
|extra1_16=22<br />
|extra1_17=22<br />
|extra1_18=24<br />
|extra1_19=26<br />
|extra1_20=28<br />
extrasonleft=2<br />
|extra2_name=cantrips known<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=6<br />
}}<br />
<br />
<!--Describe class features in more detail here=--><br />
==== Time Pause<!--feature name -->====<br />
you pause time allowing you to take a second turn after this one.during your second turn no one but you may take any action.no blocking moving or reactions.you may use this once per 2 long rests<br />
<br />
====spellcasting <!--feature name -->====<br />
as a chronomacer you may learn any spells you wish,<br />
your spellcasting modifier is wisdom,<br />
you may prepare a number of spells equal to double your wisdom modifier plus your level<br />
<br />
====ChronoMancer Archetype====<br />
as a Chronomancer you may choose one of two archetypes<br />
clockwork creator<br />
or<br />
planar voyager<br />
<br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Undo <!--feature name -->====<br />
When you are hit with an attack you may expend a first level spell slot & your reaction to make your opponent redo their attack, negating all effects unless you are hit the second time.(works on magical attacks also.<br />
====Rush <!--feature name -->====<br />
you speed time for yourself making your own movements lightning fast. you may use this once per long rest and it lasts a number of hours equal to your ChronoMancer level. you may end this at any time you choose<br />
<br />
while rushed add 10 ft to your move speeds. gain advantage on any physical saves as well as physical attacks.<br />
you have the benefits of the extra attack ability while rushed.anything done in your turn takes half the time it normally would take. after you come out of rush you may not use it again for 3 long rests.<br />
<br />
====Age====<br />
you bring the full power of time down upon the armor or weaponry of your opponent. when using this ability choose a target it must be an object. that object ages ten thousand years causing any non metal or stone parts to crumble, any stone parts to crack and weather, and any metal parts to rust and crack. this renders weapons useless and any armor this affects only provides a +1 for ac.use only once per short rest.<br />
<br />
====shelter of time====<br />
your parties long rests only take 5 minutes and short rests only 3<br />
<br />
====time step====<br />
you take a step out of time and move then come back into the present in effect teleporting you may teleport up to you move speed once per turn.<br />
<br />
====improved rush====<br />
you may target an additional 3 players with your rush ability. it also recharges after just one long rest.<br />
<br />
====time stop====<br />
This ability functions the same a time pause but target everyone in your group. you may use this once per encounter. the catch it does not effect you.<br />
<br />
====improved time pause====<br />
your time pause is now usable twice per encounter<br />
<br />
====banish from time====<br />
once per long rest you may banish an enemy to a void without time this banishment causes any spells or magics they were casting to stop they fully heal and they cannot be damaged this lasts as long as the caster wishes but can only be used on a ally.<br />
<br />
====solidify time====<br />
you make a weapon out of solidified time it deals damage and ages your opponent. when you attack with this weapon deal the normal damage for a weapon of its type plus 10 force damage.<br />
<br />
====time rip====<br />
you rip the barrier of time causing anyone within 10 ft to make a con save with a dc of 20 if they fail they are erased from time use with caution.<br />
<br />
===Archetypes===<br />
<br />
====clockwork creator====<br />
a creator of clockwork machinations.<br />
=====clockwork=====<br />
you can make a clock work animal with a challenge rating of 1 or lower it has its own initiative and the stats of a creature of that type.<br />
<br />
=====piston blade=====<br />
your time blade ability changes. instead of a ghostly blade it is a blade made of old clock parts. it deals 20 extra damage instead of 10.<br />
<br />
=====clockwork turret=====<br />
you make a small turret out of clock parts(takes one turn because it freezes time)it can attack any creature you choose within 20 ft of it and it deals 5d10 piercing damage.<br />
<br />
<br />
<br />
====planar voyager====<br />
you not only traverse time but also space.<br />
=====travel the planes=====<br />
you now the dimension door spell and may cast it once per turn.<br />
<br />
=====pane-buckler?=====<br />
like a swashbuckler but planar??? you can fly!!! your abilities to travel through space allow you to continually teleport into space in essence flying<br />
<br />
=====planar slash=====<br />
you may slash into an opponent with your time blade for 5d10 elemental damage of your choice. <br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Chronoamncer<!--class name--> class, you must meet these prerequisites:have a teacher,wisdom15,intelligence 15<br />
<br />
'''Proficiencies.''' When you multiclass into the ChronoMancer<!--class name--> class, you gain the following proficiencies:Tinkers Tools<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Chronomancer_(5e_Class)&diff=749792Chronomancer (5e Class)2016-02-21T19:32:10Z<p>24.208.40.15: </p>
<hr />
<div>{{stub|In progress}}<br />
===<!--Class Name-->ChronoMancer===<br />
<br />
<!--Description--><br />
<br />
===Creating a ChronoMancer<!--Class Name-->===<br />
A ChronoMancer is a manipulator of time they are very powerful though their magic may not be as raw as a sorcerers or Studied as a wizards it is undeniably powerful <br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
<!--Questions to help player develop character--><br />
where does their magic come from,who was their teacher,what where they before they began warping time. <br />
<br />
{{5e Class Features<br />
|name=ChronoMancer<br />
|summary=A Manipulator of time.<br />
|hd=8<!--Hit Die (4, 6, 8, 10 or 12)--><br />
|spellcasting=half<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=light,and medium armors.<br />
|weapons=all simple weapons and 2 martial weapons of choices<br />
|tools=Tinkers tools<br />
|saves=wisdom and intelligence<br />
|skills=any 3 skills<br />
|item1a=a martial weapon <br />
|item1b=2 simple weapons<br />
|item2a=a diplomats pack<br />
|item2b=a scholars pack<br />
|item3a=an arcane focus<br />
|item3b=component pouch<br />
|item4a=hourglass and one coin of each value(1gp 1sp 1pp 1ep 1cp)<br />
|item4b=a trinket and one coin of each value<br />
|classfeatures1=Time Pause<br />
|classfeatures2=Spellcasting<br />
|classfeatures3=Archetype<br />
|classfeatures4=Undo,Rush<br />
|classfeatures5=<br />
|classfeatures6=Age<br />
|classfeatures7=Shelter of Time<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Time Step<br />
|classfeatures11=improved rush<br />
|classfeatures12=<br />
|classfeatures13=time stop<br />
|classfeatures14=improved time pause<br />
|classfeatures15=<br />
|classfeatures16=banish from time<br />
|classfeatures17=<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20=time rip<br />
<br />
|extrasonleft=1<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=spells known<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<br />
|extra1_2=4<br />
|extra1_3=6<br />
|extra1_4=8<br />
|extra1_5=10<br />
|extra1_6=10<br />
|extra1_7=10<br />
|extra1_8=12<br />
|extra1_9=12<br />
|extra1_10=14<br />
|extra1_11=16<br />
|extra1_12=18<br />
|extra1_13=20<br />
|extra1_14=20<br />
|extra1_15=20<br />
|extra1_16=22<br />
|extra1_17=22<br />
|extra1_18=24<br />
|extra1_19=26<br />
|extra1_20=28<br />
extrasonleft=2<br />
|extra2_name=cantrips known<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=6<br />
}}<br />
<br />
<!--Describe class features in more detail here=--><br />
==== Time Pause<!--feature name -->====<br />
you pause time allowing you to take a second turn after this one.during your second turn no one but you may take any action.no blocking moving or reactions.you may use this once per 2 long rests<br />
<br />
====spellcasting <!--feature name -->====<br />
as a chronomacer you may learn any spells you wish,<br />
your spellcasting modifier is wisdom,<br />
you may prepare a number of spells equal to double your wisdom modifier plus your level<br />
<br />
====ChronoMancer Archetype====<br />
as a Chronomancer you may choose one of two archetypes<br />
clockwork creator<br />
or<br />
planar voyager<br />
<br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Undo <!--feature name -->====<br />
When you are hit with an attack you may expend a first level spell slot & your reaction to make your opponent redo their attack, negating all effects unless you are hit the second time.(works on magical attacks also.<br />
====Rush <!--feature name -->====<br />
you speed time for yourself making your own movements lightning fast. you may use this once per long rest and it lasts a number of hours equal to your ChronoMancer level. you may end this at any time you choose<br />
<br />
while rushed add 10 ft to your move speeds. gain advantage on any physical saves as well as physical attacks.<br />
you have the benefits of the extra attack ability while rushed.anything done in your turn takes half the time it normally would take. after you come out of rush you may not use it again for 3 long rests.<br />
<br />
====Age====<br />
you bring the full power of time down upon the armor or weaponry of your opponent. when using this ability choose a target it must be an object. that object ages ten thousand years causing any non metal or stone parts to crumble, any stone parts to crack and weather, and any metal parts to rust and crack. this renders weapons useless and any armor this affects only provides a +1 for ac.use only once per short rest.<br />
<br />
====shelter of time====<br />
your parties long rests only take 5 minutes and short rests only 3<br />
<br />
====time step====<br />
you take a step out of time and move then come back into the present in effect teleporting you may teleport up to you move speed once per turn.<br />
<br />
====improved rush====<br />
you may target an additional 3 players with your rush ability. it also recharges after just one long rest.<br />
<br />
====time stop====<br />
This ability functions the same a time pause but target everyone in your group. you may use this once per encounter. the catch it does not effect you.<br />
<br />
====improved time pause====<br />
your time pause is now usable twice per encounter<br />
<br />
====banish from time====<br />
once per long rest you may banish an enemy to a void without time this banishment causes any spells or magics they were casting to stop they fully heal and they cannot be damaged this lasts as long as the caster wishes but can only be used on a ally.<br />
<br />
====solidify time====<br />
you make a weapon out of solidified time it deals damage and ages your opponent. when you attack with this weapon deal the normal damage for a weapon of its type plus 10 force damage.<br />
<br />
====time rip====<br />
you rip the barrier of time causing anyone within 10 ft to make a con save with a dc of 20 if they fail they are erased from time use with caution.<br />
<br />
===Archetypes===<br />
<br />
====clockwork creator====<br />
a creator of clockwork machinations.<br />
=====clockwork=====<br />
you can make a clock work animal with a challenge rating of 1 or lower it has its own initiative and the stats of a creature of that type.<br />
<br />
=====piston blade=====<br />
your time blade ability changes. instead of a ghostly blade it is a blade made of old clock parts. it deals 20 extra damage instead of 10.<br />
<br />
=====clockwork turret=====<br />
you make a small turret out of clock parts(takes one turn because it freezes time)it can attack any creature you choose within 20 ft of it and it deals 5d10 piercing damage.<br />
<br />
<br />
<br />
====planar voyager====<br />
you not only traverse time but also space.<br />
=====travel the planes=====<br />
you now the dimension door spell and may cast it once per turn.<br />
<br />
=====pane-buckler?=====<br />
like a swashbuckler but planar??? you can fly!!! your abilities to travel through space allow you to continually teleport into space in essence flying<br />
<br />
=====planar slash=====<br />
you may slash into an opponent with your time blade for 5d10 elemental damage of your choice. <br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Chronoamncer<!--class name--> class, you must meet these prerequisites:have a teacher,wisdom15,intelligence 15<br />
<br />
'''Proficiencies.''' When you multiclass into the ChronoMancer<!--class name--> class, you gain the following proficiencies:Tinkers Tools<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Talk:5e_Classes&diff=749785Talk:5e Classes2016-02-21T19:02:15Z<p>24.208.40.15: </p>
<hr />
<div>==Guide==<br />
Let's collect some hints and tips and design insight to make a Guide page for making 5e classes.<br />
<br />
I found this [http://www.toplessrobot.com/2014/11/20_questions_with_wizards_of_the_coasts_dd_develop.php quote] from the D&D R&D team:<br />
<br />
"Our main focus was on making a game where every class felt fun and no one overshadowed anyone else in all areas. Some classes are good at defense, others at offense; while others have lots of tricks up their sleeves. We broke the game down into three basic areas: exploration, combat, and interaction and used that as a guide. Each class had to be useful in each area in some way, but how they were useful had to vary."<br />
<br />
[[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 04:53, 15 July 2015 (MDT)<br />
<br />
I think there are several mental states behind creating a bad class:<br />
# They think of the core classes as rigidly defined by their theme, but want to play a character with a theme not covered by a class description. As a result, they make a class that is nearly identical to a previously existing one, but re-skinned for a different theme. I think the vast majority of classes could be removed entirely if WotC just added a section to the end of each class description describing different themes and styles the class can cover mechanically. (For example, the fighter class can cover archers, samurai, and even mundane ninja!) In essence, this is a failure to use imagination.<br />
# They want to make a class which is more mechanically tuned to their personal ideal of how a theme should be explored, but ultimately create a variant of a previously existing core class. This happens a lot with spell casters and the classes with more nebulous themes, such as the ranger and bard. Often, these are created from a juvenile mindset that wanted to do something just slightly outside the bounds of the rules with a core class (Typically for balance reasons) and just won't give it up. Such minor tweaks are just that- tweaks. There is no reason to go dreaming up and building a whole new class just so you can have an elven monk in plate mail without penalties.<br />
# They want to make a class which can act as a cross-class for a campaign which does not use cross-classing rules, or so they can reach level 20 with the best parts of two classes combined. (I think this is actually a valid motivation, it just has a tendency to produce broken classes though, as the creator focuses on synergizing class abilities without counterbalancing them.) One thing to consider is that a similar effect can be achieved by making a new class specialization which incorporates the effects you'd like.<br />
# They want to make something incredibly specific to the exclusion of all else. While these classes often offer interesting style and mechanics, they are often severely restricting and dysfunctional in group play or outside of specific settings. Some creators treat this restriction as a counterbalance for mechanical power, reasoning "Oh, they don't get to do anything very often, so it shouldn't matter if what they can do is INSANE", but this actually makes the class worse, as it is now imbalanced AND unstable!<br />
Overall, I think the biggest mistake many class creators make is that they fail to consider class individuality. A class needs to be both mechanically and thematically distinct enough that if you stand them up next to the other classes they stand out as an equal option, not an alternative to one of them. This is especially important for campaigns which include multiclassing, as having many slight variations of each class (as opposed to a wide range of standalone classes) makes it vary easy to minmax a bonkers character by just combining variants. --''[[user:Kydo|Kydo]] ([[User talk:Kydo|talk]])'' 15:47, 15 July 2015 (MDT)<br />
:All good points, thank-you. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 13:20, 15 July 2015 (MDT)<br />
::This is why archetypes exist, though... right? --[[User:PrinceoftheAngels|PrinceoftheAngels]] ([[User talk:PrinceoftheAngels|talk]]) 17:24, 28 September 2015 (MDT)<br />
<br />
So, I started working on a class design guide on my user page, but then got deeply side-tracked. Anyone still interested in working on said project? It's a really big topic, and I doubt I can cover it adequately alone. --''[[user:Kydo|Kydo]] ([[User talk:Kydo|talk]])'' 23:43, 17 October 2015 (MDT)<br />
<br />
== Deleted classes? ==<br />
<br />
What happened to summoner class<br />
<br />
I have noticed that a few classes have dissipated recently. I could not find anything about them being deleted or a reason for there deletion. Two of the specific ones are summoner and forest knight. Please respond if anything about this is known.<br />
Thank you. --{{unsigned|2601:194:100:c8b3:ac07:6112:e50c:90ef}}<br />
:I can see a [[Summoner (5e Class)]] right there. [[Forrest Knight (5e Class)]] had a bunch of maintenance templates and a delete template that was unaddressed for over 2 weeks, but if you want to fix it up, we can restore it for you. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 07:20, 16 October 2015 (MDT)<br />
:I deleted forrest [sic] knight after two weeks notice. The deletion rationale was 'Still an excruciating read. "causes enemy opponents to suffer a negative 4 to there hit die rolls last for 4 rounds " - what?!' and there was a needsbalance template that highlighted the poor way its animal companion was handled. It can be restored, but be aware that significant work would need to be done on it. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 07:36, 16 October 2015 (MDT)<br />
<br />
Me and other people cant see the summoner class. It does not show up, the link you posted worked however it is still not visible on the normal page.<br />
<br />
: Someone accidentally deleted the categories at the bottom of the page. I'll see if I can fix that for ya'. Also, please sign your comments on the talk pages by typing four tiles, like this: <nowiki>~~~~</nowiki> which would get something like: --''[[user:Kydo|Kydo]] ([[User talk:Kydo|talk]])'' 23:35, 17 October 2015 (MDT)<br />
:: Done! --''[[user:Kydo|Kydo]] ([[User talk:Kydo|talk]])'' 23:39, 17 October 2015 (MDT)<br />
<br />
why do people kepp deleting classes the bright lord and battlemage classes were recently deleted<br />
<br />
: Please see [[Template:Delete/why]] for some details as to why pages are occasionally deleted. It is also possible that, as above, someone deleted the category tags at the bottom of the page, preventing the link from appearing on the class list. The battlemage, by my recollection, was made by someone purely to convince a DM that it was OK to play, was never completed, and the OP actually didn't even end up using it, deciding to play a standard class instead. [[Bright Lord (5e Class)]] is right here. The category tags are missing from the bottom of the page. I'll just fix that for ya'. --''[[user:Kydo|Kydo]] ([[User talk:Kydo|talk]])'' 11:13, 31 October 2015 (MDT)<br />
: Ok, it's back in the list. Sorry you missed the deletion on Battlemage. Admin can restore deleted pages, but by my memory, that particular class would need a LOT of work. It was a long ways away from being complete, and covers ground already covered by the Eldritch Knight archetype and crossclassing a Fighter with any type of spellcaster. Any editor would be hard-pressed to explore the idea of a spellcasting fighter in a manner not already done by the core official content, on a mechanical level. --''[[user:Kydo|Kydo]] ([[User talk:Kydo|talk]])'' 11:20, 31 October 2015 (MDT)<br />
<br />
==Prestige Classes==<br />
Since the first prestige class appears to be a rune scribe, it also appears that the rules are similar to multiclass rules. However, I was wondering if we chose to have a prestige class, can we reach the 20th level in either classes? or do we loss that option once we chose to have a prestige class? Plus, if I have a prestige class, where can I add it? [[User:Azernath|Azernath]] ([[User talk:Azernath|talk]]) 13:44, 25 October 2015 (MDT)<br />
<br />
: A prestige class is identical to a normal class, except it has restrictions like classes from earlier editions. One of those restrictions is that your character must already be level 3. As such, the only way to access them is through multiclassing, which means you cannot reach level 20 in either class once this is done. At the end of the day, total character level still has a hard limit of 20. Epic level rules do not exist yet. --''[[user:Kydo|Kydo]] ([[User talk:Kydo|talk]])'' 15:43, 25 October 2015 (MDT)<br />
<br />
Can someone hit me up with a link to this prestige class so I can prepare a preload, index etc. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 11:25, 31 October 2015 (MDT)<br />
<br />
: [http://media.wizards.com/2015/downloads/dnd/UA_Rune_Magic_Prestige_Class.pdf UA Rune Magic Prestige Class] I don't think it really needs its own preload- they really are nearly identical to standard classes with the added feature of having prerequisites. It would make more sense to add a "Prestige Class" tag to the standard preload, with a comment saying to delete it if it's a full class, and an optional prerequisites section, then just adding a prestige classes category to the classes page. --''[[user:Kydo|Kydo]] ([[User talk:Kydo|talk]])'' 12:04, 31 October 2015 (MDT)<br />
:: I can't believe that I know something about D&D that Marasmusine didn't know, it must be an anomaly in the fabric of reality. :) [[User:Azernath|Azernath]] ([[User talk:Azernath|talk]]) 09:56, 4 November 2015 (MST)<br />
<br />
==Class Requests==<br />
I would love to play a class based around a golgari necromancer but am not any good at homebrewing myself i was wondering if someone with with some free time would homebrew a golgari lich class.(golgari is the black and green magic the gathering guild from return to ravinca)--[[Special:Contributions/216.56.162.2|216.56.162.2]] 09:59, 4 February 2016 (MST)<br />
: What makes a Golgari necromancer or lich different from a normal necromancer or lich? Is it possible to just make a generic class to represent the same thing? I'm much more interested in material that can fit into many games and is generic enough that you can rewrite the fluff to make it represent many types of the same idea. (For example, the corebook fighter can be a knight, a wrestler, an archer, even a red-mage of sorts!) Making something incredibly specific to a given inspiration source is usually unsuccessful, as there is very little appeal outside of a limited audience. I do find it interesting that nobody has made a generic class of this sort for 5e yet. Necromancers have been a genre favorite since they appeared as playables in the mid-90s fantasy VRPGs... Although, they seem to resonate with the least mature demographic therein. --''[[user:Kydo|Kydo]] ([[User talk:Kydo|talk]])'' 23:06, 4 February 2016 (MST)<br />
::How about a lich prestige class, we do have a good idea how to make one based on the unearthed arcane. [[User:Azernath|Azernath]] ([[User talk:Azernath|talk]]) 10:52, 5 February 2016 (MST)<br />
<br />
a lich of any kind would be great. --[[Special:Contributions/24.208.40.15|24.208.40.15]] 12:02, 21 February 2016 (MST)</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Talk:Rider_(5e_Class)&diff=746039Talk:Rider (5e Class)2016-02-02T18:24:26Z<p>24.208.40.15: </p>
<hr />
<div>what about obtaining a dragon???--[[Special:Contributions/24.208.40.15|24.208.40.15]] 11:09, 2 February 2016 (MST)<br />
<br />
and where are the stats for the dragon. i see so much info for the rider but none for the dragon and the best thing about being a dragon rider DRAGONS!!!!!--[[Special:Contributions/24.208.40.15|24.208.40.15]] 11:24, 2 February 2016 (MST)</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Talk:Rider_(5e_Class)&diff=746037Talk:Rider (5e Class)2016-02-02T18:09:50Z<p>24.208.40.15: Created page with "what about obtaining a dragon???--~~~~"</p>
<hr />
<div>what about obtaining a dragon???--[[Special:Contributions/24.208.40.15|24.208.40.15]] 11:09, 2 February 2016 (MST)</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Chronomancer_(5e_Class)&diff=746000Chronomancer (5e Class)2016-02-02T14:58:16Z<p>24.208.40.15: </p>
<hr />
<div>===<!--Class Name-->ChronoMancer===<br />
<br />
<!--Description--><br />
<br />
===Creating a ChronoMancer<!--Class Name-->===<br />
A ChronoMancer is a manipulator of time they are very powerful though their magic may not be as raw as a sorcerers or Studied as a wizards it is undeniably powerful <br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
<!--Questions to help player develop character--><br />
where does their magic come from,who was their teacher,what where they before they began warping time. <br />
<br />
{{5e Class Features<br />
|name=ChronoMancer<br />
|summary=A Manipulator of time.<br />
|hd=8<!--Hit Die (4, 6, 8, 10 or 12)--><br />
|spellcasting=half<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=light,and medium armors.<br />
|weapons=all simple weapons and 2 martial weapons of choices<br />
|tools=Tinkers tools<br />
|saves=wisdom and intelligence<br />
|skills=any 3 skills<br />
|item1a=a martial weapon <br />
|item1b=2 simple weapons<br />
|item2a=a diplomats pack<br />
|item2b=a scholars pack<br />
|item3a=an arcane focus<br />
|item3b=component pouch<br />
|item4a=hourglass and one coin of each value(1gp 1sp 1pp 1ep 1cp)<br />
|item4b=a trinket and one coin of each value<br />
|classfeatures1=Time Pause<br />
|classfeatures2=Spellcasting<br />
|classfeatures3=Archetype<br />
|classfeatures4=Undo,Rush<br />
|classfeatures5=<br />
|classfeatures6=Age<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=<br />
|classfeatures15=<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20=<br />
<br />
|extrasonleft=2<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=spells known<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<br />
|extra1_2=4<br />
|extra1_3=6<br />
|extra1_4=8<br />
|extra1_5=10<br />
|extra1_6=10<br />
|extra1_7=10<br />
|extra1_8=12<br />
|extra1_9=12<br />
|extra1_10=14<br />
|extra1_11=16<br />
|extra1_12=18<br />
|extra1_13=20<br />
|extra1_14=20<br />
|extra1_15=20<br />
|extra1_16=22<br />
|extra1_17=22<br />
|extra1_18=24<br />
|extra1_19=26<br />
|extra1_20=28<br />
|extra2_name=cantrips known<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=6<br />
}}<br />
<br />
<!--Describe class features in more detail here=--><br />
==== Time Pause<!--feature name -->====<br />
you pause time allowing you to take a second turn after this one.during your second turn no one but you may take any action.no blocking moving or reactions.you may use this once per 2 long rests<br />
====spellcasting <!--feature name -->====<br />
as a chronomacer you may learn any spells you wish,<br />
your spellcasting modifier is wisdom,<br />
you may prepare a number of spells equal to double your wisdom modifier plus your level<br />
====ChronoMancer Archetype====<br />
as a Chronomancer you may choose one of two archetypes<br />
clockwork creator<br />
or<br />
planar voyager<br />
<br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Undo <!--feature name -->====<br />
When you are hit with an attack you may expend a first level spell slot & your reaction to make your opponent redo their attack, negating all effects unless you are hit the second time.(works on magical attacks also.<br />
====Rush <!--feature name -->====<br />
you speed time for yourself making your own movements lightning fast. you may use this once per long rest and it lasts a number of hours equal to your ChronoMancer level. you may end this at any time you choose<br />
<br />
while rushed add 10 ft to your move speeds. gain advantage on any physical saves as well as physical attacks.<br />
you have the benefits of the extra attack ability while rushed.anything done in your turn takes half the time it normally would take. after you come out of rush you may not use it again for 3 long rests.<br />
<br />
====Age====<br />
you bring the full power of time down upon the armor or weaponry of your opponent. when using this ability choose a target it must be an object. that object ages ten thousand years causing any non metal or stone parts to crumble, any stone parts to crack and weather, and any metal parts to rust and crack. this renders weapons useless and any armor this affects only provides a +1 for ac.use only once per short rest.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Chronoamncer<!--class name--> class, you must meet these prerequisites:have a teacher,wisdom15,intelligence 15<br />
<br />
'''Proficiencies.''' When you multiclass into the ChronoMancer<!--class name--> class, you gain the following proficiencies:Tinkers Tools<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Chronomancer_(5e_Class)&diff=745999Chronomancer (5e Class)2016-02-02T14:57:32Z<p>24.208.40.15: </p>
<hr />
<div>===<!--Class Name-->ChronoMancer===<br />
<br />
<!--Description--><br />
<br />
===Creating a ChronoMancer<!--Class Name-->===<br />
A ChronoMancer is a manipulator of time they are very powerful though their magic may not be as raw as a sorcerers or Studied as a wizards it is undeniably powerful <br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
<!--Questions to help player develop character--><br />
where does their magic come from,who was their teacher,what where they before they began warping time. <br />
<br />
{{5e Class Features<br />
|name=ChronoMancer<br />
|summary=A Manipulator of time.<br />
|hd=8<!--Hit Die (4, 6, 8, 10 or 12)--><br />
|spellcasting=half<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=light,and medium armors.<br />
|weapons=all simple weapons and 2 martial weapons of choices<br />
|tools=Tinkers tools<br />
|saves=wisdom and intelligence<br />
|skills=any 3 skills<br />
|item1a=a martial weapon <br />
|item1b=2 simple weapons<br />
|item2a=a diplomats pack<br />
|item2b=a scholars pack<br />
|item3a=an arcane focus<br />
|item3b=component pouch<br />
|item4a=hourglass and one coin of each value(1gp 1sp 1pp 1ep 1cp)<br />
|item4b=a trinket and one coin of each value<br />
|classfeatures1=Time Pause<br />
|classfeatures2=Spellcasting<br />
|classfeatures3=Archetype<br />
|classfeatures4=Undo,Rush<br />
|classfeatures5=<br />
|classfeatures6=Age<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=<br />
|classfeatures15=<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20=<br />
<br />
|extrasonleft=2<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=spells known<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<br />
|extra1_2=4<br />
|extra1_3=6<br />
|extra1_4=8<br />
|extra1_5=10<br />
|extra1_6=10<br />
|extra1_7=10<br />
|extra1_8=12<br />
|extra1_9=12<br />
|extra1_10=14<br />
|extra1_11=16<br />
|extra1_12=18<br />
|extra1_13=20<br />
|extra1_14=20<br />
|extra1_15=20<br />
|extra1_16=22<br />
|extra1_17=22<br />
|extra1_18=24<br />
|extra1_19=26<br />
|extra1_20=28<br />
}}<br />
{{<br />
|extra2_name=cantrips known<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=6<br />
}}<br />
<br />
<!--Describe class features in more detail here=--><br />
==== Time Pause<!--feature name -->====<br />
you pause time allowing you to take a second turn after this one.during your second turn no one but you may take any action.no blocking moving or reactions.you may use this once per 2 long rests<br />
====spellcasting <!--feature name -->====<br />
as a chronomacer you may learn any spells you wish,<br />
your spellcasting modifier is wisdom,<br />
you may prepare a number of spells equal to double your wisdom modifier plus your level<br />
====ChronoMancer Archetype====<br />
as a Chronomancer you may choose one of two archetypes<br />
clockwork creator<br />
or<br />
planar voyager<br />
<br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Undo <!--feature name -->====<br />
When you are hit with an attack you may expend a first level spell slot & your reaction to make your opponent redo their attack, negating all effects unless you are hit the second time.(works on magical attacks also.<br />
====Rush <!--feature name -->====<br />
you speed time for yourself making your own movements lightning fast. you may use this once per long rest and it lasts a number of hours equal to your ChronoMancer level. you may end this at any time you choose<br />
<br />
while rushed add 10 ft to your move speeds. gain advantage on any physical saves as well as physical attacks.<br />
you have the benefits of the extra attack ability while rushed.anything done in your turn takes half the time it normally would take. after you come out of rush you may not use it again for 3 long rests.<br />
<br />
====Age====<br />
you bring the full power of time down upon the armor or weaponry of your opponent. when using this ability choose a target it must be an object. that object ages ten thousand years causing any non metal or stone parts to crumble, any stone parts to crack and weather, and any metal parts to rust and crack. this renders weapons useless and any armor this affects only provides a +1 for ac.use only once per short rest.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Chronoamncer<!--class name--> class, you must meet these prerequisites:have a teacher,wisdom15,intelligence 15<br />
<br />
'''Proficiencies.''' When you multiclass into the ChronoMancer<!--class name--> class, you gain the following proficiencies:Tinkers Tools<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Chronomancer_(5e_Class)&diff=745998Chronomancer (5e Class)2016-02-02T14:56:46Z<p>24.208.40.15: </p>
<hr />
<div>===<!--Class Name-->ChronoMancer===<br />
<br />
<!--Description--><br />
<br />
===Creating a ChronoMancer<!--Class Name-->===<br />
A ChronoMancer is a manipulator of time they are very powerful though their magic may not be as raw as a sorcerers or Studied as a wizards it is undeniably powerful <br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
<!--Questions to help player develop character--><br />
where does their magic come from,who was their teacher,what where they before they began warping time. <br />
<br />
{{5e Class Features<br />
|name=ChronoMancer<br />
|summary=A Manipulator of time.<br />
|hd=8<!--Hit Die (4, 6, 8, 10 or 12)--><br />
|spellcasting=half<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=light,and medium armors.<br />
|weapons=all simple weapons and 2 martial weapons of choices<br />
|tools=Tinkers tools<br />
|saves=wisdom and intelligence<br />
|skills=any 3 skills<br />
|item1a=a martial weapon <br />
|item1b=2 simple weapons<br />
|item2a=a diplomats pack<br />
|item2b=a scholars pack<br />
|item3a=an arcane focus<br />
|item3b=component pouch<br />
|item4a=hourglass and one coin of each value(1gp 1sp 1pp 1ep 1cp)<br />
|item4b=a trinket and one coin of each value<br />
|classfeatures1=Time Pause<br />
|classfeatures2=Spellcasting<br />
|classfeatures3=Archetype<br />
|classfeatures4=Undo,Rush<br />
|classfeatures5=<br />
|classfeatures6=Age<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=<br />
|classfeatures15=<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20=<br />
<br />
|extrasonleft=2<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=spells known<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<br />
|extra1_2=4<br />
|extra1_3=6<br />
|extra1_4=8<br />
|extra1_5=10<br />
|extra1_6=10<br />
|extra1_7=10<br />
|extra1_8=12<br />
|extra1_9=12<br />
|extra1_10=14<br />
|extra1_11=16<br />
|extra1_12=18<br />
|extra1_13=20<br />
|extra1_14=20<br />
|extra1_15=20<br />
|extra1_16=22<br />
|extra1_17=22<br />
|extra1_18=24<br />
|extra1_19=26<br />
|extra1_20=28<br />
<br />
|extra2_name=cantrips known<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=6<br />
}}<br />
<br />
<!--Describe class features in more detail here=--><br />
==== Time Pause<!--feature name -->====<br />
you pause time allowing you to take a second turn after this one.during your second turn no one but you may take any action.no blocking moving or reactions.you may use this once per 2 long rests<br />
====spellcasting <!--feature name -->====<br />
as a chronomacer you may learn any spells you wish,<br />
your spellcasting modifier is wisdom,<br />
you may prepare a number of spells equal to double your wisdom modifier plus your level<br />
====ChronoMancer Archetype====<br />
as a Chronomancer you may choose one of two archetypes<br />
clockwork creator<br />
or<br />
planar voyager<br />
<br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Undo <!--feature name -->====<br />
When you are hit with an attack you may expend a first level spell slot & your reaction to make your opponent redo their attack, negating all effects unless you are hit the second time.(works on magical attacks also.<br />
====Rush <!--feature name -->====<br />
you speed time for yourself making your own movements lightning fast. you may use this once per long rest and it lasts a number of hours equal to your ChronoMancer level. you may end this at any time you choose<br />
<br />
while rushed add 10 ft to your move speeds. gain advantage on any physical saves as well as physical attacks.<br />
you have the benefits of the extra attack ability while rushed.anything done in your turn takes half the time it normally would take. after you come out of rush you may not use it again for 3 long rests.<br />
<br />
====Age====<br />
you bring the full power of time down upon the armor or weaponry of your opponent. when using this ability choose a target it must be an object. that object ages ten thousand years causing any non metal or stone parts to crumble, any stone parts to crack and weather, and any metal parts to rust and crack. this renders weapons useless and any armor this affects only provides a +1 for ac.use only once per short rest.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Chronoamncer<!--class name--> class, you must meet these prerequisites:have a teacher,wisdom15,intelligence 15<br />
<br />
'''Proficiencies.''' When you multiclass into the ChronoMancer<!--class name--> class, you gain the following proficiencies:Tinkers Tools<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Chronomancer_(5e_Class)&diff=745997Chronomancer (5e Class)2016-02-02T14:55:48Z<p>24.208.40.15: </p>
<hr />
<div>===<!--Class Name-->ChronoMancer===<br />
<br />
<!--Description--><br />
<br />
===Creating a ChronoMancer<!--Class Name-->===<br />
A ChronoMancer is a manipulator of time they are very powerful though their magic may not be as raw as a sorcerers or Studied as a wizards it is undeniably powerful <br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
<!--Questions to help player develop character--><br />
where does their magic come from,who was their teacher,what where they before they began warping time. <br />
<br />
{{5e Class Features<br />
|name=ChronoMancer<br />
|summary=A Manipulator of time.<br />
|hd=8<!--Hit Die (4, 6, 8, 10 or 12)--><br />
|spellcasting=half<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=light,and medium armors.<br />
|weapons=all simple weapons and 2 martial weapons of choices<br />
|tools=Tinkers tools<br />
|saves=wisdom and intelligence<br />
|skills=any 3 skills<br />
|item1a=a martial weapon <br />
|item1b=2 simple weapons<br />
|item2a=a diplomats pack<br />
|item2b=a scholars pack<br />
|item3a=an arcane focus<br />
|item3b=component pouch<br />
|item4a=hourglass and one coin of each value(1gp 1sp 1pp 1ep 1cp)<br />
|item4b=a trinket and one coin of each value<br />
|classfeatures1=Time Pause<br />
|classfeatures2=Spellcasting<br />
|classfeatures3=Archetype<br />
|classfeatures4=Undo,Rush<br />
|classfeatures5=<br />
|classfeatures6=Age<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=<br />
|classfeatures15=<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20=<br />
<br />
|extrasonleft=2<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=spells known<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<br />
|extra1_2=4<br />
|extra1_3=6<br />
|extra1_4=8<br />
|extra1_5=10<br />
|extra1_6=10<br />
|extra1_7=10<br />
|extra1_8=12<br />
|extra1_9=12<br />
|extra1_10=14<br />
|extra1_11=16<br />
|extra1_12=18<br />
|extra1_13=20<br />
|extra1_14=20<br />
|extra1_15=20<br />
|extra1_16=22<br />
|extra1_17=22<br />
|extra1_18=24<br />
|extra1_19=26<br />
|extra1_20=28<br />
}}<br />
|extra2_name=cantrips known<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=6<br />
}}<br />
<br />
<!--Describe class features in more detail here=--><br />
==== Time Pause<!--feature name -->====<br />
you pause time allowing you to take a second turn after this one.during your second turn no one but you may take any action.no blocking moving or reactions.you may use this once per 2 long rests<br />
====spellcasting <!--feature name -->====<br />
as a chronomacer you may learn any spells you wish,<br />
your spellcasting modifier is wisdom,<br />
you may prepare a number of spells equal to double your wisdom modifier plus your level<br />
====ChronoMancer Archetype====<br />
as a Chronomancer you may choose one of two archetypes<br />
clockwork creator<br />
or<br />
planar voyager<br />
<br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Undo <!--feature name -->====<br />
When you are hit with an attack you may expend a first level spell slot & your reaction to make your opponent redo their attack, negating all effects unless you are hit the second time.(works on magical attacks also.<br />
====Rush <!--feature name -->====<br />
you speed time for yourself making your own movements lightning fast. you may use this once per long rest and it lasts a number of hours equal to your ChronoMancer level. you may end this at any time you choose<br />
<br />
while rushed add 10 ft to your move speeds. gain advantage on any physical saves as well as physical attacks.<br />
you have the benefits of the extra attack ability while rushed.anything done in your turn takes half the time it normally would take. after you come out of rush you may not use it again for 3 long rests.<br />
<br />
====Age====<br />
you bring the full power of time down upon the armor or weaponry of your opponent. when using this ability choose a target it must be an object. that object ages ten thousand years causing any non metal or stone parts to crumble, any stone parts to crack and weather, and any metal parts to rust and crack. this renders weapons useless and any armor this affects only provides a +1 for ac.use only once per short rest.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Chronoamncer<!--class name--> class, you must meet these prerequisites:have a teacher,wisdom15,intelligence 15<br />
<br />
'''Proficiencies.''' When you multiclass into the ChronoMancer<!--class name--> class, you gain the following proficiencies:Tinkers Tools<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Chronomancer_(5e_Class)&diff=745996Chronomancer (5e Class)2016-02-02T14:54:52Z<p>24.208.40.15: Created page with "===<!--Class Name-->ChronoMancer=== <!--Description--> ===Creating a ChronoMancer<!--Class Name-->=== A ChronoMancer is a manipulator of time they are very powerful though t..."</p>
<hr />
<div>===<!--Class Name-->ChronoMancer===<br />
<br />
<!--Description--><br />
<br />
===Creating a ChronoMancer<!--Class Name-->===<br />
A ChronoMancer is a manipulator of time they are very powerful though their magic may not be as raw as a sorcerers or Studied as a wizards it is undeniably powerful <br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
<!--Questions to help player develop character--><br />
where does their magic come from,who was their teacher,what where they before they began warping time. <br />
<br />
{{5e Class Features<br />
|name=ChronoMancer<br />
|summary=A Manipulator of time.<br />
|hd=8<!--Hit Die (4, 6, 8, 10 or 12)--><br />
|spellcasting=half<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=light,and medium armors.<br />
|weapons=all simple weapons and 2 martial weapons of choices<br />
|tools=Tinkers tools<br />
|saves=wisdom and intelligence<br />
|skills=any 3 skills<br />
|item1a=a martial weapon <br />
|item1b=2 simple weapons<br />
|item2a=a diplomats pack<br />
|item2b=a scholars pack<br />
|item3a=an arcane focus<br />
|item3b=component pouch<br />
|item4a=hourglass and one coin of each value(1gp 1sp 1pp 1ep 1cp)<br />
|item4b=a trinket and one coin of each value<br />
|classfeatures1=Time Pause<br />
|classfeatures2=Spellcasting<br />
|classfeatures3=Archetype<br />
|classfeatures4=Undo,Rush<br />
|classfeatures5=<br />
|classfeatures6=Age<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=<br />
|classfeatures15=<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20=<br />
<br />
|extrasonleft=2<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=spells known<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<br />
|extra1_2=4<br />
|extra1_3=6<br />
|extra1_4=8<br />
|extra1_5=10<br />
|extra1_6=10<br />
|extra1_7=10<br />
|extra1_8=12<br />
|extra1_9=12<br />
|extra1_10=14<br />
|extra1_11=16<br />
|extra1_12=18<br />
|extra1_13=20<br />
|extra1_14=20<br />
|extra1_15=20<br />
|extra1_16=22<br />
|extra1_17=22<br />
|extra1_18=24<br />
|extra1_19=26<br />
|extra1_20=28<br />
}}<br />
|extra1_name=cantrips known<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=6<br />
}}<br />
<br />
<!--Describe class features in more detail here=--><br />
==== Time Pause<!--feature name -->====<br />
you pause time allowing you to take a second turn after this one.during your second turn no one but you may take any action.no blocking moving or reactions.you may use this once per 2 long rests<br />
====spellcasting <!--feature name -->====<br />
as a chronomacer you may learn any spells you wish,<br />
your spellcasting modifier is wisdom,<br />
you may prepare a number of spells equal to double your wisdom modifier plus your level<br />
====ChronoMancer Archetype====<br />
as a Chronomancer you may choose one of two archetypes<br />
clockwork creator<br />
or<br />
planar voyager<br />
<br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Undo <!--feature name -->====<br />
When you are hit with an attack you may expend a first level spell slot & your reaction to make your opponent redo their attack, negating all effects unless you are hit the second time.(works on magical attacks also.<br />
====Rush <!--feature name -->====<br />
you speed time for yourself making your own movements lightning fast. you may use this once per long rest and it lasts a number of hours equal to your ChronoMancer level. you may end this at any time you choose<br />
<br />
while rushed add 10 ft to your move speeds. gain advantage on any physical saves as well as physical attacks.<br />
you have the benefits of the extra attack ability while rushed.anything done in your turn takes half the time it normally would take. after you come out of rush you may not use it again for 3 long rests.<br />
<br />
====Age====<br />
you bring the full power of time down upon the armor or weaponry of your opponent. when using this ability choose a target it must be an object. that object ages ten thousand years causing any non metal or stone parts to crumble, any stone parts to crack and weather, and any metal parts to rust and crack. this renders weapons useless and any armor this affects only provides a +1 for ac.use only once per short rest.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Chronoamncer<!--class name--> class, you must meet these prerequisites:have a teacher,wisdom15,intelligence 15<br />
<br />
'''Proficiencies.''' When you multiclass into the ChronoMancer<!--class name--> class, you gain the following proficiencies:Tinkers Tools<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=User:Quincy/Swarm_Host_(5e_Class)&diff=740861User:Quincy/Swarm Host (5e Class)2016-01-01T05:11:24Z<p>24.208.40.15: </p>
<hr />
<div>===<!--Swarm Host-->==<br />
<!--Description--> <br />
<br />
===Creating a <!--Swarm Host-->=== This class is a different variant of a summoner. It uses swarms of locust, musqitos, or hornets each giving the summoner something new. The swarm grows in size as you level and you'll be able to upgrade the swarm using a blood ritual.<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
<!--Questions to help player develop character--><br />
<br />
{{5e Class Features<br />
|name=<br />
|summary=<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Light armor,Natural armor<br />
|weapons=Simple weapons<br />
|tools= Herbalism kit Poisoner's kit<br />
|saves= Constitution and Wisdom<br />
|skills= Pick two from Animal handling, Medicine, Insight, Perception, and Survivial<br />
|item1a=<!--Items in starting equipment package; 4 items with "a" and "b" being alternatives. Leaving the "b" empty removes the choice. --> Leather armor <br />
|item1b= Nautrual armor<br />
|item2a=Herbalism kit<br />
|item2b=Poisoners kit<br />
|item3a=Quarterstaff<br />
|item3b=Light crossbow 20 bolts<br />
|item4a=<br />
|item4b=<br />
|classfeatures1=<!--Names of class features at 1st level-->Swarm (tiny) Natrual armor<br />
|classfeatures2=Swarm Cloud<br />
|classfeatures3= Way of the Swarm<br />
|classfeatures4=Swarm (medium) Ability Score Improvement<br />
|classfeatures5=Eyes of the Swarm<br />
|classfeatures6=Way of the Swarm feature<br />
|classfeatures7=Swarm Gorge<br />
|classfeatures8=Ability Score Improvement<br />
|classfeatures9= <br />
|classfeatures10=<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=<br />
|classfeatures15=<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20=<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
<!--Describe class features in more detail here=--><br />
==== <!--'''Swarm Tiny''' -->==== <br />
As a swarm host you are the hive of your swarm your swarm magically lives inside you as apart of the agreement The great home your swarm can either be inside of you or leave the 'hive' to follow your commands. At lvl 1 whenever your swarm is killed you must spend 4 hours of rest to repopulate the hive.When ever you wish to give the swarm an action it counts as a bonus action . You start off with a tiny swarm of insects that can occupy a 5ft by 5ft square and have an attack of 1d8+ your constitution modifier, the swarms AC is 10+ your wisdom modifier and maximum hit points Constitution multiplied by your level, and all other statistics are equal to yours. The swarm give you an AC bonus of +2 when you are in the area of the swarm.<br />
<br />
==== <!--'''Swarm Cloud''' -->==== <br />
Your swarm become smarter at killing your foes.At lvl 2 when you give the Swarm the attack option you can have them surround a creature and attack twice and and +2 necrotic damage to each attack. The swarm will stay on the target until its told not to, while it is on the target the target has disadvantage to attack the swarm and for each turn the swarm is on the target increase the necrotic damage by 2.<br />
<br />
==== <!--'''Way of the Swarm'''-->====<br />
At lvl 3 you choose one of the the ways of the swarm; The Hive, The Blooborne, or The Locust<br />
<br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== <!--'''Swarm (medium)''' -->====<br />
Your swarm have grown to size medium and occupy a space of 10ft by 10ft and increase their damage to 2d8+ your constitution modifier they also grant you a +3 to your AC.<br />
<br />
<br />
==== <!--'''Swarm Gorge''' -->====<br />
At lvl 7 the swarm has grown to a size where they can completely devour anything within its area. The target must succeed a saving throw of 10+ your constitution modifier or be devoured on a succesful save the target takes 2d10 necrotic damage.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the <!--class name--> class, you must meet these prerequisites:<br />
<br />
'''Proficiencies.''' When you multiclass into the <!--class name--> class, you gain the following proficiencies:<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Rubber_Forehead_Alien_(5e_Variant_Rule)&diff=739709Rubber Forehead Alien (5e Variant Rule)2015-12-21T23:19:42Z<p>24.208.40.15: </p>
<hr />
<div><br />
==Rubber Forehead Aliens==<br />
<br />
[http://tvtropes.org/pmwiki/pmwiki.php/Main/RubberForeheadAliens See this article for some context.]<br />
<br />
Travelling adventures are great. They're great because they're timeless. From ''the Odyssey'' and ''the Seven Voyages of Sinbad the Sailor'', to ''Star Trek: The Next Generation'' and ''Stargate SG1'', who doesn't love the ongoing adventures of their favorite heroes as they heroically blunder across the wild and unexplored fringes of the known universe? But what is truly fascinating are the many bizarre and wonderful people they get to meet, fight, and make even stranger babies with. From women with fish tails, to black men with rumply foreheads, the unknown is a wonderful place to make new friends! Problem is, there aren't very many not-quite-human races available in the core material, making that degree of variety as separate races is simply unfeasible, and the core human race doesn't have a subrace feature for us to rapidly homebrew new material for! (Of course, one can always find a way to [[Subrace Human (5e Race Variant)|resolve that issue...]]) Even worse is when a player says they actually want to be a human-that's-not-really-much-of-a-human; what do you do? I'll tell ya whatcha do! You make something extremely simple, flexible, subject to opinion, and easily randomized! You can now generate countless civilizations to inhabit the far-off reaches of unknown islands/planets/planes, from anthropomorphs, to aliens, to whole-cloth extra-dimensional beings!<br />
<br />
===Physical Description===<br />
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Pretty much, the race can look however you want! There is only one assumption: that you are human-shaped and human-sized. Below is a list (which can be easily randomized with a d100 roll) of example physical traits one of these races may have. I would recommend somewhere between 1 and 3 physical traits to distinguish them from actual humans.<br />
<br />
# An extra pair of eyes<br />
# A third eye<br />
# One eye<br />
# No eyes<br />
# No mouth<br />
# No ears<br />
# Feathers instead of hair<br />
# Body covered in fur<br />
# Body covered in scales<br />
# Body covered in fur<br />
# A tail<br />
# Two heads<br />
# An impressively long neck<br />
# Horns<br />
# Tentacles instead of hair<br />
# Tentacle arms<br />
# Red Skin<br />
# Blue Skin<br />
# Green Skin<br />
# Glowing Eyes<br />
# Impressively long arms<br />
# Only one leg<br />
# Four legs<br />
# Tattoo-like body markings<br />
# Digitigrade legs<br />
# Tentacles instead of legs<br />
# Animal-like snout<br />
# Spikes<br />
# Fins<br />
# Sparkly<br />
# Transparent skin<br />
# Bald<br />
# Odd shaped pupils<br />
# Odd color eyes<br />
# Extra fingers/thumbs<br />
# Hands for feet<br />
# A proboscis or trunk for a mouth<br />
# Long, whip-like tongue<br />
# Uniquely long fingers<br />
# Antennae<br />
# Gems/rocks embedded in skin<br />
# Exoskeleton<br />
# Bird wings<br />
# Bat Wings<br />
# Bug Wings<br />
# Whiskers<br />
# A shell<br />
# External gills<br />
# Leaves instead of hair<br />
# Wood skin<br />
# Holes for eyes<br />
# Skeletal<br />
# Rotting/irradiated<br />
# Extra pair of arms<br />
# Extra pair of legs (like a centaur)<br />
# Arms are wings<br />
# Fish tail<br />
# The head of an animal<br />
# Sharp teeth<br />
# Tusks<br />
# Abnormally muscular<br />
# Genderless race<br />
# Faceless<br />
# A beak instead of a mouth<br />
# Slime-coated<br />
# Animal ears<br />
# Egg-layers<br />
# Eat minerals/soil<br />
# Weirdly thin frame<br />
# Weirdly wide frame<br />
# Particularly long legs<br />
# Marked with production/creation data<br />
# Sterile race<br />
# Childlike appearance<br />
# No lips<br />
# Rumply forehead<br />
# Spotted or Striped<br />
# Eyes in the back of their head<br />
# Eye Stalks<br />
# Large head crest<br />
# Very large eyes<br />
# Very large nose<br />
# Very large mouth<br />
# Very large ears<br />
# Webbed digits<br />
# Tentacle mouth<br />
# No skin color whatsoever; totally neutral tones<br />
# Compound eyes<br />
# Insect-like mandibles<br />
# Artificial limbs/features<br />
# Purple skin<br />
# Pink skin<br />
# Nostril holes in place of a nose<br />
# Frills<br />
# Communicate via whistles or clicks<br />
# Communicate via bioluminescent display or dance<br />
# Abnormally large head<br />
# Abnormally small head<br />
# Tiny feet<br />
# Tiny hands<br />
<br />
===History===<br />
<br />
Will vary from one group to another.<br />
<br />
===Society===<br />
<br />
Will vary from one group to another.<br />
<br />
===Names===<br />
<br />
This is really going to be mostly up to whoever decides a final race from this material.<br />
<br />
===Rubber Forehead Alien Traits===<br />
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{{5e Racial Traits<br />
|summary=Ever wanted an infinite stream of alien weirdness? Well now you have it.<br />
|abilities= You may increase any number of ability scores up to a combined total of +3. You cannot increase a characters ability score above 20 in this way.<br />
|age=Let's just assume they have approximately the same lifespan as humans.<br />
|alignment=Same as human<br />
|size= Your size is medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1=Blood Trait.<br />
|description1=From your inhuman blood, you may choose up to 3 physical traits granted to you. You may take some of these features multiple times. Your DM may reject or alter your choices, if they feel that would be more appropriate.<br />
#'''Strong.''' +1 STR score. You can increase a characters ability score above 20 in this way. You may take this feature multiple times.<br />
#'''Agile.''' +1 DEX score. You can increase a characters ability score above 20 in this way. You may take this feature multiple times.<br />
#'''Hardy.''' +1 CON score. You can increase a characters ability score above 20 in this way. You may take this feature multiple times.<br />
#'''Smart.''' +1 INT score. You can increase a characters ability score above 20 in this way. You may take this feature multiple times.<br />
#'''Aware.''' +1 WIS score. You can increase a characters ability score above 20 in this way. You may take this feature multiple times.<br />
#'''Cute.''' +1 CHR score. You can increase a characters ability score above 20 in this way. You may take this feature multiple times.<br />
#'''Slime Coating.''' Resistance to acid damage.<br />
#'''Insulated.''' Resistance to cold damage.<br />
#'''Acclimatized.''' Resistance to fire damage.<br />
#'''Cushioned.''' Resistance to force damage.<br />
#'''Electric.''' Resistance to lightning damage.<br />
#'''Regenerative.''' Resistance to necrotic damage.<br />
#'''Poisonous.''' Resistance to poison damage.<br />
#'''Simply Complex.''' Resistance to psychic damage.<br />
#'''Inert.''' Resistance to radiant damage.<br />
#'''Dampened.''' Resistance to thunder damage.<br />
#'''Fast.''' +5ft land speed. You may take this feature multiple times.<br />
#'''Tact.''' +5ft climbing speed. You may take this feature multiple times.<br />
#'''Leap.''' +5ft jump height and distance. You may take this feature multiple times.<br />
#'''Amphibious.''' +10ft swimming speed. You may take this feature multiple times.<br />
#'''Aquatic.''' You can breathe under water.<br />
#'''Worm.''' +10ft tunneling speed in soft soil. You may take this feature multiple times.<br />
#'''Wings.''' +10ft flying speed. You may take this feature multiple times.<br />
#'''Talented.''' Choose any 2 skill Proficiencies. You may take this feature multiple times.<br />
#'''Wily.''' +1 Proficiency Bonus. You may take this feature multiple times.<br />
#'''Razor Sharp.''' Your unarmed strikes deal slashing damage.<br />
#'''Spikes.''' Your unarmed strikes deal piercing damage.<br />
#'''Acidic.''' Your unarmed strikes deal acid damage.<br />
#'''Icy.''' Your unarmed strikes deal cold damage.<br />
#'''Heat.''' Your unarmed strikes deal fire damage.<br />
#'''Whoosh.''' Your unarmed strikes deal force damage.<br />
#'''Electrolysis.''' Your unarmed strikes deal lightning damage.<br />
#'''Bio-hazard.''' Your unarmed strikes deal necrotic damage.<br />
#'''Sting.''' Your unarmed strikes deal poison damage.<br />
#'''Psychic.''' Your unarmed strikes deal psychic damage.<br />
#'''Irradiated.''' Your unarmed strikes deal radiant damage.<br />
#'''Loud.''' Your unarmed strikes deal thunder damage.<br />
#'''Weaponized.''' Your unarmed strikes deal an additional 1d4 damage. This feature does not stack with Martial Arts. You may take this feature multiple times.<br />
#'''Swift.''' Your unarmed strikes have the Light trait.<br />
#'''Deft.''' Your unarmed strikes have the Finesse trait.<br />
#'''Long.''' Your unarmed strikes have the Reach trait.<br />
#'''Blink.''' Your successful unarmed strikes blind the target for 1 round.<br />
#'''Bang.''' Your unarmed strikes deafen the target for 1 round.<br />
#'''Grip.''' Your successful unarmed strikes grapple the target.<br />
#'''Venomous.''' Your successful unarmed strikes poison the target.<br />
#'''Plow.''' Your successful unarmed strikes knock the target prone.<br />
#'''Adept.''' You are proficient with your unarmed strikes.<br />
#'''Parasitic.''' Your successful unarmed strikes restore you 1HP. You may take this feature multiple times.<br />
#'''Fit.''' You have advantage on Athletics checks.<br />
#'''Supple.''' You have advantage on Acrobatics checks.<br />
#'''Adroit.''' You have advantage on Sleight of Hand checks.<br />
#'''Sneaky.''' You have advantage on Stealth checks.<br />
#'''Perfect Memory.''' You have advantage on History checks.<br />
#'''Nosy.''' You have advantage on Investigation checks.<br />
#'''Wild Wisdom.''' You have advantage on Nature checks.<br />
#'''Latent Faith.''' You have advantage on Religion checks.<br />
#'''Inter-species Relations.''' You have advantage on Animal Handling checks.<br />
#'''Intuitive.''' You have advantage on Insight checks.<br />
#'''Latent Medicine.''' You have advantage on Medicine checks.<br />
#'''Keen.''' You have advantage on perception checks.<br />
#'''Survivalist.''' You have advantage on Survival checks.<br />
#'''Liar.''' You have advantage on Deception checks.<br />
#'''Thuggish.''' You have advantage on Intimidation checks.<br />
#'''Playful.''' You have advantage on Performance checks.<br />
#'''Lassie.''' You have advantage on Persuasion checks.<br />
#'''Prehensile.''' You have 1 extra object interaction per turn. You may take this feature multiple times.<br />
#'''Work Animal.''' Your carrying capacity (and encumbrance limits) are doubled.<br />
#'''Spines.''' Successful unarmed melee attacks made against you, (including special attacks, such as a wolf's bite or a goat's ram) deal half damage in return to the attacking creature.<br />
#'''Armored.''' +1 AC. You may take this feature multiple times.<br />
#'''Short.''' You are small. Incompatible with the Tall feature.<br />
#'''Tall.''' You are large. Incompatible with the Short feature.<br />
#'''Bouncy.''' You take half damage from falls.<br />
#'''Catnap.''' You can finish a short or long rest in half the usual time, but cannot use or recover hit dice in doing so.<br />
#'''Thick.''' You have 1 damage reduction. You may take this feature multiple times.<br />
#'''Dark Vision.''' You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. You may take this feature multiple times. Each time you take it, add 60ft to your dim light radius. If you take this more than once, you can see color in the dark.<br />
#'''Chameleon.''' You can hide anywhere at any time, as long as you remain perfectly still. If you have no cover, you hide as if you were lightly obscured.<br />
#'''Lung Capacity.''' You can hold your breath for twice as long.<br />
#'''Warehouse.''' You need to consume only half as much food and water in order to avoid exhaustion.<br />
#'''Scavenger.''' You can gain sustainable nourishment by feeding upon almost any organic matter, including rotting carrion.<br />
#'''Howl.''' You can bellow single words loud enough to be heard within 10 miles.<br />
#'''Quick Learner.''' Your xp threshold for levelup is reduced by 10%. You may take this feature a maximum of 3 times. This trait is incompatible with Life Stage<br />
#'''Boneless.''' You can fit through spaces as small as 1/4 your size as difficult terrain.<br />
#'''Reactive.''' You are immune to being surprised.<br />
#'''Initiator.''' +1 to initiative rolls. You may take this feature multiple times.<br />
#'''Phase.''' You can move through spaces occupied by other creatures as if they weren't there.<br />
#'''Energizer Bunny.''' Your exhaustion consequence thresholds are doubled. (IE: level 1 takes 2 exhaustion, level 2 takes 4 exhaustion, etc.)<br />
#'''Innate Spellcasting.''' You know 1 cantrip of your choice.<br />
#'''Mineral Based.''' You can subsist off of soft or fine-ground inorganic material, such as sand.<br />
#'''Aloft.''' +5ft Hover Speed. You may take this feature multiple times.<br />
#'''Immune.''' You cannot be inflicted with non-magical diseases.<br />
#'''Sound of Mind.''' You cannot be inflicted with non-magical madness or insanity.<br />
#'''Appropriate Anatomy.''' Your body is shaped such that creatures equal or lesser in size to you can ride on you like a mount.<br />
#'''Herculean.''' You can lift, push, and throw twice as much weight and twice as far, despite your actual strength score, its modifier, or your encumbrance limits.<br />
#'''Light Step.''' You do not leave tracks, footprints, scents, or trace evidence behind you, so there is nothing people could use to track your movement.<br />
#'''Shapeshifter.''' Once per long rest, you may cast Disguise Self on yourself.<br />
#'''Recuperator.''' +1 Hit Die for the purposes of health regeneration during rests only.<br />
#'''Quick Thinker.''' You have one extra Bonus Action per turn.<br />
#'''Slippery.''' You do not provoke attacks of opportunity.<br />
#'''Bioluminescent.''' You glow bright light in 10ft, and dim light for an additional 10ft beyond that.<br />
#'''Life Stage.''' You may take this feature a maximum of three times. You enter a metamorphosis, changing form and entering a new life stage, gaining two additional blood traits. You metamorphose at level 5 if you take this feature once, again at level 10 if you take it twice, and once more at level 15 if you take it a third time. You cannot take Lifestage as a blood trait during metamorphosis. This trait is incompatible with Quick Learner.<br />
|trait2=<br />
|description2=<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
|languages=Common<br />
|subrace=<br />
}}<br />
<br />
====Premade Builds====<br />
Here is a collection of examples of what can be done with this race. Notice how, with only 3 blood traits, it is extremely difficult to get a "perfect" hybrid anthropomorph. You always have to sacrifice one trait or another for something you feel is more definitive. For example, the "Cat" build doesn't have mechanically relevant claws!<br />
<br />
Cat<br />
: Bouncy<br />
: Keen<br />
: Sneaky<br />
<br />
Dolphin<br />
: Lung Capacity<br />
: Amphibious<br />
: Amphibious<br />
<br />
Ant<br />
: Strong<br />
: Strong<br />
: Lifestage (lvl5)<br />
:: Strong<br />
:: Strong<br />
<br />
Chameleon<br />
: Chameleon<br />
: Sneaky<br />
: Talented (Stealth & Deception)<br />
<br />
Scorpion<br />
: Weaponized<br />
: Grip<br />
: Venomous<br />
<br />
Electric Eel<br />
: Aquatic<br />
: Amphibious<br />
: Innate Spellcasting: Shocking Grasp<br />
<br />
Rhinoceros<br />
: Plouw<br />
: Weaponized<br />
: Weaponized<br />
<br />
Wasp<br />
: Weaponized<br />
: Sting<br />
: Lifestage (lvl5)<br />
:: Fly<br />
:: Fly<br />
<br />
Mole<br />
: Digger<br />
: Digger<br />
: Digger<br />
<br />
Monkey<br />
: Prehensile<br />
: Quick Learner<br />
: Wily<br />
<br />
Ape<br />
: Quick Learner<br />
: Quick Learner<br />
: Wily<br />
<br />
Crocodile<br />
: Weaponized<br />
: Grip<br />
: Amphibious<br />
<br />
Jellyfish<br />
: Innate Spellcasting: Light<br />
: Boneless<br />
: Aquatic<br />
<br />
Wolf<br />
: Howl<br />
: Grip<br />
: Keen<br />
<br />
Turtle<br />
: Armored<br />
: Armored<br />
: Armored<br />
<br />
Fox<br />
: Razor Sharp<br />
: Wily<br />
: Quick Learner<br />
<br />
Coyote<br />
: Scavenger<br />
: Howl<br />
: Warehouse<br />
<br />
Frog<br />
: Amphibious<br />
: Long<br />
: Life Stage (lvl5)<br />
:: Leap<br />
:: Leap<br />
<br />
Mosquito<br />
: Parasitic<br />
: Parasitic<br />
: Life Stage (lvl5)<br />
:: Fly<br />
:: Fly<br />
<br />
Tick<br />
: Life Stage (lvl5)<br />
:: Parasitic<br />
:: Parasitic<br />
: Life Stage (lvl10)<br />
:: Parasitic<br />
:: Parasitic<br />
: Life Stage (lvl15)<br />
:: Parasitic<br />
:: Parasitic<br />
<br />
Sense Master<br />
: Talented (Perception & Insight)<br />
: Intuitive<br />
: Keen<br />
<br />
Sloilm<br />
: Rock skin, Spots/Stripes, Furry<br />
: Innate Spellcasting. You know 1 cantrip of your choice.<br />
: Short. You are small. Incompatible with the Tall feature.<br />
: Intuitive. You have advantage on Insight checks.<br />
<br />
Drurg<br />
: Abnormally large head, External gills, Extra fingers/thumbs<br />
: Innate Spellcasting. You know 1 cantrip of your choice.<br />
: Warehouse. You need to consume only half as much food and water in order to avoid exhaustion.<br />
: Aquatic. You can breathe under water.<br />
<br />
Cleon<br />
: One eye, Tiny hands, Fish tail<br />
: Bang. Your unarmed strikes deafen the target for 1 round.<br />
: Playful. You have advantage on Performance checks.<br />
: Chameleon. You can hide anywhere at any time, as long as you remain perfectly still. If you have no cover, you hide as if you were lightly obscured.<br />
<br />
Pafs<br />
: Uniquely long fingers, Very large nose, Abnormally muscular<br />
: Spines. Successful unarmed melee attacks made against you, (including special attacks, such as a wolf's bite or a goat's ram) deal half damage in return to the attacking creature.<br />
: Phase. You can move through spaces occupied by other creatures as if they weren't there.<br />
: Sneaky. You have advantage on Stealth checks.<br />
<br />
Freoc<br />
: No lips, Wood skin, Weirdly wide frame<br />
: Appropriate Anatomy. Your body is shaped such that creatures equal or lesser in size to you can ride on you like a mount.<br />
: Quick Learner. Your xp threshold for levelup is reduced by 10%. You may take this feature a maximum of 3 times. This trait is incompatible with Life Stage<br />
: Intuitive. You have advantage on Insight checks.<br />
<br />
Taimdud<br />
: Webbed digits, Green Skin, Slime-coated<br />
: Tact. +5ft climbing speed. You may take this feature multiple times.<br />
: Agile. +1 DEX score. You can increase a characters ability score above 20 in this way. You may take this feature multiple times.<br />
: Spines. Successful unarmed melee attacks made against you, (including special attacks, such as a wolf's bite or a goat's ram) deal half damage in return to the attacking creature.<br />
<br />
Bupeon<br />
: A proboscis or trunk for a mouth, Eat minerals/soil, Eyes in the back of their head<br />
: Light Step. You do not leave tracks, footprints, scents, or trace evidence behind you, so there is nothing people could use to track your movement.<br />
: Tall. You are large. Incompatible with the Short feature.<br />
: Liar. You have advantage on Deception checks.<br />
<br />
Vugsus<br />
: Webbed digits, A shell, Body covered in scales<br />
: Adroit. You have advantage on Sleight of Hand checks.<br />
: Armored. +1 AC. You may take this feature multiple times.<br />
: Perfect Memory. You have advantage on History checks.<br />
<br />
Grichreoks<br />
: A third eye, Tattoo-like body markings, Compound eyes<br />
: Nosy. You have advantage on Investigation checks.<br />
: Mineral Based. You can subsist off of soft or fine-ground inorganic material, such as sand.<br />
: Wild Wisdom. You have advantage on Nature checks.<br />
<br />
Oivammeans<br />
: Webbed digits, Green Skin, Four legs<br />
: Psychic. Your unarmed strikes deal psychic damage.<br />
: Lassie. You have advantage on Persuasion checks.<br />
: Quick Learner. Your xp threshold for levelup is reduced by 10%. You may take this feature a maximum of 3 times. This trait is incompatible with Life Stage<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:<!-Size-> Size]]<br />
[[Category:<!-Type-> Type]]<br />
[[Category:<!-Tag-> Tag]]</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Talk:Phoelarch_(5e_Race)&diff=739694Talk:Phoelarch (5e Race)2015-12-21T22:32:45Z<p>24.208.40.15: </p>
<hr />
<div>:The book I got these from (3.5 MM3, p121) also mentions ice variants of phoelarches and phoeras, called vazalkyons and vazalkas, but I dunno whether to add them as a subrace; seems like work. It even says "Other elemental variants may also exist," but screw that. Although, a Zapdos gijinka could be fun to play... :P Yeah, right; we already have genasi. [[User:Knowlessman|Knowlessman]] ([[User talk:Knowlessman|talk]]) 13:23, 13 December 2015 (MST)<br />
<br />
:I'm trying not to think too hard about what a phoera ex-barbarian looks like. Damn, I also forgot to say that your phoera form can't gain class levels. :/ Is that really necessary, though? [[User:Knowlessman|Knowlessman]] ([[User talk:Knowlessman|talk]]) 14:34, 13 December 2015 (MST)<br />
<br />
If you were to add vazalkyons then dont do it as a subrace but as a whole new race.history on the race would also be appreciated.<br />
<br />
:Looks like a good race to trigger a TPK at low levels. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 16:52, 14 December 2015 (MST)<br />
::...Did not think of that. :/ Does making it enemy-only fix that, or overpower it? [[User:Knowlessman|Knowlessman]] ([[User talk:Knowlessman|talk]]) 10:55, 15 December 2015 (MST)<br />
<br />
:24.208, do they really need weapon training? :/ [[User:Knowlessman|Knowlessman]] ([[User talk:Knowlessman|talk]]) 11:24, 15 December 2015 (MST)<br />
<br />
What size is the Phoera(medium or small presumably<br />
:First off, you're kind of supposed to sign Talk posts using four ~'s, so people have any idea who they're talking to (such as whether they're the same person who keeps editing the page with no rhyme or reason or somebody who just showed up). Also, I capitalized Small in the description of the bird for a reason. Third, I had the increases both at +1 for a reason; I think it might be needed to balance out all the other abilities, but I'm not sure. I'd ''love'' actual feedback and suggestions on this; just editing stuff into it with no reason or argument isn't very polite. [[User:Knowlessman|Knowlessman]] ([[User talk:Knowlessman|talk]]) 19:45, 16 December 2015 (MST)<br />
<br />
Should I just provide a statblock for the phoera, instead of listing its statistics and whatnot in a bigass paragraph? :/ [[User:Knowlessman|Knowlessman]] ([[User talk:Knowlessman|talk]]) 19:55, 16 December 2015 (MST)<br />
:The current formatting is the correct formatting for a 5e race. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 07:17, 17 December 2015 (MST)<br />
:No, I mean the bird a phoelarch turns into after it dies. The player race is phoelarch, but a phoera, the miniphoenix a phoelarch is reborn as, has more fixed stats and set abilities. I don't know if there's precedent for statting a whole other creature within a race trait. :/ [[User:Knowlessman|Knowlessman]] ([[User talk:Knowlessman|talk]]) 14:45, 17 December 2015 (MST)<br />
<br />
<br />
Thank you for making this my freind and i are each playing one of these. Their names are scarlet and ignis his is a fighter7 Pheora i am a fighter1 sorceror6 we are siblings cast out of our noble family and after leaving she was killed but only half and now we search for a magician powerfull enough to teach me wish or to use it themselves...</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Talk:Phoelarch_(5e_Race)&diff=738901Talk:Phoelarch (5e Race)2015-12-17T00:03:59Z<p>24.208.40.15: </p>
<hr />
<div>:The book I got these from (3.5 MM3, p121) also mentions ice variants of phoelarches and phoeras, called vazalkyons and vazalkas, but I dunno whether to add them as a subrace; seems like work. It even says "Other elemental variants may also exist," but screw that. Although, a Zapdos gijinka could be fun to play... :P Yeah, right; we already have genasi. [[User:Knowlessman|Knowlessman]] ([[User talk:Knowlessman|talk]]) 13:23, 13 December 2015 (MST)<br />
<br />
:I'm trying not to think too hard about what a phoera ex-barbarian looks like. Damn, I also forgot to say that your phoera form can't gain class levels. :/ Is that really necessary, though? [[User:Knowlessman|Knowlessman]] ([[User talk:Knowlessman|talk]]) 14:34, 13 December 2015 (MST)<br />
<br />
If you were to add vazalkyons then dont do it as a subrace but as a whole new race.history on the race would also be appreciated.<br />
<br />
:Looks like a good race to trigger a TPK at low levels. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 16:52, 14 December 2015 (MST)<br />
::...Did not think of that. :/ Does making it enemy-only fix that, or overpower it? [[User:Knowlessman|Knowlessman]] ([[User talk:Knowlessman|talk]]) 10:55, 15 December 2015 (MST)<br />
<br />
:24.208, do they really need weapon training? :/ [[User:Knowlessman|Knowlessman]] ([[User talk:Knowlessman|talk]]) 11:24, 15 December 2015 (MST)<br />
<br />
What size is the Phoera(medium or small presumably</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Phoelarch_(5e_Race)&diff=738884Phoelarch (5e Race)2015-12-16T21:19:19Z<p>24.208.40.15: </p>
<hr />
<div>==Phoelarch==<br />
<br />
===Physical Description===<br />
Phoelarches are tall, slender humanoids with feathers in place of hair, and their skin radiates intense heat. Their skin colors range from dark rust to gold, and their plumage can be anywhere from pale gold to bright red.<br />
{{5e Image|float:right|http://1.bp.blogspot.com/-dIUkXSn3pn0/Tg0U9FU_ywI/AAAAAAAAAIc/liVTckFH_uk/s1600/Phoelarch.jpg|By Vinod Rams}}<br />
<br />
===History===<br />
Phoelarches are descended from the legendary phoenix, although the exact details of how they came to exist are unknown even to them. Some speculate that the phoenix created them to combat injustice in the multiverse, as it is one being and can't be everywhere at once; others suspect that some other force created them from the phoenix.<br />
<br />
===Society===<br />
Phoelarches are rumored to have great cities on the Elemental Plane of Fire, but the curiosity and wanderlust inherent to them makes settlements unlikely for the most part. Beyond a vague preference for warmer climates, phoelarches don't often get attached to any particular place, or even terrain, and they're oddly disinterested in others of their own race. On the rare occasion that one phoelarch meets another, the novelty wears off surprisingly fast for both.<br />
<br />
===Phoelarch Names===<br />
Phoelarch names tend to be based on either birds or colors related to fire.<br />
<br />
'''Male:''' Cardin, Carmine, Jasper, Tobias, Wren, Ignis<br />
<br />
'''Female:''' Amber, Cerise, Griffin, Scarlet, Saffron<br />
<br />
===Phoelarch Traits===<br />
{{5e Racial Traits<br />
|summary=Humanoids believed to be descended from the legendary phoenix.<br />
|abilities=Your Dexterity+1 and Charisma+2.<br />
|age=Phoelarches mature at the same rate as humans, but live well into their second century, and phoeras live for an additional two centuries after that.<br />
|alignment=Phoelarches tend towards Chaos and Good.<br />
|size=Phoelarches are tall, generally well over six feet, but are very light in spite of this. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait2=Flame Aura<br />
|description2=You can activate or deactivate your Flame Aura as a bonus action. While it's active, you emit bright light for 5 feet and dim light for an additional 5, your melee attacks deal additional 1d4 fire damage, and creatures grappling you or grappled by you take 1d4 fire damage at the start of each of their turns. Your Flame Aura does not damage worn or held items.<br />
|trait3=Absorb Fire<br />
|description3=Whenever a source would deal fire damage to you, instead you gain half that many temporary hitpoints.<br />
|trait4=Damage Vulnerability<br />
|description4=You have vulnerability to cold damage.<br />
|trait5=Death Throes<br />
|description5=When you die, you explode in a massive fireball that covers a 20-foot radius. Each creature in the area that was hostile to you must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 3d6 fire damage on a failed save, and half as much damage on a successful one. The damage increases to 5d6 at 6th level, 8d6 at 11th level, and 10d6 at 16th level.<br />
|trait6=Rise from the Ashes<br />
|description6=When you die, your Death Throes leave behind a chrysalis in the shape of a small black glass egg. The chrysalis can be used to bring you back with a ''resurrection'' spell (but not ''raise dead''), but not once the chrysalis has hatched; a ''gentle repose'' spell or similar effect can delay its hatching. Once it has hatched, nothing short of a ''wish'' spell can return your former body to you. After 2d4 days, the egg hatches, and you are reborn as a phoera, a Small bird reminiscent of a phoenix, retaining your memories and personality. Your new Strength score is 10, Dexterity is 14, and Constitution is 12, but your Intelligence, Wisdom, and Charisma scores remain the same. You have as many hitdice as you had before, but they are now d6s. Your new AC is 12. You now have a land speed of 20 ft and a fly speed of 60 ft. You gain proficiency in your bite and claw attacks, which each deal 1d6 piercing damage. You retain your Flame Aura, Absorb Fire, and Damage Vulnerability traits, any class features you had, and the ability to speak any languages you knew, but can't wield weapons, wear armor, use tools, or cast spells with somatic components. When your phoera form dies, it burns away into ashes, rather than being reborn again.<br />
|languages=You can speak, read and write Common and Ignan.<br />
}}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Phoenix_Bloodline_(5e_Subclass)&diff=738716Phoenix Bloodline (5e Subclass)2015-12-15T23:34:20Z<p>24.208.40.15: </p>
<hr />
<div><br />
===Phoenix Sorcerer===<br />
As a Phoenix Sorcerer you have the power of a phoenix coursing through your veins. this power could be granted as a blessing for saving a phoenix or maybe a phoenix hatched just as you were born. Or maybe you are a [[phoelarch(5e race)]] descendant of the Phoenix <br />
<br />
===Bonus Spells===<br />
<br />
==== Inferno Sorcerer Bonus Spells ====<br />
you gain these spells at the specified Sorcerer level and they do not count against your spells known.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Sorcerer <br>Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''[[Armor of Othrys (5e Spell)|Armor of Othrys]], Burning Hands''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Flaming Sphere, Scorching Ray''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Fireball, [[Pit of Flame (5e Spell)|Pit of Flame]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Conjure Minor Elementals*, Wall of Fire''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Conjure Elemental**<br />
|}<br />
''*'' Unless you gain this spell from another source, you can summon only magma mephits, smoke mephits, or steam mephits with it.<br />
<br />
''**'' Unless you gain this spell from another source, you can summon only fire elementals with it.<br />
<br />
===Personal Flame===<br />
At first level You gain a unique fire that is all your own. When dealing fire damage you bypass one level of resistance. This increases to 2 levels at 10th level and 3 at 20th level.<br />
<br />
===Unarmored Defense===<br />
The blood of the phoenix coursing through your veins grants you a feathery armor. while not wearing armor you have an ac of 10+Charisma+Dexterity<br />
<br />
===Imbue Fire===<br />
At 6th level you gain proficiency in 1 martial weapon of your choice. You may imbue this weapon with one spell that deals fire damage. when you next attack with that weapon you may choose a spell you have imbued that spell is released upon a strike. You may imbue a weapon with an amount of spells up to your charisma modifier. If a spell is released upon a strike you may use the original roll with spell modifiers or roll again. when you imbue the spell it takes up the lvel of spell slot that casting the spell would this spell slot is unusable until that spell is released.<br />
<br />
===Flight of Fire===<br />
At 14thlevel You may as a bonus action create wings of pure fire energy. When you do this you gain a fly speed equal to your your move speed.<br />
<br />
===Breath of Flames===<br />
at 18th level you gain the ability to spend 2 sorcery points Exhale flames. when using this ability you shoot a line of fire(15ftlong 5 ft wide) any creature within this line makes a constitution save on a fail they take 10d10 damage or half as much on a success. <br />
----<br />
{{5e Archetypes Breadcrumb}}<br />
[[Category:Sorcerer]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Archetype]]</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Phoenix_Bloodline_(5e_Subclass)&diff=738715Phoenix Bloodline (5e Subclass)2015-12-15T23:32:49Z<p>24.208.40.15: </p>
<hr />
<div><br />
===Phoenix Sorcerer===<br />
As a Phoenix Sorcerer you have the power of a phoenix coursing through your veins. this power could be granted as a blessing for saving a phoenix or maybe a phoenix hatched just as you were born. Or maybe you are a [[Phoelarch(5e Race)(5e race)]] descendant of the Phoenix <br />
<br />
===Bonus Spells===<br />
<br />
==== Inferno Sorcerer Bonus Spells ====<br />
you gain these spells at the specified Sorcerer level and they do not count against your spells known.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Sorcerer <br>Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''[[Armor of Othrys (5e Spell)|Armor of Othrys]], Burning Hands''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Flaming Sphere, Scorching Ray''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Fireball, [[Pit of Flame (5e Spell)|Pit of Flame]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Conjure Minor Elementals*, Wall of Fire''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Conjure Elemental**<br />
|}<br />
''*'' Unless you gain this spell from another source, you can summon only magma mephits, smoke mephits, or steam mephits with it.<br />
<br />
''**'' Unless you gain this spell from another source, you can summon only fire elementals with it.<br />
<br />
===Personal Flame===<br />
At first level You gain a unique fire that is all your own. When dealing fire damage you bypass one level of resistance. This increases to 2 levels at 10th level and 3 at 20th level.<br />
<br />
===Unarmored Defense===<br />
The blood of the phoenix coursing through your veins grants you a feathery armor. while not wearing armor you have an ac of 10+Charisma+Dexterity<br />
<br />
===Imbue Fire===<br />
At 6th level you gain proficiency in 1 martial weapon of your choice. You may imbue this weapon with one spell that deals fire damage. when you next attack with that weapon you may choose a spell you have imbued that spell is released upon a strike. You may imbue a weapon with an amount of spells up to your charisma modifier. If a spell is released upon a strike you may use the original roll with spell modifiers or roll again. when you imbue the spell it takes up the lvel of spell slot that casting the spell would this spell slot is unusable until that spell is released.<br />
<br />
===Flight of Fire===<br />
At 14thlevel You may as a bonus action create wings of pure fire energy. When you do this you gain a fly speed equal to your your move speed.<br />
<br />
===Breath of Flames===<br />
at 18th level you gain the ability to spend 2 sorcery points Exhale flames. when using this ability you shoot a line of fire(15ftlong 5 ft wide) any creature within this line makes a constitution save on a fail they take 10d10 damage or half as much on a success. <br />
----<br />
{{5e Archetypes Breadcrumb}}<br />
[[Category:Sorcerer]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Archetype]]</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Phoenix_Bloodline_(5e_Subclass)&diff=738714Phoenix Bloodline (5e Subclass)2015-12-15T23:31:12Z<p>24.208.40.15: </p>
<hr />
<div><br />
===Phoenix Sorcerer===<br />
As a Phoenix Sorcerer you have the power of a phoenix coursing through your veins. this power could be granted as a blessing for saving a phoenix or maybe a phoenix hatched just as you were born. Or maybe you are a [[Phoelarch(5e race)]] descendant of the Phoenix <br />
<br />
===Bonus Spells===<br />
<br />
==== Inferno Sorcerer Bonus Spells ====<br />
you gain these spells at the specified Sorcerer level and they do not count against your spells known.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Sorcerer <br>Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''[[Armor of Othrys (5e Spell)|Armor of Othrys]], Burning Hands''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Flaming Sphere, Scorching Ray''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Fireball, [[Pit of Flame (5e Spell)|Pit of Flame]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Conjure Minor Elementals*, Wall of Fire''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Conjure Elemental**<br />
|}<br />
''*'' Unless you gain this spell from another source, you can summon only magma mephits, smoke mephits, or steam mephits with it.<br />
<br />
''**'' Unless you gain this spell from another source, you can summon only fire elementals with it.<br />
<br />
===Personal Flame===<br />
At first level You gain a unique fire that is all your own. When dealing fire damage you bypass one level of resistance. This increases to 2 levels at 10th level and 3 at 20th level.<br />
<br />
===Unarmored Defense===<br />
The blood of the phoenix coursing through your veins grants you a feathery armor. while not wearing armor you have an ac of 10+Charisma+Dexterity<br />
<br />
===Imbue Fire===<br />
At 6th level you gain proficiency in 1 martial weapon of your choice. You may imbue this weapon with one spell that deals fire damage. when you next attack with that weapon you may choose a spell you have imbued that spell is released upon a strike. You may imbue a weapon with an amount of spells up to your charisma modifier. If a spell is released upon a strike you may use the original roll with spell modifiers or roll again. when you imbue the spell it takes up the lvel of spell slot that casting the spell would this spell slot is unusable until that spell is released.<br />
<br />
===Flight of Fire===<br />
At 14thlevel You may as a bonus action create wings of pure fire energy. When you do this you gain a fly speed equal to your your move speed.<br />
<br />
===Breath of Flames===<br />
at 18th level you gain the ability to spend 2 sorcery points Exhale flames. when using this ability you shoot a line of fire(15ftlong 5 ft wide) any creature within this line makes a constitution save on a fail they take 10d10 damage or half as much on a success. <br />
----<br />
{{5e Archetypes Breadcrumb}}<br />
[[Category:Sorcerer]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Archetype]]</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Phoenix_Bloodline_(5e_Subclass)&diff=738713Phoenix Bloodline (5e Subclass)2015-12-15T23:29:20Z<p>24.208.40.15: Created page with " ===Phoenix Sorcerer=== As a Phoenix Sorcerer you have the power of a phoenix coursing through your veins. this power could be granted as a blessing for saving a phoenix or ma..."</p>
<hr />
<div><br />
===Phoenix Sorcerer===<br />
As a Phoenix Sorcerer you have the power of a phoenix coursing through your veins. this power could be granted as a blessing for saving a phoenix or maybe a phoenix hatched just as you were born. Or maybe you are a [[Phoelarch(5e race)| descendant of the Phoenix <br />
<br />
===Bonus Spells===<br />
<br />
==== Inferno Sorcerer Bonus Spells ====<br />
you gain these spells at the specified Sorcerer level and they do not count against your spells known.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Sorcerer <br>Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''[[Armor of Othrys (5e Spell)|Armor of Othrys]], Burning Hands''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Flaming Sphere, Scorching Ray''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Fireball, [[Pit of Flame (5e Spell)|Pit of Flame]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Conjure Minor Elementals*, Wall of Fire''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Conjure Elemental**<br />
|}<br />
''*'' Unless you gain this spell from another source, you can summon only magma mephits, smoke mephits, or steam mephits with it.<br />
<br />
''**'' Unless you gain this spell from another source, you can summon only fire elementals with it.<br />
<br />
===Personal Flame===<br />
At first level You gain a unique fire that is all your own. When dealing fire damage you bypass one level of resistance. This increases to 2 levels at 10th level and 3 at 20th level.<br />
<br />
===Unarmored Defense===<br />
The blood of the phoenix coursing through your veins grants you a feathery armor. while not wearing armor you have an ac of 10+Charisma+Dexterity<br />
<br />
===Imbue Fire===<br />
At 6th level you gain proficiency in 1 martial weapon of your choice. You may imbue this weapon with one spell that deals fire damage. when you next attack with that weapon you may choose a spell you have imbued that spell is released upon a strike. You may imbue a weapon with an amount of spells up to your charisma modifier. If a spell is released upon a strike you may use the original roll with spell modifiers or roll again. when you imbue the spell it takes up the lvel of spell slot that casting the spell would this spell slot is unusable until that spell is released.<br />
<br />
===Flight of Fire===<br />
At 14thlevel You may as a bonus action create wings of pure fire energy. When you do this you gain a fly speed equal to your your move speed.<br />
<br />
===Breath of Flames===<br />
at 18th level you gain the ability to spend 2 sorcery points Exhale flames. when using this ability you shoot a line of fire(15ftlong 5 ft wide) any creature within this line makes a constitution save on a fail they take 10d10 damage or half as much on a success. <br />
----<br />
{{5e Archetypes Breadcrumb}}<br />
[[Category:Sorcerer]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Archetype]]</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Runeseeker_(5e_Class)&diff=738445Runeseeker (5e Class)2015-12-15T00:29:26Z<p>24.208.40.15: </p>
<hr />
<div>Runeseekers are researchers of ancient runes, they carve them on their weapon to use it as a spellbook and arcane focus.<br />
<br />
==Runeseeker==<br />
<br />
Touching, the stone walls with a look of fascination in his eyes, a dwarf examines the ancient glyphs engraved on it, feeling the power they emanate with his fingertips and comparing them with the runes he etched on his axe. The axe suddenly shouts to warn him of danger, without hesitation he swings it at a sneaky group of shadow creatures. The moment the axe cuts the first one, the runes decorating it gleam light and erupt in an explosion of flames.<br />
Riding a wyvern covered in runic tattoos, a human clad in golden plate armor charges at high speed towards a red dragon in the sky, whispering an incantation as she couches her lance that becomes colder than ice. The dragon strikes with his claws against her large shield as she pierces his scales with her lance.<br />
A tiefling scarred by runes and horrifying drawings all over his face and his muscular body stands in the middle of a magic circle, chanting and dancing slowly holding a longsword in his hands. Suddenly he slices all along his own arm, letting the blood flow on the circle, the light of the candles becomes extremely bright and in a flash of light a demon appears in front of him. He commands it to kneel before him, and a diabolic grin appears on his face when the order is obeyed.<br />
Runeseekers are as interested in improving their magical power as they are in simply satisfying their strong curiosity, with a passion for history and tradition. Runes are a very ancient source of magical power, much more than the spells found written in books with ink, their understanding requires as much constant study as it requires direct experience and excavation missions in ancient ruins. <br />
Runeseekers are usually practical thinkers, they know well that delving into caverns filled with monsters is dangerous, and they prefer being well equipped. Runeseekers traditionally store their knowledge on useful objects, usually weapons that they also cover with enchantments, and in order to learn how to carve their runes they often become excellent weapon crafters.<br />
There are many more runes than the traditionally known ones that evolved into the dwarvish script, most magical runes are ideographic, not phonographic, and their shape can change greatly from culture to culture, runeseekers learn their hidden meaning in order to activate their magical powers. While runeseekers most commonly use runes with a norse style, sometimes they take the shape of oriental ideographs, detailed glyphs, tiny alchemic circles, cuneiform pictographs found in pyramids or even simplified doodles found in caves that were inhabited by the first men. <br />
<br />
<br />
===Creating a Runeseeker===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
When creating a runeseeker character the most important thing is defining how he got interested in the study of ancient cultures and languages. Did you discover you are the last descendant of a destroyed culture that you now want to study and pass on to a new generation? Are you just curious to understand all the tiny facets of history and language of a civilization that you find fascinating and exotic? Did your character find a magic axe engraved in runes while mining and started studying the meaning of the symbols, wanting to know more about where it came from and who made it? <br />
What drives you to find the vestiges of old civilizations? Do you want to reconnect with the spirits of your ancestors and recover the artifacts that once belonged to them? Are you an avid reader of epic poems and believe that many of the stories written by old authors hide truth on where to find ancient cities and relics? Do you want to teach everyone about the long lost history that you find in your adventures or do you want to keep your precious discoveries and the power that derives from them for yourself?<br />
<br />
====Quick Build====<br />
You can make a runeseeker quickly by following these suggestions. First, Strength should be your highest <br />
ability score, followed by Intelligence. (Some runeseekers who focus on ranged fighting make Dexterity higher than Strength.) Second, choose the guild artisan background. Third, choose the Beacon minor property and the Confident quirk for your runic weapon.<br />
<br />
==Class Features==<br />
{{5e Class Features<br />
|name=Runeseeker<br />
|summary=Runeseekers are researchers of ancient runes, they carve them on their weapon to use it as a spellbook and arcane focus.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=All armor, shields<br />
|weapons=simple weapons, martial weapons<br />
|tools=Choose one from smith's tools or woodcarver's tools<br />
|saves=Constitution, Intelligence<br />
|skills=Choose two from Arcana, Athletics, History, Investigation, Nature, Perception, and Persuasion.<br />
|item1a=a martial weapon and a shield<br />
|item1b=2 martial weapons<br />
|item2a=chain mail<br />
|item2b=leather, longbow, and 20 arrows<br />
|item3a=a scholar's pack and 2 daggers<br />
|item3b=a dungeoneer's pack and 2 hand axes<br />
|item4a=a set of smith's tools<br />
|item4b=a set of woodcarver's tools<br />
|classfeatures1=Find Runes, Runic Weapon<br />
|classfeatures2=Fighting Style, Spellcasting, Elemental Burst<br />
|classfeatures3=Rune Secret, Enhanced Runic Weapon<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Enchanting Rune, Extra Attunement<br />
|classfeatures7=Rune Secret feature<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Rune Secret feature<br />
|classfeatures11=Enchanting Rune, Eyes of the Rune Keeper<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Magical Rampage<br />
|classfeatures15=Rune Secret feature<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=Enchanting Rune<br />
|classfeatures19=<br />
|classfeatures20=Permanent Runes<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
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}}<br />
<br />
===Find Runes===<br />
Runes can be found hidden in the most unexpected places, and they can look like meaningless cuts on stones even to the most experienced wizard, your experience in exploring ancient ruins and your knowledge of ancient cultures is unparalleled. You have advantage on Intelligence (History) checks related to the buildings and engravings of ancient civilizations, as well as on Wisdom (Perception) checks and Intelligence (Investigation) checks in the surroundings of the remains of ancient civilizations when looking for hidden runes and runestones.<br />
Runestones function like scrolls, except that they are only a few symbols engraved on small stones and they are written in lost runic characters that are not related to any specific language, but represent directly magical energies. Only runeseekers can activate runestones.<br />
<br />
===Runic Weapon===<br />
You have a supernatural bond with your favorite weapon, a weapon that you enchanted with runes, or that you found or received already bearing ancient runes. When you get this feature choose one of your weapons, that weapon becomes your runic weapon. Your runic weapon is indestructible and you can summon it as a bonus action on your turn, causing it to teleport instantly in your hand. The weapon has a minor property and a quirk. Choose one of the minor properties in the Minor Property table in Chapter 7 of the Dungeon Master's Guide, then choose a quirk from the Quirk table in the same page, discuss with your DM any detail about the minor property and the quirk if necessary. If you are not the creator of your runic weapon you might want to choose with your DM characteristics from the Creator or Intended User table and the History table as well. Your DM might want you to roll on these two tables instead of choosing.<br />
Only you can attune to your runic weapon, if the quirk or the minor property have any effect that requires attunement. If you die anyone can attune to your runic weapon. The runic weapon doesn't count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can change your weapon at any time by spending an amount of time equal to your your proficiency bonus (hours)<br />
<br />
===Fighting Style=== <br />
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
====Archery====<br />
You gain a +2 bonus to attack rolls you make with ranged weapons. <br />
<br />
====Dueling====<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. <br />
<br />
====Great Weapon Fighting====<br />
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
====Two-Weapon Fighting====<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
===Spellcasting===<br />
Studying the runes confers you magic power, runes are extremely concise and your runic weapon has enough space to contain all your spells, growing more and more covered in inscriptions as your repertoire expands. You choose spells from the runeseeker spell list. See chapter 10 on the Player's Handbook for the general rules of spellcasting and the end of this document for the runeseeker spell list.<br />
<br />
====Runic Weapon as Spellbook====<br />
When you get spellcasting at 2nd level, your runic weapon contains six 1st-level runeseeker spells of your choice.<br />
The spells that you add to your runic weapon as you gain levels are each in the form of few specific runic characters coming from the research you conduct around ruins and in libraries, as well as from intellectual breakthroughs you have had about the way the runic characters interact. You might find other spells during your adventures. You could discover a runic spell recorded on the grave of an ancient mage king, for example, or out of luck on a pebble on the side of a river, or on the sword of an evil runeseeker you just defeated. Copying a spell into the runic weapon works exactly like a wizard spellbook, but you can't replace your runic weapon nor lose it, however you can create backups of your spells on stones or tablets even though it is usually not necessary.<br />
<br />
====Preparing and Casting Spells====<br />
The runeseeker table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
You prepare the list of runeseeker spells that are available for you to cast. To do so, choose a number of runeseeker spells from your runic weapon equal to your Intelligence modifier + half your runeseeker level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
For example, if you are a 5th-level runeseeker, you have <br />
four 1st-level and two 2nd-level spell slots. With an <br />
Intelligence of 14, your list of prepared spells can include <br />
four spells of 1st or 2nd level, in any combination. If you <br />
prepare the 1st-level spell Hex, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. <br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of runeseeker spells requires time spent studying your runic weapon and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
====Spellcasting Ability====<br />
Intelligence is your spellcasting ability for your runeseeker spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a runeseeker spell you cast and when making an attack roll with one. <br />
<br />
Spell save DC = 8 + your proficiency bonus + <br />
your Intelligence modifier<br />
Spell attack modifier = your proficiency bonus + <br />
your intelligence modifier<br />
<br />
====Arcane Focus====<br />
You can use an arcane focus (found in chapter 5 in the Player's Handbook) as a spellcasting focus for your runeseeker spells. Your runic weapon counts as spellcasting focus for your runeseeker spells. <br />
<br />
====Martial Somatic Components====<br />
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.<br />
<br />
====Learning Spells of 1st Level and Higher====<br />
Each time you gain a runeseeker level, you can add a runeseeker spell of your choice to your runic weapon. Each of these spells must be of a level for which you have spell slots, as shown on the Runeseeker table. On your adventures, you might find other spells that you can add to your runic weapon.<br />
<br />
===Elemental Burst===<br />
Starting at 2nd level, you add a rune to your weapon that lets you release elemental explosions originating from the point of contact between your weapon and your foes. When you hit a creature with a weapon attack using your runic weapon, you can expend one runeseeker spell slot to attempt to deal elemental damage to all creatures in 10-foot radius sphere centered on the creature you hit. If the <br />
original attack roll would hit any of the creatures in the sphere, it takes 2d6 damage for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. Choose the damage type between a damage type that any of your prepared spells can deal. You are immune to the damage of your own elemental burst.<br />
<br />
===Rune Secret===<br />
When you reach 3rd level, your knowledge of runes reaches forgotten techniques to create enchantments with runes. You choose the Secret of the Soul Runes, the Secret of the Mind Runes or the Secret of the Blood Runes, all detailed at the end of the class description.<br />
Your choice grants you features at 3rd level and again at 7th, 10th and 15th level<br />
<br />
===Enhanced Runic Weapon=== <br />
At 3rd level you discover a new rune that lets you unlock the true potential of your runic weapon. When you attune to your runic weapon, it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
===Ability Score Improvement===<br />
When you reach 4th level, and again at 8th, 12th, 16th, <br />
and 19th level, you can increase one ability score of your <br />
choice by 2, or you can increase two ability scores of <br />
your choice by 1. As normal, you can’t increase an ability <br />
score above 20 using this feature.<br />
<br />
===Extra Attack===<br />
Beginning at 5th level, you can attack twice, instead of <br />
once, whenever you take the Attack action on your turn.<br />
<br />
===Enchanting Runes=== <br />
Starting at 6th level you discover new runes to enchant your runic weapon permanently with great powers. Your runic weapon gains one enchanting rune of your choice, the enchanting runes provide their bonus only when you are attuned to your runic weapon. Your enchanting runes options are detailed at the end of the class description.<br />
The weapon gains new enchanting runes again when you reach 11th and 18th level.<br />
When you reach 11th level you can choose to create a second runic weapon, if you do, your second Enchanting Rune is put on the second runic weapon instead of the first one. The second Runic Weapon you create follows all rules listed in the Runic Weapon paragraph to be created and works for all effects and features regarding "your runic weapon" like Enhanced Runic Weapon.<br />
<br />
===Extra Attunement===<br />
When you reach 6th level, you can attune to an additional magic item.<br />
<br />
===Eyes of the Rune Keeper===<br />
When you reach 11th level your knowledge of ancient written languages reaches its peak. You can read all writing.<br />
<br />
===Magical Rampage===<br />
At 14th level, you can focus your weapon's fury towards the runic spells engraved on it. When you hit a creature with a weapon attack, you can cast as a bonus action a spell that has a casting time of 1 action.<br />
<br />
===Permanent Runes===<br />
When you reach 20th level you learn how to instil the power of your runes by engraving them on anything that they can affect. When you cast a 1st or 2nd level spell with a duration that is not "instantaneous", you can extend the casting time to 8 hours, if you do, the duration becomes "until dispelled". If the spell required concentration, it doesn't require it anymore. Any other condition for the spell to end specified in the spell description makes the spell end as usual.<br />
<br />
==Rune Secrets==<br />
To use runes it is necessary to carve them on something. Usually runeseekers carve runes on stones and on their runic weapon, however, with the advancement of their studies they discover new ways to inscribe runes, either as an improved way to carve on their weapon or new methods to inscribe runes on different things.<br />
<br />
===Secret of the Soul Runes===<br />
Runeseekers that choose this path seek to become master weapon crafters, trying to transform their runic weapon into the perfect weapon. Their crafting technique becomes so advanced and precise that the decorated runes carved on the runic weapon can instil life. <br />
Sometimes called soulsmiths, mastersmiths or arcane artisans, these runeseekers often seek to recreate long lost techniques of weapon crafting by finding ancient artifacts or forgotten ancient guides.<br />
<br />
====Master Artisan====<br />
At 3rd level, you gain proficiency with smith's tools or woodcarver's tools if you are not proficient in both already. Your proficiency bonus is doubled for any ability check you make that uses either of the two proficiencies.<br />
<br />
====Awakened Runic Weapon====<br />
At 3rd level your runic weapon becomes a sentient magic item that can communicate with you by transmitting emotions and it can sense the surrounding world with 30 feet of blindsight. You can decide the runic weapon's intelligence, wisdom and charisma by assigning the following scores in the order that you prefer: 14, 10, 8. Decide the weapon's personality traits by choosing them from the backgrounds in Chapter 4 in the Player's Handbook. The weapon remembers everything that happened to it from the moment it was created.<br />
At levels 7th, 10th and 15th the weapon's conscience and perception will grow in various ways. At 7th level it will be able to communicate with you telepathically while it is able to perceive your presence, its blindsight grows to 60 feet it also gains the warning rune described in the enchanting runes section. At 10th level the weapon becomes able to produce sounds and speak two languages of your choice, its blindsight grows to 90 feet. At 15th level the weapon becomes able to communicate telepathically with anyone it is able to perceive the presence of, its blindsight grows to 120 feet.<br />
At levels 7th, 10th and 15th you can increase one of its ability scores of your choice by 4, or you can increase two ability scores of your choice by 2. As normal, you can’t increase an ability score above 20.<br />
<br />
====Sculpt Elemental Burst====<br />
At 7th level your runic weapon can create pockets of relative safety within the effects of your elemental bursts. When you use your elemental burst you can choose a number of creatures equal to the expended spell slot or less. The chosen creatures are immune to the damage of your elemental burst.<br />
<br />
====Improved Elemental Burst====<br />
At 10th level your runic weapon learns how to release its energy with even more might at your command. Your elemental bursts now affect a 20-foot radius sphere centered on the creature you hit, instead of a 10-foot one.<br />
<br />
====Ultimate Affinity====<br />
At 15th level you and your runic weapon reach perfect mental coordination that lets you grant to the weapon the chance of moving freely on its own. You can move your runic weapon magically as long as your hands are free and the runic weapon is within 5 feet of you, in combat you can attack as if using your hands without having to move a muscle. <br />
When you hit a creature with a weapon attack using your runic weapon, the weapon goes on a sudden and brief frenzy, attacking other enemies around the creature, temporarily exiting out of the area where you can wield the weapon magically in normal conditions. Choose any number of other enemies in a 20-foot radius sphere centered on the creature you hit. If the original attack roll would hit any of the chosen creatures, it takes damage equal to the damage you dealt to the creature you hit first. The damage is of the same type dealt by the original attack.<br />
Ranged runic weapons are able to control their projectiles to achieve the same result. this can only be done once per turn and does not count as your action but your weapons action so you still get your two attacks.<br />
<br />
===Secret of the Mind Runes=== <br />
Some runeseekers have a personal preference for enchantment, curious of finding ways to permanently influence the mind of other creatures. Others have a strong desire to be leaders and don't like to get their hands dirty with lowly jobs. Some want to punish evil doers and take them under their control to force them to act for good under their service. In other cases they are master riders or beast trainers that want the talent to tame anything. For any of these reasons, runeseekers might discover the technique of controlling minds by tattooing enchanting runes on any creature. <br />
Often these runeseekers earn themselves different titles depending on the creatures they are most often seen with. For example dragon trainers when they manage to get a dragon under their control. Death knights or demon knights when they are seen fighting with undead creatures or fiends. Elemental lords when they manage to draw their runes on the animated elemental power that is elementals. Others are less picky about who they will control and earn more generic names like mind benders or arcane slavers.<br />
<br />
====Tattooed Runes====<br />
At 3rd level, you gain proficiency with tattooist's tools. You can draw runes on other creatures using tattoos.<br />
<br />
====Binding Runes====<br />
At 3rd level you learn how to tattoo mind-bending runes on other weaker creatures to make them into your subordinates. With a 8 hour ritual you can bind an unconscious creature with 0 current hit points and a challenge rating of 1 or lower and an intelligence score of 3 or lower. After the creature is bound to you their intelligence score permanently becomes 1. After the ritual the bound creature is covered in tattooed runes that grant you control over it. You can bind only one creature at a time, if you bind a new creature the previous one is automatically released.<br />
The bound creature obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the bound creature where to move (no action required by you). You can use your action to verbally command it to take an action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the bound creature to take an action. When you are unconscious or sleeping and when you are more than a mile away from the bound creature, the bound creature becomes unconscious. The bound creature is immune to damage from your elemental burst.<br />
You can bind more powerful creatures at higher levels. At 7th level you can bind a creature with a challenge rating of 2 or lower. At 10th level you can bind a creature with a challenge rating of 4 or lower. At 15th level you can bind a creature with a challenge rating of 6 or lower. <br />
<br />
====Mind Bending====<br />
When you reach 7th level you can break the will of intelligent creatures under your control. The intelligence score of a bound creature can be 6 or lower, after the creature is bound to you it permanently loses the ability to speak and comprehend languages. <br />
You can bind more intelligent creatures at higher levels. At 10th level you can bind a creature with an intelligence score of 10 or lower. At 15th level you can bind a creature with an intelligence score of 12 or lower.<br />
<br />
===Secret of the Blood Runes===<br />
Sometimes called blood mages, blood knights or simply skincarvers, these runeseekers have no qualms when it comes to achieve more power. Experimenting with their own skin and blood they transform their weapon in a part of their body, bonding through the forbidden use of blood sacrifices. Specialised in the flow of life force and magical power, they soon start to understand how to manipulate this flow between living creatures in order to steal the vital energy out of other beings. <br />
Sometimes they try to use their macabre powers for the greater good, but when they get used to the taste of vital energy, it becomes hard to keep their grip on sanity. Others just embrace the insanity and transform their bodies in a canvas for carved runes, sometimes even transforming themselves into vampires or liches without the slightest shade of regret.<br />
<br />
====Skincarved Runes====<br />
At 3rd level, you gain proficiency with the skincarver's tools. Skin carving is a technique similar to tattooing, but distinct in that the skin is carved by chisels. You gain proficiency with the Medicine skill if you don't have it already. If you are already proficient in the Medicine skill your proficiency bonus is doubled for any ability check you make that uses Medicine. You can skincarve runes on your own body.<br />
<br />
====Blood Bounty====<br />
At 3rd level you carve runes on your skin while letting the blood enchant your weapon, creating a strong bond that lets you drain life from the blood of your slain enemies. When you reduce a hostile creature to 0 hit points, you regain hit points equal to the full damage that your attack would have inflicted if the creature's hit points weren't reduced to 0.<br />
<br />
====Blood Magic====<br />
At 3rd level you can sacrifice blood to regain magical energy. You can use a bonus action to take 3d10 slashing or piercing damage and recover a 1st level expended runeseeker spell slot, or a level higher for each additional 3d10 damage that you are willing to take. This damage cannot be reduced by resistances, immunities or by other means.<br />
For example if you are a 10th level runeseeker you can take 9d10 damage to recover a 3rd level spell slot, 6d10 damage to recover a 2nd level spell slot or 3d10 damage to recover a 1st level spell slot.<br />
<br />
====Drain Surge====<br />
At 7th level the runes you carve on your skin let you gain more control on when to drain life from your enemies. When you hit a creature with a weapon attack using your runic weapon, you can decide to regain hit points equal to half the amount of damage dealt with the attack to that one creature.<br />
Once you use this feature, you must finish a short or long rest before you can use it again.<br />
<br />
====Blood Lust====<br />
At 10th level when you drain life from your foes without the need to recover from your wounds, you enter a state of uncontrolled blood lust. When you would regain hit points from blood bounty or drain surge but your current hit points are already equal to your total hit points, until the end of your next turn you gain advantage to all attack rolls and deal 1d6 more damage to any creature you hit. <br />
The effects do not stack if they are triggered again while they are already in place, the effects simply last until the end of next turn starting from the last trigger that ensued.<br />
During a bloodlust the flesh of one of your hands grows into your weapon and vice versa, blending seamlessly. You can't be disarmed from your runic weapon and you can't sheathe your sword or use the hand for anything other than attacking with your weapon until the blood lust ends.<br />
<br />
====Advanced Blood Magic====<br />
At 15th level you reach final understanding of blood magic, you can sacrifice blood to improve the power of your spells. When you cast a spell you can take 2d10 slashing or piercing damage and cast the spell as if it was cast with one higher spell slot than the one you used, or a level higher for each additional 2d10 damage that you are willing to take, if the damage brings you to 0 hit points the spell is not cast. This damage cannot be reduced by resistances, immunities or by other means. The spell level can exceed your highest spell slot level up to 8th level. When you reach 17th level the spell level can reach 9th level. <br />
For example if you are a 17th level runeseeker and you cast a 5th level spell you can take 4d10 damage to cast it as a 7th level spell, 2d10 damage to cast it as a 6th level spell or 8d10 damage to cast it as a 9th level spell.<br />
<br />
==Enchanting Runes==<br />
You can't choose the same rune more than once when you get the enchanting rune feature. All of these features require attunement. Your runic weapon becomes a Rare magic item when you add the first rune, Very Rare with the second one Legendary with the third one.<br />
<br />
====Arrow Rune====<br />
You gain a +1 bonus to attack and damage rolls made with this weapon. If the weapon is ranged it can automatically generate its own ammunitions when shooting as long as you don't want to use your ammunition. If you choose to let the weapon generate its own ammunition, it loads itself and loses the loading property if it has it.<br />
<br />
====Corrosion Rune====<br />
When you hit a creature with this weapon, that creature takes an extra 1d4 acid damage, at the start of their next turn the creature takes 1d4 more damage.<br />
<br />
====Death Rune====<br />
You gain a +1 bonus to attack and damage rolls made with this weapon. When you hit a creature with this weapon, if the target has 20 hit points or fewer after taking this damage, it must succeed a Constitution saving throw or be destroyed. the DC of the saving throw is 15 plus your proficiency bonus.<br />
<br />
====Decay Rune====<br />
When you hit a creature with this weapon, that creature takes an extra 1d6 necrotic damage, the creature can't regain hit points until the end of their next turn.<br />
<br />
====Defense Rune====<br />
You gain a +1 bonus to your AC when holding this weapon.<br />
<br />
====Drain Rune====<br />
You gain a +1 bonus to attack and damage rolls made with this weapon. When you hit a creature with this weapon, you regain 1 hit point per every 2 you deal.<br />
<br />
====Fear Rune====<br />
When you hit a creature with this weapon, that creature takes an extra 1d6 psychic damage. You can choose to cause the creature you hit to be frightened until the end of their next turn. This property can't be used again until the next dawn.<br />
<br />
====Ferocity Rune====<br />
You gain a +1 bonus to attack and damage rolls made with this weapon. When you roll a 20 on your attack roll with this weapon, the target takes an extra 7 damage of the weapon's type.<br />
<br />
====Flame Rune====<br />
When you hit a creature with this weapon, that creature takes an extra 1d6 fire damage. You can use a bonus action to speak this weapon's command word, causing flames to erupt from it. These flames shed bright light in a 60-foot radius and dim light for an additional 60 feet. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.<br />
<br />
====Flight Rune====<br />
You gain a +1 bonus to attack and damage rolls made with this weapon. If the weapon is melee and doesn't have the thrown property it gains the thrown (20/60) property. If the weapon already has the thrown property or the ranged property, its normal range increases by 20 feet and its maximum range increases by 60 feet.<br />
<br />
====Force Rune====<br />
When you hit a creature with this weapon, that creature takes an extra 1d6 force damage and is pushed up to 10 feet away from you or pulled 10 feet towards you.<br />
<br />
====Frost Rune====<br />
When you hit a creature with this weapon, that creature takes an extra 1d6 cold damage and its speed is reduced by 10 feet until the end of their next turn, it can't reduced by less than 10 feet this way.<br />
<br />
====Knowledge Rune====<br />
You gain a +1 bonus to attack and damage rolls made with this weapon. When you make an Intelligence check you can choose to get advantage on that check. This property can't be used again until the next dawn.<br />
<br />
====Lightweight Rune====<br />
You gain a +1 bonus to attack and damage rolls made with this weapon. If the weapon is melee and has the heavy and two handed property it loses them and gains the versatile property, it deals its normal damage when used with two hands and 1d8 damage when used with one hand. If the melee weapon doesn't have the heavy or two handed property, it gains the light and finesse properties.<br />
<br />
====Luck Rune====<br />
You gain a +1 bonus to attack and damage rolls made with this weapon. You can call on the weapon's luck (no action required) to reroll one attack roll you dislike made with this weapon. You must use the second roll. This property can't be used again until the next dawn.<br />
<br />
====Oath Rune====<br />
When you use this weapon to make an attack, you can speak this weapon's command word and make the target of your attack become your sworn enemy until it dies or until the next dawn. When your sworn enemy dies you can choose a new one after the next dawn. When you hit your sworn enemy with an attack, it takes an extra 2d6 damage of the weapon's type.<br />
<br />
====Radiance Rune====<br />
When you hit a creature with this weapon, that creature takes an extra 1d6 radiant damage. You can choose to cause the creature you hit to be blinded until the end of their next turn. This property can't be used again until the next dawn.<br />
<br />
====Rage Rune====<br />
When you hit a creature with this weapon and your current hit points are equal to less than half of your total hit points, the target takes an extra 1d10 damage of the weapon's type.<br />
<br />
====Return Rune====<br />
You gain a +1 bonus to attack and damage rolls made with this weapon. You can cause the weapon to teleport instantly in your hand without expending a bonus action, with the same effort that it requires you to normally sheath the weapon. If the weapon has the thrown property it automatically appears in your hand right after each attack.<br />
<br />
====Shapelessness Rune====<br />
You gain a +1 bonus to attack and damage rolls made with this weapon. You can expend your bonus action to transform this weapon into any weapon, it gains all of the properties of the new weapon and stays into that shape permanently until changed into a new one, You are proficient in whatever form your weapon takes.<br />
<br />
====Sharpness Rune====<br />
If the weapon deals slashing damage, when you attack a creature with this weapon and roll a 20 you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead.<br />
<br />
====Storm Rune====<br />
When you hit a creature with this weapon, that creature takes an extra 1d6 lightning damage and can't take reactions until the end of your next turn.<br />
<br />
====Thunderclap Rune====<br />
When you hit a creature with this weapon, that creature takes an extra 1d6 thunder damage and is deafened for a minute. You can't be deafened while wielding this weapon. As a bonus action you can make your voice boom up to three times as loud as normal for one minute or you can create an instantaneous sound that originates from 30 feet of you such as the rumble of a thunder, the cry of a raven or ominous whispers.<br />
<br />
====Vengeance Rune====<br />
When you hit a creature with this weapon, the target takes an extra 1d10 damage of the weapon's type if it was the last creature to deal damage to you.<br />
<br />
====Venom Rune====<br />
When you hit a creature with this weapon, that creature takes an extra 1d6 poison damage. You can choose to cause the creature you hit to be poisoned until the end of their next turn. This property can't be used again until the next dawn.<br />
<br />
====Viciousness Rune====<br />
When you roll a 20 on your attack roll with this weapon, the target takes an extra 14 damage of the weapon's type.<br />
<br />
====Vigor Rune====<br />
When you hit a creature with this weapon and your current hit points are equal to your total hit points, the target takes an extra 2d6 damage of the weapon's type.<br />
<br />
====Warning Rune====<br />
You gain a +1 bonus to attack and damage rolls made with this weapon. This weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.<br />
<br />
==Runeseeker Spells==<br />
The spells in the following list can be found in Chapter 11 of the Player's Handbook, except for those marked with an asterisk, found in Chapter 2 of the Elemental Evil Player's Companion.<br />
<br />
====1st Level====<br />
Burning Hands, Catapult*, Charm Person, Color Spray, Comprehend Languages, Detect Magic, False Life, Feather Fall, Find Familiar, Fog Cloud, Hellish Rebuke, Hex, Ice Knife*, Identify, Illusory Script, Longstrider, Magic Missile, Protection from Evil and Good, Ray of Sickness, Shield, Thunderwave, Witch Bolt<br />
<br />
====2nd Level====<br />
Aganazzar's Scorcher*, Arcane Lock, Cloud of Daggers, Continual Flame, Darkvision, Detect Thoughts, Enlarge/Reduce, Enthrall, Flaming Sphere, Gust of Wind, Knock, Levitate, Locate Object, Magic Weapon, Melf’s Acid Arrow, Misty Step, Pyrotechnics*, Ray of Enfeeblement, Scorching Ray, Shatter, Spider Climb, Suggestion <br />
<br />
====3rd Level====<br />
Bestow Curse, Clairvoyance, Counterspell, Dispel Magic, Elemental Weapon, Fear, Feign Death, Fireball, Flame Arrows*, Fly, Glyph of Warding, Haste, Lightning Bolt, Magic Circle, Melf's Minute Meteors*, Phantom Steed, Protection from Energy, Remove Curse, Sending, Sleet Storm, Slow, Tongues, Vampiric Touch, <br />
<br />
====4th Level====<br />
Arcane Eye, Banishment, Blight, Confusion, Conjure Minor Elementals, Control Water, Dimension Door, Elemental Bane*, Evard's Black Tentacles, Fabricate, Fire Shield, Ice Storm, Leomund’s Secret Chest, Locate Creature, Mordenkainen’s Faithful Hound, Otiluke’s Resilient Sphere, Phantasmal Killer, Polymorph, Stone Shape, Stoneskin, Vitriolic Sphere*, Wall of Fire<br />
<br />
====5th Level====<br />
Animate Objects, Bigby’s Hand, Cloudkill, Cone of Cold, Conjure Elemental, Contact Other Plane, Creation, Dominate Person, Dream, Geas, Hold Monster, Immolation*, Legend Lore, Modify Memory, Passwall, Planar Binding, Rary’s Telepathic Bond, Scrying, Telekinesis, Teleportation Circle, Transmute Rock*, Wall of Force, Wall of Stone<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Runeseeker class, you must meet these prerequisites: Strength 13 and Intelligence 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Runeseeker class, you gain the following proficiencies: Light armor, medium armor, shields, simple <br />
weapons, martial weapons<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Runeseeker_(5e_Class)&diff=738444Runeseeker (5e Class)2015-12-15T00:28:36Z<p>24.208.40.15: Undo revision 735876 by Hermetist (talk)</p>
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<div>Runeseekers are researchers of ancient runes, they carve them on their weapon to use it as a spellbook and arcane focus.<br />
<br />
==Runeseeker==<br />
<br />
Touching, the stone walls with a look of fascination in his eyes, a dwarf examines the ancient glyphs engraved on it, feeling the power they emanate with his fingertips and comparing them with the runes he etched on his axe. The axe suddenly shouts to warn him of danger, without hesitation he swings it at a sneaky group of shadow creatures. The moment the axe cuts the first one, the runes decorating it gleam light and erupt in an explosion of flames.<br />
Riding a wyvern covered in runic tattoos, a human clad in golden plate armor charges at high speed towards a red dragon in the sky, whispering an incantation as she couches her lance that becomes colder than ice. The dragon strikes with his claws against her large shield as she pierces his scales with her lance.<br />
A tiefling scarred by runes and horrifying drawings all over his face and his muscular body stands in the middle of a magic circle, chanting and dancing slowly holding a longsword in his hands. Suddenly he slices all along his own arm, letting the blood flow on the circle, the light of the candles becomes extremely bright and in a flash of light a demon appears in front of him. He commands it to kneel before him, and a diabolic grin appears on his face when the order is obeyed.<br />
Runeseekers are as interested in improving their magical power as they are in simply satisfying their strong curiosity, with a passion for history and tradition. Runes are a very ancient source of magical power, much more than the spells found written in books with ink, their understanding requires as much constant study as it requires direct experience and excavation missions in ancient ruins. <br />
Runeseekers are usually practical thinkers, they know well that delving into caverns filled with monsters is dangerous, and they prefer being well equipped. Runeseekers traditionally store their knowledge on useful objects, usually weapons that they also cover with enchantments, and in order to learn how to carve their runes they often become excellent weapon crafters.<br />
There are many more runes than the traditionally known ones that evolved into the dwarvish script, most magical runes are ideographic, not phonographic, and their shape can change greatly from culture to culture, runeseekers learn their hidden meaning in order to activate their magical powers. While runeseekers most commonly use runes with a norse style, sometimes they take the shape of oriental ideographs, detailed glyphs, tiny alchemic circles, cuneiform pictographs found in pyramids or even simplified doodles found in caves that were inhabited by the first men. <br />
<br />
<br />
===Creating a Runeseeker===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
When creating a runeseeker character the most important thing is defining how he got interested in the study of ancient cultures and languages. Did you discover you are the last descendant of a destroyed culture that you now want to study and pass on to a new generation? Are you just curious to understand all the tiny facets of history and language of a civilization that you find fascinating and exotic? Did your character find a magic axe engraved in runes while mining and started studying the meaning of the symbols, wanting to know more about where it came from and who made it? <br />
What drives you to find the vestiges of old civilizations? Do you want to reconnect with the spirits of your ancestors and recover the artifacts that once belonged to them? Are you an avid reader of epic poems and believe that many of the stories written by old authors hide truth on where to find ancient cities and relics? Do you want to teach everyone about the long lost history that you find in your adventures or do you want to keep your precious discoveries and the power that derives from them for yourself?<br />
<br />
====Quick Build====<br />
You can make a runeseeker quickly by following these suggestions. First, Strength should be your highest <br />
ability score, followed by Intelligence. (Some runeseekers who focus on ranged fighting make Dexterity higher than Strength.) Second, choose the guild artisan background. Third, choose the Beacon minor property and the Confident quirk for your runic weapon.<br />
<br />
==Class Features==<br />
{{5e Class Features<br />
|name=Runeseeker<br />
|summary=Runeseekers are researchers of ancient runes, they carve them on their weapon to use it as a spellbook and arcane focus.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=All armor, shields<br />
|weapons=simple weapons, martial weapons<br />
|tools=Choose one from smith's tools or woodcarver's tools<br />
|saves=Constitution, Intelligence<br />
|skills=Choose two from Arcana, Athletics, History, Investigation, Nature, Perception, and Persuasion.<br />
|item1a=a martial weapon and a shield<br />
|item1b=2 martial weapons<br />
|item2a=chain mail<br />
|item2b=leather, longbow, and 20 arrows<br />
|item3a=a scholar's pack and 2 daggers<br />
|item3b=a dungeoneer's pack and 2 hand axes<br />
|item4a=a set of smith's tools<br />
|item4b=a set of woodcarver's tools<br />
|classfeatures1=Find Runes, Runic Weapon<br />
|classfeatures2=Fighting Style, Spellcasting, Elemental Burst<br />
|classfeatures3=Rune Secret, Enhanced Runic Weapon<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Enchanting Rune, Extra Attunement<br />
|classfeatures7=Rune Secret feature<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Rune Secret feature<br />
|classfeatures11=Enchanting Rune, Eyes of the Rune Keeper<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Magical Rampage<br />
|classfeatures15=Rune Secret feature<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=Enchanting Rune<br />
|classfeatures19=<br />
|classfeatures20=Permanent Runes<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
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}}<br />
<br />
===Find Runes===<br />
Runes can be found hidden in the most unexpected places, and they can look like meaningless cuts on stones even to the most experienced wizard, your experience in exploring ancient ruins and your knowledge of ancient cultures is unparalleled. You have advantage on Intelligence (History) checks related to the buildings and engravings of ancient civilizations, as well as on Wisdom (Perception) checks and Intelligence (Investigation) checks in the surroundings of the remains of ancient civilizations when looking for hidden runes and runestones.<br />
Runestones function like scrolls, except that they are only a few symbols engraved on small stones and they are written in lost runic characters that are not related to any specific language, but represent directly magical energies. Only runeseekers can activate runestones.<br />
<br />
===Runic Weapon===<br />
You have a supernatural bond with your favorite weapon, a weapon that you enchanted with runes, or that you found or received already bearing ancient runes. When you get this feature choose one of your weapons, that weapon becomes your runic weapon. Your runic weapon is indestructible and you can summon it as a bonus action on your turn, causing it to teleport instantly in your hand. The weapon has a minor property and a quirk. Choose one of the minor properties in the Minor Property table in Chapter 7 of the Dungeon Master's Guide, then choose a quirk from the Quirk table in the same page, discuss with your DM any detail about the minor property and the quirk if necessary. If you are not the creator of your runic weapon you might want to choose with your DM characteristics from the Creator or Intended User table and the History table as well. Your DM might want you to roll on these two tables instead of choosing.<br />
Only you can attune to your runic weapon, if the quirk or the minor property have any effect that requires attunement. If you die anyone can attune to your runic weapon. The runic weapon doesn't count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can change your weapon at any time by spending an amount of time equal to your your proficiency bonus (hours)<br />
<br />
===Fighting Style=== <br />
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
====Archery====<br />
You gain a +2 bonus to attack rolls you make with ranged weapons. <br />
<br />
====Dueling====<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. <br />
<br />
====Great Weapon Fighting====<br />
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
====Two-Weapon Fighting====<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
===Spellcasting===<br />
Studying the runes confers you magic power, runes are extremely concise and your runic weapon has enough space to contain all your spells, growing more and more covered in inscriptions as your repertoire expands. You choose spells from the runeseeker spell list. See chapter 10 on the Player's Handbook for the general rules of spellcasting and the end of this document for the runeseeker spell list.<br />
<br />
====Runic Weapon as Spellbook====<br />
When you get spellcasting at 2nd level, your runic weapon contains six 1st-level runeseeker spells of your choice.<br />
The spells that you add to your runic weapon as you gain levels are each in the form of few specific runic characters coming from the research you conduct around ruins and in libraries, as well as from intellectual breakthroughs you have had about the way the runic characters interact. You might find other spells during your adventures. You could discover a runic spell recorded on the grave of an ancient mage king, for example, or out of luck on a pebble on the side of a river, or on the sword of an evil runeseeker you just defeated. Copying a spell into the runic weapon works exactly like a wizard spellbook, but you can't replace your runic weapon nor lose it, however you can create backups of your spells on stones or tablets even though it is usually not necessary.<br />
<br />
====Preparing and Casting Spells====<br />
The runeseeker table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
You prepare the list of runeseeker spells that are available for you to cast. To do so, choose a number of runeseeker spells from your runic weapon equal to your Intelligence modifier + half your runeseeker level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
For example, if you are a 5th-level runeseeker, you have <br />
four 1st-level and two 2nd-level spell slots. With an <br />
Intelligence of 14, your list of prepared spells can include <br />
four spells of 1st or 2nd level, in any combination. If you <br />
prepare the 1st-level spell Hex, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. <br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of runeseeker spells requires time spent studying your runic weapon and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
====Spellcasting Ability====<br />
Intelligence is your spellcasting ability for your runeseeker spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a runeseeker spell you cast and when making an attack roll with one. <br />
<br />
Spell save DC = 8 + your proficiency bonus + <br />
your Intelligence modifier<br />
Spell attack modifier = your proficiency bonus + <br />
your intelligence modifier<br />
<br />
====Arcane Focus====<br />
You can use an arcane focus (found in chapter 5 in the Player's Handbook) as a spellcasting focus for your runeseeker spells. Your runic weapon counts as spellcasting focus for your runeseeker spells. <br />
<br />
====Martial Somatic Components====<br />
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.<br />
<br />
====Learning Spells of 1st Level and Higher====<br />
Each time you gain a runeseeker level, you can add a runeseeker spell of your choice to your runic weapon. Each of these spells must be of a level for which you have spell slots, as shown on the Runeseeker table. On your adventures, you might find other spells that you can add to your runic weapon.<br />
<br />
===Elemental Burst===<br />
Starting at 2nd level, you add a rune to your weapon that lets you release elemental explosions originating from the point of contact between your weapon and your foes. When you hit a creature with a weapon attack using your runic weapon, you can expend one runeseeker spell slot to attempt to deal elemental damage to all creatures in 10-foot radius sphere centered on the creature you hit. If the <br />
original attack roll would hit any of the creatures in the sphere, it takes 2d6 damage for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. Choose the damage type between a damage type that any of your prepared spells can deal. You are immune to the damage of your own elemental burst.<br />
<br />
===Rune Secret===<br />
When you reach 3rd level, your knowledge of runes reaches forgotten techniques to create enchantments with runes. You choose the Secret of the Soul Runes, the Secret of the Mind Runes or the Secret of the Blood Runes, all detailed at the end of the class description.<br />
Your choice grants you features at 3rd level and again at 7th, 10th and 15th level<br />
<br />
===Enhanced Runic Weapon=== <br />
At 3rd level you discover a new rune that lets you unlock the true potential of your runic weapon. When you attune to your runic weapon, it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
===Ability Score Improvement===<br />
When you reach 4th level, and again at 8th, 12th, 16th, <br />
and 19th level, you can increase one ability score of your <br />
choice by 2, or you can increase two ability scores of <br />
your choice by 1. As normal, you can’t increase an ability <br />
score above 20 using this feature.<br />
<br />
===Split Runes===<br />
At fourth level you may copy your runes from one weapon to another this splits the power between them they both count as your runic weapon if you choose to do this there are limitations: there can only be 2 weapons bearing your runes, If the 2 weapons are over 15 ft away from each other your weapon loses any abilities granted by the runes this is returned when they reenter each others presence(become within 15ft of each other, if they are both 15ft away from you you cannot cast any spells until they are within 15 ft of you, If you do this you must forefiet your level 4 ability score increase. <br />
<br />
===Extra Attack===<br />
Beginning at 5th level, you can attack twice, instead of <br />
once, whenever you take the Attack action on your turn.<br />
<br />
===Enchanting Runes=== <br />
Starting at 6th level you discover new runes to enchant your runic weapon permanently with great powers. Your runic weapon gains one enchanting rune of your choice, the enchanting runes provide their bonus only when you are attuned to your runic weapon. Your enchanting runes options are detailed at the end of the class description.<br />
The weapon gains new enchanting runes again when you reach 11th and 18th level.<br />
When you reach 11th level you can choose to create a second runic weapon, if you do, your second Enchanting Rune is put on the second runic weapon instead of the first one. The second Runic Weapon you create follows all rules listed in the Runic Weapon paragraph to be created and works for all effects and features regarding "your runic weapon" like Enhanced Runic Weapon.<br />
<br />
===Extra Attunement===<br />
When you reach 6th level, you can attune to an additional magic item.<br />
<br />
===Eyes of the Rune Keeper===<br />
When you reach 11th level your knowledge of ancient written languages reaches its peak. You can read all writing.<br />
<br />
===Magical Rampage===<br />
At 14th level, you can focus your weapon's fury towards the runic spells engraved on it. When you hit a creature with a weapon attack, you can cast as a bonus action a spell that has a casting time of 1 action.<br />
<br />
===Permanent Runes===<br />
When you reach 20th level you learn how to instil the power of your runes by engraving them on anything that they can affect. When you cast a 1st or 2nd level spell with a duration that is not "instantaneous", you can extend the casting time to 8 hours, if you do, the duration becomes "until dispelled". If the spell required concentration, it doesn't require it anymore. Any other condition for the spell to end specified in the spell description makes the spell end as usual.<br />
<br />
==Rune Secrets==<br />
To use runes it is necessary to carve them on something. Usually runeseekers carve runes on stones and on their runic weapon, however, with the advancement of their studies they discover new ways to inscribe runes, either as an improved way to carve on their weapon or new methods to inscribe runes on different things.<br />
<br />
===Secret of the Soul Runes===<br />
Runeseekers that choose this path seek to become master weapon crafters, trying to transform their runic weapon into the perfect weapon. Their crafting technique becomes so advanced and precise that the decorated runes carved on the runic weapon can instil life. <br />
Sometimes called soulsmiths, mastersmiths or arcane artisans, these runeseekers often seek to recreate long lost techniques of weapon crafting by finding ancient artifacts or forgotten ancient guides.<br />
<br />
====Master Artisan====<br />
At 3rd level, you gain proficiency with smith's tools or woodcarver's tools if you are not proficient in both already. Your proficiency bonus is doubled for any ability check you make that uses either of the two proficiencies.<br />
<br />
====Awakened Runic Weapon====<br />
At 3rd level your runic weapon becomes a sentient magic item that can communicate with you by transmitting emotions and it can sense the surrounding world with 30 feet of blindsight. You can decide the runic weapon's intelligence, wisdom and charisma by assigning the following scores in the order that you prefer: 14, 10, 8. Decide the weapon's personality traits by choosing them from the backgrounds in Chapter 4 in the Player's Handbook. The weapon remembers everything that happened to it from the moment it was created.<br />
At levels 7th, 10th and 15th the weapon's conscience and perception will grow in various ways. At 7th level it will be able to communicate with you telepathically while it is able to perceive your presence, its blindsight grows to 60 feet it also gains the warning rune described in the enchanting runes section. At 10th level the weapon becomes able to produce sounds and speak two languages of your choice, its blindsight grows to 90 feet. At 15th level the weapon becomes able to communicate telepathically with anyone it is able to perceive the presence of, its blindsight grows to 120 feet.<br />
At levels 7th, 10th and 15th you can increase one of its ability scores of your choice by 4, or you can increase two ability scores of your choice by 2. As normal, you can’t increase an ability score above 20.<br />
<br />
====Sculpt Elemental Burst====<br />
At 7th level your runic weapon can create pockets of relative safety within the effects of your elemental bursts. When you use your elemental burst you can choose a number of creatures equal to the expended spell slot or less. The chosen creatures are immune to the damage of your elemental burst.<br />
<br />
====Improved Elemental Burst====<br />
At 10th level your runic weapon learns how to release its energy with even more might at your command. Your elemental bursts now affect a 20-foot radius sphere centered on the creature you hit, instead of a 10-foot one.<br />
<br />
====Ultimate Affinity====<br />
At 15th level you and your runic weapon reach perfect mental coordination that lets you grant to the weapon the chance of moving freely on its own. You can move your runic weapon magically as long as your hands are free and the runic weapon is within 5 feet of you, in combat you can attack as if using your hands without having to move a muscle. <br />
When you hit a creature with a weapon attack using your runic weapon, the weapon goes on a sudden and brief frenzy, attacking other enemies around the creature, temporarily exiting out of the area where you can wield the weapon magically in normal conditions. Choose any number of other enemies in a 20-foot radius sphere centered on the creature you hit. If the original attack roll would hit any of the chosen creatures, it takes damage equal to the damage you dealt to the creature you hit first. The damage is of the same type dealt by the original attack.<br />
Ranged runic weapons are able to control their projectiles to achieve the same result. this can only be done once per turn and does not count as your action but your weapons action so you still get your two attacks.<br />
<br />
===Secret of the Mind Runes=== <br />
Some runeseekers have a personal preference for enchantment, curious of finding ways to permanently influence the mind of other creatures. Others have a strong desire to be leaders and don't like to get their hands dirty with lowly jobs. Some want to punish evil doers and take them under their control to force them to act for good under their service. In other cases they are master riders or beast trainers that want the talent to tame anything. For any of these reasons, runeseekers might discover the technique of controlling minds by tattooing enchanting runes on any creature. <br />
Often these runeseekers earn themselves different titles depending on the creatures they are most often seen with. For example dragon trainers when they manage to get a dragon under their control. Death knights or demon knights when they are seen fighting with undead creatures or fiends. Elemental lords when they manage to draw their runes on the animated elemental power that is elementals. Others are less picky about who they will control and earn more generic names like mind benders or arcane slavers.<br />
<br />
====Tattooed Runes====<br />
At 3rd level, you gain proficiency with tattooist's tools. You can draw runes on other creatures using tattoos.<br />
<br />
====Binding Runes====<br />
At 3rd level you learn how to tattoo mind-bending runes on other weaker creatures to make them into your subordinates. With a 8 hour ritual you can bind an unconscious creature with 0 current hit points and a challenge rating of 1 or lower and an intelligence score of 3 or lower. After the creature is bound to you their intelligence score permanently becomes 1. After the ritual the bound creature is covered in tattooed runes that grant you control over it. You can bind only one creature at a time, if you bind a new creature the previous one is automatically released.<br />
The bound creature obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the bound creature where to move (no action required by you). You can use your action to verbally command it to take an action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the bound creature to take an action. When you are unconscious or sleeping and when you are more than a mile away from the bound creature, the bound creature becomes unconscious. The bound creature is immune to damage from your elemental burst.<br />
You can bind more powerful creatures at higher levels. At 7th level you can bind a creature with a challenge rating of 2 or lower. At 10th level you can bind a creature with a challenge rating of 4 or lower. At 15th level you can bind a creature with a challenge rating of 6 or lower. <br />
<br />
====Mind Bending====<br />
When you reach 7th level you can break the will of intelligent creatures under your control. The intelligence score of a bound creature can be 6 or lower, after the creature is bound to you it permanently loses the ability to speak and comprehend languages. <br />
You can bind more intelligent creatures at higher levels. At 10th level you can bind a creature with an intelligence score of 10 or lower. At 15th level you can bind a creature with an intelligence score of 12 or lower.<br />
<br />
===Secret of the Blood Runes===<br />
Sometimes called blood mages, blood knights or simply skincarvers, these runeseekers have no qualms when it comes to achieve more power. Experimenting with their own skin and blood they transform their weapon in a part of their body, bonding through the forbidden use of blood sacrifices. Specialised in the flow of life force and magical power, they soon start to understand how to manipulate this flow between living creatures in order to steal the vital energy out of other beings. <br />
Sometimes they try to use their macabre powers for the greater good, but when they get used to the taste of vital energy, it becomes hard to keep their grip on sanity. Others just embrace the insanity and transform their bodies in a canvas for carved runes, sometimes even transforming themselves into vampires or liches without the slightest shade of regret.<br />
<br />
====Skincarved Runes====<br />
At 3rd level, you gain proficiency with the skincarver's tools. Skin carving is a technique similar to tattooing, but distinct in that the skin is carved by chisels. You gain proficiency with the Medicine skill if you don't have it already. If you are already proficient in the Medicine skill your proficiency bonus is doubled for any ability check you make that uses Medicine. You can skincarve runes on your own body.<br />
<br />
====Blood Bounty====<br />
At 3rd level you carve runes on your skin while letting the blood enchant your weapon, creating a strong bond that lets you drain life from the blood of your slain enemies. When you reduce a hostile creature to 0 hit points, you regain hit points equal to the full damage that your attack would have inflicted if the creature's hit points weren't reduced to 0.<br />
<br />
====Blood Magic====<br />
At 3rd level you can sacrifice blood to regain magical energy. You can use a bonus action to take 3d10 slashing or piercing damage and recover a 1st level expended runeseeker spell slot, or a level higher for each additional 3d10 damage that you are willing to take. This damage cannot be reduced by resistances, immunities or by other means.<br />
For example if you are a 10th level runeseeker you can take 9d10 damage to recover a 3rd level spell slot, 6d10 damage to recover a 2nd level spell slot or 3d10 damage to recover a 1st level spell slot.<br />
<br />
====Drain Surge====<br />
At 7th level the runes you carve on your skin let you gain more control on when to drain life from your enemies. When you hit a creature with a weapon attack using your runic weapon, you can decide to regain hit points equal to half the amount of damage dealt with the attack to that one creature.<br />
Once you use this feature, you must finish a short or long rest before you can use it again.<br />
<br />
====Blood Lust====<br />
At 10th level when you drain life from your foes without the need to recover from your wounds, you enter a state of uncontrolled blood lust. When you would regain hit points from blood bounty or drain surge but your current hit points are already equal to your total hit points, until the end of your next turn you gain advantage to all attack rolls and deal 1d6 more damage to any creature you hit. <br />
The effects do not stack if they are triggered again while they are already in place, the effects simply last until the end of next turn starting from the last trigger that ensued.<br />
During a bloodlust the flesh of one of your hands grows into your weapon and vice versa, blending seamlessly. You can't be disarmed from your runic weapon and you can't sheathe your sword or use the hand for anything other than attacking with your weapon until the blood lust ends.<br />
<br />
====Advanced Blood Magic====<br />
At 15th level you reach final understanding of blood magic, you can sacrifice blood to improve the power of your spells. When you cast a spell you can take 2d10 slashing or piercing damage and cast the spell as if it was cast with one higher spell slot than the one you used, or a level higher for each additional 2d10 damage that you are willing to take, if the damage brings you to 0 hit points the spell is not cast. This damage cannot be reduced by resistances, immunities or by other means. The spell level can exceed your highest spell slot level up to 8th level. When you reach 17th level the spell level can reach 9th level. <br />
For example if you are a 17th level runeseeker and you cast a 5th level spell you can take 4d10 damage to cast it as a 7th level spell, 2d10 damage to cast it as a 6th level spell or 8d10 damage to cast it as a 9th level spell.<br />
<br />
==Enchanting Runes==<br />
You can't choose the same rune more than once when you get the enchanting rune feature. All of these features require attunement. Your runic weapon becomes a Rare magic item when you add the first rune, Very Rare with the second one Legendary with the third one.<br />
<br />
====Arrow Rune====<br />
You gain a +1 bonus to attack and damage rolls made with this weapon. If the weapon is ranged it can automatically generate its own ammunitions when shooting as long as you don't want to use your ammunition. If you choose to let the weapon generate its own ammunition, it loads itself and loses the loading property if it has it.<br />
<br />
====Corrosion Rune====<br />
When you hit a creature with this weapon, that creature takes an extra 1d4 acid damage, at the start of their next turn the creature takes 1d4 more damage.<br />
<br />
====Death Rune====<br />
You gain a +1 bonus to attack and damage rolls made with this weapon. When you hit a creature with this weapon, if the target has 20 hit points or fewer after taking this damage, it must succeed a Constitution saving throw or be destroyed. the DC of the saving throw is 15 plus your proficiency bonus.<br />
<br />
====Decay Rune====<br />
When you hit a creature with this weapon, that creature takes an extra 1d6 necrotic damage, the creature can't regain hit points until the end of their next turn.<br />
<br />
====Defense Rune====<br />
You gain a +1 bonus to your AC when holding this weapon.<br />
<br />
====Drain Rune====<br />
You gain a +1 bonus to attack and damage rolls made with this weapon. When you hit a creature with this weapon, you regain 1 hit point per every 2 you deal.<br />
<br />
====Fear Rune====<br />
When you hit a creature with this weapon, that creature takes an extra 1d6 psychic damage. You can choose to cause the creature you hit to be frightened until the end of their next turn. This property can't be used again until the next dawn.<br />
<br />
====Ferocity Rune====<br />
You gain a +1 bonus to attack and damage rolls made with this weapon. When you roll a 20 on your attack roll with this weapon, the target takes an extra 7 damage of the weapon's type.<br />
<br />
====Flame Rune====<br />
When you hit a creature with this weapon, that creature takes an extra 1d6 fire damage. You can use a bonus action to speak this weapon's command word, causing flames to erupt from it. These flames shed bright light in a 60-foot radius and dim light for an additional 60 feet. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.<br />
<br />
====Flight Rune====<br />
You gain a +1 bonus to attack and damage rolls made with this weapon. If the weapon is melee and doesn't have the thrown property it gains the thrown (20/60) property. If the weapon already has the thrown property or the ranged property, its normal range increases by 20 feet and its maximum range increases by 60 feet.<br />
<br />
====Force Rune====<br />
When you hit a creature with this weapon, that creature takes an extra 1d6 force damage and is pushed up to 10 feet away from you or pulled 10 feet towards you.<br />
<br />
====Frost Rune====<br />
When you hit a creature with this weapon, that creature takes an extra 1d6 cold damage and its speed is reduced by 10 feet until the end of their next turn, it can't reduced by less than 10 feet this way.<br />
<br />
====Knowledge Rune====<br />
You gain a +1 bonus to attack and damage rolls made with this weapon. When you make an Intelligence check you can choose to get advantage on that check. This property can't be used again until the next dawn.<br />
<br />
====Lightweight Rune====<br />
You gain a +1 bonus to attack and damage rolls made with this weapon. If the weapon is melee and has the heavy and two handed property it loses them and gains the versatile property, it deals its normal damage when used with two hands and 1d8 damage when used with one hand. If the melee weapon doesn't have the heavy or two handed property, it gains the light and finesse properties.<br />
<br />
====Luck Rune====<br />
You gain a +1 bonus to attack and damage rolls made with this weapon. You can call on the weapon's luck (no action required) to reroll one attack roll you dislike made with this weapon. You must use the second roll. This property can't be used again until the next dawn.<br />
<br />
====Oath Rune====<br />
When you use this weapon to make an attack, you can speak this weapon's command word and make the target of your attack become your sworn enemy until it dies or until the next dawn. When your sworn enemy dies you can choose a new one after the next dawn. When you hit your sworn enemy with an attack, it takes an extra 2d6 damage of the weapon's type.<br />
<br />
====Radiance Rune====<br />
When you hit a creature with this weapon, that creature takes an extra 1d6 radiant damage. You can choose to cause the creature you hit to be blinded until the end of their next turn. This property can't be used again until the next dawn.<br />
<br />
====Rage Rune====<br />
When you hit a creature with this weapon and your current hit points are equal to less than half of your total hit points, the target takes an extra 1d10 damage of the weapon's type.<br />
<br />
====Return Rune====<br />
You gain a +1 bonus to attack and damage rolls made with this weapon. You can cause the weapon to teleport instantly in your hand without expending a bonus action, with the same effort that it requires you to normally sheath the weapon. If the weapon has the thrown property it automatically appears in your hand right after each attack.<br />
<br />
====Shapelessness Rune====<br />
You gain a +1 bonus to attack and damage rolls made with this weapon. You can expend your bonus action to transform this weapon into any weapon, it gains all of the properties of the new weapon and stays into that shape permanently until changed into a new one, You are proficient in whatever form your weapon takes.<br />
<br />
====Sharpness Rune====<br />
If the weapon deals slashing damage, when you attack a creature with this weapon and roll a 20 you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead.<br />
<br />
====Storm Rune====<br />
When you hit a creature with this weapon, that creature takes an extra 1d6 lightning damage and can't take reactions until the end of your next turn.<br />
<br />
====Thunderclap Rune====<br />
When you hit a creature with this weapon, that creature takes an extra 1d6 thunder damage and is deafened for a minute. You can't be deafened while wielding this weapon. As a bonus action you can make your voice boom up to three times as loud as normal for one minute or you can create an instantaneous sound that originates from 30 feet of you such as the rumble of a thunder, the cry of a raven or ominous whispers.<br />
<br />
====Vengeance Rune====<br />
When you hit a creature with this weapon, the target takes an extra 1d10 damage of the weapon's type if it was the last creature to deal damage to you.<br />
<br />
====Venom Rune====<br />
When you hit a creature with this weapon, that creature takes an extra 1d6 poison damage. You can choose to cause the creature you hit to be poisoned until the end of their next turn. This property can't be used again until the next dawn.<br />
<br />
====Viciousness Rune====<br />
When you roll a 20 on your attack roll with this weapon, the target takes an extra 14 damage of the weapon's type.<br />
<br />
====Vigor Rune====<br />
When you hit a creature with this weapon and your current hit points are equal to your total hit points, the target takes an extra 2d6 damage of the weapon's type.<br />
<br />
====Warning Rune====<br />
You gain a +1 bonus to attack and damage rolls made with this weapon. This weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.<br />
<br />
==Runeseeker Spells==<br />
The spells in the following list can be found in Chapter 11 of the Player's Handbook, except for those marked with an asterisk, found in Chapter 2 of the Elemental Evil Player's Companion.<br />
<br />
====1st Level====<br />
Burning Hands, Catapult*, Charm Person, Color Spray, Comprehend Languages, Detect Magic, False Life, Feather Fall, Find Familiar, Fog Cloud, Hellish Rebuke, Hex, Ice Knife*, Identify, Illusory Script, Longstrider, Magic Missile, Protection from Evil and Good, Ray of Sickness, Shield, Thunderwave, Witch Bolt<br />
<br />
====2nd Level====<br />
Aganazzar's Scorcher*, Arcane Lock, Cloud of Daggers, Continual Flame, Darkvision, Detect Thoughts, Enlarge/Reduce, Enthrall, Flaming Sphere, Gust of Wind, Knock, Levitate, Locate Object, Magic Weapon, Melf’s Acid Arrow, Misty Step, Pyrotechnics*, Ray of Enfeeblement, Scorching Ray, Shatter, Spider Climb, Suggestion <br />
<br />
====3rd Level====<br />
Bestow Curse, Clairvoyance, Counterspell, Dispel Magic, Elemental Weapon, Fear, Feign Death, Fireball, Flame Arrows*, Fly, Glyph of Warding, Haste, Lightning Bolt, Magic Circle, Melf's Minute Meteors*, Phantom Steed, Protection from Energy, Remove Curse, Sending, Sleet Storm, Slow, Tongues, Vampiric Touch, <br />
<br />
====4th Level====<br />
Arcane Eye, Banishment, Blight, Confusion, Conjure Minor Elementals, Control Water, Dimension Door, Elemental Bane*, Evard's Black Tentacles, Fabricate, Fire Shield, Ice Storm, Leomund’s Secret Chest, Locate Creature, Mordenkainen’s Faithful Hound, Otiluke’s Resilient Sphere, Phantasmal Killer, Polymorph, Stone Shape, Stoneskin, Vitriolic Sphere*, Wall of Fire<br />
<br />
====5th Level====<br />
Animate Objects, Bigby’s Hand, Cloudkill, Cone of Cold, Conjure Elemental, Contact Other Plane, Creation, Dominate Person, Dream, Geas, Hold Monster, Immolation*, Legend Lore, Modify Memory, Passwall, Planar Binding, Rary’s Telepathic Bond, Scrying, Telekinesis, Teleportation Circle, Transmute Rock*, Wall of Force, Wall of Stone<br />
<br />
== Multiclassing ==<br />
<br />
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<br />
'''Prerequisites.''' To qualify for multiclassing into the Runeseeker class, you must meet these prerequisites: Strength 13 and Intelligence 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Runeseeker class, you gain the following proficiencies: Light armor, medium armor, shields, simple <br />
weapons, martial weapons<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Runeseeker_(5e_Class)&diff=738443Runeseeker (5e Class)2015-12-15T00:27:35Z<p>24.208.40.15: Undo revision 736119 by 140.203.203.141 (talk)</p>
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<div>Runeseekers are researchers of ancient runes, they carve them on their weapon to use it as a spellbook and arcane focus.<br />
<br />
==Runeseeker==<br />
<br />
Touching, the stone walls with a look of fascination in his eyes, a dwarf examines the ancient glyphs engraved on it, feeling the power they emanate with his fingertips and comparing them with the runes he etched on his axe. The axe suddenly shouts to warn him of danger, without hesitation he swings it at a sneaky group of shadow creatures. The moment the axe cuts the first one, the runes decorating it gleam light and erupt in an explosion of flames.<br />
Riding a wyvern covered in runic tattoos, a human clad in golden plate armor charges at high speed towards a red dragon in the sky, whispering an incantation as she couches her lance that becomes colder than ice. The dragon strikes with his claws against her large shield as she pierces his scales with her lance.<br />
A tiefling scarred by runes and horrifying drawings all over his face and his muscular body stands in the middle of a magic circle, chanting and dancing slowly holding a longsword in his hands. Suddenly he slices all along his own arm, letting the blood flow on the circle, the light of the candles becomes extremely bright and in a flash of light a demon appears in front of him. He commands it to kneel before him, and a diabolic grin appears on his face when the order is obeyed.<br />
Runeseekers are as interested in improving their magical power as they are in simply satisfying their strong curiosity, with a passion for history and tradition. Runes are a very ancient source of magical power, much more than the spells found written in books with ink, their understanding requires as much constant study as it requires direct experience and excavation missions in ancient ruins. <br />
Runeseekers are usually practical thinkers, they know well that delving into caverns filled with monsters is dangerous, and they prefer being well equipped. Runeseekers traditionally store their knowledge on useful objects, usually weapons that they also cover with enchantments, and in order to learn how to carve their runes they often become excellent weapon crafters.<br />
There are many more runes than the traditionally known ones that evolved into the dwarvish script, most magical runes are ideographic, not phonographic, and their shape can change greatly from culture to culture, runeseekers learn their hidden meaning in order to activate their magical powers. While runeseekers most commonly use runes with a norse style, sometimes they take the shape of oriental ideographs, detailed glyphs, tiny alchemic circles, cuneiform pictographs found in pyramids or even simplified doodles found in caves that were inhabited by the first men. <br />
<br />
<br />
===Creating a Runeseeker===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
When creating a runeseeker character the most important thing is defining how he got interested in the study of ancient cultures and languages. Did you discover you are the last descendant of a destroyed culture that you now want to study and pass on to a new generation? Are you just curious to understand all the tiny facets of history and language of a civilization that you find fascinating and exotic? Did your character find a magic axe engraved in runes while mining and started studying the meaning of the symbols, wanting to know more about where it came from and who made it? <br />
What drives you to find the vestiges of old civilizations? Do you want to reconnect with the spirits of your ancestors and recover the artifacts that once belonged to them? Are you an avid reader of epic poems and believe that many of the stories written by old authors hide truth on where to find ancient cities and relics? Do you want to teach everyone about the long lost history that you find in your adventures or do you want to keep your precious discoveries and the power that derives from them for yourself?<br />
<br />
====Quick Build====<br />
You can make a runeseeker quickly by following these suggestions. First, Strength should be your highest <br />
ability score, followed by Intelligence. (Some runeseekers who focus on ranged fighting make Dexterity higher than Strength.) Second, choose the guild artisan background. Third, choose the Beacon minor property and the Confident quirk for your runic weapon.<br />
<br />
==Class Features==<br />
{{5e Class Features<br />
|name=Runeseeker<br />
|summary=Runeseekers are researchers of ancient runes, they carve them on their weapon to use it as a spellbook and arcane focus.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=All armor, shields<br />
|weapons=simple weapons, martial weapons<br />
|tools=Choose one from smith's tools or woodcarver's tools<br />
|saves=Constitution, Intelligence<br />
|skills=Choose two from Arcana, Athletics, History, Investigation, Nature, Perception, and Persuasion.<br />
|item1a=a martial weapon and a shield<br />
|item1b=2 martial weapons<br />
|item2a=chain mail<br />
|item2b=leather, longbow, and 20 arrows<br />
|item3a=a scholar's pack and 2 daggers<br />
|item3b=a dungeoneer's pack and 2 hand axes<br />
|item4a=a set of smith's tools<br />
|item4b=a set of woodcarver's tools<br />
|classfeatures1=Find Runes, Runic Weapon<br />
|classfeatures2=Fighting Style, Spellcasting, Elemental Burst<br />
|classfeatures3=Rune Secret, Enhanced Runic Weapon<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Enchanting Rune, Extra Attunement<br />
|classfeatures7=Rune Secret feature<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Rune Secret feature<br />
|classfeatures11=Enchanting Rune, Eyes of the Rune Keeper<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Magical Rampage<br />
|classfeatures15=Rune Secret feature<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=Enchanting Rune<br />
|classfeatures19=<br />
|classfeatures20=Permanent Runes<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
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}}<br />
<br />
===Find Runes===<br />
Runes can be found hidden in the most unexpected places, and they can look like meaningless cuts on stones even to the most experienced wizard, your experience in exploring ancient ruins and your knowledge of ancient cultures is unparalleled. You have advantage on Intelligence (History) checks related to the buildings and engravings of ancient civilizations, as well as on Wisdom (Perception) checks and Intelligence (Investigation) checks in the surroundings of the remains of ancient civilizations when looking for hidden runes and runestones.<br />
Runestones function like scrolls, except that they are only a few symbols engraved on small stones and they are written in lost runic characters that are not related to any specific language, but represent directly magical energies. Only runeseekers can activate runestones.<br />
<br />
===Runic Weapon===<br />
You have a supernatural bond with your favorite weapon, a weapon that you enchanted with runes, or that you found or received already bearing ancient runes. When you get this feature choose one of your weapons, that weapon becomes your runic weapon. Your runic weapon is indestructible and you can summon it as a bonus action on your turn, causing it to teleport instantly in your hand. The weapon has a minor property and a quirk. Choose one of the minor properties in the Minor Property table in Chapter 7 of the Dungeon Master's Guide, then choose a quirk from the Quirk table in the same page, discuss with your DM any detail about the minor property and the quirk if necessary. If you are not the creator of your runic weapon you might want to choose with your DM characteristics from the Creator or Intended User table and the History table as well. Your DM might want you to roll on these two tables instead of choosing.<br />
Only you can attune to your runic weapon, if the quirk or the minor property have any effect that requires attunement. If you die anyone can attune to your runic weapon. The runic weapon doesn't count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can change your weapon at any time by spending an amount of time equal to your your proficiency bonus (hours)<br />
<br />
===Fighting Style=== <br />
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
====Archery====<br />
You gain a +2 bonus to attack rolls you make with ranged weapons. <br />
<br />
====Dueling====<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. <br />
<br />
====Great Weapon Fighting====<br />
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
====Two-Weapon Fighting====<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
===Spellcasting===<br />
Studying the runes confers you magic power, runes are extremely concise and your runic weapon has enough space to contain all your spells, growing more and more covered in inscriptions as your repertoire expands. You choose spells from the runeseeker spell list. See chapter 10 on the Player's Handbook for the general rules of spellcasting and the end of this document for the runeseeker spell list.<br />
<br />
====Runic Weapon as Spellbook====<br />
When you get spellcasting at 2nd level, your runic weapon contains six 1st-level runeseeker spells of your choice.<br />
The spells that you add to your runic weapon as you gain levels are each in the form of few specific runic characters coming from the research you conduct around ruins and in libraries, as well as from intellectual breakthroughs you have had about the way the runic characters interact. You might find other spells during your adventures. You could discover a runic spell recorded on the grave of an ancient mage king, for example, or out of luck on a pebble on the side of a river, or on the sword of an evil runeseeker you just defeated. Copying a spell into the runic weapon works exactly like a wizard spellbook, but you can't replace your runic weapon nor lose it, however you can create backups of your spells on stones or tablets even though it is usually not necessary.<br />
<br />
====Preparing and Casting Spells====<br />
The runeseeker table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
You prepare the list of runeseeker spells that are available for you to cast. To do so, choose a number of runeseeker spells from your runic weapon equal to your Intelligence modifier + half your runeseeker level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
For example, if you are a 5th-level runeseeker, you have <br />
four 1st-level and two 2nd-level spell slots. With an <br />
Intelligence of 14, your list of prepared spells can include <br />
four spells of 1st or 2nd level, in any combination. If you <br />
prepare the 1st-level spell Hex, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. <br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of runeseeker spells requires time spent studying your runic weapon and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
====Spellcasting Ability====<br />
Intelligence is your spellcasting ability for your runeseeker spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a runeseeker spell you cast and when making an attack roll with one. <br />
<br />
Spell save DC = 8 + your proficiency bonus + <br />
your Intelligence modifier<br />
Spell attack modifier = your proficiency bonus + <br />
your intelligence modifier<br />
<br />
====Arcane Focus====<br />
You can use an arcane focus (found in chapter 5 in the Player's Handbook) as a spellcasting focus for your runeseeker spells. Your runic weapon counts as spellcasting focus for your runeseeker spells. <br />
<br />
====Martial Somatic Components====<br />
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.<br />
<br />
====Learning Spells of 1st Level and Higher====<br />
Each time you gain a runeseeker level, you can add a runeseeker spell of your choice to your runic weapon. Each of these spells must be of a level for which you have spell slots, as shown on the Runeseeker table. On your adventures, you might find other spells that you can add to your runic weapon.<br />
<br />
===Elemental Burst===<br />
Starting at 2nd level, you add a rune to your weapon that lets you release elemental explosions originating from the point of contact between your weapon and your foes. When you hit a creature with a weapon attack using your runic weapon, you can expend one runeseeker spell slot to attempt to deal elemental damage to all creatures in 10-foot radius sphere centered on the creature you hit. If the <br />
original attack roll would hit any of the creatures in the sphere, it takes 2d6 damage for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. Choose the damage type between a damage type that any of your prepared spells can deal. You are immune to the damage of your own elemental burst.<br />
<br />
===Rune Secret===<br />
When you reach 3rd level, your knowledge of runes reaches forgotten techniques to create enchantments with runes. You choose the Secret of the Soul Runes, the Secret of the Mind Runes or the Secret of the Blood Runes, all detailed at the end of the class description.<br />
Your choice grants you features at 3rd level and again at 7th, 10th and 15th level<br />
<br />
===Enhanced Runic Weapon=== <br />
At 3rd level you discover a new rune that lets you unlock the true potential of your runic weapon. When you attune to your runic weapon, it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
===Ability Score Improvement===<br />
When you reach 4th level, and again at 8th, 12th, 16th, <br />
and 19th level, you can increase one ability score of your <br />
choice by 2, or you can increase two ability scores of <br />
your choice by 1. As normal, you can’t increase an ability <br />
score above 20 using this feature.<br />
<br />
===Extra Attack===<br />
Beginning at 5th level, you can attack twice, instead of <br />
once, whenever you take the Attack action on your turn.<br />
<br />
===Enchanting Runes=== <br />
Starting at 6th level you discover new runes to enchant your runic weapon permanently with great powers. Your runic weapon gains one enchanting rune of your choice, the enchanting runes provide their bonus only when you are attuned to your runic weapon. Your enchanting runes options are detailed at the end of the class description.<br />
The weapon gains new enchanting runes again when you reach 11th and 18th level.<br />
When you reach 11th level you can choose to create a second runic weapon, if you do, your second Enchanting Rune is put on the second runic weapon instead of the first one. The second Runic Weapon you create follows all rules listed in the Runic Weapon paragraph to be created and works for all effects and features regarding "your runic weapon" like Enhanced Runic Weapon.<br />
<br />
===Extra Attunement===<br />
When you reach 6th level, you can attune to an additional magic item.<br />
<br />
===Eyes of the Rune Keeper===<br />
When you reach 11th level your knowledge of ancient written languages reaches its peak. You can read all writing.<br />
<br />
===Magical Rampage===<br />
At 14th level, you can focus your weapon's fury towards the runic spells engraved on it. When you hit a creature with a weapon attack, you can cast as a bonus action a spell that has a casting time of 1 action.<br />
<br />
===Permanent Runes===<br />
When you reach 20th level you learn how to instil the power of your runes by engraving them on anything that they can affect. When you cast a 1st or 2nd level spell with a duration that is not "instantaneous", you can extend the casting time to 8 hours, if you do, the duration becomes "until dispelled". If the spell required concentration, it doesn't require it anymore. Any other condition for the spell to end specified in the spell description makes the spell end as usual.<br />
<br />
==Rune Secrets==<br />
To use runes it is necessary to carve them on something. Usually runeseekers carve runes on stones and on their runic weapon, however, with the advancement of their studies they discover new ways to inscribe runes, either as an improved way to carve on their weapon or new methods to inscribe runes on different things.<br />
<br />
===Secret of the Soul Runes===<br />
Runeseekers that choose this path seek to become master weapon crafters, trying to transform their runic weapon into the perfect weapon. Their crafting technique becomes so advanced and precise that the decorated runes carved on the runic weapon can instil life. <br />
Sometimes called soulsmiths, mastersmiths or arcane artisans, these runeseekers often seek to recreate long lost techniques of weapon crafting by finding ancient artifacts or forgotten ancient guides.<br />
<br />
====Master Artisan====<br />
At 3rd level, you gain proficiency with smith's tools or woodcarver's tools if you are not proficient in both already. Your proficiency bonus is doubled for any ability check you make that uses either of the two proficiencies.<br />
<br />
====Awakened Runic Weapon====<br />
At 3rd level your runic weapon becomes a sentient magic item that can communicate with you by transmitting emotions and it can sense the surrounding world with 30 feet of blindsight. You can decide the runic weapon's intelligence, wisdom and charisma by assigning the following scores in the order that you prefer: 14, 10, 8. Decide the weapon's personality traits by choosing them from the backgrounds in Chapter 4 in the Player's Handbook. The weapon remembers everything that happened to it from the moment it was created.<br />
At levels 7th, 10th and 15th the weapon's conscience and perception will grow in various ways. At 7th level it will be able to communicate with you telepathically while it is able to perceive your presence, its blindsight grows to 60 feet. At 10th level the weapon becomes able to produce sounds and speak two languages of your choice, its blindsight grows to 90 feet. At 15th level the weapon becomes able to communicate telepathically with anyone it is able to perceive the presence of, its blindsight grows to 120 feet.<br />
At levels 7th, 10th and 15th you can increase one of its ability scores of your choice by 4, or you can increase two ability scores of your choice by 2. As normal, you can’t increase an ability score above 20.<br />
<br />
====Sculpt Elemental Burst====<br />
At 7th level your runic weapon can create pockets of relative safety within the effects of your elemental bursts. When you use your elemental burst you can choose a number of creatures equal to the expended spell slot or less. The chosen creatures are immune to the damage of your elemental burst.<br />
<br />
====Improved Elemental Burst====<br />
At 10th level your runic weapon learns how to release its energy with even more might at your command. Your elemental bursts now affect a 20-foot radius sphere centered on the creature you hit, instead of a 10-foot one.<br />
<br />
====Ultimate Affinity====<br />
At 15th level you and your runic weapon reach perfect mental coordination that lets you grant to the weapon the chance of moving freely on its own. You can move your runic weapon magically as long as your hands are free and the runic weapon is within 5 feet of you, in combat you can attack as if using your hands without having to move a muscle. <br />
When you hit a creature with a weapon attack using your runic weapon, the weapon goes on a sudden and brief frenzy, attacking other enemies around the creature, temporarily exiting out of the area where you can wield the weapon magically in normal conditions. Choose any number of other enemies in a 20-foot radius sphere centered on the creature you hit. If the original attack roll would hit any of the chosen creatures, it takes damage equal to the damage you dealt to the creature you hit first. The damage is of the same type dealt by the original attack.<br />
Ranged runic weapons are able to control their projectiles to achieve the same result. this can only be done once per turn and does not count as your action but your weapons action so you still get your two attacks.<br />
<br />
===Secret of the Mind Runes=== <br />
Some runeseekers have a personal preference for enchantment, curious of finding ways to permanently influence the mind of other creatures. Others have a strong desire to be leaders and don't like to get their hands dirty with lowly jobs. Some want to punish evil doers and take them under their control to force them to act for good under their service. In other cases they are master riders or beast trainers that want the talent to tame anything. For any of these reasons, runeseekers might discover the technique of controlling minds by tattooing enchanting runes on any creature. <br />
Often these runeseekers earn themselves different titles depending on the creatures they are most often seen with. For example dragon trainers when they manage to get a dragon under their control. Death knights or demon knights when they are seen fighting with undead creatures or fiends. Elemental lords when they manage to draw their runes on the animated elemental power that is elementals. Others are less picky about who they will control and earn more generic names like mind benders or arcane slavers.<br />
<br />
====Tattooed Runes====<br />
At 3rd level, you gain proficiency with tattooist's tools. You can draw runes on other creatures using tattoos.<br />
<br />
====Binding Runes====<br />
At 3rd level you learn how to tattoo mind-bending runes on other weaker creatures to make them into your subordinates. With a 8 hour ritual you can bind an unconscious creature with 0 current hit points and a challenge rating of 1 or lower and an intelligence score of 3 or lower. After the creature is bound to you their intelligence score permanently becomes 1. After the ritual the bound creature is covered in tattooed runes that grant you control over it. You can bind only one creature at a time, if you bind a new creature the previous one is automatically released.<br />
The bound creature obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the bound creature where to move (no action required by you). You can use your action to verbally command it to take an action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the bound creature to take an action. When you are unconscious or sleeping and when you are more than a mile away from the bound creature, the bound creature becomes unconscious. The bound creature is immune to damage from your elemental burst.<br />
You can bind more powerful creatures at higher levels. At 7th level you can bind a creature with a challenge rating of 2 or lower. At 10th level you can bind a creature with a challenge rating of 4 or lower. At 15th level you can bind a creature with a challenge rating of 6 or lower. <br />
<br />
====Mind Bending====<br />
When you reach 7th level you can break the will of intelligent creatures under your control. The intelligence score of a bound creature can be 6 or lower, after the creature is bound to you it permanently loses the ability to speak and comprehend languages. <br />
You can bind more intelligent creatures at higher levels. At 10th level you can bind a creature with an intelligence score of 10 or lower. At 15th level you can bind a creature with an intelligence score of 12 or lower.<br />
<br />
===Secret of the Blood Runes===<br />
Sometimes called blood mages, blood knights or simply skincarvers, these runeseekers have no qualms when it comes to achieve more power. Experimenting with their own skin and blood they transform their weapon in a part of their body, bonding through the forbidden use of blood sacrifices. Specialised in the flow of life force and magical power, they soon start to understand how to manipulate this flow between living creatures in order to steal the vital energy out of other beings. <br />
Sometimes they try to use their macabre powers for the greater good, but when they get used to the taste of vital energy, it becomes hard to keep their grip on sanity. Others just embrace the insanity and transform their bodies in a canvas for carved runes, sometimes even transforming themselves into vampires or liches without the slightest shade of regret.<br />
<br />
====Skincarved Runes====<br />
At 3rd level, you gain proficiency with the skincarver's tools. Skin carving is a technique similar to tattooing, but distinct in that the skin is carved by chisels. You gain proficiency with the Medicine skill if you don't have it already. If you are already proficient in the Medicine skill your proficiency bonus is doubled for any ability check you make that uses Medicine. You can skincarve runes on your own body.<br />
<br />
====Blood Bounty====<br />
At 3rd level you carve runes on your skin while letting the blood enchant your weapon, creating a strong bond that lets you drain life from the blood of your slain enemies. When you reduce a hostile creature to 0 hit points, you regain hit points equal to the full damage that your attack would have inflicted if the creature's hit points weren't reduced to 0.<br />
<br />
====Blood Magic====<br />
At 3rd level you can sacrifice blood to regain magical energy. You can use a bonus action to take 3d10 slashing or piercing damage and recover a 1st level expended runeseeker spell slot, or a level higher for each additional 3d10 damage that you are willing to take. This damage cannot be reduced by resistances, immunities or by other means.<br />
For example if you are a 10th level runeseeker you can take 9d10 damage to recover a 3rd level spell slot, 6d10 damage to recover a 2nd level spell slot or 3d10 damage to recover a 1st level spell slot.<br />
<br />
====Drain Surge====<br />
At 7th level the runes you carve on your skin let you gain more control on when to drain life from your enemies. When you hit a creature with a weapon attack using your runic weapon, you can decide to regain hit points equal to half the amount of damage dealt with the attack to that one creature.<br />
Once you use this feature, you must finish a short or long rest before you can use it again.<br />
<br />
====Blood Lust====<br />
At 10th level when you drain life from your foes without the need to recover from your wounds, you enter a state of uncontrolled blood lust. When you would regain hit points from blood bounty or drain surge but your current hit points are already equal to your total hit points, until the end of your next turn you gain advantage to all attack rolls and deal 1d6 more damage to any creature you hit. <br />
The effects do not stack if they are triggered again while they are already in place, the effects simply last until the end of next turn starting from the last trigger that ensued.<br />
During a bloodlust the flesh of one of your hands grows into your weapon and vice versa, blending seamlessly. You can't be disarmed from your runic weapon and you can't sheathe your sword or use the hand for anything other than attacking with your weapon until the blood lust ends.<br />
<br />
====Advanced Blood Magic====<br />
At 15th level you reach final understanding of blood magic, you can sacrifice blood to improve the power of your spells. When you cast a spell you can take 2d10 slashing or piercing damage and cast the spell as if it was cast with one higher spell slot than the one you used, or a level higher for each additional 2d10 damage that you are willing to take, if the damage brings you to 0 hit points the spell is not cast. This damage cannot be reduced by resistances, immunities or by other means. The spell level can exceed your highest spell slot level up to 8th level. When you reach 17th level the spell level can reach 9th level. <br />
For example if you are a 17th level runeseeker and you cast a 5th level spell you can take 4d10 damage to cast it as a 7th level spell, 2d10 damage to cast it as a 6th level spell or 8d10 damage to cast it as a 9th level spell.<br />
<br />
==Enchanting Runes==<br />
You can't choose the same rune more than once when you get the enchanting rune feature. All of these features require attunement. Your runic weapon becomes a Rare magic item when you add the first rune, Very Rare with the second one Legendary with the third one.<br />
<br />
====Arrow Rune====<br />
You gain a +1 bonus to attack and damage rolls made with this weapon. If the weapon is ranged it can automatically generate its own ammunitions when shooting as long as you don't want to use your ammunition. If you choose to let the weapon generate its own ammunition, it loads itself and loses the loading property if it has it.<br />
<br />
====Corrosion Rune====<br />
When you hit a creature with this weapon, that creature takes an extra 1d4 acid damage, at the start of their next turn the creature takes 1d4 more damage.<br />
<br />
====Death Rune====<br />
You gain a +1 bonus to attack and damage rolls made with this weapon. When you hit a creature with this weapon, if the target has 20 hit points or fewer after taking this damage, it must succeed a Constitution saving throw or be destroyed. the DC of the saving throw is 15 plus your proficiency bonus.<br />
<br />
====Decay Rune====<br />
When you hit a creature with this weapon, that creature takes an extra 1d6 necrotic damage, the creature can't regain hit points until the end of their next turn.<br />
<br />
====Defense Rune====<br />
You gain a +1 bonus to your AC when holding this weapon.<br />
<br />
====Drain Rune====<br />
You gain a +1 bonus to attack and damage rolls made with this weapon. When you hit a creature with this weapon, you regain 1 hit point per every 2 you deal.<br />
<br />
====Fear Rune====<br />
When you hit a creature with this weapon, that creature takes an extra 1d6 psychic damage. You can choose to cause the creature you hit to be frightened until the end of their next turn. This property can't be used again until the next dawn.<br />
<br />
====Ferocity Rune====<br />
You gain a +1 bonus to attack and damage rolls made with this weapon. When you roll a 20 on your attack roll with this weapon, the target takes an extra 7 damage of the weapon's type.<br />
<br />
====Flame Rune====<br />
When you hit a creature with this weapon, that creature takes an extra 1d6 fire damage. You can use a bonus action to speak this weapon's command word, causing flames to erupt from it. These flames shed bright light in a 60-foot radius and dim light for an additional 60 feet. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.<br />
<br />
====Flight Rune====<br />
You gain a +1 bonus to attack and damage rolls made with this weapon. If the weapon is melee and doesn't have the thrown property it gains the thrown (20/60) property. If the weapon already has the thrown property or the ranged property, its normal range increases by 20 feet and its maximum range increases by 60 feet.<br />
<br />
====Force Rune====<br />
When you hit a creature with this weapon, that creature takes an extra 1d6 force damage and is pushed up to 10 feet away from you or pulled 10 feet towards you.<br />
<br />
====Frost Rune====<br />
When you hit a creature with this weapon, that creature takes an extra 1d6 cold damage and its speed is reduced by 10 feet until the end of their next turn, it can't reduced by less than 10 feet this way.<br />
<br />
====Knowledge Rune====<br />
You gain a +1 bonus to attack and damage rolls made with this weapon. When you make an Intelligence check you can choose to get advantage on that check. This property can't be used again until the next dawn.<br />
<br />
====Lightweight Rune====<br />
You gain a +1 bonus to attack and damage rolls made with this weapon. If the weapon is melee and has the heavy and two handed property it loses them and gains the versatile property, it deals its normal damage when used with two hands and 1d8 damage when used with one hand. If the melee weapon doesn't have the heavy or two handed property, it gains the light and finesse properties.<br />
<br />
====Luck Rune====<br />
You gain a +1 bonus to attack and damage rolls made with this weapon. You can call on the weapon's luck (no action required) to reroll one attack roll you dislike made with this weapon. You must use the second roll. This property can't be used again until the next dawn.<br />
<br />
====Oath Rune====<br />
When you use this weapon to make an attack, you can speak this weapon's command word and make the target of your attack become your sworn enemy until it dies or until the next dawn. When your sworn enemy dies you can choose a new one after the next dawn. When you hit your sworn enemy with an attack, it takes an extra 2d6 damage of the weapon's type.<br />
<br />
====Radiance Rune====<br />
When you hit a creature with this weapon, that creature takes an extra 1d6 radiant damage. You can choose to cause the creature you hit to be blinded until the end of their next turn. This property can't be used again until the next dawn.<br />
<br />
====Rage Rune====<br />
When you hit a creature with this weapon and your current hit points are equal to less than half of your total hit points, the target takes an extra 1d10 damage of the weapon's type.<br />
<br />
====Return Rune====<br />
You gain a +1 bonus to attack and damage rolls made with this weapon. You can cause the weapon to teleport instantly in your hand without expending a bonus action, with the same effort that it requires you to normally sheath the weapon. If the weapon has the thrown property it automatically appears in your hand right after each attack.<br />
<br />
====Shapelessness Rune====<br />
You gain a +1 bonus to attack and damage rolls made with this weapon. You can expend your bonus action to transform this weapon into any weapon, it gains all of the properties of the new weapon and stays into that shape permanently until changed into a new one, You are proficient in whatever form your weapon takes.<br />
<br />
====Sharpness Rune====<br />
If the weapon deals slashing damage, when you attack a creature with this weapon and roll a 20 you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead.<br />
<br />
====Storm Rune====<br />
When you hit a creature with this weapon, that creature takes an extra 1d6 lightning damage and can't take reactions until the end of your next turn.<br />
<br />
====Thunderclap Rune====<br />
When you hit a creature with this weapon, that creature takes an extra 1d6 thunder damage and is deafened for a minute. You can't be deafened while wielding this weapon. As a bonus action you can make your voice boom up to three times as loud as normal for one minute or you can create an instantaneous sound that originates from 30 feet of you such as the rumble of a thunder, the cry of a raven or ominous whispers.<br />
<br />
====Vengeance Rune====<br />
When you hit a creature with this weapon, the target takes an extra 1d10 damage of the weapon's type if it was the last creature to deal damage to you.<br />
<br />
====Venom Rune====<br />
When you hit a creature with this weapon, that creature takes an extra 1d6 poison damage. You can choose to cause the creature you hit to be poisoned until the end of their next turn. This property can't be used again until the next dawn.<br />
<br />
====Viciousness Rune====<br />
When you roll a 20 on your attack roll with this weapon, the target takes an extra 14 damage of the weapon's type.<br />
<br />
====Vigor Rune====<br />
When you hit a creature with this weapon and your current hit points are equal to your total hit points, the target takes an extra 2d6 damage of the weapon's type.<br />
<br />
====Warning Rune====<br />
You gain a +1 bonus to attack and damage rolls made with this weapon. This weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.<br />
<br />
==Runeseeker Spells==<br />
The spells in the following list can be found in Chapter 11 of the Player's Handbook, except for those marked with an asterisk, found in Chapter 2 of the Elemental Evil Player's Companion.<br />
<br />
====1st Level====<br />
Burning Hands, Catapult*, Charm Person, Color Spray, Comprehend Languages, Detect Magic, False Life, Feather Fall, Find Familiar, Fog Cloud, Hellish Rebuke, Hex, Ice Knife*, Identify, Illusory Script, Longstrider, Magic Missile, Protection from Evil and Good, Ray of Sickness, Shield, Thunderwave, Witch Bolt<br />
<br />
====2nd Level====<br />
Aganazzar's Scorcher*, Arcane Lock, Cloud of Daggers, Continual Flame, Darkvision, Detect Thoughts, Enlarge/Reduce, Enthrall, Flaming Sphere, Gust of Wind, Knock, Levitate, Locate Object, Magic Weapon, Melf’s Acid Arrow, Misty Step, Pyrotechnics*, Ray of Enfeeblement, Scorching Ray, Shatter, Spider Climb, Suggestion <br />
<br />
====3rd Level====<br />
Bestow Curse, Clairvoyance, Counterspell, Dispel Magic, Elemental Weapon, Fear, Feign Death, Fireball, Flame Arrows*, Fly, Glyph of Warding, Haste, Lightning Bolt, Magic Circle, Melf's Minute Meteors*, Phantom Steed, Protection from Energy, Remove Curse, Sending, Sleet Storm, Slow, Tongues, Vampiric Touch, <br />
<br />
====4th Level====<br />
Arcane Eye, Banishment, Blight, Confusion, Conjure Minor Elementals, Control Water, Dimension Door, Elemental Bane*, Evard's Black Tentacles, Fabricate, Fire Shield, Ice Storm, Leomund’s Secret Chest, Locate Creature, Mordenkainen’s Faithful Hound, Otiluke’s Resilient Sphere, Phantasmal Killer, Polymorph, Stone Shape, Stoneskin, Vitriolic Sphere*, Wall of Fire<br />
<br />
====5th Level====<br />
Animate Objects, Bigby’s Hand, Cloudkill, Cone of Cold, Conjure Elemental, Contact Other Plane, Creation, Dominate Person, Dream, Geas, Hold Monster, Immolation*, Legend Lore, Modify Memory, Passwall, Planar Binding, Rary’s Telepathic Bond, Scrying, Telekinesis, Teleportation Circle, Transmute Rock*, Wall of Force, Wall of Stone<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Runeseeker class, you must meet these prerequisites: Strength 13 and Intelligence 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Runeseeker class, you gain the following proficiencies: Light armor, medium armor, shields, simple <br />
weapons, martial weapons<br />
<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Phoelarch_(5e_Race)&diff=738423Phoelarch (5e Race)2015-12-14T23:49:02Z<p>24.208.40.15: </p>
<hr />
<div>==Phoelarch==<br />
<br />
{{5e Image|float:right|http://1.bp.blogspot.com/-dIUkXSn3pn0/Tg0U9FU_ywI/AAAAAAAAAIc/liVTckFH_uk/s1600/Phoelarch.jpg|By Vinod Rams}}<br />
<br />
Phoelarches are tall, slender humanoids believed to be descended from the legendary phoenix. They have feathers in place of hair, and their skin radiates intense heat. Their skin colors range from dark rust to gold, and their plumage can be anywhere from pale gold to bright red.<br />
<br />
Phoelarches don't favor any particular terrain above others, beyond a marked preference for warmer climates.<br />
<br />
===Phoelarch Names===<br />
Phoelarch names tend to be based on either birds or colors related to fire.<br />
<br />
'''Male:''' Cardin, Carmine, Jasper, Tobias, Wren, Ignis<br />
<br />
'''Female:''' Amber, Cerise, Griffin, Scarlet, Saffron<br />
<br />
===Phoelarch Traits===<br />
{{5e Racial Traits<br />
|summary=Humanoids believed to be descended from the legendary phoenix.<br />
|abilities=Your Dexterity and Charisma scores each increase by 1.<br />
|age=Phoelarches mature at the same rate as humans, but live well into their second century, and phoeras live for an additional two centuries after that.<br />
|alignment=Phoelarches tend towards Chaos and Good.<br />
|size=Phoelarches are tall, generally well over six feet.Despite that height they are very light. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait2=Flame Aura<br />
|description2=You can activate or deactivate your Flame Aura as a bonus action. While it's active, you emit bright light for 5 feet and dim light for an additional 5, your melee attacks deal additional fire damage equal to your Charisma modifier (Minimum 1), and creatures grappling you or grappled by you take that much fire damage at the start of each of their turns. Your Flame Aura does not damage worn or held items.<br />
|trait3=Absorb Fire<br />
|description3=Whenever a source would deal fire damage to you, instead you gain half that many temporary hitpoints.<br />
|trait4=Damage Vulnerability<br />
|description4=You have vulnerability to cold damage.<br />
|trait5=Death Throes<br />
|description5=When you die, you explode in a massive fireball that covers a 20-foot radius. Each creature in the area must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 3d6 fire damage on a failed save, and half as much damage on a successful one. The damage increases to 5d6 at 6th level, 8d6 at 11th level, and 10d6 at 16th level.<br />
|trait6=Rise from the Ashes<br />
|description6=When you die, your Death Throes leave behind a chrysalis in the shape of a small black glass egg. The chrysalis can be used to bring you back with a ''resurrection'' spell (but not ''raise dead''), but not once the chrysalis has hatched; a ''gentle repose'' spell or similar effect can delay its hatching. Once it has hatched, nothing short of a ''wish'' spell can return your former body to you. After 2d4 days, the egg hatches, and you are reborn as a phoera, a Small bird reminiscent of a phoenix, retaining your memories and personality. Your new Strength score is 10, Dexterity is 14, and Constitution is 12, but your Intelligence, Wisdom, and Charisma scores remain the same. You have as many hitdice as you had before, but they are now d6s. Your new AC is 12. You now have a land speed of 20 ft and a fly speed of 60 ft. You gain proficiency in your bite and claw attacks, which each deal 1d6 piercing damage. You retain your Flame Aura, Absorb Fire, and Damage Vulnerability traits, any class features you had, and the ability to speak any languages you knew, but can't wield weapons, wear armor, use tools, or cast spells with somatic components. When your phoera form dies, it burns away into ashes, rather than being reborn again.<br />
|trait7=Phoelarch Combat training<br />
|description7=All Phoelarch are trained in the use of longswords, shortswords,scmitars, and shortbows <br />
|languages=Common, Ignan<br />
}}<br />
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{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Phoelarch_(5e_Race)&diff=738422Phoelarch (5e Race)2015-12-14T23:46:19Z<p>24.208.40.15: </p>
<hr />
<div>==Phoelarch==<br />
<br />
{{5e Image|float:right|http://1.bp.blogspot.com/-dIUkXSn3pn0/Tg0U9FU_ywI/AAAAAAAAAIc/liVTckFH_uk/s1600/Phoelarch.jpg|By Vinod Rams}}<br />
<br />
Phoelarches are tall, slender humanoids believed to be descended from the legendary phoenix. They have feathers in place of hair, and their skin radiates intense heat. Their skin colors range from dark rust to gold, and their plumage can be anywhere from pale gold to bright red.<br />
<br />
Phoelarches don't favor any particular terrain above others, beyond a marked preference for warmer climates.<br />
<br />
===Phoelarch Names===<br />
Phoelarch names tend to be based on either birds or colors related to fire.<br />
<br />
'''Male:''' Cardin, Carmine, Jasper, Tobias, Wren, Ignis<br />
<br />
'''Female:''' Amber, Cerise, Griffin, Scarlet, Saffron<br />
<br />
===Phoelarch Traits===<br />
{{5e Racial Traits<br />
|summary=Humanoids believed to be descended from the legendary phoenix.<br />
|abilities=Your Dexterity and Charisma scores each increase by 1.<br />
|age=Phoelarches mature at the same rate as humans, but live well into their second century, and phoeras live for an additional two centuries after that.<br />
|alignment=Phoelarches tend towards Chaos and Good.<br />
|size=Phoelarches are tall, generally well over six feet.Despite that height they are very light. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait2=Flame Aura<br />
|description2=You can activate or deactivate your Flame Aura as a bonus action. While it's active, you emit bright light for 5 feet and dim light for an additional 5, your melee attacks deal additional fire damage equal to your Charisma modifier (Minimum 1), and creatures grappling you or grappled by you take that much fire damage at the start of each of their turns. Your Flame Aura does not damage worn or held items.<br />
|trait3=Absorb Fire<br />
|description3=Whenever a source would deal fire damage to you, instead you gain half that many temporary hitpoints.<br />
|trait4=Damage Vulnerability<br />
|description4=You have vulnerability to cold damage.<br />
|trait5=Death Throes<br />
|description5=When you die, you explode in a massive fireball that covers a 20-foot radius. Each creature in the area must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 3d6 fire damage on a failed save, and half as much damage on a successful one. The damage increases to 5d6 at 6th level, 8d6 at 11th level, and 10d6 at 16th level.<br />
|trait6=Rise from the Ashes<br />
|description6=When you die, your Death Throes leave behind a chrysalis in the shape of a small black glass egg. The chrysalis can be used to bring you back with a ''resurrection'' spell (but not ''raise dead''), but not once the chrysalis has hatched; a ''gentle repose'' spell or similar effect can delay its hatching. Once it has hatched, nothing short of a ''wish'' spell can return your former body to you. After 2d4 days, the egg hatches, and you are reborn as a phoera, a Small bird reminiscent of a phoenix, retaining your memories and personality. Your new Strength score is 10, Dexterity is 14, and Constitution is 12, but your Intelligence, Wisdom, and Charisma scores remain the same. You have as many hitdice as you had before, but they are now d6s. Your new AC is 12. You now have a land speed of 20 ft and a fly speed of 60 ft. You gain proficiency in your bite and claw attacks, which each deal 1d6 piercing damage. You retain your Flame Aura, Absorb Fire, and Damage Vulnerability traits, any class features you had, and the ability to speak any languages you knew, but can't wield weapons, wear armor, use tools, or cast spells with somatic components. When your phoera form dies, it burns away into ashes, rather than being reborn again.<br />
|Trait7=Phoelarch Combat training<br />
|Description7=All Phoelarch are trained in the use of longswords, shortswords,scmitars, and shortbows <br />
|languages=Common, Ignan<br />
}}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Phoelarch_(5e_Race)&diff=738421Phoelarch (5e Race)2015-12-14T23:45:30Z<p>24.208.40.15: </p>
<hr />
<div>==Phoelarch==<br />
<br />
{{5e Image|float:right|http://1.bp.blogspot.com/-dIUkXSn3pn0/Tg0U9FU_ywI/AAAAAAAAAIc/liVTckFH_uk/s1600/Phoelarch.jpg|By Vinod Rams}}<br />
<br />
Phoelarches are tall, slender humanoids believed to be descended from the legendary phoenix. They have feathers in place of hair, and their skin radiates intense heat. Their skin colors range from dark rust to gold, and their plumage can be anywhere from pale gold to bright red.<br />
<br />
Phoelarches don't favor any particular terrain above others, beyond a marked preference for warmer climates.<br />
<br />
===Phoelarch Names===<br />
Phoelarch names tend to be based on either birds or colors related to fire.<br />
<br />
'''Male:''' Cardin, Carmine, Jasper, Tobias, Wren<br />
<br />
'''Female:''' Amber, Cerise, Griffin, Scarlet, Saffron<br />
<br />
===Phoelarch Traits===<br />
{{5e Racial Traits<br />
|summary=Humanoids believed to be descended from the legendary phoenix.<br />
|abilities=Your Dexterity and Charisma scores each increase by 1.<br />
|age=Phoelarches mature at the same rate as humans, but live well into their second century, and phoeras live for an additional two centuries after that.<br />
|alignment=Phoelarches tend towards Chaos and Good.<br />
|size=Phoelarches are tall, generally well over six feet.Despite that height they are very light. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait2=Flame Aura<br />
|description2=You can activate or deactivate your Flame Aura as a bonus action. While it's active, you emit bright light for 5 feet and dim light for an additional 5, your melee attacks deal additional fire damage equal to your Charisma modifier (Minimum 1), and creatures grappling you or grappled by you take that much fire damage at the start of each of their turns. Your Flame Aura does not damage worn or held items.<br />
|trait3=Absorb Fire<br />
|description3=Whenever a source would deal fire damage to you, instead you gain half that many temporary hitpoints.<br />
|trait4=Damage Vulnerability<br />
|description4=You have vulnerability to cold damage.<br />
|trait5=Death Throes<br />
|description5=When you die, you explode in a massive fireball that covers a 20-foot radius. Each creature in the area must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 3d6 fire damage on a failed save, and half as much damage on a successful one. The damage increases to 5d6 at 6th level, 8d6 at 11th level, and 10d6 at 16th level.<br />
|trait6=Rise from the Ashes<br />
|description6=When you die, your Death Throes leave behind a chrysalis in the shape of a small black glass egg. The chrysalis can be used to bring you back with a ''resurrection'' spell (but not ''raise dead''), but not once the chrysalis has hatched; a ''gentle repose'' spell or similar effect can delay its hatching. Once it has hatched, nothing short of a ''wish'' spell can return your former body to you. After 2d4 days, the egg hatches, and you are reborn as a phoera, a Small bird reminiscent of a phoenix, retaining your memories and personality. Your new Strength score is 10, Dexterity is 14, and Constitution is 12, but your Intelligence, Wisdom, and Charisma scores remain the same. You have as many hitdice as you had before, but they are now d6s. Your new AC is 12. You now have a land speed of 20 ft and a fly speed of 60 ft. You gain proficiency in your bite and claw attacks, which each deal 1d6 piercing damage. You retain your Flame Aura, Absorb Fire, and Damage Vulnerability traits, any class features you had, and the ability to speak any languages you knew, but can't wield weapons, wear armor, use tools, or cast spells with somatic components. When your phoera form dies, it burns away into ashes, rather than being reborn again.<br />
|Trait7=Phoelarch Combat training<br />
|Description7=All Phoelarch are trained in the use of longswords, shortswords,scmitars, and shortbows <br />
|languages=Common, Ignan<br />
}}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Talk:Phoelarch_(5e_Race)&diff=738417Talk:Phoelarch (5e Race)2015-12-14T23:35:19Z<p>24.208.40.15: </p>
<hr />
<div>:The book I got these from (3.5 MM3, p121) also mentions ice variants of phoelarches and phoeras, called vazalkyons and vazalkas, but I dunno whether to add them as a subrace; seems like work. It even says "Other elemental variants may also exist," but screw that. Although, a Zapdos gijinka could be fun to play... :P Yeah, right; we already have genasi. [[User:Knowlessman|Knowlessman]] ([[User talk:Knowlessman|talk]]) 13:23, 13 December 2015 (MST)<br />
<br />
:I'm trying not to think too hard about what a phoera ex-barbarian looks like. Damn, I also forgot to say that your phoera form can't gain class levels. :/ Is that really necessary, though? [[User:Knowlessman|Knowlessman]] ([[User talk:Knowlessman|talk]]) 14:34, 13 December 2015 (MST)<br />
<br />
If you were to add vazalkyons then dont do it as a subrace but as a whole new race.history on the race would also be appreciated.</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Ratfolk_(5e_Race)&diff=735426Ratfolk (5e Race)2015-11-27T16:58:38Z<p>24.208.40.15: Undo revision 734650 by Hanzo187 (talk)</p>
<hr />
<div>==Ratfolk==<br />
To the people at large, ratfolk find the most difficulty with life in Korrik. They are deft of foot and are sometimes drawn to a criminal lifestyle. Though this is true of some ratfolk, they are no more violent or larcenous than others, but old stereotypes linger, especially with them, and many fail to understand the tough lives ratfolk lead are not entirely of their making.<br />
<br />
{{5e Image|float:right|http://ertaislament.files.wordpress.com/2012/09/skullsnatcher.jpg|A ratfolk wading stealthily through the wastes of Korrik, art by Matt Cavotta}}<br />
===Wiry and Lanky===<br />
Ratfolk look like a hybrid of a thin human and a rat. They are shorter than humans, and appear almost frail. They have heads shaped like a rat's, with an elongated skull, thin lips, a humanoid nose, and black orbs for eyes, but no cleft in the mouth and no whiskers. The fur that grows on their bodies is thin and usually dark, giving them an obscured appearance in dark conditions, though ratfolk have fur colors ranging from light browns to dark gray and black. Like all beastfolk, ratfolk walk on human-shaped feet, not animal-like haunches. They have no tails.<br/><br />
Ratfolk prefer simple clothing with dark hues, preferring black with dark blues, greens, and browns. Most of their clothing is slightly loose with little in the way of elaborate features or ornamentation.<br />
<br />
===Life in the Shadow===<br />
Ratfolk have become accustomed to hard lives since they moved to the island nation. Though they come from a warrior culture with little inclination towards magic, the ratfolk were known more for guerilla methods, scare tactics, and stealth compared to the honorable combat favored by lionfolk. This gave ratfolk difficulty assimilating into the island nation because many of their methods lend themselves to crime. Though many ratfolk found themselves in such lives, specializing as pickpockets, infiltrators, and bandits, just as many made honest lives as trappers, guides, hunters, and scouts. With the exception of the Raven Blade, however, this stigma still sticks today. Ratfolk are naturally introverted and inwardly drawn. They prefer to spend their time on their own and, even in large crowds, try to make it clear they wish to be on their own. This gives them an insightful attitude and they will always speak carefully, with few words and cautious thought. This, by extension, give ratfolk a disdain for authority figures and those in high standing. Many ratfolk have little respect for such people as they believe in protecting themselves and writing wrongs done to them on their own<br />
<br />
===A Place in the World===<br />
A ratfolk adventurer is one that seeks a place in a world where acceptance and acknowledgement for their kind doesn't come easy. Though ratfolk are cautious, they are neither fearful nor stupid, and the opportunity to face enemies and beat traps give ratfolk a sense of challenge. For ratfolk, the chance to complete a task no one else can give ratfolk the best chance to earn their keep with a group, if not the world. Ratfolk dislike the norms placed on them, and while they don't seek to affect such change in attitude on a large scale, they do value the opinions of those few they come to trust. This trust doesn't come lightly, and can be lost easily if abused.<br />
<br />
===Ratfolk Names===<br />
Ratfolk sometimes use human names, but prefer names more closely in line with their beast heritage<br />
<br />
'''Male:''' Human names, as well as Claw, Fur, Fang, Nay, and the color of their fur at birth<br />
<br />
'''Female:''' Any human name, as well as Talon and Claw<br />
<br />
===Ratfolk Traits===<br />
The ratfolk character is a race that focuses on several traits, holding these to be common ground among the vast majority of their race.<br />
<br />
{{5e Racial Traits<br />
|summary=Quick and silent, ratfolk exist as outsiders no matter where they are, but they let nothing get in their way.<br />
|abilities=Your Dexterity score increases by 2.<br />
|age=Ratfolk live 250 years at the most, showing good vitality and longevity even at the end. Commonly, ratfolk reach adulthood at around age 25, with the fur on their bodies turning grey between ages 180 and 200.<br />
|alignment=Ratfolk are strongly inclined to following their own path, disregarding rules and traditions for the sake of freedom, which makes ratfolk strongly chaotic. Ratfolk are diverse along good and evil, but evil ratfolk are very rare, and even good ones are not common.<br />
|size=Ratfolk look thin and frail, standing about 5'3” and 5'6”, and weighing around 110&ndash;130 lbs. Your size is Medium.<br />
|speed=Your base walking speed is 35 feet.<br />
|trait1=Darkvision<br />
|description1=You are used to dark areas, and your eyes have adjusted to such. You can see in dim light within 60 feet of you as if it were bright light, and darkness as if it were dim light. You can't discern color in darkness, only shades of grey.<br />
|trait2=Nimble Fingers hidden face<br />
|description2=You have proficiency with the Sleight of Hand and stealth skills.<br />
|trait3=keen senses<br />
|description3=you gain the perception skill<br />
|trait4=Quick Reaction<br />
|description4=You gain a +2 bonus to initiative.<br />
|languages=You can speak, read, and write Common and one other language of your choice.<br />
|subrace=Ratfolk are separated into two subraces, shadowfur and windfoot, which come with different benefits. Choose one of these subraces.<br />
}}<br />
<br />
====Shadowfur Ratfolk====<br />
Shadowfur ratfolk are cynical like their windfoot counterparts, and just as introverted, but they have a knack for blending into society. They prefer to live on the fringes of the island nation's cities. Many disdain authority, but simply attempt to keep away from law enforcement, believing they will be left alone if they leave others alone. The dark hair on their bodes gives them an advantage in dark environs.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your Charisma score increases by 2.<br />
|trait1=Shadow Blend<br />
|description1=You can attempt to hide when in dim light.<br />
|trait2=<br />
|description2=<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
====Windfoot Ratfolk====<br />
Windfoot ratfolk fit well the rebellious nature of their race; they have no love for civilization and laws, preferring the freedom and unpredictability of the wild. Most windfoot ratfolk are cautious and untrusting of others who come near their territory, but they have keen eyes and quick feet, giving them a distinct advantage when they get the drop on their enemies.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your Wisdom score increases by 2.<br />
|trait1=Windfoot Lethality<br />
|description1=Your weapon damage dice are one step higher for the first attack on your turn each turn as long as you aren't surprised. For each d12 you roll for damage, change to 2d6.<br />
|trait2=<br />
|description2=<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Ratfolk Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 4′ 7″ || +2d6 || 80 lb. || &times; (2d4) lb.<br />
|}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Anthropomorphic]]</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Professional_Assassin_(5e_Background)&diff=734616Professional Assassin (5e Background)2015-11-21T22:23:49Z<p>24.208.40.15: Undo revision 733403 by 2605:E000:6A11:2100:95C:3457:EFB1:4806 (talk)</p>
<hr />
<div><br />
==Assassin<-Background Name->==<br />
<br />
<!--Lead Paragraph. Ask questions to help the player flesh out their background.--><br />
as an assassin you are trained to kill. how did you learn, why did you learn.<br />
<br />
<br />
'''Skill Proficiencies:''' <!--Two skill proficiencies--><br />
you gain proficiency in persuasion and deception<br />
<br />
<br />
'''Tool Proficiencies:''' <!--Tool proficiencies--><br />
you gain proficiency with theives tools and poisoners kit<br />
<br />
<br />
'''Languages:''' <!--Optional, delete if unneeded--><br />
you learn to read write and spek one language<br />
<br />
<br />
'''Equipment:''' <!--Starting equipment package--><br />
you get 2 daggers, 10 vials of basic poison, poisoners kit, theives tools, 1 set of aristocratic clothing, and an assassins suit(under equipment-armor) you also have a pouch with 2d12 gold in it<br />
<br />
===Feature:Guild membership===<br />
Like an artisan you belong to a guild but instead of merchants you consort with killers, you live a comfortable lifestyle without charge, and your guild will grant you protection from any crimes you are charged with. to reamin part of the guild you must pay them 10 gold for every month you earn. in addition your guild provides for the upkeep of your weapons and your living costs (food) while away from the guild.<br />
===Suggested Characteristics===<br />
<!--Lead text--><br />
{| class="5e" style="text-align: left;"<br />
! d8 || Personality Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 ||You enjoy your gold alot <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 ||You do not mind stabbing a ally in the back if it will benefit you in the long run <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 ||You dont like killing <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 ||you dont react to death <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 ||you never take anything seriously and joke way to much <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 ||You are a bit of a show off<!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 ||you have killed so many you have lost count <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 ||you hunt people like animals <!--Text--><br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 ||Greed you are only iin it for the money <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 ||Self-Knowledge. If you know yourself, there is nothing left to know. <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 ||Aspiration. I work hard to be the best there is at my craft <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 ||People. I help people who help me--that's what keeps us alive. <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 ||Master. I'm a predator, and everyone else is my prey <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 ||Death. some people deserve to die <!--Text--><br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 ||I owe my guild a great debt for forging me into the person I am today. <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 ||A powerful person killed someone I love. Some day soon, I'll have my revenge <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 ||I'm trying to pay off an old debt I owe to My Teacher. <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 ||Someone I loved died because of a mistake I made. That will never happen again. <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 ||One day I will return to my guild and prove that I am the greatest assassin of them all <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 ||My tools are symbols of my past life, and I carry them so that I will never forget my roots <!--Text--><br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Flaw<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 ||I love to own other peoples gold usually taken from their unsuspecting pocket <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 ||If there's a plan, I'll forget it. If I don't forget it, I'll ignore it <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 ||There's no room for caution in a life lived to the fullest <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 ||Violence is my answer to almost any challenge. <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 ||Once someone questions my courage, I never back down no matter how dangerous the situation. <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 ||I judge others harshly, and myself even more severely <!--Text--><br />
|}<br />
----<br />
{{5e Backgrounds Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Background]]</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Professional_Assassin_(5e_Background)&diff=734615Professional Assassin (5e Background)2015-11-21T22:23:21Z<p>24.208.40.15: Undo revision 733404 by 2605:E000:6A11:2100:95C:3457:EFB1:4806 (talk)</p>
<hr />
<div><br />
==Assassin<-Background Name->==<br />
<br />
<!--Lead Paragraph. Ask questions to help the player flesh out their background.--><br />
as an assassin you are trained to kill. how did you learn, why did you learn.<br />
<br />
<br />
'''Skill Proficiencies:''' <!--Two skill proficiencies--><br />
you gain proficiency in persuasion and deception<br />
<br />
<br />
'''Tool Proficiencies:''' <!--Tool proficiencies--><br />
you gain proficiency with theives tools and poisoners kit<br />
<br />
<br />
'''Languages:''' <!--Optional, delete if unneeded--><br />
you learn to read write and spek one language<br />
<br />
<br />
'''Equipment:''' <!--Starting equipment package--><br />
you get 2 daggers, 10 vials of basic poison, poisoners kit, theives tools, 1 set of aristocratic clothing, and an assassins suit(under equipment-armor) you also have a pouch with 2d12 gold in it<br />
<br />
===Feature:Guild membership===<br />
Like an artisan you belong to a guild but instead of merchants you consort with killers, you live a comfortable lifestyle without charge, and your guild will grant you protection from any crimes you are charged with. to reamin part of the guild you must pay them 10 gold for every month. In addition your guild provides for the upkeep of your weapons and your living costs (food) while away from the guild.<br />
===Suggested Characteristics===<br />
<!--Lead text--><br />
{| class="5e" style="text-align: left;"<br />
! d8 || Personality Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 ||You enjoy your gold alot <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 ||You do not mind stabbing a ally in the back if it will benefit you in the long run <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 ||You dont like killing <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 ||you dont react to death <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 ||you never take anything seriously and joke way to much <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 ||You are a bit of a show off<!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 ||you have killed so many you have lost count <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 ||you hunt people like animals <!--Text--><br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 ||Greed you are only iin it for the money <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 ||Self-Knowledge. If you know yourself, there is nothing left to know. <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 ||Aspiration. I work hard to be the best there is at my craft <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 ||People. I help people who help me--that's what keeps us alive. <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 ||Master. I'm a predator, and everyone else is my prey <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 ||Death. some people deserve to die <!--Text--><br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 ||I owe my guild a great debt for forging me into the person I am today. <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 ||A powerful person killed someone I love. Some day soon, I'll have my revenge <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 ||I'm trying to pay off an old debt I owe to My Teacher. <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 ||Someone I loved died because of a mistake I made. That will never happen again. <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 ||One day I will return to my guild and prove that I am the greatest assassin of them all <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 ||My tools are symbols of my past life, and I carry them so that I will never forget my roots <!--Text--><br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Flaw<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 ||I love to own other peoples gold usually taken from their unsuspecting pocket <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 ||If there's a plan, I'll forget it. If I don't forget it, I'll ignore it <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 ||There's no room for caution in a life lived to the fullest <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 ||Violence is my answer to almost any challenge. <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 ||Once someone questions my courage, I never back down no matter how dangerous the situation. <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 ||I judge others harshly, and myself even more severely <!--Text--><br />
|}<br />
----<br />
{{5e Backgrounds Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Background]]</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Professional_Assassin_(5e_Background)&diff=734614Professional Assassin (5e Background)2015-11-21T22:22:48Z<p>24.208.40.15: Undo revision 733405 by 2601:CC:4101:7BCA:8811:270C:FED9:71CE (talk)</p>
<hr />
<div><br />
==Assassin<-Background Name->==<br />
<br />
<!--Lead Paragraph. Ask questions to help the player flesh out their background.--><br />
as an assassin you are trained to kill. how did you learn, why did you learn.<br />
<br />
<br />
'''Skill Proficiencies:''' <!--Two skill proficiencies--><br />
you gain proficiency in persuasion and deception<br />
<br />
<br />
'''Tool Proficiencies:''' <!--Tool proficiencies--><br />
you gain proficiency with theives tools and poisoners kit<br />
<br />
<br />
'''Languages:''' <!--Optional, delete if unneeded--><br />
you learn to read write and spek one language<br />
<br />
<br />
'''Equipment:''' <!--Starting equipment package--><br />
you get 2 daggers, 10 vials of basic poison, poisoners kit, theives tools, 1 set of aristocratic clothing, and an assassins suit(under equipment-armor) you also have a pouch with 2d12 gold in it<br />
<br />
===Feature:Guild membership===<br />
Like an artisan you belong to a guild but instead of merchants you consort with killers, you live a comfortable lifestyle without charge, and your guild will grant you protection from any crimes you are charged with. to reamin part of the guild you must pay them 10 gold every month. In addition your guild provides for the upkeep of your weapons and your living costs (food) while away from the guild.<br />
===Suggested Characteristics===<br />
<!--Lead text--><br />
{| class="5e" style="text-align: left;"<br />
! d8 || Personality Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 ||You enjoy your gold alot <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 ||You do not mind stabbing a ally in the back if it will benefit you in the long run <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 ||You dont like killing <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 ||you dont react to death <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 ||you never take anything seriously and joke way to much <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 ||You are a bit of a show off<!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 ||you have killed so many you have lost count <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 ||you hunt people like animals <!--Text--><br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 ||Greed you are only iin it for the money <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 ||Self-Knowledge. If you know yourself, there is nothing left to know. <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 ||Aspiration. I work hard to be the best there is at my craft <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 ||People. I help people who help me--that's what keeps us alive. <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 ||Master. I'm a predator, and everyone else is my prey <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 ||Death. some people deserve to die <!--Text--><br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 ||I owe my guild a great debt for forging me into the person I am today. <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 ||A powerful person killed someone I love. Some day soon, I'll have my revenge <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 ||I'm trying to pay off an old debt I owe to My Teacher. <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 ||Someone I loved died because of a mistake I made. That will never happen again. <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 ||One day I will return to my guild and prove that I am the greatest assassin of them all <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 ||My tools are symbols of my past life, and I carry them so that I will never forget my roots <!--Text--><br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Flaw<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 ||I love to own other peoples gold usually taken from their unsuspecting pocket <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 ||If there's a plan, I'll forget it. If I don't forget it, I'll ignore it <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 ||There's no room for caution in a life lived to the fullest <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 ||Violence is my answer to almost any challenge. <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 ||Once someone questions my courage, I never back down no matter how dangerous the situation. <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 ||I judge others harshly, and myself even more severely <!--Text--><br />
|}<br />
----<br />
{{5e Backgrounds Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Background]]</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Professional_Assassin_(5e_Background)&diff=734613Professional Assassin (5e Background)2015-11-21T22:22:18Z<p>24.208.40.15: Undo revision 733528 by 98.157.152.46 (talk)</p>
<hr />
<div><br />
==Assassin<-Background Name->==<br />
<br />
<!--Lead Paragraph. Ask questions to help the player flesh out their background.--><br />
as an assassin you are trained to kill. how did you learn, why did you learn.<br />
<br />
<br />
'''Skill Proficiencies:''' <!--Two skill proficiencies--><br />
you gain proficiency in persuasion and deception<br />
<br />
<br />
'''Tool Proficiencies:''' <!--Tool proficiencies--><br />
you gain proficiency with theives tools and poisoners kit<br />
<br />
<br />
'''Languages:''' <!--Optional, delete if unneeded--><br />
you learn to read write and spek one language<br />
<br />
<br />
'''Equipment:''' <!--Starting equipment package--><br />
you get 2 daggers, 10 vials of basic poison, poisoners kit, theives tools, 1 set of aristocratic clothing, and an assassins suit(under equipment-armor) you also have a pouch with 2d12 gold in it<br />
<br />
===Feature:Guild membership===<br />
Like an artisan you belong to a guild but instead of merchants you consort with killers, you live a comfortable lifestyle without charge, and your guild will grant you protection from any crimes you are charged with. to remain part of the guild you must pay them 10 gold every month. In addition your guild provides for the upkeep of your weapons and your living costs (food) while away from the guild.<br />
<br />
===Suggested Characteristics===<br />
<!--Lead text--><br />
{| class="5e" style="text-align: left;"<br />
! d8 || Personality Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 ||You enjoy your gold alot <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 ||You do not mind stabbing a ally in the back if it will benefit you in the long run <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 ||You dont like killing <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 ||you dont react to death <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 ||you never take anything seriously and joke way to much <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 ||You are a bit of a show off<!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 ||you have killed so many you have lost count <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 ||you hunt people like animals <!--Text--><br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 ||Greed you are only iin it for the money <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 ||Self-Knowledge. If you know yourself, there is nothing left to know. <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 ||Aspiration. I work hard to be the best there is at my craft <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 ||People. I help people who help me--that's what keeps us alive. <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 ||Master. I'm a predator, and everyone else is my prey <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 ||Death. some people deserve to die <!--Text--><br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 ||I owe my guild a great debt for forging me into the person I am today. <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 ||A powerful person killed someone I love. Some day soon, I'll have my revenge <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 ||I'm trying to pay off an old debt I owe to My Teacher. <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 ||Someone I loved died because of a mistake I made. That will never happen again. <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 ||One day I will return to my guild and prove that I am the greatest assassin of them all <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 ||My tools are symbols of my past life, and I carry them so that I will never forget my roots <!--Text--><br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Flaw<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 ||I love to own other peoples gold usually taken from their unsuspecting pocket <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 ||If there's a plan, I'll forget it. If I don't forget it, I'll ignore it <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 ||There's no room for caution in a life lived to the fullest <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 ||Violence is my answer to almost any challenge. <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 ||Once someone questions my courage, I never back down no matter how dangerous the situation. <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 ||I judge others harshly, and myself even more severely <!--Text--><br />
|}<br />
----<br />
{{5e Backgrounds Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Background]]</div>24.208.40.15https://www.dandwiki.com/w/index.php?title=Professional_Assassin_(5e_Background)&diff=734612Professional Assassin (5e Background)2015-11-21T22:21:54Z<p>24.208.40.15: Undo revision 733545 by Marasmusine (talk)</p>
<hr />
<div><br />
==Assassin<-Background Name->==<br />
<br />
<!--Lead Paragraph. Ask questions to help the player flesh out their background.--><br />
as an assassin you are trained to kill. how did you learn, why did you learn.<br />
<br />
<br />
'''Skill Proficiencies:''' <!--Two skill proficiencies--><br />
you gain proficiency in persuasion and deception<br />
<br />
<br />
'''Tool Proficiencies:''' <!--Tool proficiencies--><br />
you gain proficiency with theives tools and poisoners kit<br />
<br />
<br />
'''Languages:''' <!--Optional, delete if unneeded--><br />
you learn to read write and speak one language<br />
<br />
<br />
'''Equipment:''' <!--Starting equipment package--><br />
you get 2 daggers, 10 vials of basic poison, poisoners kit, theives tools, 1 set of aristocratic clothing, and an assassins suit(under equipment-armor) you also have a pouch with 2d12 gold in it<br />
<br />
===Feature:Guild membership===<br />
Like an artisan you belong to a guild but instead of merchants you consort with killers, you live a comfortable lifestyle without charge, and your guild will grant you protection from any crimes you are charged with. to remain part of the guild you must pay them 10 gold every month. In addition your guild provides for the upkeep of your weapons and your living costs (food) while away from the guild.<br />
<br />
===Suggested Characteristics===<br />
<!--Lead text--><br />
{| class="5e" style="text-align: left;"<br />
! d8 || Personality Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 ||You enjoy your gold alot <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 ||You do not mind stabbing a ally in the back if it will benefit you in the long run <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 ||You dont like killing <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 ||you dont react to death <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 ||you never take anything seriously and joke way to much <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 ||You are a bit of a show off<!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 ||you have killed so many you have lost count <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 ||you hunt people like animals <!--Text--><br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 ||Greed you are only iin it for the money <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 ||Self-Knowledge. If you know yourself, there is nothing left to know. <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 ||Aspiration. I work hard to be the best there is at my craft <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 ||People. I help people who help me--that's what keeps us alive. <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 ||Master. I'm a predator, and everyone else is my prey <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 ||Death. some people deserve to die <!--Text--><br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 ||I owe my guild a great debt for forging me into the person I am today. <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 ||A powerful person killed someone I love. Some day soon, I'll have my revenge <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 ||I'm trying to pay off an old debt I owe to My Teacher. <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 ||Someone I loved died because of a mistake I made. That will never happen again. <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 ||One day I will return to my guild and prove that I am the greatest assassin of them all <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 ||My tools are symbols of my past life, and I carry them so that I will never forget my roots <!--Text--><br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Flaw<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 ||I love to own other peoples gold usually taken from their unsuspecting pocket <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 ||If there's a plan, I'll forget it. If I don't forget it, I'll ignore it <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 ||There's no room for caution in a life lived to the fullest <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 ||Violence is my answer to almost any challenge. <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 ||Once someone questions my courage, I never back down no matter how dangerous the situation. <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 ||I judge others harshly, and myself even more severely <!--Text--><br />
|}<br />
----<br />
{{5e Backgrounds Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Background]]</div>24.208.40.15