https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Coaldstone&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T02:13:04ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Arcane_Crafter_(5e_Subclass)&diff=1821575Arcane Crafter (5e Subclass)2024-03-16T00:11:39Z<p>Coaldstone: Coaldstone moved page Acane carfter (5e Class) to Arcane Crafter (5e Subclass) without leaving a redirect: Renaming.</p>
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<div>{{needsbalance|This doesn't follow the standard {{5g|Sorcerer#Sorcerous Origin|Origin}} progression. Generally features seem dull. The unique aspects of this origin are: your spells do more damage, and DC for those spells is higher. }}<br />
<br />
===Arcane Crafter===<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|<!-- image link -->|<!-- name of the art, artists and a link to their page -->}}</div><br />
''Sorcerer Subclass''<br />
<br />
Warning: As an Arcane Crafter, it is important to remember that the spells you create are unique to you and may not always align with the decisions of the game master or dungeon master. It is important to work and communicate with them in order to have a balanced and enjoyable gaming experience.<br />
<br />
The ability to create spells is a very special and rare gift, belonging to a mystical lineage known as the "Arcane Crafters". These sorcerers possess an innate connection with magic energy, allowing them to manipulate it in a unique way to create customized spells. The ability to create spells comes from an unknown origin, it is said that somewhere in the world there is a place where magic energy flows with greater intensity, facilitating the creation of spells. Arcane Crafters are known for their powerful arsenal of personalized spells, which are unique in their class and can be used to face any challenge. However, due to their innate nature, Arcane Crafters cannot learn additional spells, and must rely on their ability to create spells to increase their magical power. With time and practice, Arcane Crafters become true masters of magic, capable of creating spells of great scope and effectiveness.<br />
<br />
;Arcane Crafter<br />
At level 1, You have an innate connection with magic energy, allowing you to manipulate it in a unique way to create customized spells. Your spellcasting ability is now based on {{5a|Con}}, as the magic energy comes from your body and its strength. You can create a number of spells per day equal to your {{5g|Sorcerer}} level + your {{5a|Con}} modifier (minimum of 1 spell). These spells deal an extra 1d6 damage and have a +2 bonus to the spell save {{5g|Saving Throws|DC}}.<br />
<br />
;Enhanced Spellcasting<br />
At level 3, You can now use multiple spell slots or metamagic points in one spell. This increases the damage dealt by the spell by 1d6 for each spell slot or metamagic point used, up to a maximum of 5d6. You also gain the ability to regain spell slots or metamagic points after a {{5e|short rest}}, regaining a number of spell slots and metamagic points equal to half your Sorcerer level (rounded up).<br />
<br />
;Masterful Spell Creation<br />
At level 6, You can now create extra spells per day, equal to your {{5a|Con}} modifier (minimum of 1 spell). Your spells are even more effective in combat, making it harder for creatures to resist their effects. The spell save {{5g|Saving Throws|DC}} for your spells increases by +2.<br />
<br />
;Greater Power<br />
At level 10, Your spells are now even more powerful, increasing their damage by an additional 1d6 and making them even more effective in combat.<br />
<br />
;Arcane Mastery<br />
At level 17, Your spells are now more distinct compared to those of other sorcerers, giving you a unique advantage in combat. The damage dealt by your spells increases by an additional 1d6, and the spell save {{5g|Saving Throws|DC}} increases by +2.<br />
<br />
;Grand Arcanist<br />
At level 20, You have become a true master of magic, capable of casting one spell as a free action each turn. Your spells are now the most powerful and effective of all sorcerers, dealing an extra 2d6 damage and having a +4 bonus to the spell save {{5g|Saving Throws|DC}}. You are a force to be reckoned with in combat.<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Sorcerer]]</div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=Arcane_Crafter_(5e_Subclass)&diff=1821573Arcane Crafter (5e Subclass)2024-03-16T00:10:52Z<p>Coaldstone: Needsbalance. Added preload, and SRD links.</p>
<hr />
<div>{{needsbalance|This doesn't follow the standard {{5g|Sorcerer#Sorcerous Origin|Origin}} progression. Generally features seem dull. The unique aspects of this origin are: your spells do more damage, and DC for those spells is higher. }}<br />
<br />
===Arcane Crafter===<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|<!-- image link -->|<!-- name of the art, artists and a link to their page -->}}</div><br />
''Sorcerer Subclass''<br />
<br />
Warning: As an Arcane Crafter, it is important to remember that the spells you create are unique to you and may not always align with the decisions of the game master or dungeon master. It is important to work and communicate with them in order to have a balanced and enjoyable gaming experience.<br />
<br />
The ability to create spells is a very special and rare gift, belonging to a mystical lineage known as the "Arcane Crafters". These sorcerers possess an innate connection with magic energy, allowing them to manipulate it in a unique way to create customized spells. The ability to create spells comes from an unknown origin, it is said that somewhere in the world there is a place where magic energy flows with greater intensity, facilitating the creation of spells. Arcane Crafters are known for their powerful arsenal of personalized spells, which are unique in their class and can be used to face any challenge. However, due to their innate nature, Arcane Crafters cannot learn additional spells, and must rely on their ability to create spells to increase their magical power. With time and practice, Arcane Crafters become true masters of magic, capable of creating spells of great scope and effectiveness.<br />
<br />
;Arcane Crafter<br />
At level 1, You have an innate connection with magic energy, allowing you to manipulate it in a unique way to create customized spells. Your spellcasting ability is now based on {{5a|Con}}, as the magic energy comes from your body and its strength. You can create a number of spells per day equal to your {{5g|Sorcerer}} level + your {{5a|Con}} modifier (minimum of 1 spell). These spells deal an extra 1d6 damage and have a +2 bonus to the spell save {{5g|Saving Throws|DC}}.<br />
<br />
;Enhanced Spellcasting<br />
At level 3, You can now use multiple spell slots or metamagic points in one spell. This increases the damage dealt by the spell by 1d6 for each spell slot or metamagic point used, up to a maximum of 5d6. You also gain the ability to regain spell slots or metamagic points after a {{5e|short rest}}, regaining a number of spell slots and metamagic points equal to half your Sorcerer level (rounded up).<br />
<br />
;Masterful Spell Creation<br />
At level 6, You can now create extra spells per day, equal to your {{5a|Con}} modifier (minimum of 1 spell). Your spells are even more effective in combat, making it harder for creatures to resist their effects. The spell save {{5g|Saving Throws|DC}} for your spells increases by +2.<br />
<br />
;Greater Power<br />
At level 10, Your spells are now even more powerful, increasing their damage by an additional 1d6 and making them even more effective in combat.<br />
<br />
;Arcane Mastery<br />
At level 17, Your spells are now more distinct compared to those of other sorcerers, giving you a unique advantage in combat. The damage dealt by your spells increases by an additional 1d6, and the spell save {{5g|Saving Throws|DC}} increases by +2.<br />
<br />
;Grand Arcanist<br />
At level 20, You have become a true master of magic, capable of casting one spell as a free action each turn. Your spells are now the most powerful and effective of all sorcerers, dealing an extra 2d6 damage and having a +4 bonus to the spell save {{5g|Saving Throws|DC}}. You are a force to be reckoned with in combat.<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Sorcerer]]</div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=Emerald_Knight_Ring_(5e_Equipment)&diff=1821565Emerald Knight Ring (5e Equipment)2024-03-15T23:48:35Z<p>Coaldstone: Stub and Wording. Added Copyright Disclaimer. Added SRD links.</p>
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<div>{{stub|"Based on your wis save" what if you aren't a spellcaster? }}<br />
{{wording|Information in brackets needs to be integrated into the property descriptions naturally. }}<br />
<br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Emerald Knight Ring<br />
|type=Ring<br />
|rarity=Unique<br />
|attunement=requires attunement<br />
|description=A magic emerald ring, carved with a green shield emblem on the front of it. It was created by an order of ancient paladins, who sought order through their willpower. It emits a bright green light within a 10ft. radius and a dim light within a 15ft. radius. The ring can be summoned from any distance to the person it is attuned to, it cannot be unattuned except by the attuned beings death. The ring has 25 + your {{5a|Wis}} modifier charges each day that are restored upon a {{5e|long rest}}, or upon placing the ring on an enchanted emerald, and chanting the emerald knight oath as follows; "In Brightest day, in blackest knight, no evil shall escape my sight, let those who worship evils might, beware my power, my Emerald Light!!"<br />
<br />
You can expend charges to perform actions, {{5e|reaction}}s and {{5e|bonus action}}s, using the Emerald light of the ring.<br />
<br />
'''''Weapon Construct.''''' 1 charge, {{5e|bonus action}}; generate any {{5g|weapon}} from the emerald light of the ring, the weapon is a +2 variant that deals {{5g|Damage Rolls|radiant}} damage instead of its normal damage type. The weapon exists for 10 minutes after which the construct vanishes.<br />
<br />
'''''Focused Blast.''''' 2 charges, {{5e|Bonus action}}; 100ft. line. {{5a|Dex}} {{5e|saving throw}} based on your {{5a|wis}} save {{5g|Saving Throws|DC}}. 4d6 {{5g|Damage Rolls|radiant}} damage. [A quick beam of green energy faster than the eye can perceive.]<br />
<br />
'''''Celerity.''''' 3 Charges, {{5e|bonus action}}; your {{5g|About Races#Speed|movement speed}} is doubled as long as you hold {{5e|concentration}}. [Surround Yourself with the Emerald light of the ring to grant yourself superhuman speed.]<br />
<br />
'''''Emerald Shield.''''' 3 charges, {{5g|reaction}}; when you or an ally within 60 feet is targeted with an attack you can as a {{5e|reaction}} raise a shield that grants you or your ally 30 {{5e|temporary hit points}} and {{5e|advantage}} on {{5e|saving throws}} against spells. The shield is lowered at the beginning of your next turn or when the shield runs out of hit points. You cannot have, {{5e|temporary hit points}} from more than one source.<br />
<br />
'''''Charged Blast.''''' 4 Charges, Action; 65ft. line,. {{5a|Dex}} {{5e|saving throw}} based on your {{5a|wis}} save {{5g|Saving Throws|DC}}. 8d10 {{5g|Damage Rolls|radiant}} damage. Knocking all targets prone if they fail the save. [an immensely dense beam of energy that destroys everything in its path.]<br />
<br />
'''''Flight.''''' 5 charges, action; You cast the ''{{5g|fly}}'' spell, with one alteration the duration becomes 1 day so long as you cast it on yourself.<br />
<br />
'''''Freestyle.''''' 25 charges, action; You use all of the charges in the ring to cast a limited version of the ''{{5e|wish}}'' spell, the DM, can grant the effect so long as it is within the rings power, if the spell misfires, five charges are consumed and Freestyle cannot be used for 1d6 + 7 days.<br />
}}<br />
|<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!<!--https://comicvine.gamespot.com/a/uploads/scale_medium/8/85087/1598544-green_ring_1.png--><br />
|-<br />
|<!--image caption--><br />
|}<br />
|}<br />
----<br />
{{5e Equipment Breadcrumb}} &rarr; [[5e Magical Rings|Magic Rings]][[Category:User]]<br />
{{Copyright Disclaimer|owner=DC Comics |franchise=DC Comics}}</div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=Pirate_Cover_(5e_Feat)&diff=1821489Pirate Cover (5e Feat)2024-03-15T21:53:21Z<p>Coaldstone: Needsbalance. Added SRD links, and added preload.</p>
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<div>{{needsbalance|Overpowered. There is more here than some subclasses and backgrounds, and this is supposed to be a half feat. See [[5e Feat Design Guide]]. Acting is not a skill. }}<br />
<br />
{{5e Feat<br />
|name= Pirate cover<br />
|prereqs= <br />
|benefit=Wey, hey, up she rises, early in the morning. You gain the following benefits:<br />
<br />
* Increase your {{5a|dex}} or {{5a|con}} by 1, to a maximum of 20.<br />
* You gain proficiency in acting, plus one between {{5s|persuasion}} or {{5s|deception}}; you also gain proficiency with water vehicles and a musical instrument of your choice.<br />
* Your {{5g|Armor Qualities|AC}} without armor becomes 10 + {{5a|dex}} modifier + your {{5e|proficiency bonus}}.<br />
* You can't get lost at sea, and you can use constellations in the sky to discern cardinal points.<br />
* You gain a {{5g|Creatures#Speed|swim speed}} of 45 feet, and can hold your breath for 30 minutes.<br />
* You are associated with a probably well-known crew, whether for good or bad reasons, when you enter a tavern or coastal town, roll a d20. On a 10 or higher, you are recognized by some people, including the bar owner, giving you an advantage in social interactions with people, whether asking for free food, information, shelter, etc. in a 5 - 9, a few people seem to recognize you, whispers about you start to be made, whether this will be a good or bad thing depends on the DM.<br />
* You can reload a {{5g|Weapons|ranged weapon}} using half your {{5g|About Races#Speed|movement}} instead of an action.<br />
* If an opponent misses an attack against you with a difference of 5 or more, you can make a distraction against him, either by saying that there is something behind him, poking his eyes, etc. make a {{5s|deception}} {{5g|Ability Checks|check}}, on a success, you can make an attack against him, ending the target's turn.<br />
* If you have any kind of alcoholic beverage and something to light on fire, you can use an action to take a sip of the drink, and spit it near the fire source to try to spit flames. Creatures in a 15 foot cone in front of you make a {{5a|dex}} {{5g|Saving Throws|saving throw}} (8 + your {{5e|proficiency bonus}} + your {{5a|dex}} modifier), or take 4d4 {{5g|Damage Rolls|fire}} damage, if one or more dice roll 1, you take the damage from those dice too. "(if you roll dice like 1, 1, 2, 4, you take 2 damage, and the targets 8)"<br />
}}<br />
<br />
<vote type=1/><br />
----<br />
{{5e Feats Breadcrumb}}<br />
[[Category:Combat Feat]]<br />
[[Category:Discovery Feat]] <br />
[[Category:Interaction Feat]]</div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=Protogen_(3.5e_Race)&diff=1821481Protogen (3.5e Race)2024-03-15T21:40:43Z<p>Coaldstone: Stub. Transformed to 3.5e.</p>
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<div>{{stub|Tail Feathers and Weaponist Arm do not have effects. Missing LA and ECL. Various incomplete sections. }}<br />
<br />
{{x0<br />
|la=<!-#-><br />
|ecl=<!-#-><br />
|type=Monstrous Humanoid (Protogen)<br />
|ability_adjust=Varies<br />
|size=Medium or Large<br />
|favored_class=<br />
|desc=Organic and Machine hybrids that explore space.<br />
}}<br />
<br />
==Protogen==<br />
{{quote|We still do not quite know the intentions of the Protogens, but we can only hope for the best. We are still currently working on contacting the leaders of the Protogen but they remain unresponsive as of now.|orig=Dr. PHD at his famous speech at the GG conference. 30 minutes after the speech a large coalition of Protogens showed up at the location causing a small amount of panic.}}<br />
<br />
;History<br />
"In the dark eons of the war to end all wars, there was a group of mad scientist who with their twisted minds sparked an idea for new troops and explorers for this war on the next frontier, space. The first to be made were the Primagen, but sometime after the first creation, an accident that would leave many wondering what had gone wrong for everything seemed fine, but during this accident some Primagens and Scientists were pulled into another dimension. These stragglers began adapting to this new world they found themselves on with magic and technology they prospered, until the Crusades swept across the country side. Leading to the Primagens almost near extinction and sparking the measures they put in place. The projects they had been working on for many years finally came into effect as the Protogen were completed. The Crusade knew no bounds but with the cleverness of the remaining Primagens and Protogens they went to space seeking salvation in the stars. Primagens nowadays anywhere are exceedingly rare and one has not been seen for almost 400 years, while Protogens being more numerous are spread much more around and are much more likely to be out there still." - Noble Piece Prize winning Dr. PHD and his Colleagues at the University of Anomalous Happenings<br />
<br />
=== Personality ===<br />
<br />
<!-- Insert here how your race tends to act on a normal day. --><br />
<br />
===Physical Description===<br />
The appearance of a Protogen's head is more rounded than a Primagen. Beyond having organic ears, other differences from Primagen include that it stands more upright and it‘s more organic. Its torso has some mechanical parts as well as organic fur around it. The legs can be thick or thin. All the body parts except the torso and head have a “plug n' play“ feature where they can replace their tail and arms with many different types of limbs, including aquatic, space, and more to work in many situations. Its facial expressions are shown through the helmet with a variety of different colors. They look like LED lights, but how they are actually powered is unknown. Protogens are 60% organic and 40% machine.<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
[[File:Protogen and Primagen comparison.jpg|default|right|A little bit of a picture to help understand the difference, Credit Malice-risu]]<br />
</div><br />
<br />
=== Relations ===<br />
<br />
<!-- Insert here how your race gets along with other races. --><br />
<br />
;Society<br />
Their society similar to that of a heavily militant country is one of obedience to the CODE although strict the society prospers. Being built for war they are in a sense like War-Forged in the way the interact with society. Rumors do exist of civilian Protogen population located somewhere, but they have yet to be cooperated by more than a few sources.<br />
<br />
=== Alignment ===<br />
Protogens are normally of a lawful or neutral alignment. Corrupted Protogens are normally of a chaotic or neutral alignment.<br />
<br />
=== Lands ===<br />
<br />
<!-- Insert here the areas your race feels most comfortable living in. --><br />
<br />
=== Religion ===<br />
<br />
<!-- Insert here the religion, religions, pantheon, or pantheons your race practices. --><br />
<br />
=== Language ===<br />
<br />
Common.<br />
<br />
===Names===<br />
Top Scientist have yet to figure out any real naming conventions.<br />
<br />
'''Male:''' Really anything will work for the most part<br />
<br />
'''Female:''' Really anything will work for the most part<br />
<br />
<br />
=== Racial Traits ===<br />
<br />
====Protogen====<br />
* {{5a|str}} +2 {{5a|dex}} +2: Protogens are 60% organic and 40% machine.<br />
* Monstrous Humanoid (Protogen): <!-- fluff about type and subtypes --><br />
* Medium: Protogens can vary in size from rather short to just over 6 feet. <!-- size related bonuses --><br />
* Protogen [[base land speed]] is 30 feet: <!-- other movement modes and speeds --><br />
* [[SRD:Darkvision|Darkvision]] ([[Ex]]): Protogen can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight.<br />
* Integrated Protection: Your body has built-in defensive layers, which can be enhanced with armor. You gain a +2 bonus to Armor Class.<br />
* Plug n' Play: All the body parts except the torso and head have a “plug n' play“ feature where they can replace their tail and arms with many different types of limbs, including aquatic (Giving you a swimming speed of 30 ft), space (15 ft of directional flight in 0 gravity), and more to work in many situations at your DM's digression.<br />
* Keen Ears: Protogens have keen ears granting you advantage on perception checks relying on hearing +5.<br />
* Biomechanical Body: Protogens are considered both Humanoid and Constructs for all intents and purposes. Protogens are mainly organic with some mechanical augmentations.<br />
* Armorfusion: You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way. While you live, your armor can't be removed from your body against your will if you are unconscious or dead the armor can be removed.<br />
* [[Automatic Languages]]: Common. [[Bonus Languages]]: Any other language.<br />
* [[Favored Class]]: <!-- like Wizard -->.<br />
* [[Level Adjustment]]: <!-- If this race has an LA of +0, this can be omitted --><br />
<br />
====Corrupted Protogen Traits====<br />
<br />
* {{5a|str}} +6 {{5a|dex}} +2 {{5a|int}} -4: Corrupted Protogens are 70% organic and 30% machine.<br />
* Monstrous Humanoid (Protogen): <!-- fluff about type and subtypes --><br />
* Medium or Large: Corrupted Protogens can vary in size from rather short to just over 10 feet. <!-- size related bonuses --><br />
* Corrupted Protogen [[base land speed]] is 60 feet: <!-- other movement modes and speeds --><br />
* [[SRD:Darkvision|Darkvision]] ([[Ex]]): Corrupted Protogen can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight.<br />
* Integrated Protection: Your body has built-in defensive layers, which can be enhanced with armor. You gain a +2 bonus to Armor Class.<br />
* Plug n' Play: All the body parts except the torso and head have a “plug n' play“ feature where they can replace their tail and arms with many different types of limbs, including aquatic (Giving you a swimming speed of 30 ft), space (15ft of directional flight in 0 gravity), and more to work in many situations at your DM's digression.<br />
* Keen Ears: Protogens have keen ears granting you advantage on perception checks relying on hearing +5.<br />
* Biomechanical Body: Protogens are considered both Humanoid and Constructs for all intents and purposes. Protogens are mainly organic with some mechanical augmentations.<br />
* Corrution: Corrupted Protogen may have claws or other sharp objects on their hands that come out of the nanite of the visire of the protogens. -1ac claws 1d6 + str (move action), with these claws all electronic systems can be switched off for 2d4 rounds<br />
* [[Automatic Languages]]: Common. [[Bonus Languages]]: Any other language.<br />
* [[Favored Class]]: <!-- like Wizard -->.<br />
* [[Level Adjustment]]: 1<br />
<br />
===Plug n' Play===<br />
{|<br />
|-<br />
|<br />
{|class="d20" style="{{#vardefine:odd|0}}"<br />
! Arms !! Cost !! Effect<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Wings || 2000g || style="text-align:left" | 15 ft. Poor without tail feathers, 60 ft. Good with tail feathers, cannot use any weapon<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Climbing Claws || 1000g || style="text-align:left" | Climbing +4; with Climbing Gear (legs and Tail) 15 ft. spider climb<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Swimming Gear || 1000g || style="text-align:left" | swim speed +15 ft.; can not use any weapon or climb<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Weaponist Arm || +850g || style="text-align:left" |<br />
|}<br />
|-<br />
|<br />
{|class="d20" style="{{#vardefine:odd|0}}"<br />
! Legs !! Cost !! Effect<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Running Gear || 1500g || style="text-align:left" | +45 ft., -10 climb<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Jumping Gear || 1500g || style="text-align:left" | +5 Jumping, -5 climb and -10 ft. speed<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Swimming Gear || 2000g || style="text-align:left" | swim speed +15 ft., 1/2 land speed, can not climb<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Climbing Gear || 2000g || style="text-align:left" | Climbing +4; with Climbing Gear (arm and Tail) 15 ft. spider climb<br />
|}<br />
|-<br />
|<br />
{|class="d20" style="{{#vardefine:odd|0}}"<br />
! Tails !! Cost !! Effect<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Climbing Gear || 1800g || style="text-align:left" | Climbing +4; with Climbing Gear (arms and legs) 15 ft. spider climb<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Swimming Gear || 1500g || style="text-align:left" | swim speed +15 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Tail Feathers || 1500g || style="text-align:left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Feeding Tail || 500g || style="text-align:left" | bite 1d4+str<br />
|}<br />
|}<br />
<br />
=== Vital Statistics ===<br />
Not a lot is known about the life span of Protogens for none have been observed to die of natural causes. They do appear to be able to be killed but it requires a lot of effort to put them down. From analysis of a felled Protogen we have been able to rough conclude that their lifespan might exceed 500 years.<br />
<br />
{{Random Starting Ages<br />
|race=Protogen<br />
|base=<!-- base starting age --><br />
|simp=<!-- age modifier for simple classes (i.e. Barbarian, Rogue, and Sorcerer) --><br />
|moder=<!-- age modifier for moderate classes (i.e. Bard, Fighter, Paladin, and Ranger) --><br />
|comp=<!-- age modifier for complex classes (i.e. Cleric, Druid, Monk, and Wizard) --><br />
}}<br />
<br />
{{Aging Effects<br />
|race=Protogen<br />
|mid=<!-- starting age for middle age --><br />
|old=<!-- starting age for old age --><br />
|vene=<!-- starting age for venerable age --><br />
|max=<!-- max age --><br />
}}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Protogen Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Protogen || 4' 5" || +2d8 || 75 lbs. || &times; (2d8) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Corrupted Protogen || 6' 5" || +2d8 || 105 lbs. || &times; (2d8) lb.<br />
|}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Monstrous Humanoid Type]]<br />
[[Category:Humanoid Subtype]]<br />
[[Category:Medium Size]]<br />
[[Category:Large Size]]<br />
[[Category:LA<!-#->]]<br />
[[Category:ECL<!-#->]]</div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=Ring_of_Piercing_(5e_Equipment)&diff=1821462Ring of Piercing (5e Equipment)2024-03-15T20:28:06Z<p>Coaldstone: Stub and Wording. Added SRD links. Phrasing.</p>
<hr />
<div>{{stub|Missing the maximum number of charges the ring can hold. }}<br />
{{wording|Spear Spike does not make sense. Are there 15 spears that are a foot long, or several spears that are 15 feet long? What's "extend their charge" mean? The length of the spears increase? Poison, fire which cannot deal fire? }}<br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Ring of Piercing<br />
|type=Ring<br />
|rarity=rare<br />
|tier=<!--minor or major (XGtE p. 135) or leave this blank--><br />
|attunement=requires attunement<br />
|description=This ring has engraved carvings of 2 spears crossing each other and another spear with a skull through it and is made of pure metal<br />
This ring has a 1d4+1 charges and costs the amount of a rare. Charges are gained at dawn and if you use your last charge, the ring disintegrates. While attuned you have {{5e|Weapon Categories#Weapon Proficiency|proficiency}} with {{5g|spear}}s.<br />
<br />
'''''The Great Summoner of Spears.''''' You can summon {{5g|spear}}s in your grip. If you cannot hold a newly summoned spear, the {{5g|spear}} drops onto the ground in front of yourself. You may only summon 8 {{5g|spear}}s per day until the next dawn comes (you do not need to use a charge for summoning the spears and it takes 1 {{5e|bonus action}} to spawn 1 or 2 {{5g|spear}}s DM choice)<br />
<br />
'''''Spear Trap.''''' You can use one charge to create a spear trap that fills a hole up to 6 feet by 30 feet and is 6 feet deep. This can only affect {{5g|Creatures#Size|Small}} or {{5g|Creatures#Size|Medium}} sized creatures. This trap cannot affect creatures that float or are flying (e.g. a {{5e|beholder}}). If a creature falls onto the trap, it must make a {{5g|Saving Throws|DC}} 17 {{5a|dex}} {{5g|saving Throw}}. On a fail the creature takes 6d6 {{5g|Damage Rolls|piercing}} damage. If a creature begins its turn in the trap, it must make a {{5g|Ability Checks|DC}} 17 {{5a|str}} check to escape the trap or take an additional 1d6 {{5g|Damage Rolls|piercing}} damage.<br />
<br />
'''''Camouflaged Trap.''''' You can use another charge to camouflage any trap laid by this ring. Any creature that is unaware of the trap must succeed on a {{5g|Ability Checks|DC}} 21 {{5a|wis}} ({{5s|perception}}) or {{5a|int}} ({{5s|investigation}}) check to notice the trap while camouflaged.<br />
<br />
'''''Spear Spikes.''''' By using 1 charge and balling up your hand and facing it to your target, 15 foot long {{5g|spear}}s come out of it and deals 4d6 {{5g|Damage Rolls|piercing}} damage and you can extend their charge to make the spears poison, fire which cannot deal {{5g|Damage Rolls|fire}} damage or {{5g|Damage Rolls|necrotic}} damage using one of the effects can deal additional 2d6 damage.<br />
}}<br />
|<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!<!--link to an image--><br />
|-<br />
|<!--image caption--><br />
|}<br />
|}<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Equipment Breadcrumb}} &rarr; [[5e Magical Rings|Magic Rings]]<br />
[[Category:User]]</div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=Oracle,_Variant_2_(5e_Class)&diff=1818838Oracle, Variant 2 (5e Class)2024-03-07T21:59:23Z<p>Coaldstone: Wording. Added SRD links. Cleanup.</p>
<hr />
<div>{{wikify|Spells need their own pages. }}<br />
{{stub|Introduction, quick build, and multiclassing. Provided spell slot progression matches none of the available 1st party standards. Subclasses do not have entirely cohesive feature gains (one subclass gains a feature at 5th level, but all others do not). This is needlessly complex. Several features are underexplained (Divine Vision, Divine Aura, and others). Spell slot progression is insufficient for supposedly legal spells for this class. Does the water subtype exist in 5e? }}<br />
{{wording|Words followed by a colon should be exchanged for paragraphs and information that flows naturally through the description of a feature. Especially as many of these features are similar to pre-existing 1st-party class features. "Ability" improperly used instead of "feature" throughout. Some features have not been written using 2nd-person (you, your). }}<br />
<br />
== Oracle ==<br />
The Oracle is a divine spellcaster who channels the power of their chosen deity to perform miracles and prophesy the future. Oracles are chosen by their deity to carry out a specific mission or goal, which they must fulfill in order to retain their divine powers.<br />
<br />
=== <!-Introduction Leader-> ===<br />
<br />
<!--Explore this chapter in more detail here--><br />
<br />
=== Creating an Oracle ===<br />
<div class="externalimage-holder" style="width:50%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help a player develop a character--><br />
<br />
;Quick Build<br />
You can make a oracle quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices-> <br />
<br />
{{5e Class Features<br />
|name=Oracle<br />
|summary=<br />
|hd=8<br />
|spellcasting=third<br />
|armor={{5e|light armor}} and {{5g|Shield (Armor)|shields}}<br />
|weapons=none<br />
|tools=<br />
|saves={{5a|Wis}} and {{5a|Cha}}.<br />
|skills=Choose two: {{5s|Athletics}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Medicine}}, {{5s|Persuasion}}, {{5s|Religion}}.<br />
|item1a=a {{5e|mace}}<br />
|item1b=a {{5e|warhammer}}<br />
|item1c=<br />
|item2a={{5e|scale mail}}<br />
|item2b={{5g|leather (Armor)|leather armor}}<br />
|item2c={{5e|chain mail}}<br />
|item3a=a {{5e|light crossbow}} and {{5g|Crossbow Bolts (20)|20 bolts}}<br />
|item3b=any {{5g|Weapons|simple weapon}}<br />
|item3c=<br />
|item4a=a {{5g|Equipment Packs|priest's pack}}<br />
|item4b=an {{5g|Equipment Packs|explorer's pack}}<br />
|item4c=<br />
|item5a=A holy symbol. You may also choose to start with one additional {{5g|Weapons|simple weapon}} and a {{5g|Shield (Armor)|shield}}, or two additional {{5e|Weapons|simple weapons}}.<br />
|item5b=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Divine Favor}}<br />
|classfeatures2={{inpage|Channel Divinity}}<br />
|classfeatures3={{inpage|Divine Vision}}, {{inpage|Discipline}}<br />
|classfeatures4=<br />
|classfeatures5=<br />
|classfeatures6={{inpage|Divine Favor}} (2d4), {{inpage|Discipline}} Feature<br />
|classfeatures7={{inpage|Channel Divinity}} (2 uses), {{inpage|Discipline}} Feature<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Discipline}} Feature<br />
|classfeatures11={{inpage|Divine Favor}} (3d4), {{inpage|Discipline}} Feature<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Channel Divinity}} (3 uses), {{inpage|Discipline}} Feature<br />
|classfeatures15=<br />
|classfeatures16={{inpage|Divine Favor}} (4d4), {{inpage|Ability Score Improvement}}<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Discipline}} Feature<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Divine Intervention}} (1/week)<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=Cantrip Known<br />
|extra1_1=3<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=4<br />
|extra2_2=5<br />
|extra2_3=6<br />
|extra2_4=7<br />
|extra2_5=8<br />
|extra2_6=9<br />
|extra2_7=10<br />
|extra2_8=11<br />
|extra2_9=12<br />
|extra2_10=13<br />
|extra2_11=14<br />
|extra2_12=15<br />
|extra2_13=16<br />
|extra2_14=17<br />
|extra2_15=18<br />
|extra2_16=19<br />
|extra2_17=20<br />
|extra2_18=21<br />
|extra2_19=22<br />
|extra2_20=23<br />
}}<br />
<br />
{|class="5e"<br />
|+Table:Originally Provided Spell Slot Progression<br />
! rowspan=2 | Level<br />
! colspan=4 | - Spell Slots-<br />
|-<br />
! 1st !! 2nd !! 3rd !! 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || 2 || - || - || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || 3 || - || - || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || 4 || 2 || - || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || 4 || 3 || - || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || 4 || 3 || 2 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || 4 || 3 || 3 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || 4 || 3 || 3 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || 4 || 3 || 3 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || 4 || 3 || 3 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || 4 || 3 || 3 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || 4 || 3 || 3 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12 || 4 || 3 || 3 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13 || 4 || 3 || 3 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14 || 4 || 3 || 3 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || 4 || 3 || 3 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || 4 || 3 || 3 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17 || 4 || 3 || 3 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18 || 4 || 3 || 3 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19 || 4 || 3 || 3 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || 4 || 3 || 3 || 3<br />
|}<br />
<br />
====Spellcasting====<br />
Oracles use divine magic to cast spells. See the rules further on for more information on spellcasting.<br />
<br />
;Cantrips<br />
The Oracle knows a number of cantrips equal to the number given on the Oracle spell list for their level.<br />
<br />
;Spell Slots<br />
The Oracle has a limited number of spell slots, which they use to cast spells. The number and level of spell slots increases as the Oracle gains levels.<br />
<br />
Note that this table shows the number of cantrips and spells the Oracle knows, as well as the number of spell slots they have available at each level. The specific spells known and prepared are up to the player to decide, based on the Oracle's subclass and individual preferences.<br />
<br />
;Preparing and Casting Spells<br />
The Oracle prepares their spells after a {{5e|long rest}}. They choose a number of spells from the Oracle spell list equal to their level + their {{5a|Cha}} modifier. These are the spells that they have access to until their next {{5e|long rest}}. They can cast any of these spells using their available spell slots.<br />
<br />
To cast a spell, the Oracle must expend a spell slot of the appropriate level. They then make a spellcasting ability check (using their {{5a|Cha}} modifier) to see if the spell succeeds.<br />
<br />
;Spellcasting Ability<br />
The Oracle uses {{5a|Cha}} as their spellcasting ability. When casting spells, they use their {{5a|Cha}} modifier for their spell {{5e|attack roll}}s and for setting the {{5e|saving throw}} {{5g|Saving Throws|DCs}} of their spells.<br />
<br />
:'''{{5g|Saving Throws|Spell save DC}} =''' 8 + your {{5e|proficiency bonus}} + your {{5a|Cha}} modifier.<br />
<br />
:'''{{5g|Casting a Spell#Attack Rolls|Spell attack modifier}} =''' your {{5e|proficiency bonus}} + your {{5a|Cha}} modifier.<br />
<br />
;Spellcasting Focus<br />
The Oracle can use an arcane focus or a divine focus as a {{5e|Casting a Spell#Material (M)|spellcasting focus}} for their spells.<br />
<br />
====Divine Favor====<br />
At 1st level, an Oracle gains the ability to add 1d4 to any {{5e|attack roll}} or {{5e|saving throw}} they make, once per day. This increases to 2d4 at 6th level, 3d4 at 11th level, and 4d4 at 16th level.<br />
<br />
====Channel Divinity====<br />
Starting at 2nd level, an Oracle gains the ability to channel their deity's divine power to perform a variety of effects. See the Player's Handbook for more information on Channel Divinity.<br />
<br />
====Divine Vision====<br />
At 3rd level, an Oracle gains the ability to see into the future, allowing them to make a prediction about the outcome of a situation. The DM determines the accuracy of the prediction based on the situation and the Oracle's level of proficiency in the relevant skill or knowledge.<br />
<br />
==== Discipline ====<br />
At 3rd level, you chose a discipline. Choose between {{inpage|Battle Oracle}}, {{inpage|Prophetic Oracle}}, {{inpage|Healing Oracle}}, and {{inpage|Spirit Warden}}, all detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 7th, 10th, 11th, 14th and 18th levels.<br />
<br />
==== Ability Score Improvement ====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Divine Intervention====<br />
At 20th level, an Oracle gains the ability to call upon their deity to perform a miracle in their behalf. The exact nature of the miracle is up to the DM, but it should be something that is in line with the Oracle's mission and goals.<br />
<br />
===Battle Oracle===<br />
Battle Oracles are chosen by their deity to be champions of the faith, called to fight against the forces of darkness and protect the innocent. They are skilled in combat, and use their divine powers to smite their enemies and heal their allies.<br />
<br />
{|class="5e" style="{{#vardefine:odd|0}}"<br />
|+Battle Oracle Spells<br />
! Level !! Spell<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left" | ''{{5g|Thunderwave}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left" | ''{{5g|Enhance Ability}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left" | {{5h|s|Elemental Weapon}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left" | ''{{5g|Freedom of Movement}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left" | ''{{5g|Flame Strike}}<br />
|}<br />
<br />
;Divine Smite<br />
At 3rd level, a Battle Oracle gains the ability to channel their deity's power into their weapon, adding extra damage to their attacks.<br />
<br />
Benefit: You gain the ability to channel your deity's power into your weapon, adding extra damage to your attacks.<br />
Usage: When you hit a creature with a melee weapon attack, you can choose to expend one spell slot to deal additional {{5g|Damage Rolls|radiant}} damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. If the target is an {{5g|Creatures#Type|undead}} or a {{5g|Creatures#Type|fiend}}, the extra damage is doubled. You can use this ability a number of times per day equal to your {{5a|Cha}} modifier (minimum of 1). You regain all expended uses of this ability when you finish a {{5e|long rest}}.<br />
Restrictions: You can only use this ability with a melee weapon attack, and you must declare that you are using this ability before you make the {{5e|attack roll}}.<br />
DM discretion: The DM has final say on whether the creature you are attacking is an {{5g|Creatures#Type|undead}} or a {{5g|Creatures#Type|fiend}}, and may determine that certain creatures are not affected by this ability.<br />
Alternative usage: As a variant, the Battle Oracle can use this ability to empower a ranged weapon attack instead of a melee weapon attack. In this case, the additional damage is {{5g|Damage Rolls|force}} damage instead of {{5g|Damage Rolls|radiant}} damage, and the target does not need to be {{5g|Creatures#Type|undead}} or a {{5g|Creatures#Type|fiend}} to take the extra damage.<br />
<br />
;Battle Aura<br />
At 7th level, a Battle Oracle gains the ability to create an aura of divine energy that protects and empowers their allies. This aura lasts for a number of rounds equal to the Oracle's {{5a|Cha}} modifier.<br />
<br />
Benefit: You gain the ability to create an aura of divine energy that protects and empowers your allies.<br />
Usage: As an action, you can choose to activate your Battle Aura, which extends in a 10-foot radius around you. While the aura is active, you and any friendly creatures within the aura gain the following benefits:<br />
*You and your allies have {{5g|Damage Resistance|resistance}} to one damage type of your choice (e.g., {{5g|Damage Rolls|fire}}, {{5g|Damage Rolls|cold}}, etc.) that you choose when you activate the aura.<br />
*You and your allies gain a bonus to {{5e|attack roll}}s and {{5e|damage rolls}} with melee weapons equal to your {{5a|Cha}} modifier.<br />
Duration: The aura lasts for a number of rounds equal to your {{5a|Cha}} modifier (minimum of 1). You can choose to end the aura early as a {{5e|bonus action}}.<br />
Restrictions: You can only use this ability a number of times per day equal to your {{5a|Cha}} modifier (minimum of 1), and you regain all expended uses of this ability when you finish a {{5e|long rest}}. You cannot use this ability while wearing heavy armor or carrying a shield.<br />
DM discretion: The DM may determine that certain creatures or environmental effects are not affected by this aura, or may require a {{5e|saving throw}} from affected creatures.<br />
<br />
;Mighty Strike<br />
At 14th level, a Battle Oracle gains the ability to make a single devastating attack that deals double damage. This ability can be used once per day.<br />
<br />
===Prophetic Oracle===<br />
Prophetic Oracles are chosen by their deity to be the voice of the divine, tasked with delivering messages and warnings to the people. They are skilled in divination magic, and use their powers to uncover hidden truths and foresee the future.<br />
<br />
{|class="5e" style="{{#vardefine:odd|0}}"<br />
|+Prophetic Oracle Spells<br />
! Level !! Spell<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left" | ''{{5g|Detect Magic}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left" | ''{{5g|Zone of Truth}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left" | ''{{5g|Clairvoyance}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left" | ''{{5g|Divination}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left" | ''{{5g|Commune}}<br />
|}<br />
<br />
;Divine Insight<br />
At 3rd level, a Prophetic Oracle gains the ability to gain insight into a person's thoughts and intentions. This ability allows the Oracle to ask the DM a number of questions about the target, based on the target's level of cooperation and the Oracle's level of proficiency in the relevant skill or knowledge.<br />
<br />
Benefit: You gain the ability to gain insight into a person's thoughts and intentions. This ability allows you to ask the DM a number of questions about the target, based on the target's level of cooperation and your level of proficiency in the relevant skill or knowledge.<br />
Usage: You can use this ability a number of times equal to your {{5a|Wis}} modifier (minimum of once), and you regain all uses after completing a {{5e|long rest}}.<br />
Range: The range of this ability is 30 feet.<br />
Target: You can use this ability on a single creature that you can see and that can understand at least one language.<br />
Cooperation: The level of cooperation of the target affects the number of questions you can ask and the difficulty of the questions you can ask. If the target is willing and cooperative, you can ask up to 3 questions of any difficulty. If the target is indifferent or suspicious, you can ask up to 2 questions of moderate difficulty. If the target is hostile or actively trying to deceive you, you can ask up to 1 question of low difficulty.<br />
Proficiency: The level of your proficiency in the relevant skill or knowledge determines the difficulty of the questions you can ask. If you are proficient in the relevant skill or knowledge, you can ask questions of any difficulty. If you are not proficient, you can only ask questions of low difficulty.<br />
Examples of questions: Examples of questions you can ask include: "What is the target's current emotional state?", "What is the target's primary motivation?", "What is the target's plan for the next hour?", "What is the target's true identity?", etc.<br />
DM discretion: The DM has final say on what information is revealed through this ability, and may choose to provide incomplete or misleading information if the questions are too difficult or if the target is actively trying to deceive you. Additionally, the DM may determine that some questions are impossible to answer, depending on the circumstances or the target's level of knowledge or awareness.<br />
<br />
;Divine Aura<br />
At 7th level, a Prophetic Oracle gains the ability to create an aura of divine energy that reveals hidden things and protects against deception. This aura lasts for a number of rounds equal to the Oracle's {{5a|Cha}} modifier.<br />
<br />
;Divine Prediction<br />
At 14th level, a Prophetic Oracle gains the ability to make a prediction about the outcome of a specific event or situation. This prediction is always accurate and provides the Oracle with detailed information about the event or situation, including potential risks and opportunities.<br />
<br />
===Healing Oracle===<br />
Healing Oracles are chosen by their deity to be the caretakers of the sick and injured, tasked with healing those in need and easing their suffering. They are skilled in restorative magic, and use their powers to cure ailments and soothe pain.<br />
<br />
Class Spells<br />
{|class="5e" style="{{#vardefine:odd|0}}"<br />
|+Healing Oracle Spells<br />
! Level !! Spell<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left" | ''{{5g|Cure Wounds}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left" | ''{{5g|Lesser Restoration}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left" | ''{{5g|Mass Healing Word}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left" | ''{{5g|Death Ward}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left" | ''{{5g|Mass Cure Wounds}}<br />
|}<br />
<br />
;Divine Healing<br />
At 3rd level, a Healing Oracle gains the ability to channel their deity's power to heal themselves or others. This ability can be used a number of times per day equal to the Oracle's {{5a|Cha}} modifier.<br />
<br />
Benefit: You gain the ability to channel your deity's power to heal yourself or others. This ability can be used a number of times per day equal to your {{5a|Cha}} modifier (minimum of once).<br />
Usage: As an action, you can touch a creature and expend one use of this ability to heal it. The amount of healing is equal to your level plus your {{5a|Cha}} modifier. Alternatively, you can use this ability to heal yourself.<br />
Range: The range of this ability is touch.<br />
Restrictions: You cannot use this ability on {{5e|Creatures#Type|undead}} or {{5e|Creatures#Type|constructs}}.<br />
Scaling: At higher levels, the amount of healing increases as you gain levels in the Oracle class. At 5th level, the amount of healing increases to your level plus twice your {{5a|Cha}} modifier. At 11th level, it increases to your level plus three times your {{5a|Cha}} modifier. At 17th level, it increases to your level plus four times your {{5a|Cha}} modifier.<br />
DM discretion: The DM may determine that certain injuries or illnesses require a higher level of healing, or that some creatures are resistant or immune to this type of healing.<br />
Alternative usage: As a variant, the Healing Oracle can use this ability to remove a disease or a condition affecting a creature. In this case, the Oracle needs to make a {{5a|Wis}} ({{5s|Medicine}}) check with a {{5g|Ability Checks|DC}} equal to the challenge rating of the disease or condition. If successful, the disease or condition is removed. The {{5g|Ability Checks|DC}} and the number of uses of this ability required to remove the disease or condition may vary depending on the specific situation and the DM's discretion.<br />
<br />
;Divine Blessing<br />
At 7th level, a Healing Oracle gains the ability to create a field of divine energy that restores health and removes negative effects. This field lasts for a number of rounds equal to the Oracle's {{5a|Cha}} modifier.<br />
<br />
Benefit: You gain the ability to create a field of divine energy that restores health and removes negative effects. This field lasts for a number of rounds equal to your {{5a|Cha}} modifier (minimum of one round).<br />
Usage: As an action, you can create a 20-foot radius sphere of divine energy centered on yourself. The sphere lasts for the duration and moves with you, and it affects all creatures within its radius.<br />
Effects: While inside the sphere, all affected creatures regain {{5e|hit points}} equal to your {{5a|Cha}} modifier at the start of their turn. Additionally, any negative conditions affecting them are removed at the end of their turn.<br />
Scaling: At higher levels, the amount of healing increases as you gain levels in the Oracle class. At 11th level, the affected creatures regain {{5e|hit points}} equal to twice your {{5a|Cha}} modifier at the start of their turn. At 17th level, they regain {{5e|hit points}} equal to three times your {{5a|Cha}} modifier.<br />
Restrictions: You cannot use this ability while under the effects of a silence spell or any other condition that prevents you from speaking.<br />
DM discretion: The DM has final say on what negative effects are removed by this ability, and may choose to exclude certain conditions or diseases that are too powerful or that require specific treatments. Additionally, the DM may determine that some creatures are immune or resistant to the effects of the divine energy, depending on their nature or origin.<br />
Alternative usage: As a variant, the Healing Oracle can use this ability to create a field of divine energy that grants {{5e|temporary hit points}} instead of restoring {{5e|hit points}}. In this case, the affected creatures gain {{5e|temporary hit points}} equal to your {{5a|Cha}} modifier at the start of their turn, and any negative conditions affecting them are removed at the end of their turn. The duration, range, and scaling of the ability remain the same.<br />
<br />
;Divine Resurrection<br />
At 14th level, a Healing Oracle gains the ability to bring the dead back to life. This ability can only be used once per week, and requires a significant sacrifice from the Oracle.<br />
<br />
Benefit: You gain the ability to bring the dead back to life. This ability can only be used once per week, and requires a significant sacrifice from you.<br />
Usage: To use this ability, you must have access to the body of the deceased creature, and you must spend 1 hour in prayer and meditation. At the end of the hour, you must make a {{5a|Cha}} check with a {{5g|Ability Checks|DC}} equal to 10 + the {{5g|Creatures#Challenge|CR}} of the creature (or the level of the deceased PC, if applicable). If you succeed, the creature is resurrected with all its {{5e|hit points}} restored, as well as any missing body parts or organs. If you fail, the attempt fails and cannot be tried again for another week.<br />
Sacrifice: In order to perform the resurrection, you must make a significant sacrifice of your own vitality. You must spend {{5e|hit points}} equal to your own maximum {{5e|hit points}}, and you suffer a level of {{5c|exhaustion}} that cannot be removed by any means until you complete a {{5e|long rest}}. If you do not have enough {{5e|hit points}} to pay this cost, you cannot perform the resurrection.<br />
Restrictions: This ability cannot be used on undead or constructs, and it cannot be used to resurrect a creature that has been dead for longer than 10 days.<br />
DM discretion: The DM has final say on whether a creature can be resurrected, and may determine that certain creatures are beyond the power of this ability, or that the cost of the sacrifice is different depending on the specific situation.<br />
Alternative usage: As a variant, the Healing Oracle can use this ability to perform a resurrection ritual that restores a deceased creature to life without requiring a body. In this case, the creature's soul must be present and willing to return to the mortal world. The ritual requires 24 hours to complete, during which the Oracle must make a {{5a|Wis}} ({{5s|Religion}}) check with a {{5g|Ability Checks|DC}} equal to 10 + the {{5g|Creatures#Challenge|CR}} of the creature (or the level of the deceased PC, if applicable). If successful, the creature is resurrected with all its {{5e|hit points}} restored, but suffers a -2 penalty to all {{5e|ability scores}} until it completes a {{5e|long rest}}. The sacrifice required is the same as in the original version of the ability. The DM has final say on whether a soul is willing to return to life, and may determine that some creatures or situations prevent this from happening.<br />
<br />
===Spirit Warden===<br />
The Spirit Warden is an Oracle who is closely attuned to the spirits of the natural world. They are able to harness the power of the elements and call upon the aid of the spirits in battle. The Spirit Warden is a protector of the natural world, and they use their powers to defend it against those who seek to exploit or harm it.<br />
<br />
{|class="5e" style="{{#vardefine:odd|0}}"<br />
|+Spirit Warden Spells<br />
! Level !! Spell<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left" | ''{{5g|Protection from Evil and Good}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left" | ''{{5g|Speak with Dead}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left" | ''{{5g|Spirit Guardians}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left" | ''{{5g|Banishment}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left" | ''{{5g|Planar Binding}}<br />
|}<br />
<br />
Bonus Proficiencies:<br />
At 1st level, you gain proficiency in the {{5s|Nature}} and {{5s|Survival}} skills.<br />
;Channel Spirit<br />
Starting at 1st level, you gain the ability to channel the spirits of the natural world to enhance your spells and abilities. As a {{5e|bonus action}}, you can choose one of the following spirits to channel:<br />
*Spirit of Air: You gain a {{5g|Creatures#Speed|fly speed}} of 30 feet and {{5g|Damage Resistance|resistance}} to {{5g|Damage Rolls|lightning}} damage.<br />
*Spirit of Earth: You gain {{5g|Damage Resistance|resistance}} to {{5g|Damage Rolls|bludgeoning}}, {{5g|Damage Rolls|piercing}}, and {{5g|Damage Rolls|slashing}} damage and {{5e|advantage}} on {{5a|Str}} checks and saves.<br />
*Spirit of Fire: You gain {{5g|Damage Resistance|resistance}} to {{5g|Damage Rolls|fire}} damage and your spells deal an extra 1d6 {{5g|Damage Rolls|fire}} damage.<br />
*Spirit of Water: You gain a {{5g|Creatures#Speed|swim speed}} of 30 feet and {{5g|Damage Resistance|resistance}} to {{5g|Damage Rolls|cold}} damage.<br />
You can channel a spirit for a number of rounds equal to your {{5a|Cha}} modifier (minimum of 1). You regain all expended uses of this feature after finishing a {{5e|long rest}}.<br />
<br />
;Protective Aura<br />
At 6th level, you gain the ability to create an aura of protection around yourself and your allies. As an action, you can expend a spell slot to create a 30-foot radius aura that lasts for 1 minute. While the aura is active, you and your allies within the aura have {{5g|Damage Resistance|resistance}} to one damage type of your choice (except {{5g|Damage Rolls|psychic}}).<br />
<br />
;Spirit Guide<br />
At 14th level, you gain the aid of a powerful spirit guide. You can choose one of the following spirit guides:<br />
*Spirit of the Hunt: Your attacks against creatures with the {{5e|Creatures#Type|Beast}} type deal an extra 1d6 damage, and you have {{5e|advantage}} on {{5a|Wis}} ({{5s|Survival}}) checks to track them.<br />
*Spirit of the Forest: You gain proficiency in the {{5s|Stealth}} and {{5s|Perception}} skills, and you have {{5e|advantage}} on {{5a|Dex}} ({{5s|Stealth}}) checks while in a forest or natural setting.<br />
*Spirit of the Sea: You gain a {{5g|Creatures#Speed|swim speed}} of 60 feet and can breathe underwater, and you have {{5e|advantage}} on {{5a|Cha}} ({{5s|Persuasion}}) checks with creatures with the Water subtype.<br />
*Spirit of the Sky: You gain a {{5g|Creatures#Speed|fly speed}} of 60 feet and can hover, and you have {{5e|advantage}} on {{5a|Dex}} ({{5s|Acrobatics}}) checks.<br />
Your spirit guide can communicate with you telepathically, and it can take any form that you choose (subject to DM approval). If your spirit guide is killed, you can summon a new one after finishing a {{5e|long rest}}.<br />
<br />
;Elemental Blast<br />
At 18th level, you gain the ability to unleash a devastating blast of elemental energy. As an action, you can choose one of the following damage types: {{5g|Damage Rolls|acid}}, {{5g|Damage Rolls|cold}}, {{5g|Damage Rolls|fire}}, {{5g|Damage Rolls|lightning}}, or {{5g|Damage Rolls|thunder}}. You then release a blast of energy in a 60-foot cone that deals 10d6 damage of the chosen type (half damage on a successful {{5a|Dex}} {{5e|saving throw}}). You can use this feature once per {{5e|long rest}}.<br />
<br />
=== Oracle Spell List ===<br />
<br />
;Cantrips:<br />
''{{5g|Guidance}}, {{5g|Light}}, {{5g|Mending}}'', {{5h|s|Minor Prophecy}}, ''{{5g|Resistance}}, {{5g|Sacred Flame}}, {{5g|Thaumaturgy}}'', {{5h|s|Words of Inspiration}}<br />
<br />
;1st Level:<br />
''{{5g|Bless}}, {{5g|Cure Wounds}}, {{5g|Detect Evil and Good}}, {{5g|Detect Magic}}, {{5g|Healing Word}}, {{5g|Protection from Evil and Good}}, {{5g|Shield of Faith}}, Shield of Prophecy, Seer’s Mark<br />
<br />
;2nd Level:<br />
''{{5g|Aid}}, {{5g|Augury}}, {{5g|Aura of Truth}}, {{5g|Cloak of Divination}}, {{5g|Enhance Ability}}, {{5g|Find Traps}}, {{5g|Lesser Restoration}}, {{5g|Prayer of Healing}}, {{5g|Spiritual Weapon}}<br />
<br />
;3rd Level:<br />
''{{5g|Beacon of Hope}}, {{5g|Clairvoyance}}, {{5g|Dispel Magic}}, {{5g|Fate's Intervention}}, {{5g|Magic Circle}}, {{5g|Mass Healing Word}}, {{5g|Nondetection}}, {{5g|Speak with Dead}}, {{5g|Vision Quest}}<br />
<br />
;4th Level:<br />
''{{5g|Banishment}}, {{5g|Celestial Bond}}, {{5g|Divination}}, {{5g|Freedom of Movement}}, {{5g|Guardian of Faith}}, {{5g|Locate Creature}}, {{5g|Reversal of Fortune}}, {{5g|Stoneskin}}<br />
<br />
;5th Level:<br />
''{{5g|Commune}}, {{5g|Flame Strike}}, {{5g|Geas}}, {{5g|Greater Restoration}}, {{5g|Heavenly Host}}, {{5g|Mass Cure Wounds}}, {{5g|Path of Destiny}}, {{5g|Scrying}}<br />
<br />
;6th Level:<br />
''{{5g|Divine Inspiration}}, {{5g|Find the Path}}, {{5g|Heal}}, {{5g|Heroes' Feast}}, {{5g|Mass Suggestion}}, {{5g|True Seeing}}, {{5g|Vision of Doom}}<br />
<br />
;7th Level:<br />
''{{5g|Divine Intervention}}, {{5g|Etherealness}}, {{5g|Omniscience}}, {{5g|Plane Shift}}, {{5g|Regenerate}}, {{5g|Resurrection}}<br />
<br />
;8th Level:<br />
''{{5g|Antimagic Field}}, {{5g|Celestial Judgment}}, {{5g|Control Weather}}, {{5g|Earthquake}}, {{5g|Fate's Finality}}, {{5g|Holy Aura}}<br />
<br />
;9th Level:<br />
''{{5g|Astral Projection}}, {{5g|Divine Decree}}, {{5g|Foresight}}, {{5g|Gate}}, {{5g|Mass Heal}}, {{5g|Oracle's Visions}}<br />
<br />
;1st Level:<br />
Shield of Prophecy - You create a shimmering field of energy around a creature you touch, granting them a +1 bonus to AC until the end of their next turn. Additionally, if the target is hit by an attack, you can use your {{5e|reaction}} to impose {{5e|disadvantage}} on the {{5e|attack roll}}, causing the attack to miss.<br />
Seer's Mark - You mark a creature with a magical sigil. For the next hour, you have {{5e|advantage}} on {{5a|Wis}} ({{5s|Insight}}) checks made against the target, and you always know the target's direction and distance from you.<br />
;2nd Level:<br />
Cloak of Divination - You wrap a creature you touch in a cloak of shimmering light. For the next minute, the target gains resistance to all damage types and has {{5e|advantage}} on {{5e|saving throws}} against spells and other magical effects.<br />
Aura of Truth - You emanate an aura of truth that lasts for one minute. Any creature that starts its turn within 5 feet of you must make a {{5a|Wis}} {{5e|saving throw}} or be unable to lie for the duration of the spell.<br />
;3rd Level:<br />
Fate's Intervention - You can choose to re-roll any single d20 roll made by a creature you can see within range. The target must use the new roll, even if it is worse than the original roll.<br />
Vision Quest - You enter a trance-like state, and your mind is transported to a mystical plane of existence. While in this state, you gain the ability to ask a single question about a creature, object, or event. You receive an answer in the form of a vision, but the answer may be cryptic or metaphorical.<br />
;4th Level:<br />
Celestial Bond - You forge a mystical bond between a creature you touch and a celestial being. For the next 24 hours, the target has {{5e|advantage}} on {{5e|saving throws}} against spells and other magical effects, and they cannot be charmed or frightened. Additionally, once during this period, the target can ask the celestial for guidance, and they will receive an answer in the form of a short, cryptic message.<br />
Reversal of Fortune - You call upon the fickle whims of fate to reverse a recent event. You can choose to undo any single event that occurred in the last minute, such as a missed attack, a failed {{5e|saving throw}}, or even a death.<br />
;5th Level:<br />
Heavenly Host - You summon a host of angelic beings to fight by your side. For the next minute, you and your allies within 30 feet of you have resistance to all damage types, and you can use your action to command the angels to attack a creature you can see.<br />
Path of Destiny - You trace a path through the air, creating a glowing line that leads to a creature or object you designate. For the next hour, you and any creature that follows the path have {{5e|advantage}} on all ability checks made to interact with the target or object. Additionally, once during this period, you can teleport along the path to the target or object as a {{5e|bonus action}}.<br />
;6th Level:<br />
Divine Inspiration - You receive a sudden burst of divine inspiration, allowing you to cast any spell of 5th level or lower without expending a spell slot. You must still have the spell prepared or known to use this ability, and you cannot use it again until you finish a {{5e|long rest}}.<br />
Vision of Doom - You show a creature a vision of their own demise. The target must make a {{5a|Wis}} {{5e|saving throw}} or be frightened for the duration of the spell. Additionally, they have {{5e|disadvantage}} on all {{5e|attack roll}}s, ability checks, and {{5e|saving throws}} until the end of their next turn.<br />
;7th Level:<br />
Omniscience - You gain complete knowledge of all creatures and objects within a 100-foot radius of you. This knowledge includes current {{5e|hit points}}, current spells, abilities, vulnerabilities, resistances, and immunities. Additionally, you can use an action to temporarily grant this knowledge to a creature you can see within range.<br />
Divine Intervention - You call upon a powerful celestial being to intervene on your behalf. Roll a d100, and consult the DM's Divine Intervention table. The DM chooses the exact nature of the intervention, but it should be something that is suitably dramatic and game-changing.<br />
;8th Level:<br />
Fate's Finality - You call upon the fates to seal the destiny of a creature you can see within range. The target must make a {{5a|Wis}} {{5e|saving throw}} or be cursed for the duration of the spell. While cursed, any {{5e|attack roll}}, ability check, or {{5e|saving throw}} they make is at {{5e|disadvantage}}. Additionally, if they die while cursed, their soul is unable to be resurrected by any means.<br />
Celestial Judgement - You call down a beam of radiant light from the heavens, striking a creature you can see within range. The target must make a {{5a|Dex}} {{5e|saving throw}} or take 10d10 {{5g|Damage Rolls|radiant}} damage, or half as much damage on a successful save.<br />
;9th Level:<br />
Oracle's Visions - You gain a vision of a potential future. You receive detailed knowledge of one major event that will occur within the next 24 hours. This knowledge can include the location, the involved creatures or objects, and the exact time of the event. Once you use this ability, you cannot use it again until you finish a {{5e|long rest}}.<br />
Divine Decree - You issue a command to a creature you can see within range. The target must make a {{5a|Wis}} {{5e|saving throw}} or be unable to disobey your command. The command can be anything you can express in a single sentence and must be completed within 24 hours. Once you use this ability, you cannot use it again until you finish a {{5e|long rest}}.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the <!-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 />
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[[Category:User]]<br />
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[[Category:Cleric Tag]]<br />
[[Category:Healer Tag]]<br />
[[Category:Paladin Tag]]</div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=Words_of_Inspiration_(5e_Spell)&diff=1818837Words of Inspiration (5e Spell)2024-03-07T21:57:04Z<p>Coaldstone: Stub. Splitting up a page.</p>
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<div>{{stub|Missing several bits of information. }}<br />
{{5e Spell<br />
|name=Words of Inspiration<br />
|school=<!--Abjuration, Evocation, Transmutation --><br />
|ritual=<!--"yes" or leave blank--><br />
|lvl=cantrip<br />
|casttime=<!-- 1 action, 1 reaction, 1 minute, etc. --><br />
|range=<!-- Self, Touch, 120 feet, Self (15-foot cube), etc. --><br />
|comp=<!-- spell components and/or foci --><br />
|dur=<!-- duration: Instantaneous, 1 minute, Up to 1 hour, 1 hour, "Concentration, up to 1 minute", etc. --><br />
|summary=<!--Summary that is displayed on this page and in the spellbook.--><br />
}}<br />
You speak a few words of encouragement, granting a creature you can see within range {{5e|temporary hit points}} equal to your spellcasting ability modifier. The creature also gains {{5e|advantage}} on their next {{5e|attack roll}}, ability check, or {{5e|saving throw}} before the end of your next turn.<br />
<br />
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[[Category:5e]]<br />
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[[Category:Cleric 0]]<!--repeat for every class which can cast this spell--></div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=Minor_Prophecy_(5e_Spell)&diff=1818835Minor Prophecy (5e Spell)2024-03-07T21:49:05Z<p>Coaldstone: Splitting up a page.</p>
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<div>{{5e Spell<br />
|name=Minor Prophecy<br />
|school=Divination<br />
|ritual=<!--"yes" or leave blank--><br />
|lvl=cantrip<br />
|casttime=1 {{5e|bonus action}}<br />
|range=Self<br />
|comp=S, M (spellcasting focus)<br />
|dur=Instantaneous<br />
|summary=<!--Summary that is displayed on this page and in the spellbook.--><br />
}}<br />
You gain a flash of insight into the future. Roll a d20, and the DM secretly notes the result. At any time before the end of your next turn, you can choose to replace a d20 roll you make with the result of your Minor Prophecy roll. Once you cast this spell, you cannot cast it again until you finish a {{5g|Short Rest|short}} or {{5e|long rest}}.<br />
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[[Category:Cleric 0]]</div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=Oracle,_Variant_2_(5e_Class)&diff=1818514Oracle, Variant 2 (5e Class)2024-03-07T08:01:55Z<p>Coaldstone: Stub. Some formatting.</p>
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<div>{{wikify|SRD links. }}<br />
{{stub|Introduction, quick build, and multiclassing. Provided spell slot progression matches none of the available 1st party standards. }}<br />
<br />
== Oracle ==<br />
The Oracle is a divine spellcaster who channels the power of their chosen deity to perform miracles and prophesy the future. Oracles are chosen by their deity to carry out a specific mission or goal, which they must fulfill in order to retain their divine powers.<br />
<br />
=== <!-Introduction Leader-> ===<br />
<br />
<!--Explore this chapter in more detail here--><br />
<br />
=== Creating an Oracle ===<br />
<div class="externalimage-holder" style="width:50%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help a player develop a character--><br />
<br />
;Quick Build<br />
You can make a oracle quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices-> <br />
<br />
{{5e Class Features<br />
|name=Oracle<br />
|summary=<br />
|hd=8<br />
|spellcasting=third<br />
|armor={{5e|light armor}} and {{5g|Shield (Armor)|shields}}<br />
|weapons=none<br />
|tools=<br />
|saves=Wisdom and Charisma.<br />
|skills=Choose two: Athletics, Insight, Intimidation, Medicine, Persuasion, Religion.<br />
|item1a=a mace<br />
|item1b=a warhammer<br />
|item1c=<br />
|item2a=scale mail<br />
|item2b=leather armor<br />
|item2c=chain mail<br />
|item3a=a light crossbow and 20 bolts<br />
|item3b=any simple weapon<br />
|item3c=<br />
|item4a=a priest's pack<br />
|item4b=an explorer's pack<br />
|item4c=<br />
|item5a=A holy symbol. You may also choose to start with one additional simple weapon and a shield, or two additional simple weapons.<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Divine Favor}}<br />
|classfeatures2={{inpage|Channel Divinity}}<br />
|classfeatures3={{inpage|Divine Vision}}, {{inpage|Subclass Feature}}<br />
|classfeatures4=<br />
|classfeatures5=<br />
|classfeatures6=Divine Favor (2d4), Subclass Feature<br />
|classfeatures7=Channel Divinity (2 uses), Subclass Feature<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Subclass Feature<br />
|classfeatures11=Divine Favor (3d4), Subclass Feature<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Channel Divinity (3 uses), Subclass Feature<br />
|classfeatures15=<br />
|classfeatures16=Divine Favor (4d4), Ability Score Improvement<br />
|classfeatures17=<br />
|classfeatures18=Subclass Feature<br />
|classfeatures19=<br />
|classfeatures20=Divine Intervention (1/week)<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=Cantrip Known<br />
|extra1_1=3<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=4<br />
|extra2_2=5<br />
|extra2_3=6<br />
|extra2_4=7<br />
|extra2_5=8<br />
|extra2_6=9<br />
|extra2_7=10<br />
|extra2_8=11<br />
|extra2_9=12<br />
|extra2_10=13<br />
|extra2_11=14<br />
|extra2_12=15<br />
|extra2_13=16<br />
|extra2_14=17<br />
|extra2_15=18<br />
|extra2_16=19<br />
|extra2_17=20<br />
|extra2_18=21<br />
|extra2_19=22<br />
|extra2_20=23<br />
}}<br />
<br />
{|class="5e"<br />
! rowspan=2 | Level<br />
! colspan=4 | - Spell Slots-<br />
|-<br />
! 1st !! 2nd !! 3rd !! 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || 2 || - || - || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || 3 || - || - || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || 4 || 2 || - || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || 4 || 3 || - || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || 4 || 3 || 2 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || 4 || 3 || 3 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || 4 || 3 || 3 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || 4 || 3 || 3 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || 4 || 3 || 3 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || 4 || 3 || 3 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || 4 || 3 || 3 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12 || 4 || 3 || 3 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13 || 4 || 3 || 3 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14 || 4 || 3 || 3 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || 4 || 3 || 3 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || 4 || 3 || 3 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17 || 4 || 3 || 3 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18 || 4 || 3 || 3 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19 || 4 || 3 || 3 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || 4 || 3 || 3 || 3<br />
|}<br />
<br />
====Spellcasting====<br />
Oracles use divine magic to cast spells. See the rules further on for more information on spellcasting.<br />
<br />
;Spellcasting Ability<br />
The Oracle uses Charisma as their spellcasting ability. When casting spells, they use their Charisma modifier for their spell attack rolls and for setting the saving throw DCs of their spells.<br />
<br />
;Spellcasting Focus<br />
The Oracle can use an arcane focus or a divine focus as a spellcasting focus for their spells.<br />
<br />
;Preparing and Casting Spells<br />
The Oracle prepares their spells after a long rest. They choose a number of spells from the Oracle spell list equal to their level + their Charisma modifier. These are the spells that they have access to until their next long rest. They can cast any of these spells using their available spell slots.<br />
<br />
To cast a spell, the Oracle must expend a spell slot of the appropriate level. They then make a spellcasting ability check (using their Charisma modifier) to see if the spell succeeds. If the spell has an attack roll, the Oracle rolls a d20 and adds their spell attack modifier to determine if the spell hits. If the spell requires a saving throw, the DC is 8 + the Oracle's proficiency bonus + their Charisma modifier.<br />
<br />
;Cantrips<br />
The Oracle knows a number of cantrips equal to the number given on the Oracle spell list for their level.<br />
<br />
;Spell Slots<br />
The Oracle has a limited number of spell slots, which they use to cast spells. The number and level of spell slots increases as the Oracle gains levels.<br />
<br />
<br />
Note that this table shows the number of cantrips and spells the Oracle knows, as well as the number of spell slots they have available at each level. The specific spells known and prepared are up to the player to decide, based on the Oracle's subclass and individual preferences.<br />
<br />
====Divine Favor====<br />
At 1st level, an Oracle gains the ability to add 1d4 to any attack roll or saving throw they make, once per day. This increases to 2d4 at 6th level, 3d4 at 11th level, and 4d4 at 16th level.<br />
<br />
====Channel Divinity====<br />
Starting at 2nd level, an Oracle gains the ability to channel their deity's divine power to perform a variety of effects. See the Player's Handbook for more information on Channel Divinity.<br />
<br />
====Divine Vision====<br />
At 3rd level, an Oracle gains the ability to see into the future, allowing them to make a prediction about the outcome of a situation. The DM determines the accuracy of the prediction based on the situation and the Oracle's level of proficiency in the relevant skill or knowledge.<br />
<br />
====Divine Intervention====<br />
At 20th level, an Oracle gains the ability to call upon their deity to perform a miracle in their behalf. The exact nature of the miracle is up to the DM, but it should be something that is in line with the Oracle's mission and goals.<br />
<br />
===Battle Oracle===<br />
Battle Oracles are chosen by their deity to be champions of the faith, called to fight against the forces of darkness and protect the innocent. They are skilled in combat, and use their divine powers to smite their enemies and heal their allies.<br />
<br />
Class Spells<br />
{|class="5e" style="{{#vardefine:odd|0}}"<br />
! Level !! Spell<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left" | Thunderwave<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left" | Enhance Ability<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left" | Elemental Weapon<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left" | Freedom of Movement<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left" | Flame Strike<br />
|}<br />
<br />
Class Features:<br />
<br />
;Divine Smite<br />
At 3rd level, a Battle Oracle gains the ability to channel their deity's power into their weapon, adding extra damage to their attacks.<br />
<br />
Benefit: You gain the ability to channel your deity's power into your weapon, adding extra damage to your attacks.<br />
Usage: When you hit a creature with a melee weapon attack, you can choose to expend one spell slot to deal additional radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. If the target is an undead or a fiend, the extra damage is doubled. You can use this ability a number of times per day equal to your Charisma modifier (minimum of 1). You regain all expended uses of this ability when you finish a long rest.<br />
Restrictions: You can only use this ability with a melee weapon attack, and you must declare that you are using this ability before you make the attack roll.<br />
DM discretion: The DM has final say on whether the creature you are attacking is an undead or a fiend, and may determine that certain creatures are not affected by this ability.<br />
Alternative usage: As a variant, the Battle Oracle can use this ability to empower a ranged weapon attack instead of a melee weapon attack. In this case, the additional damage is force damage instead of radiant damage, and the target does not need to be undead or a fiend to take the extra damage.<br />
<br />
;Battle Aura<br />
At 7th level, a Battle Oracle gains the ability to create an aura of divine energy that protects and empowers their allies. This aura lasts for a number of rounds equal to the Oracle's Charisma modifier.<br />
<br />
Benefit: You gain the ability to create an aura of divine energy that protects and empowers your allies.<br />
Usage: As an action, you can choose to activate your Battle Aura, which extends in a 10-foot radius around you. While the aura is active, you and any friendly creatures within the aura gain the following benefits:<br />
You and your allies have resistance to one damage type of your choice (e.g., fire, cold, etc.) that you choose when you activate the aura.<br />
You and your allies gain a bonus to attack rolls and damage rolls with melee weapons equal to your Charisma modifier.<br />
Duration: The aura lasts for a number of rounds equal to your Charisma modifier (minimum of 1). You can choose to end the aura early as a bonus action.<br />
Restrictions: You can only use this ability a number of times per day equal to your Charisma modifier (minimum of 1), and you regain all expended uses of this ability when you finish a long rest. You cannot use this ability while wearing heavy armor or carrying a shield.<br />
DM discretion: The DM may determine that certain creatures or environmental effects are not affected by this aura, or may require a saving throw from affected creatures.<br />
<br />
;Mighty Strike<br />
At 14th level, a Battle Oracle gains the ability to make a single devastating attack that deals double damage. This ability can be used once per day.<br />
<br />
===Prophetic Oracle===<br />
Prophetic Oracles are chosen by their deity to be the voice of the divine, tasked with delivering messages and warnings to the people. They are skilled in divination magic, and use their powers to uncover hidden truths and foresee the future.<br />
<br />
Class Spells<br />
{|class="5e" style="{{#vardefine:odd|0}}"<br />
! Level !! Spell<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left" | Detect Magic<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left" | Zone of Truth<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left" | Clairvoyance<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left" | Divination<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left" | Commune<br />
|}<br />
<br />
Class Features:<br />
<br />
;Divine Insight<br />
At 3rd level, a Prophetic Oracle gains the ability to gain insight into a person's thoughts and intentions. This ability allows the Oracle to ask the DM a number of questions about the target, based on the target's level of cooperation and the Oracle's level of proficiency in the relevant skill or knowledge.<br />
<br />
Benefit: You gain the ability to gain insight into a person's thoughts and intentions. This ability allows you to ask the DM a number of questions about the target, based on the target's level of cooperation and your level of proficiency in the relevant skill or knowledge.<br />
Usage: You can use this ability a number of times equal to your Wisdom modifier (minimum of once), and you regain all uses after completing a long rest.<br />
Range: The range of this ability is 30 feet.<br />
Target: You can use this ability on a single creature that you can see and that can understand at least one language.<br />
Cooperation: The level of cooperation of the target affects the number of questions you can ask and the difficulty of the questions you can ask. If the target is willing and cooperative, you can ask up to 3 questions of any difficulty. If the target is indifferent or suspicious, you can ask up to 2 questions of moderate difficulty. If the target is hostile or actively trying to deceive you, you can ask up to 1 question of low difficulty.<br />
Proficiency: The level of your proficiency in the relevant skill or knowledge determines the difficulty of the questions you can ask. If you are proficient in the relevant skill or knowledge, you can ask questions of any difficulty. If you are not proficient, you can only ask questions of low difficulty.<br />
Examples of questions: Examples of questions you can ask include: "What is the target's current emotional state?", "What is the target's primary motivation?", "What is the target's plan for the next hour?", "What is the target's true identity?", etc.<br />
DM discretion: The DM has final say on what information is revealed through this ability, and may choose to provide incomplete or misleading information if the questions are too difficult or if the target is actively trying to deceive you. Additionally, the DM may determine that some questions are impossible to answer, depending on the circumstances or the target's level of knowledge or awareness.<br />
<br />
;Divine Aura<br />
At 7th level, a Prophetic Oracle gains the ability to create an aura of divine energy that reveals hidden things and protects against deception. This aura lasts for a number of rounds equal to the Oracle's Charisma modifier.<br />
<br />
;Divine Prediction<br />
At 14th level, a Prophetic Oracle gains the ability to make a prediction about the outcome of a specific event or situation. This prediction is always accurate and provides the Oracle with detailed information about the event or situation, including potential risks and opportunities.<br />
<br />
===Healing Oracle===<br />
Healing Oracles are chosen by their deity to be the caretakers of the sick and injured, tasked with healing those in need and easing their suffering. They are skilled in restorative magic, and use their powers to cure ailments and soothe pain.<br />
<br />
Class Spells<br />
{|class="5e" style="{{#vardefine:odd|0}}"<br />
! Level !! Spell<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left" | Cure Wounds<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left" | Lesser Restoration<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left" | Mass Healing Word<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left" | Death Ward<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left" | Mass Cure Wounds<br />
|}<br />
<br />
Class Features:<br />
<br />
;Divine Healing<br />
At 3rd level, a Healing Oracle gains the ability to channel their deity's power to heal themselves or others. This ability can be used a number of times per day equal to the Oracle's Charisma modifier.<br />
<br />
Benefit: You gain the ability to channel your deity's power to heal yourself or others. This ability can be used a number of times per day equal to your Charisma modifier (minimum of once).<br />
Usage: As an action, you can touch a creature and expend one use of this ability to heal it. The amount of healing is equal to your level plus your Charisma modifier. Alternatively, you can use this ability to heal yourself.<br />
Range: The range of this ability is touch.<br />
Restrictions: You cannot use this ability on undead or constructs.<br />
Scaling: At higher levels, the amount of healing increases as you gain levels in the Oracle class. At 5th level, the amount of healing increases to your level plus twice your Charisma modifier. At 11th level, it increases to your level plus three times your Charisma modifier. At 17th level, it increases to your level plus four times your Charisma modifier.<br />
DM discretion: The DM may determine that certain injuries or illnesses require a higher level of healing, or that some creatures are resistant or immune to this type of healing.<br />
Alternative usage: As a variant, the Healing Oracle can use this ability to remove a disease or a condition affecting a creature. In this case, the Oracle needs to make a Wisdom (Medicine) check with a DC equal to the challenge rating of the disease or condition. If successful, the disease or condition is removed. The DC and the number of uses of this ability required to remove the disease or condition may vary depending on the specific situation and the DM's discretion.<br />
<br />
;Divine Blessing<br />
At 7th level, a Healing Oracle gains the ability to create a field of divine energy that restores health and removes negative effects. This field lasts for a number of rounds equal to the Oracle's Charisma modifier.<br />
<br />
Benefit: You gain the ability to create a field of divine energy that restores health and removes negative effects. This field lasts for a number of rounds equal to your Charisma modifier (minimum of one round).<br />
Usage: As an action, you can create a 20-foot radius sphere of divine energy centered on yourself. The sphere lasts for the duration and moves with you, and it affects all creatures within its radius.<br />
Effects: While inside the sphere, all affected creatures regain hit points equal to your Charisma modifier at the start of their turn. Additionally, any negative conditions affecting them are removed at the end of their turn.<br />
Scaling: At higher levels, the amount of healing increases as you gain levels in the Oracle class. At 11th level, the affected creatures regain hit points equal to twice your Charisma modifier at the start of their turn. At 17th level, they regain hit points equal to three times your Charisma modifier.<br />
Restrictions: You cannot use this ability while under the effects of a silence spell or any other condition that prevents you from speaking.<br />
DM discretion: The DM has final say on what negative effects are removed by this ability, and may choose to exclude certain conditions or diseases that are too powerful or that require specific treatments. Additionally, the DM may determine that some creatures are immune or resistant to the effects of the divine energy, depending on their nature or origin.<br />
Alternative usage: As a variant, the Healing Oracle can use this ability to create a field of divine energy that grants temporary hit points instead of restoring hit points. In this case, the affected creatures gain temporary hit points equal to your Charisma modifier at the start of their turn, and any negative conditions affecting them are removed at the end of their turn. The duration, range, and scaling of the ability remain the same.<br />
<br />
;Divine Resurrection<br />
At 14th level, a Healing Oracle gains the ability to bring the dead back to life. This ability can only be used once per week, and requires a significant sacrifice from the Oracle.<br />
<br />
Benefit: You gain the ability to bring the dead back to life. This ability can only be used once per week, and requires a significant sacrifice from you.<br />
Usage: To use this ability, you must have access to the body of the deceased creature, and you must spend 1 hour in prayer and meditation. At the end of the hour, you must make a Charisma check with a DC equal to 10 + the challenge rating of the creature (or the level of the deceased PC, if applicable). If you succeed, the creature is resurrected with all its hit points restored, as well as any missing body parts or organs. If you fail, the attempt fails and cannot be tried again for another week.<br />
Sacrifice: In order to perform the resurrection, you must make a significant sacrifice of your own vitality. You must spend hit points equal to your own maximum hit points, and you suffer a level of exhaustion that cannot be removed by any means until you complete a long rest. If you do not have enough hit points to pay this cost, you cannot perform the resurrection.<br />
Restrictions: This ability cannot be used on undead or constructs, and it cannot be used to resurrect a creature that has been dead for longer than 10 days.<br />
DM discretion: The DM has final say on whether a creature can be resurrected, and may determine that certain creatures are beyond the power of this ability, or that the cost of the sacrifice is different depending on the specific situation.<br />
Alternative usage: As a variant, the Healing Oracle can use this ability to perform a resurrection ritual that restores a deceased creature to life without requiring a body. In this case, the creature's soul must be present and willing to return to the mortal world. The ritual requires 24 hours to complete, during which the Oracle must make a Wisdom (Religion) check with a DC equal to 10 + the challenge rating of the creature (or the level of the deceased PC, if applicable). If successful, the creature is resurrected with all its hit points restored, but suffers a -2 penalty to all ability scores until it completes a long rest. The sacrifice required is the same as in the original version of the ability. The DM has final say on whether a soul is willing to return to life, and may determine that some creatures or situations prevent this from happening.<br />
<br />
===Spirit Warden===<br />
The Spirit Warden is an Oracle who is closely attuned to the spirits of the natural world. They are able to harness the power of the elements and call upon the aid of the spirits in battle. The Spirit Warden is a protector of the natural world, and they use their powers to defend it against those who seek to exploit or harm it.<br />
<br />
Class Spells<br />
{|class="5e" style="{{#vardefine:odd|0}}"<br />
! Level !! Spell<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left" | Protection from Evil and Good<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left" | Speak with Dead<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left" | Spirit Guardians<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left" | Banishment <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left" | Planar Binding<br />
|}<br />
<br />
Bonus Proficiencies:<br />
At 1st level, you gain proficiency in the Nature and Survival skills.<br />
;Channel Spirit<br />
Starting at 1st level, you gain the ability to channel the spirits of the natural world to enhance your spells and abilities. As a bonus action, you can choose one of the following spirits to channel:<br />
Spirit of Air: You gain a fly speed of 30 feet and resistance to lightning damage.<br />
Spirit of Earth: You gain resistance to bludgeoning, piercing, and slashing damage and advantage on Strength checks and saves.<br />
Spirit of Fire: You gain resistance to fire damage and your spells deal an extra 1d6 fire damage.<br />
Spirit of Water: You gain a swim speed of 30 feet and resistance to cold damage.<br />
You can channel a spirit for a number of rounds equal to your Charisma modifier (minimum of 1). You regain all expended uses of this feature after finishing a long rest.<br />
<br />
;Protective Aura<br />
At 6th level, you gain the ability to create an aura of protection around yourself and your allies. As an action, you can expend a spell slot to create a 30-foot radius aura that lasts for 1 minute. While the aura is active, you and your allies within the aura have resistance to one damage type of your choice (except psychic).<br />
<br />
;Spirit Guide<br />
At 14th level, you gain the aid of a powerful spirit guide. You can choose one of the following spirit guides:<br />
*Spirit of the Hunt: Your attacks against creatures with the Beast type deal an extra 1d6 damage, and you have advantage on Wisdom (Survival) checks to track them.<br />
*Spirit of the Forest: You gain proficiency in the Stealth and Perception skills, and you have advantage on Dexterity (Stealth) checks while in a forest or natural setting.<br />
*Spirit of the Sea: You gain a swim speed of 60 feet and can breathe underwater, and you have advantage on Charisma (Persuasion) checks with creatures with the Water subtype.<br />
*Spirit of the Sky: You gain a fly speed of 60 feet and can hover, and you have advantage on Dexterity (Acrobatics) checks.<br />
Your spirit guide can communicate with you telepathically, and it can take any form that you choose (subject to DM approval). If your spirit guide is killed, you can summon a new one after finishing a long rest.<br />
<br />
;Elemental Blast<br />
At 18th level, you gain the ability to unleash a devastating blast of elemental energy. As an action, you can choose one of the following damage types: acid, cold, fire, lightning, or thunder. You then release a blast of energy in a 60-foot cone that deals 10d6 damage of the chosen type (half damage on a successful Dexterity saving throw). You can use this feature once per long rest.<br />
<br />
=== Oracle Spell List ===<br />
<br />
;Cantrips:<br />
Guidance<br />
Light<br />
Mending<br />
Minor Prophecy <br />
Resistance<br />
Sacred Flame<br />
Thaumaturgy<br />
Words of Inspiration <br />
<br />
;1st Level:<br />
Bless<br />
Cure Wounds<br />
Detect Evil and Good<br />
Detect Magic<br />
Healing Word<br />
Protection from Evil and Good<br />
Shield of Faith<br />
Shield of Prophecy<br />
Seer’s Mark <br />
<br />
;2nd Level:<br />
Aid<br />
Augury<br />
Aura of Truth<br />
Cloak of Divination<br />
Enhance Ability<br />
Find Traps<br />
Lesser Restoration<br />
Prayer of Healing<br />
Spiritual Weapon<br />
<br />
;3rd Level:<br />
Beacon of Hope<br />
Clairvoyance<br />
Dispel Magic<br />
Fate's Intervention<br />
Magic Circle<br />
Mass Healing Word<br />
Nondetection<br />
Speak with Dead<br />
Vision Quest<br />
<br />
;4th Level:<br />
Banishment<br />
Celestial Bond<br />
Divination<br />
Freedom of Movement<br />
Guardian of Faith<br />
Locate Creature<br />
Reversal of Fortune<br />
Stoneskin<br />
<br />
;5th Level:<br />
Commune<br />
Flame Strike<br />
Geas<br />
Greater Restoration<br />
Heavenly Host<br />
Mass Cure Wounds<br />
Path of Destiny<br />
Scrying<br />
<br />
;6th Level:<br />
Divine Inspiration<br />
Find the Path<br />
Heal<br />
Heroes' Feast<br />
Mass Suggestion<br />
True Seeing<br />
Vision of Doom<br />
<br />
;7th Level:<br />
Divine Intervention<br />
Etherealness<br />
Omniscience<br />
Plane Shift<br />
Regenerate<br />
Resurrection<br />
<br />
;8th Level:<br />
Antimagic Field<br />
Celestial Judgment<br />
Control Weather<br />
Earthquake<br />
Fate's Finality<br />
Holy Aura<br />
<br />
;9th Level:<br />
Astral Projection<br />
Divine Decree<br />
Foresight<br />
Gate<br />
Mass Heal<br />
Oracle's Visions<br />
<br />
Spell Description:<br />
<br />
Cantrip:<br />
Minor Prophecy - You gain a flash of insight into the future. Roll a d20, and the DM secretly notes the result. At any time before the end of your next turn, you can choose to replace a d20 roll you make with the result of your Minor Prophecy roll. Once you use this ability, you cannot use it again until you finish a short or long rest.<br />
Words of Inspiration - You speak a few words of encouragement, granting a creature you can see within range temporary hit points equal to your spellcasting ability modifier. The creature also gains advantage on their next attack roll, ability check, or saving throw before the end of your next turn.<br />
1st Level:<br />
Shield of Prophecy - You create a shimmering field of energy around a creature you touch, granting them a +1 bonus to AC until the end of their next turn. Additionally, if the target is hit by an attack, you can use your reaction to impose disadvantage on the attack roll, causing the attack to miss.<br />
Seer's Mark - You mark a creature with a magical sigil. For the next hour, you have advantage on Wisdom (Insight) checks made against the target, and you always know the target's direction and distance from you.<br />
2nd Level:<br />
Cloak of Divination - You wrap a creature you touch in a cloak of shimmering light. For the next minute, the target gains resistance to all damage types and has advantage on saving throws against spells and other magical effects.<br />
Aura of Truth - You emanate an aura of truth that lasts for one minute. Any creature that starts its turn within 5 feet of you must make a Wisdom saving throw or be unable to lie for the duration of the spell.<br />
3rd Level:<br />
Fate's Intervention - You can choose to re-roll any single d20 roll made by a creature you can see within range. The target must use the new roll, even if it is worse than the original roll.<br />
Vision Quest - You enter a trance-like state, and your mind is transported to a mystical plane of existence. While in this state, you gain the ability to ask a single question about a creature, object, or event. You receive an answer in the form of a vision, but the answer may be cryptic or metaphorical.<br />
4th Level:<br />
Celestial Bond - You forge a mystical bond between a creature you touch and a celestial being. For the next 24 hours, the target has advantage on saving throws against spells and other magical effects, and they cannot be charmed or frightened. Additionally, once during this period, the target can ask the celestial for guidance, and they will receive an answer in the form of a short, cryptic message.<br />
Reversal of Fortune - You call upon the fickle whims of fate to reverse a recent event. You can choose to undo any single event that occurred in the last minute, such as a missed attack, a failed saving throw, or even a death.<br />
5th Level:<br />
Heavenly Host - You summon a host of angelic beings to fight by your side. For the next minute, you and your allies within 30 feet of you have resistance to all damage types, and you can use your action to command the angels to attack a creature you can see.<br />
Path of Destiny - You trace a path through the air, creating a glowing line that leads to a creature or object you designate. For the next hour, you and any creature that follows the path have advantage on all ability checks made to interact with the target or object. Additionally, once during this period, you can teleport along the path to the target or object as a bonus action.<br />
6th Level:<br />
Divine Inspiration - You receive a sudden burst of divine inspiration, allowing you to cast any spell of 5th level or lower without expending a spell slot. You must still have the spell prepared or known to use this ability, and you cannot use it again until you finish a long rest.<br />
Vision of Doom - You show a creature a vision of their own demise. The target must make a Wisdom saving throw or be frightened for the duration of the spell. Additionally, they have disadvantage on all attack rolls, ability checks, and saving throws until the end of their next turn.<br />
7th Level:<br />
Omniscience - You gain complete knowledge of all creatures and objects within a 100-foot radius of you. This knowledge includes current hit points, current spells, abilities, vulnerabilities, resistances, and immunities. Additionally, you can use an action to temporarily grant this knowledge to a creature you can see within range.<br />
Divine Intervention - You call upon a powerful celestial being to intervene on your behalf. Roll a d100, and consult the DM's Divine Intervention table. The DM chooses the exact nature of the intervention, but it should be something that is suitably dramatic and game-changing.<br />
8th Level:<br />
Fate's Finality - You call upon the fates to seal the destiny of a creature you can see within range. The target must make a Wisdom saving throw or be cursed for the duration of the spell. While cursed, any attack roll, ability check, or saving throw they make is at disadvantage. Additionally, if they die while cursed, their soul is unable to be resurrected by any means.<br />
Celestial Judgement - You call down a beam of radiant light from the heavens, striking a creature you can see within range. The target must make a Dexterity saving throw or take 10d10 radiant damage, or half as much damage on a successful save.<br />
9th Level:<br />
Oracle's Visions - You gain a vision of a potential future. You receive detailed knowledge of one major event that will occur within the next 24 hours. This knowledge can include the location, the involved creatures or objects, and the exact time of the event. Once you use this ability, you cannot use it again until you finish a long rest.<br />
Divine Decree - You issue a command to a creature you can see within range. The target must make a Wisdom saving throw or be unable to disobey your command. The command can be anything you can express in a single sentence and must be completed within 24 hours. Once you use this ability, you cannot use it again until you finish a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
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'''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 />
<vote type=1/><br />
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[[Category:Class]]</div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=Murgleis_(5e_Equipment)&diff=1818491Murgleis (5e Equipment)2024-03-07T06:23:20Z<p>Coaldstone: Phrasing and cleanup.</p>
<hr />
<div>{|<br />
|style="width:75%"|<br />
{{5e Weapon<br />
|category=Martial Melee Weapon<br />
|weapon=Murgleis<br />
|damage=2d6 slashing<br />
|cost=150 gp<br />
|rarity=Legendary<br />
|weight=3 lb.<br />
|properties=Two-handed <br />
|description=Murgleis is a longsword forged by a brand of mages known as Red Mages. The blade's center is black in color with a distinctive red edge. The grip and hand guard are ornate and elven in their looks with the pommel having a slot for a crystal medium to fit inside.<br />
}}<br />
|<br />
<div class="externalimage-holder" style="width:100%;float:right;">{{5e Image|flex:none|[[File:Image 2023-03-10 012627441.png]]|<!--Caption, art credit, link to source-->}}</div><br />
|}</div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=5e_Weapons&diff=18184905e Weapons2024-03-07T06:18:47Z<p>Coaldstone: Updating.</p>
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<br />
=== Weapons ===<br />
<br />
{| class="column"<br />
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|<br />
; [[5e Traditional Nonmagical Weapons|Traditional Nonmagical Weapons]]<br />
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* [[5e Simple Melee Weapons|Simple Melee]] <span style="font-size: .8em">{{#dpl:debug=1|category=5e|category=User|category=Equipment|category=Simple Melee Weapon|notcategory=Renaissance|notcategory=Futuristic|notcategory=Modern|notcategory=Supplement|notcategory=!|notcategory=April Fools|notcategory=Magic Item|notnamespace=Talk|notnamespace=User|mode=userformat|resultsheader=(%PAGES% items)}}</span><br />
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|<br />
; [[5e Anachronistic Weapons|Anachronistic Weapons]]<br />
* [[5e Renaissance Weapons|Renaissance Weapons]]<br />
* [[5e Modern Weapons|Modern Weapons]]<br />
* [[5e Futuristic Weapons|Futuristic Weapons]]<br />
|<br />
; See Also<br />
* [[5e Magical Weapons|Magic Weapons]]<br />
* [[Weapon Alternatives (5e Other)|Weapon Alternatives]]<br />
* [[Monk Weapons (5e Other)|Monk Weapons]]<br />
* [[Oversized (5e Variant Rule)|Oversized Weapons]]<br />
* [[5e Derivative Work Weapons|Weapons Based on Existing Fiction]]<br />
* [[Incomplete 5e Weapons|Weapons with Maintenance Templates]]<br />
* [[April Fools 5e Weapons|April Fools Weapons]]<br />
|}<br />
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[[Category:Equipment]]</div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=Ultimate_Defender_(4e_Optimized_Character_Build)&diff=1818487Ultimate Defender (4e Optimized Character Build)2024-03-07T06:03:38Z<p>Coaldstone: Moved comment to talk page.</p>
<hr />
<div>== Introduction ==<br />
<br />
Defenders are very good at, well... defending. Of course, you will still get hit sometimes. This build tries to make a character that can just keep in the front lines,<br />
go in total defense all the time, and watch your opponents trying to hit you. Even if you are hit, you can still heal yourself, and attacks that aren't against AC will<br />
also have a hard time hitting you. This build works great if you team up with a ranged striker and just stay where you are while the enemy is killed by attacks<br />
from behind you. I only used the PHB for this, because I don't have a lot of D&D books. If you see a way to improve this build, please edit it.<br />
<br />
== References ==<br />
<br />
''Player's Handbook''<br />
<br />
== First Level ==<br />
<br />
'''Race''': A human is the best fit for this build. They have a bonus feat, +1 to fortitude, reflex and will and can choose Constitution as an ability bonus.<br />
<br />
'''Class''' We'll use a paladin. Paladins can use plate armor and heavy shields from the start, so you don't have to take a feat for them. Paladins also get a bonus to<br />
all non-AC defenses and can heal themselves, so they are a perfect fit for this build.<br />
<br />
'''Starting Ability Scores:''' Strength 14, Constitution 16 (+2), Dexterity 13, Intelligence 8, Wisdom 14, Charisma 10. The ability score bonus is in brackets.<br />
We need a good Constitution for your HP and some feats. Strength is useful for attacks and feats. Wisdom boosts your will defense and gives you the ability to multiclass to cleric.<br />
Finally, we boost Dexterity for a better reflex defense. We dump Intelligence because there are no interesting feats that require it.<br />
<br />
You can also choose this array: Strength 11, Constitution 14 (+2), Dexterity 12, Intelligence 8, Wisdom 14 and Charisma 16. This will give you worse melee attacks, HP and feats, but it will<br />
boost ''Divine challenge'' and your Charisma-based powers. For the remainder of this page, I'll asume that you choose the first array.<br />
<br />
'''Class Options''': In my opinion, you should choose either Bahamut or Ioun as your deity. Their ''Channel divinity'' feat powers are both useful for this build. ''Armor of Bahamut'' lets you<br />
turn a critical hit in a normal hit, and ''Iouns Poise'' gives you a +5 bonus to will defense until the end of your next turn.<br />
<br />
'''Equipment''':<br />
Start with this:<br />
*Plate armor (50 gp). A absolute requirement. It gives you a -2 armor check penalty, but you aren't going to use these skills a lot.<br />
*Heavy shield (10 gp) +2 to AC and reflex. Again, a -2 armor check penalty, but you can always stow your shield before you are going to do such things.<br />
*Holy symbol (10 gp) You need this if you want to multiclass to cleric.<br />
*Adventurers kit (15 gp) <br />
*Longsword (15 gp) A nice +3 attack bonus and 1d8 damage. Because your attack bonus will be lower than usual, you need a +3 weapon.<br />
50 + 10 + 10 + 15 + 15 = 100 gp.<br />
<br />
'''Feats''': At 1st level, pick:<br />
*Channel divinity (Ioun/Bahamut) <br />
*Human perseverance (Better saving throws are always nice) <br />
<br />
'''Powers''': Your attack bonus will not be great, and PHB Paladin powers aren't great. However, some attacks might be useful.<br />
<br />
Suggested level 1 at-will prayers:<br />
*''Holy strike'' - Not particularly useful, but it's one of the two paladin at-will attacks that uses strength.<br />
*''Valiant strike'' - A nice bonus to your low attack rolls.<br />
*''Enfeebling strike'' (human bonus) - It uses Charisma, but enemies will have a harder time hitting you.<br />
<br />
Suggested level 1 encounter prayer:<br />
*''Piercing smite'' - Marks enemies, uses strength and targets reflex.<br />
<br />
Suggested level 1 daily prayer:<br />
*''Paladins Judgement'' - There are no other dailies that use strength, so I recommend this one.<br />
<br />
Suggested level 2 utility prayer:<br />
*''Sacred Circle'' or ''Martyrs blessing''<br />
===Final attributes===<br />
At level 1, you will have:<br />
*15 + 18 = 33 hit points (Bloodied 16, surge value 8)<br />
*Speed 5<br />
*Initiative 1<br />
*AC 20 (+8 armor, +2 shield)<br />
*Fortitude 16 (4 + 1 + 1), Reflex 15 (1 + 1 + 1 + 2), Will 14 (2 + 1 +1)<br />
*+5 attack bonus (+2 strength, +3 weapon)<br />
<br />
'''A little math''': According to the [[4e Creatures Guideline (4e Guideline)]], a level 1 creature should have a attack bonus of + 6, and 9 average damage.<br />
This means that they have to roll 14 or higher on their attack roll (16 or higher if you are defending), so they will hit around 35 % (25 % when defending) of the time.<br />
Your HP is 33, and they will do around 9 damage, so you can take 3 hits. So if you are in total defense all the time, you will be able to survive for 12 to 16 rounds.<br />
That should be enough time for the striker behind you to defeat the enemy, shouldn't it?<br />
Even if you are having trouble, you can use your second wind or ''Lay on Hands'' (You have 14 surges healing 8 each), so you will be able to keep alive for quite a long time.<br />
<br />
==Progression==<br />
===Powers and Feats===<br />
'''Heroic feats:'''<br />
<br />
Durable<br />
<br />
Toughness<br />
<br />
Initiate of the faith<br />
<br />
Blade opportunist<br />
<br />
Weapon proficiency (Bastard sword)<br />
<br />
'''Paragon feats:'''<br />
<br />
Armor Specialization (Plate)<br />
<br />
<br />
Combat Anticipation<br />
<br />
Iron Will<br />
<br />
Lightning reflexes<br />
<br />
Great Fortitude<br />
<br />
Uncanny dodge<br />
<br />
Action Recovery<br />
<br />
Improved second wind<br />
<br />
'''Epic feats:'''<br />
<br />
Blind-fight<br />
<br />
Epic resurgence<br />
<br />
Paragon Path: ''Champion of order'' or ''Warpriest''.<br />
<br />
== Limitations ==<br />
<br />
*You have a -4 Armor check penalty to some of your skill checks.<br />
*You are not very good at attacking.<br />
<br />
----<br />
{{4e Optimized Character Builds Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:SRD Rules Only]]</div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=Talk:Ultimate_Defender_(4e_Optimized_Character_Build)&diff=1818486Talk:Ultimate Defender (4e Optimized Character Build)2024-03-07T06:03:18Z<p>Coaldstone: Moving comment from article to talk.</p>
<hr />
<div>Feedback time! You seem to have taken a stock paladin and lost 1 to 3 attack bonus for the sake of a few hit points. That might be interesting, if their core defending feature still works - ''divine challenge'' - but you've made Charisma a dump stat.<br />
<br />
You've also traded points in Wisdom (the ''other'' secondary stat) for points in Dexterity - that is, you've gained a point in Reflex but lost 1 use of ''lay on hands''. <br />
<br />
I also suggest having a look at the Cavalier, since it's a class that can perform its defender role ''just by standing there''. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 11:12, 29 July 2013 (MDT)<br />
<br />
<br />
Thanks for the feedback, I changed a few things, so divine challenge will now work better.<br />
I have also thought about what you said about Lay on Hands, but with Initiate of the faith, you<br />
have already one use of healing word per day, with is even better than lay on hands.<br />
EDIT: Checked out the cavalier, and it seems interesting, too bad that I don't have Heroes of the fallen lands.<br />
<br />
A side note from a stranger here: there has been an update to PHB which allows Humans to forgo having an extra at-will and instead allows them to take a racial power which boosts one attack or skill check per encounter. Just so you know, I figure that might work better instead of the extra at-will in this build.<br />
~OP (not Original Poster)<br />
<br />
<br />
A +3 longsword costs much more than 15gp. You can't afford it at level 1 with standard starting wealth. - Anonymous poster<br />
<br />
== Note from 2024 ==<br />
For anyone looking for help with their character, be warned.<br />
'''This build is extremely outdated and does not correspond to modern 4e conventions.'''<br />
If you play this character, chances are you are the worst character in the group. {{unsigned|2001:14ba:6e22:5800:41c6:9148:826f:8d76}}</div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=Lesser_Dragon,_Variant_(3.5e_Race)&diff=1818485Lesser Dragon, Variant (3.5e Race)2024-03-07T06:00:42Z<p>Coaldstone: Cleanup.</p>
<hr />
<div>{{x0<br />
|la=+0<br />
|ECL=<br />
|type=Dragon<br />
|ability_adjust=-2 Str, +4 Dex, -2 Con, +2 wis<br />
|size=Medium<br />
|favored_class=Any<br />
|desc= A fun class with advantages and disadvantages which allows you to play a medium sized dragon-like creature<br />
}}<br />
<br />
== Lesser Dragons ==<br />
<br />
Called 'Lesser Dragons' because they look similar to slim dragons except with a smaller build then there larger cousins. Lesser Dragons should actually be called Tiismaran, since this is what they call themselves in both Common and Tiismaric. (this is also how 'Tiismaran' came to be what they're called, since that is what they chose to call themselves.) Another Reason why man races believe that Tiismaran are 'Lesser Dragons' is due to a legend, in this legend it is said that a wizard managed to stop a dragon from growing when it become a medium sized creature. ( If this legend is true of not is a different matter but it isn't actually linked to the Tiismaran). However, many generations of interbreeding with dragons have led to Tiismaran being born to dragons relatively often.<br />
To summarize, Lesser Dragons are technically called 'Tiismaran' but are called Lesser Dragons due to the fact that many races mistake them for small dragons, and the name 'Lesser Dragons' just caught on quicker.<br />
<br />
=== Personality ===<br />
<br />
The personality of a lesser dragon can vary depending specifically on the dragon and its background, some are violent while others peaceful<br />
although unlike there larger cousins, generally lesser dragons will rarely attack unprovoked and most of the time it is in self defense. <br />
Due to being hunted, Lesser Dragons are generally reclusive within there own cultures within there own race although it is known for Lesser dragons to join<br />
the cultures of other reptilians, rarely a Lesser Dragon will join Elven and even Dwarven communities.<br />
<br />
=== Physical Description ===<br />
<br />
It is rare for two or more lesser dragons to be alike, in that case it is most likely because they are siblings, All Lesser Dragons have<br />
a head, a bladed tail and a body with two back legs and two front arms which can also act as legs. Lesser Dragons have scales which can come in the following <br />
colors : Green, Blue, Brown, Grey, Red, Yellow, White, Black and Purple. (most common to rarest). Some Lesser Dragons have more of a human like appearance.<br />
Commonly Lesser Dragons have wings, although it isn't rare for a dragon to be born with fins and gills. It is also not rare that some dragons may have manes,hair, or feathers. Some dragons even have strong rigid scales and spiky spines. there are more features that change from Lesser Dragon to Lesser Dragon, hence the rarity of two being alike. <br />
At best they can grow to the length of 6" to 8". With tail from 3" to 4" feet long for balance, agility and defense. A lesser Dragon can wiegh from 250-300lb.<br />
Lesser Dragons are generally slim and agile, so they lack strength and constitution.<br />
<br />
=== Relations ===<br />
<br />
Due to being hunted by Humans and some barbaric races, Lesser Dragons are generally reclusive within there own cultures within there own race although it is known for Lesser dragons to join the cultures of other reptilians, rarely a Lesser Dragon will join Elven and even Dwarven communities. Lesser Dragons get along well with other Reptilians, they are mutual towards elves and dwarfs but are often uneasy near Humans due to a long history of hunting.<br />
<br />
=== Alignment ===<br />
<br />
Are commonly neutral Good or true neutral, but can range into any alignment.<br />
<br />
=== Lands ===<br />
<br />
Lesser Dragons commonly inhabit Mountainous regions, Coastal Regions and even Swamps, although if you look hard enough, you can find them anywhere. Generally Lesser Dragons start small communities at best, and sometimes join communities of other races, but as said before, are quite reclusive. There is a Legend which says that the Lesser Dragons once built a city below the mountains, though no-one knows whether or not the legend is true or not.<br />
<br />
=== Religion ===<br />
<br />
It is not rare for Lesser Dragons to worship Deities, quite often Deities of the sky, sometimes Dragons. Some communities are actually based around a religious belief. There is also of course Lesser Dragon which don't believe in Deities.<br />
<br />
=== Language ===<br />
<br />
Lesser Dragons speak Taasmiric and often learn Common, more intelligent dragons learn to speak other languages. Taasmiric is the language of 'Lesser Dragon' or what they are actually called 'Taasmiran'. Taasmiric is a language which Lesser Dragons developed in order to talk to one another while in the presence of an enemy, Taasmiric uses Draconic Letters and generally sounds quite complexed. (too put it into a practical example, Taasmiric is like the Gaelic version of Draconic ).<br />
<br />
=== Names ===<br />
<br />
Lesser Dragons take names which are linked to there scale color, body shape or inhabitant. Like Ember, Autumn, Chillie, Nightendale etc.<br />
<br />
=== Color ===<br />
<br />
Want to make the color random? use this table and a D100 to get a random color<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Lesser Dragon random scale colour<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Colour || results rolled <br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Green || 1-20<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Blue || 21-35<br />
|- class="odd" style="white-space: nowrap;"<br />
| style="text-align: left;" | Brown || 36-48<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Grey || 49-60<br />
|- class="odd" style="white-space: nowrap;"<br />
| style="text-align: left;" | Red || 61-70<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Yellow || 71-79<br />
|- class="odd" style="white-space: nowrap;"<br />
| style="text-align: left;" | White || 80-89<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Black || 90-99<br />
|- class="odd" style="white-space: nowrap;"<br />
| style="text-align: left;" | Purple || 100 <br />
|}<br />
<br />
=== Racial Traits ===<br />
<br />
* -2 Strength, +4 Dexterity, -2 Constitution, +2 Wisdom. Lesser Dragons are nimble but lack in strength and constitution due to their light build. Lesser Dragons have also learnt to be visual at all times.<br />
* Medium Size: No special bonuses or penalties due to their size<br />
* Lesser Dragons [[base land speed]] is 35 feet on foot. Flight speed is and 60 ft. ([[SRD:Fly|good]] maneuverability)<br />
* Vision: [[Darkvision]] out to 60 feet and [[low-light vision]].<br />
* Flawed Wielding: Take a -4 penalty to attack with two-handed weapons and -4 per an attack while using [[SRD:Two-Weapon Fighting (Feat)|Two-Weapon Fighting]] with additional to the normal penalties (if apply).<br />
* Natural Armor: +1 natural armour.<br />
* Weapon Proficiency: Lesser Dragons are proficient with Natural Weapons<br />
* [[Natural Weapons]]: Primary natural weapon is a [[SRD:Natural Weapons#bite|bite]] (1d6). Secondary natural weapons are 2 [[SRD:Natural Weapons#Claw or Talon|claws]] (1d4), 1 bladed tail (1d6), and 1 [[SRD:Natural Weapons#Gore|gore]] (1d4). <br />
* [[SRD:Breath Weapon|Breath Weapon]] (Su): Breath Weapon which deals 1d4/level, with a 1d4+1 recharge rate. The range of the ability is in Cone 3. The Breath Weapon's damage-type corresponds to the Dragon's elemental immunity. (Example: Red Dragon breathes Fire.) However, the Metallic dragons have a secondary Breath Weapon, you make the choice between which breath weapon your dragon posesses at 1st Level, and this choice remains.<br />
* Quadruped: Armour must be specially made to fit a lesser dragon, at x2 cost.<br />
* [[Automatic Languages]]: Tiismic, Common. [[Bonus Languages]]: Draconic, Elven, Dwarfen, Halfling, Celestial, Aquan.<br />
* [[Favored Class]]: Any<br />
* [[Level Adjustment]]: +0<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Dragon Coloration and Effects<br />
|- class="even" style="white-space: nowrap;"<br />
! Color ||Resistance |<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Black || style="text-align: left;" | Acid (Electricity Weakness)<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Red || style="text-align: left;" | Fire (Cold Weakness)<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Blue || style="text-align: left;" | Electricity (Acid Weakness)<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | White || style="text-align: left;" | Cold (Fire Weakness)<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Green || style="text-align: left;" | Acid (Electricity Weakness)<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Brass || style="text-align: left;" | Fire (Cold Weakness)<br />
|- style="white-space: nowrap;"<br />
|style="text-align: left;" | Bronze || style="text-align: left;" | Electricity (Acid Weakness)<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Silver || style="text-align: left;" | Cold (Fire Weakness)<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Copper || style="text-align: left;" | Acid (Electricity Weakness)<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Gold || style="text-align: left;" | Fire (Cold Weakness)<br />
|}<br />
<br />
=== Alternate Traits ===<br />
<br />
* '''Aquatic''': Lose flight speed and flight reflex. Gain a swim speed of 40 ft. Gain the [[aquatic]] subtype; can breathe underwater and in air; +10 racial bonus to Swim checks.<br />
* '''Rigid Scales''': Lose the racial bonus to Swim, Jump and Climb checks. Natural armor bonus increases to +3.<br />
* '''Prehensile Tail''': Lose bladed tail natural attack. Tail can pick up objects weighing up to 5 lb.; Cannot attack with weapons held in the tail.<br />
* '''Fin Tail''': At the tip of your tail you have a set of fins which allows for faster and better swimming. +5ft racial bonus to Swim Speed and + 3 racial bonus to Swim check. removes Bladed Tail<br />
* '''Curling Body Markings''': Your Lesser Dragon was born with curling markings across the majority of its scales, which are a similar colour to your scales. take a -2 to Hide checks.<br />
* '''Feathered Wings''': You have wings which are made primarily of feathers, however, you cannot use feathered wings for flight during or until 3d4 rounds after coming out of the water. since they need to dry off.<br />
=== Vital Statistics ===<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Lesser Dragon Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 120 years || +2d6 || +3d6 || +5d6 <br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Lesser Dragon Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 250 years || 500 years || 1000 years || +10d20 years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Lesser Dragon Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Length || Length Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 6"0' inches || + 2d12 || 250 lb. || + 5d10 lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 6"0' inches || + 2d12 || 250 lb. || + 5d10 lb.<br />
|}<br />
note: most Lesser Dragons stand 3" tall, to calculate do this equation (3'0" + (D8 -0'4"))<br />
<br />
==As a Template==<br />
<br />
A creature can become a Lesser Dragon using this race as a template, however it can only be applied during character creation.<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:LA0]]<br />
[[Category:ECL1]]<br />
[[Category:Dragon Type]]<br />
[[Category:Medium Size]]</div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=Talk:Lesser_Dragon,_Variant_(3.5e_Race)&diff=1818476Talk:Lesser Dragon, Variant (3.5e Race)2024-03-07T05:50:51Z<p>Coaldstone: Unsigned. Please sign posts.</p>
<hr />
<div>Hell yeah. Haven't tried this yet, but super psyched to do so, actually looks pretty balanced. I love dragons. {{unsigned|Rastabon}}</div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=Grenade,_Stun_(5e_Equipment)&diff=1818472Grenade, Stun (5e Equipment)2024-03-07T05:49:38Z<p>Coaldstone: Reverted edits by 97.93.35.225 (talk) to last revision by Coaldstone</p>
<hr />
<div><br />
{|<br />
|style="width:75%"|<br />
{{5e Weapon<br />
|category=Martial Ranged Weapon<br />
|weapon=Stun Grenade<br />
|damage=Special<br />
|cost=Common<br />
|weight=1/2 lb.<br />
|properties=Thrown (60 ft.), Special<br />
|description=Also known as flashbangs, thunderflashes, and sound bombs, stun grenades are intended to disorient combatants with a bright flash and a bang louder than 170 decibels.<br />
<br />
As an action, you can throw a concussion grenade at a point up to 60 feet away. Each creature within 20 feet of an exploding concussion grenade must make a DC 15 {{5a|Dex}} saving throw or become {{5c|blinded}} and {{5c|deafened}} until the end of its next turn. Creatures within 5 ft. of the grenade take 1d6 thunder damage. On a successful save, a creature takes half damage and isn't {{5c|blinded}} and {{5c|deafened}}.<br />
<br />
}}<br />
|<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|float:right|https://upload.wikimedia.org/wikipedia/commons/5/56/M-84-Flash-Bang-Grenade.jpg|[[https://commons.wikimedia.org/wiki/File:M-84-Flash-Bang-Grenade.jpg Source]]}}<br />
</div><br />
|}<br />
<br />
[[Category:Modern]]</div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=Ambusher_(5e_Subclass)&diff=1818468Ambusher (5e Subclass)2024-03-07T05:43:50Z<p>Coaldstone: Reverted edits by 2600:1700:2370:DB40:61F1:7754:C2C9:4D8A (talk) to last revision by Anastacio</p>
<hr />
<div>=== Ambusher ===<br />
''Rogue Archetype''<br />
<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right;|https://cdna.artstation.com/p/assets/images/images/031/781/680/small/gabriel-rosswell-ambush.jpg|[https://www.artstation.com/artwork/9m5J8Q Ambush] by [https://www.artstation.com/gab005 Gabriel Rosswell]}}</div><br />
<br />
{{quote|Those who excel at sneaking and hiding know that an unseen attack can be devastating. The Ambusher knows this and trains to make that first hit crippling.}}<br />
<br />
Ambushers are rogues who specialize in awaiting an opportune moment to jump on their opponents, with a dagger on their throat. They are assassins who is adept at swift attacks and silent killings. The roll of an Ambusher can be either a scout or a secondary combatant. He excels at the one hit wonder, but might require some aid in combat should he fail to drop his target on the first hit. Due to this fact, most Ambushers have enough sense when to and when not to strike, preferring to wait for the right moment. Ambushers see Assassins as rivals and friends. Sometimes, they are part of the same guild. Other times, they are rivals, fighting for the same job.<br />
<br />
;Stealth<br />
At 3rd level, you are a master of stealth. You have proficiency in Stealth checks, and add twice your proficiency bonus in checks with it. <br />
<br />
;Unfettered Defense<br />
Also at 3rd level, you can add your Intelligence modifier, instead of your Dexterity, to your AC when wearing light armor. <br />
<br />
In addition, while unarmored and not wielding a weapon that have the heavy or two-handed property and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier. <br />
<br />
;Ambush<br />
Starting at 3rd level, you can take your opponents by surprise with deadly strikes. When you have advantage on an attack roll against a creature that can't see you due to you being Hidden, you can attempt an ambush at it. If you do so, that attack is a critical.<br />
<br />
You can use your Ambush a number of times equal to your proficiency bonus, and regain your uses when you complete a long rest. <br />
<br />
;Improved Stealth<br />
Starting at 9th level, while wearing light or no armor, and not wielding a shield, heavy or two-handed weapon, you can take the Hide action even when in plain sight, as long as you start your turn within 10 feet of an area of darkness or an object, structure or creature that can provide any cover. <br />
<br />
;Ambush Master<br />
Starting at 13th level, you excel at leading ambushes and acting first in a fight.<br />
<br />
You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.<br />
<br />
;Perfect Ambush<br />
At 17th level, you become a master of ambushes. When you perform an Ambush against a creature, the target must succeed on a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, you double the damage against the target.<br />
<br />
<vote type=1/><br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Rogue]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=Yeetogwenam_(5e_Creature)&diff=1818453Yeetogwenam (5e Creature)2024-03-07T05:18:10Z<p>Coaldstone: Added SRD links. Cleanup.</p>
<hr />
<div>==Yeetogwenam==<br />
{{5e Creature<br />
|size= Huge<br />
|type= Aberration<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=<!--optional for humanoids, delete line otherwise--><br />
|alignment= Lawful Evil<br />
|ac= 17 (Scarred Flesh & Tattered Armor)<br />
|armor=<!--natural armor, specific armor type, or delete line --><br />
|hp= 200<br />
|hpdice= 15d12 + 80<br />
|speed= 30ft.<br />
|str= 25<br />
|dex= 6<br />
|con= 20<br />
|int= 6<br />
|wis= 14<br />
|cha= 6<br />
|strsave=yes<br />
|consave=yes<br />
|athletics=yes<br />
|perception=yes<br />
|di=<!--Damage Immunities-->{{5g|Damage Rolls|Necrotic}}, {{5g|Damage Rolls|Cold}}<br />
|ci=<!--Condition Immunities-->Blind, Charmed, Paralyzed, Deaf<br />
|dr=<!--Damage Resistances--> Non-Magical {{5g|Damage Rolls|Slashing}}, {{5g|Damage Rolls|Bludgeoning}}, {{5g|Damage Rolls|Piercing}}<br />
|dv=<!--Damage Vulnerabilities--> {{5g|Damage Rolls|Radiant}}<br />
|senses=passive [[5e SRD:Perception Skill|Perception]] 12<br />
|languages=&mdash; Primordial, Void (Mixture of Deep Speech and Abyssal)<br />
|cr=13<br />
|xp=10,000<br />
|features=<br />
'''''God of Annihilation:''''' Yeetogwenam deals an extra die of damage when attacking with weapons he is proficient with (included in the attack). Additionally, Yeetogwenam cannot be restrained or otherwise immobilized unless set upon either by a creature of his size ({{5g|Creatures#Size|Huge}}) or larger, or by no less than 5 large creatures at once, or 40 {{5g|Creatures#Size|Medium}} creatures. {{5g|Creatures#Size|Small}} and {{5g|Creatures#Size|Tiny}} creatures have no chance of restraining him regardless of number.<br />
<br />
'''''Scars of the Endless War:''''' Yeetogwenam is immune to {{5g|Damage Rolls|necrotic}} and {{5g|Damage Rolls|cold}} damage, and resistant to all forms of non-magical {{5g|Damage Rolls|slashing}}, {{5g|Damage Rolls|bludgeoning}}, and {{5g|Damage Rolls|piercing}} damage due to the thick scars and heavy callouses that cover his form. This also leaves him vulnerable to {{5g|Damage Rolls|Radiant}} damage and Silvered weapons, taking an additional die of damage whenever hit by either.<br />
<br />
'''''Senses of the Elders:''' Yeetogwenam is immune to any effects which would render him blind, deaf, or otherwise unable to control his body or his mind. <br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack:''''' Yeetogwenam makes one attack with its Axe of Desolation or one attack with its punch and one Slam attack.<br />
<br />
'''''Axe of Desolation.''' Melee Weapon Attack:'' +12 to hit, reach 10 ft., one target. ''Hit:'' 23 (2d12 + 7) {{5g|Damage Rolls|bludgeoning}} damage.<br />
<br />
'''''Punch.''' Melee Weapon Attack:'' +12 to hit, reach 10ft., one target. ''Hit:'' 15 (1d6 + 7) {{5g|Damage Rolls|bludgeoning}} damage.<br />
<br />
'''''Slam.''' Melee Weapon Attack:'' +12 to hit, reach 10ft., one target. ''Hit:'' 19 (1d8 + 7) {{5g|Damage Rolls|Bludgeoning}} damage. If the attack hits its target, it must make a {{5g|Saving Throws|DC}} 18 {{5a|Str}} {{5e|saving throw}} or be knocked {{5c|prone}}, or alternatively thrown 20 feet in any direction in front of Yeetogwenam (Yeetogwenam chooses the direction).<br />
<br />
<br />
|legendary={{Legendary Actions|name=Yeetogwenam|actions=3}}<!--Delete if unused--><br />
<br />
'''''Punch (1 Action):''''' Yeetogwenam makes a punch attack targeting a creature within range.<br />
<br />
'''''Pressure (2 Actions):''''' Yeetogwenam uses his unearthly presence to exert additional gravitational force on creatures within 60ft. of it. Each creature within range must make a {{5g|Saving Throws|DC}} 17 {{5a|Str}} {{5e|saving throw}} or have their movement halved until the end of Yeetogwenam's next turn.<br />
|description=<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
Yeetogwenam is a God of the Void, a plane of existence that serves as home to an infinite number of eldritch creatures. Yeetogwenam has existed since time and has been locked in harsh combat with whatever forces it deems worthy of annihilation. Its ultimate desire is to destroy all things, the void included, but is too mentally inferior to devise any meaningful plan towards that end and is as a result left to savagely destroy what he can. Like all creatures of the Void, Yeetogwenam requires a vessel to exist in any physical plane. When in such a plane he appears as a colossus standing 30ft. tall covered in tattered armor composed of shredded, hooded robes and stray shards of metal held loosely together by cloth strips and the tar-like texture of his pitch-black skin. Its skin is covered fully in thick scars and heavy amounts of callouses that lend to its impressive physical resistance. His face is like a thick, porous rock that bears a bright green flame within that jets from the pours when it is engaged in combat. A single, smooth, horn-like protrusion extends from the left side of what might be its forehead. <br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=Distraught_Souls_(5e_Creature)&diff=1818451Distraught Souls (5e Creature)2024-03-07T05:09:28Z<p>Coaldstone: Finishing and Cleanup.</p>
<hr />
<div>==Distraught Souls==<br />
{{5e Creature<br />
|size=Medium<br />
|type=Undead<br />
|swarm=10-20 Small Souls<br />
|alignment= chaotic evil<br />
|ac= 12<br />
|armor=natural armor<br />
|hd=4<br />
|hp=<!--average number of hit points (use for homebrew sizes)--><br />
|hpdice=<!--number of hit dice + Constitution modifier (use for homebrew sizes)--><br />
|speed=30 ft.<br />
|str= 16<br />
|dex= 16<br />
|con= 12<br />
|int= 6<br />
|wis= 6<br />
|cha= 2<br />
|deception= yes<br />
|intimidation= yes<br />
|perception= yes<br />
|di= {{5e|Damage Rolls|poison}}, Non magical {{5e|Damage Rolls|piercing}}, {{5e|Damage Rolls|bludgeoning}} and {{5e|Damage Rolls|slashing}} damage <br />
|ci={{5c|exhaustion}}, {{5c|incapacitated}}, {{5c|Grappled}}<br />
|dr={{5e|Damage Rolls|psychic}}<br />
|dv=<br />
|senses=passive {{5s|Perception}} 10<br />
|languages=&mdash;<br />
|cr=3<br />
|xp=<br />
|features=<br />
'''Ethereal Sight.''' The Distraught souls can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.<br />
<br />
'''Incorporeal Movement.''' The Distraught souls can move through other creatures and objects as if they were {{5e|difficult terrain}}. It takes 5 (1d10) {{5e|Damage Rolls|force}} damage if it ends its turn inside an object.<br />
<br />
|actions=<br />
'''''Screech.''''' The souls screech in a 20-foot cone. Each creature in that area must make a {{5e|Saving Throws|DC}} 12 {{5a|Str}} {{5e|saving throw}}, taking 7 (2d6 + the number of souls in the swarm) {{5e|Damage Rolls|force}} damage and becoming knocked {{5c|prone}} on a failed save, or half as much damage and is not knocked {{5c|prone}} on a successful one.<br />
<br />
'''''Terrifying Swarm.''''' The distraught souls begin flying around a creature very quickly while they scream in despair. The creature must make a {{5e|Saving Throws|DC}} 12 {{5a|wis}} {{5e|saving throw}}, taking 10 (4d4) {{5e|Damage Rolls|psychic}} damage and becoming {{5c|frightned}} on a failed save, or 2 (1d4) {{5e|Damage Rolls|psychic}} damage and not becoming {{5c|frightned}} on a successful one.<br />
<br />
|reactions=<br />
'''''Soul Shield.''''' If the distraught souls are attacked they may sacrifice one of the souls to negate half of the total damage they would receive.<br />
<br />
|description=<br />
The distraught souls were souls who could not reach the afterlife, for reasons such as regret, necromancy, or even pacts with evil deities. These souls kept wandering through the astral plane, until they found other unhappy souls who then merged with each other. As the fusing process continued, it formed a vortex of hate and sorrow, twisting each of them for decades while being bombarded by loneliness, despair, hatred, and pain. These feelings ate at what little remained of themselves, and their true selves were lost long ago. These vortexes eventually become a swarm of Distraught Souls.<br />
<br />
The distraught souls appear as numerous glowing shapes that stick tightly together. Observers from afar may claim to occasionally see vaguely malformed, humanoid parts, but few can confirm. Anyone bold enough to approach the souls will be met with wild shrieking as the souls, swept into frenzy, begin to attack whatever has disturbed them.<br />
<br />
|arctic=<br />
|coastal=<br />
|desert=<br />
|forest= yes<br />
|grassland=<br />
|hill=<br />
|mountain= yes<br />
|swamp=<br />
|underdark= yes<br />
|underwater=<br />
|urban=<br />
}}<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Creatures Breadcrumb}}<br />
[[Category:User]]</div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=Ragefist_(5e_Class)&diff=1818359Ragefist (5e Class)2024-03-07T00:46:14Z<p>Coaldstone: Cleanup.</p>
<hr />
<div>== Ragefist ==<br />
''Through their pain and sorrow at the death of their lost love, a human lets out a shrill battle cry that echoes, along with the flurry of blows they deal to their gargantuan foe.''<br />
<br />
''From their quiver an elf engulfs their arrows in a saddistic glow, before launching them into their enemies, burning away at the enemies' armor, after which they switch out their longbow for an electric pair of palms.''<br />
<br />
''Their mighty battleaxe disarmed from their hands, the enemy cannot help but think they've won: a notion that is promptly corrected, when the former battleaxe wielder then switches to an open palm fighting style, and challenges their foe to a duel.'' <br />
<br />
The rage of a barbarian, subdued by monastic tradition and teachings, a ragefist is as battle-hardy as they are honed in their mind, body, and inner spirit, able to swap inner peace for inner turmoil, and vice-versa, on a whim. Conventionally unpredictable, a ragefist can serve virtually any offensive role within any particular group setting, opting for offensive versatility, rather than pure, maligned, and raw hatred and power; as such, their refined approach enables them to strive for mastery over both weapons and martial arts styles alike, whilst also gaining a unique, hybridized insight into the Arcane Arts, via a combination of their connection to nature and the mystic arts alike. As a major drawback for their sheer versatility in offensive combat, however, a ragefist's defensive and support capabilities more often than not leave something to be desired, as each strives only to inflict their wrath unto others, rather than to guard or protect their allies, comrades, and compatriots alike via traditional means. <br />
<br />
=== Creating a Ragefist ===<br />
<div class="externalimage-holder" style="width:50%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
When creating a ragefist, consider your place in between the civilized and natural worlds, and how it pertains to your training and discipline as an accomplished martial artist and combatant alike in your own right. Did you learn how to fight and survive through trial and error, only to continue where you left off in a monastery that was willing to train you? Conversely, were you banished from a monastery for a perceived slight or wrongdoing, only to continue your training outside of it, and between the realms of nature and civilization? Were you born into destitute poverty, and thus had to do whatever it took to survive from within the outskirts of civilization, but made a vow never to resort to crime to get your way? Are you a wealthy and accomplished individual, seeking both enlightenment and lifelong fitness, from the natural world and your chosen monastery, alike? Are you a war veteran, looking to continue your training and discipline beyond the horrors of war you experienced, whilst also seeking to calm the storm that continues to brew from within? Were you caught between two different worlds, only to abandon both of them and pursue your own endeavors, by taking inspiration from some ancient forbidden knowledge? <br />
<br />
No matter your path in life, you have chosen to combine your woodland rustic nature with the docile life of monastic tradition, in turn combining training and discipline with your lived experience. <br />
<br />
;Quick Build<br />
You can make a ragefist quickly by following these suggestions. First, make {{5a|con}} your highest ability score, followed by {{5a|wis}}. Second, choose the hermit background. Third, choose the following starting equipment options for your character: any 1 two-handed martial weapon of your choice, a priest's pack, a shortbow and a quiver of 20 arrows, a druidic focus, and a set of woodcarver's tools (both for your proficiency and as a starting equipment option).<br />
<br />
{{5e Class Features<br />
|name=Ragefist<br />
|summary=The teachings of {{5e|monk}} coupled with the wild, untamed nature of a {{5e|barbarian}}, a ragefist practices temperance between the natural and civilized worlds to yield an unrelenting force of reckoning. <br />
|hd=10<br />
|spellcasting=half<br />
|armor=none<br />
|weapons=simple weapons, martial weapons, monk weapons, unarmed strikes<br />
|tools=Two sets of artisan's tools of your choice<br />
|saves={{5a|con}}, {{5a|wis}}<br />
|skills=Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Religion, or Survival<br />
|item1a=Any 1 two-handed martial weapon of your choice<br />
|item1b=Any 2 one-handed martial weapons of your choice<br />
|item1c=<br />
|item2a=An explorer's pack<br />
|item2b=A priest's pack<br />
|item2c=<br />
|item3a=A shortbow and a quiver of 20 arrows<br />
|item3b=A light crossbow and a quiver of 20 bolts<br />
|item3c=<br />
|item4a=A holy symbol<br />
|item4b=A druidic focus<br />
|item4c=A component pouch<br />
|item4d=<br />
|item5a=Any 1 simple weapon or monk weapon of your choice, and 1 set of artisan's tools you are proficient with<br />
|item5b=<br />
|wealth=6d4 x 8 GP<br />
|classfeatures1=Unarmed Strikes, Unarmored Defense, Temperant Strikes<br />
|classfeatures2=Fighting Style, Spellcasting<br />
|classfeatures3=Martial Discipline<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Martial Discipline feature<br />
|classfeatures7=Arcane Strikes<br />
|classfeatures8=<br />
|classfeatures9=Martial Discipline feature<br />
|classfeatures10=Temperance Mastery<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Defy Gravity<br />
|classfeatures15=Martial Discipline feature<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=Martial Discipline feature<br />
|classfeatures19=<br />
|classfeatures20=Eternal Fortitude<br />
<br />
|extrasonleft=4<br />
|extra1_name=Unarmed Strikes<br />
|extra1_1=1d4<br />
|extra1_2=1d4<br />
|extra1_3=1d4<br />
|extra1_4=1d4<br />
|extra1_5=1d6<br />
|extra1_6=1d6<br />
|extra1_7=1d6<br />
|extra1_8=1d6<br />
|extra1_9=1d8<br />
|extra1_10=1d8<br />
|extra1_11=1d8<br />
|extra1_12=1d8<br />
|extra1_13=1d10<br />
|extra1_14=1d10<br />
|extra1_15=1d10<br />
|extra1_16=1d10<br />
|extra1_17=1d12<br />
|extra1_18=1d12<br />
|extra1_19=1d12<br />
|extra1_20=1d12<br />
}}<br />
<br />
==== Unarmed Strikes ====<br />
Starting at 1st level, you become proficient with unarmed strikes, and you may apply either your {{5a|str}} or your {{5a|dex}} for your hit and damage rolls with them. Your unarmed strikes, upon a successful hit, deal bludgeoning damage, equal to the amount listed under the Unarmed Strikes column on the Ragefist Table. <br />
<br />
Additionally, as a bonus action and in addition to your normal Attack during your combat turn, you may make two additional unarmed strikes on a creature within melee range of you. This bonus action may be performed a total number of times upwards of your proficiency bonus, after which it cannot be performed again until after you have finished a short or long rest. A short rest replenishes 1 use of this bonus action for every hour spent resting (upwards the maximum number of uses), whereas a long rest replenishes all uses of this bonus action.<br />
<br />
==== Unarmored Defense ====<br />
Starting at 1st level, if you are wearing no armor nor using a shield, you have a base {{5E|Armor Class}} equal to your proficiency bonus + your {{5a|str}} modifier + your {{5a|dex}} modifier + your {{5a|con}} modifier + your {{5a|wis}} modifier.<br />
<br />
If you are proficient with armor and/or shields, you may compare {{5E|Armor Class}}es to determine which AC is the highest.<br />
<br />
==== Temperant Strikes ====<br />
Beginning at 1st level, and as a bonus action, you are able to temper your mood, between enraptured and enraged, and apply either one (but only one at a time) during combat. <br />
* If you are enraptured in combat, your physical strikes are treated as finesse strikes, and you acquire a +2 bonus to your overall {{5E|Armor Class}}. Additionally, you may apply your {{5a|con}} modifier to any saving throw you make, in which you avoid receiving either an amount of damage and/or a {{5e|condition}} from an attack or spell. <br />
<br />
* If you are enraged in combat, you become resistant to all damage types you currently have neither a resistance nor an immunity to. Additionally, you may Attack twice, instead of once, during each of your combat turns. However, your base {{5E|Armor Class}} is cut in half, rounded down, and you have a {{5e|disadvantage}} on all saving throws in which you would receive damage and/or a {{5e|condition}}.<br />
<br />
You may only apply any of these features if you are wearing no armor, nor using a shield.<br />
<br />
==== Fighting Style ====<br />
When you reach 2nd level, you adopt a particular 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 that die once and then take the higher result of the two. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
;Martial Artist<br />
You gain a +1 bonus to all attack and damage rolls you make using your unarmed strikes. <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 />
;Unarmored Shadow<br />
If you are wearing no armor, nor using a shield, you may apply your proficiency bonus to any stealth check or stealth saving throw you make, as well as to the damage roll of any sneak attack you perform successfully.<br />
<br />
==== Spellcasting ====<br />
Starting at 2nd level, your mixed ties between the natural and civilized worlds brews a perfect storm, instilling within you a magical temperance. <br />
<br />
;Preparing and Casting Spells<br />
The Ragefist table shows how many spell slots you have to cast your spells. To cast one of your ragefist spells of 1st level or higher, you must expend a spell slot of the spell's level or higher. You regain all expended spells slots when you finish a long rest. <br />
<br />
You prepare the list of ragefist spells that are available for you to cast, choosing from the ragefist spells list. When you do so, choose a number of ragefist spells equal to your {{5a|wis}} modifier + half of your ragefist level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th level ragefist, you have four 1st level spell slots, and two 2nd level spell slots. With a {{5a|wis}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st level spell, {{5e|burning hands}}, you can cast it using a 1st or 2nd level spell slot. Casting the spell doesn't remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of ragefist spells requires time spent in temperant equilibrium: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
{{5a|wis}} is your spellcasting ability for your ragefist spells, since their power derives from a perfect storm between nature and traditional schools of thought. You may use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for a ragefist spell and when making an attack roll with one. <br />
<br />
* Spell Save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier<br />
* Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier<br />
<br />
;Spellcasting Focus<br />
You may use either a {{5e|holy symbol}} or a {{5e|druidic focus}} as a spellcasting focus for your ragefist spells.<br />
<br />
==== Martial Discipline====<br />
When you reach 3rd level, and again at 6th, 9th, 15th, and 18th levels, you acquire new features from one of the following Martial Disciplines of your choice, all of which will be listed along with their subclass features below: Martial Arcanum, Martial Arts, Martial Defense, Martial Surreptition, or Martial Weaponry<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Extra Attack ====<br />
When you reach 5th level, you are able to Attack twice, instead of once, during each of your combat turns.<br />
<br />
If you are enraged and using the temperant strikes feature, you are able to Attack up to thrice during each of your combat turns, instead.<br />
<br />
==== Arcane Strikes ====<br />
When you reach 7th level, and as a bonus action, you may treat the physical damage-type of your unarmed strikes and/or your melee weapon Attacks as magic damage for a single combat turn, by replacing your weapon attack modifier with your {{5a|wis}} modifier for your Attack and Damage rolls, and your weapon damage-type with one of the following damage-types: fire, force, lightning, necrotic, or radiant.<br />
<br />
==== Temperance Mastery ====<br />
When you reach 10th level, you acquire a mastery over temperance, granting you two additional ragefist class skill proficiencies, as well as one more proficiency in your choice of artisan's tools, and a proficiency in your choice of either land or sea vehicles.<br />
<br />
==== Defy Gravity ====<br />
When you reach 14th level, you become light as a feather, and are able to slow your descent down to a snail's pace, whilst simultaneously levitating yourself off of the ground. As a result of this feature, you acquire a flying speed equal to your movement speed, which may in turn be added to your current flying speed, if applicable; also, your falling speed is cut in half, and you take no falling damage whatsoever from any height. If your weight capacity is counted and you are over-encumbered, you are not able to use this flying speed, but you no longer affected by the effects of over-encumberment, and you do not take falling damage from any sources.<br />
<br />
==== Eternal Fortitude ====<br />
When you reach 20th level, your inner temperance between rage and enlightenment becomes so boundless, that you are effectively rendered both timeless and immortal. You no longer age, and you are rendered immune to all effects of aging, including magical effects thereof; additionally, you are rendered immune to all natural causes of death (but you are still able to die in combat). If you are of an advanced age for your race, you begin to age in reverse at a normal rate, until you reach your age of peak adult health.<br />
<br />
=== Martial Discipline ===<br />
When you reach 3rd level, you are able to choose from 1 of the following Martial Discipline subclass options, for which you will acquire new features at 3rd level, and again at 6th, 9th, 15th, and 18th levels. By choosing a Martial Discipline, you are choosing a primary means, with which you engage in combat, as well as other features that are pertinent to your subclass. <br />
<br />
==== Martial Arcanum ====<br />
Those who engage in this Martial Discipline are learning to master the mystical arts, as it pertains to their martial prowess, rather than the physical arts of other disciplines. Additionally, those who learn the ways of this discipline gain access to an array of different features which may be useful in a variety of different situations. (The primary ability score for this subclass is your {{5a|wis}}.)<br />
<br />
;Spellbook Mastery<br />
Starting at 3rd level, you acquire a mastery over spellbooks, and can use one to prepare additional spells. These spells follow the traditional rules of spellcasting. <br />
<br />
;Arcane Resistance<br />
At 6th level, you acquire the ability to resist magical effects. If a creature attempts to use magic to charm you, frighten you, put you to sleep, or place any kind of {{5E|Condition}} on you, you may increase the roll result of your saving throw against that spell's effects equal to your {{5a|wis}} modifier. Additionally, if the roll result for a saving throw you make against a spell is 1, you may re-roll your saving throw, and then apply the second roll result instead. Upon a successful save, you become aware that a creature attempted to cast a spell on you, regardless of the spell's effects, and you are aware of the general location from which the spell was cast. <br />
<br />
;Arcane Comprehension<br />
At 9th level, you acquire an enhanced ability to learn new spells, which may then be prepared permanently in your list of prepared spells, without counting towards the maximum number of spells you are able to have prepared. <br />
<br />
To perform this feature, you must do so, either as an action, whilst reading a magic scroll, examining a magic item, or studying the effects of a spell in real-time, or as a reaction to a spell that is cast that you can see within 120 feet of you, and then perform an arcana skill check, with a saving throw DC equal to either that of the spell's saving throw DC, or the spell's attack roll result. <br />
<br />
Upon a successful arcana skill check only, you learn the properties of the spell that was cast and how to cast it as your own, in turn adding it to your list of prepared spells permanently, in which case it is counted as an addition to the maximum number of prepared spells you may have. If you are in combat, and you are currently enraged, you do not gain the benefits of this feature. <br />
<br />
;Enhanced Arcane Strikes<br />
At 15th level, your Arcane Strikes feature becomes enhanced, allowing you to strike not only a single creature, but also all hostile creatures within a 10-foot cone in front of you. This feature is prepared as a bonus action normally, but also applies double your {{5a|wis}} modifier to your hit and damage rolls, and ignores friendly and non-hostile creatures. <br />
<br />
;Enlightened Temperance<br />
At 18th level, and as part of a short rest, you may expend a number of your {{5E|hit dice}} to restore your consumed spell slots, the total combined spell level for which is less than or equal to the rolled result of those {{5E|hit dice}} + your {{5a|wis}} modifier (minimum of one 1st level spell slot). Additionally, your total number of {{5E|hit dice}} is increased equal to your {{5a|wis}} modifier, as a result of this feature.<br />
<br />
==== Martial Arts ====<br />
The Martial Arts is the Martial Discipline of learning how to bring down your foes, using nothing but your fists to do so. It is the traditional Martial Discipline, and the most useful in a variety of different situations, as it requires no materials nor equipment. That said, however, this subclass also focuses on the use of monk weapons, which can in turn be used to augment one's unarmed strikes, in the proper literal hands. (The primary ability score for this subclass is your {{5a|str}}.) <br />
<br />
;Augmented Strikes<br />
Starting at 3rd level, as a bonus action, you may increase the damage rolls of your monk weapons, equal to the damage of your unarmed strikes. Furthermore, if you Attack using only your unarmed strikes, you may, as a bonus action, make up to two bonus attacks on a creature you can see within range. <br />
<br />
You may use this feature a total number of times, upwards of your proficiency bonus, after which you may not use this feature again until after you have finished a short or long rest. A short rest replenishes 1 use of this feature per hour rested (upwards of your proficiency bonus), whereas a long rest replenishes all uses of this feature. <br />
<br />
;Kinetic Energy Ball<br />
At 6th level, you acquire the ability to prepare a ball of kinetic energy as an attack action, which takes a single combat turn or five minutes outside of combat to prepare, and requires that you choose one of the following damage-types for this attack action: fire, force, lightning, necrotic, or radiant. Then, on your next combat turn, or after five minutes outside of combat, you may choose a fixed point that you can see within 20 feet to 60 feet of you, and unleash destructive energy unto that chosen point, dealing damage to any creatures within a 20-foot sphere of that chosen point. <br />
<br />
A creature within range must succeed on either a {{5a|dex}} or a {{5a|con}} saving throw, the DC for which is equal to your {{5a|str}} modifier + your proficiency bonus + 10. Upon a failed save, a creature receives damage of the chosen type, equal to thrice the damage of your unarmed strikes; upon a successful save, a creature receives damage of the chosen type equal to twice the damage of your unarmed strikes. <br />
<br />
Once you use this feature, you may not do so again, until after you have completed a long rest. <br />
<br />
'''At higher levels.''' For every level, in which you acquire new subclass features, the strength and range of your kinetic energy ball feature increase, as shown in the Kinetic Energy Ball Table below.<br />
{| class="5e" style="{{#vardefine:odd|0}}"<br />
|+ Kinetic Energy Ball Table<br />
|-<br />
! Ragefist Level !! Failed Save (Max. Damage) !! Successful Save (Red. Damage) !! Range (Feet) !! Area (Attack)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th level || 4x unarmed strikes damage || 2x unarmed strikes damage || 30/120 feet || 30 ft. sphere<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th level || 5x unarmed strikes damage || 3x unarmed strikes damage || 50/200 feet || 50 ft. sphere<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th level || 6x unarmed strikes damage || 3x unarmed strikes damage || 80/320 feet || 80 ft. sphere<br />
|}<br />
<br />
;Piercing Fist<br />
At 9th level, if you are attacking with your unarmed strikes or a monk weapon, you may ignore enemy armor entirely. Any creature wearing armor that you attack using unarmed strikes or a monk weapon is treated as having an Armor Class of 10 + their {{5a|dex}} modifier, unless they possess a feature that determines their armor class is otherwise. <br />
<br />
'''At higher levels.''' When you reach 15th level, this feature ignores armor class bonuses from magical items or spellcasting. When you reach 18th level, this feature ignores damage resistances, and treats damage immunities as damage resistances. <br />
<br />
;Monk Weapons Mastery<br />
At 15th level, if you are using a monk weapon, your attack and damage modifiers for that weapon are doubled. <br />
<br />
'''At higher levels.''' When you reach 18th level, if you are using a monk weapon, your weapon attack and damage modifiers for that weapon are tripled instead. <br />
<br />
;Power Fist<br />
At 18th level, the total number of damage dice for your unarmed strikes is doubled. This feature applies to all features that use the damage of your unarmed strikes.<br />
<br />
==== Martial Defense ====<br />
Whilst other martial disciplines focus on building up your arcane knowledge, your skills, and/or your offensive potential, the Martial Discipline of Defense instead focuses on building up your defensive potential, and turning both physical and arcane attacks against enemy creatures, using whatever weapons and tools are at your disposal. Additionally, this Martial Discipline is all about being able to withstand enemy attacks, from virtually every angle. (The primary ability score for this subclass is your {{5a|con}}.)<br />
<br />
;Ability Score Improvement<br />
Starting at 3rd level, and again at 6th, 9th, 15th, and 18th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. <br />
<br />
;Point Guard<br />
At 6th level, you acquire the ability to protect a nearby creature from harm. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose {{5e|disadvantage}} on the attack roll. You must wearing no armor, nor using a shield in order to use this feature. <br />
<br />
;Second Strike<br />
At 9th level, you may reduce the damage you take from a single attack or spell as a reaction, and then turn that damage into bonus damage during your next combat turn only. As a result of this feature, the amount of damage received is reduced (depending upon whether you have a prior resistance, immunity, or vulnerability, or receive normal damage from the damage-type of that attack or spell), in accordance with the Second Strike Table below; then, during your next combat turn after you use this feature, you may apply the damage-type of that attack or spell as an extra hit and damage dice for your unarmed strikes and/or weapon attacks, including with monk weapons (in which case, the extra attack roll is treated as imposing an {{5e|advantage}} on the initial attack roll). <br />
<br />
{| class="5e" style="{{#vardefine:odd|0}}"<br />
|+ Second Strike Table<br />
|-<br />
! Damage Resistance Level !! Damage Resistance Conversion<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Vulnerability || Becomes normal damage<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Normal || Is treated as a damage resistance<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Resistance || Is treated as a damage immunity<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Immunity || Recovers {{5E|Hit Points}}, equal to the amount of damage inflicted normally<br />
|}<br />
<br />
Once you use this feature, you may not do so again, until after you have finished a long rest. <br />
<br />
;Vital Spirit<br />
At 15th level, your {{5E|Hit Dice}} increases from d10 to d12, and your maximum {{5e|hit points}} each Ragefist level, including at 1st level, increases equal to your {{5a|wis}} modifier, in addition to your {{5a|con}} modifier as normal. As a result of this feature, you may re-roll for your maximum {{5e|hit points}} once, or take the average (or 7) per Ragefist level after 1st level instead, and increase your maximum {{5e|hit points}} at 1st level from 10 to 12. <br />
<br />
;Unarmored Invulnerability<br />
At 18th level, your mastery in endurance and agility training makes you more rough and resilient in the face of battle. While you are wearing no armor nor using a shield, you gain a +2 bonus to any saving throw you make against any attack and/or {{5e|condition}} made against you, and your total number of {{5E|Hit Dice}} are increased equal to your {{5a|con}} modifier; additionally, as a reaction to an attack against you, in which you would receive damage (while you are wearing no armor nor using a shield), you may expend a number of your {{5E|Hit Dice}}, upwards of your remaining amount thereof, to reduce the amount of damage you would receive equal to the rolled result + your {{5a|con}} modifier. <br />
<br />
If you finish a short rest without wearing any armor nor using a shield, you regain a number of {{5E|Hit Dice}} equal to your {{5a|con}} modifier.<br />
<br />
==== Martial Surreptition ====<br />
Whilst conventional martial disciplines are all about facing your enemies head-on, the discipline of martial surreptition is moreso about enacting your wrath upon others from the shadows, and manipulating others into doing your bidding, indirectly. Additionally, this discipline is about collecting information by any means necessary: information, which you may then use against your worst enemies. (The primary ability scores of this subclass are your {{5a|dex}}, {{5a|int}}, and/or {{5a|cha}}.) <br />
<br />
;Novice Surrepitor<br />
Starting at 3rd level, you become proficient in your choice of two of the following skills of your choice: deception, investigation, insight, intimidation, medicine, perception, persuasion, sleight of hand, or stealth. Additionally, you acquire a proficiency with one of the following tools of your choice: disguise kit, forgery kit, poisoner's kit, or thieves' tools.<br />
<br />
You may not choose different skill nor tool proficiencies from your chosen ones with this feature, even if you are given another chance to do so, so choose wisely. <br />
<br />
;Sign Weaver<br />
At 6th level, you may replace your spellcasting focus with hand signs, which may be woven with your hands to cast spells normally. Additionally, you become proficient in sign language as a language proficiency, and can send hidden hand signals as messages to any creature of your choice that can see and interpret them. For any creature that cannot see nor understand them, you may conceal your message from them, by succeeding a sleight of hand skill check, the DC for which is equal to their passive wisdom (perception). Upon a failed save, a creature that sees your hidden message must succeed on an investigation or a perception skill check, the DC for which is equal to your rolled result + your {{5a|dex}} modifier, in order to be able to decipher it. <br />
<br />
;Expert Surrepitor<br />
At 9th level, your acquired skill and tool proficiencies that were chosen as part of the novice surrepitor feature are now treated as expertises, doubling their applied ability score modifiers; additionally, you may choose two new skill and tool proficiencies you haven't already chosen from the following: <br />
* '''Skills:''' Deception, investigation, insight, intimidation, medicine, perception, persuasion, sleight of hand, or stealth<br />
* '''Tools:''' Disguise kit, forgery kit, poisoner's kit, or thieves' tools<br />
Your chosen skills and tools from this feature, you become proficient with. <br />
<br />
As with the novice surrepitor feature, you may not choose different skill nor tool proficiencies from your chosen ones with this feature, even if you are given another chance to do so, so choose wisely. <br />
<br />
;Ghost of the Wind<br />
At 15th level, you acquire the ability to silence and obscure your movements in all forms. If you are wearing no armor nor using a shield, you do not make any sound whatsoever, whenever you move to a different space or interact with any spell or object; additionally, hostile creatures may not make any attacks of opportunity upon you if you move past them, and any sound a spell or an object makes when you interact with it is muffled. In the event you are obscured in any way, shape, or form, that obscurity level is increased to 1 higher. <br />
<br />
As a bonus action, you may attempt to suppress sound from any creature you perform a sneak attack on successfully. The creature may attempt to succeed a {{5a|dex}} saving throw, the DC for which is equal to your {{5a|dex}} modifier + your proficiency bonus + 8, in order to not have their noise suppressed.<br />
<br />
;Master Surrepitor<br />
At 18th level, your acquired skill and tool proficiencies that were chosen as part of the novice surrepitor feature are now treated as masteries, tripling, instead of doubling, their applied ability score modifiers; additionally, your chosen skill and tool proficiencies that were chosen as part of the expert surrepitor feature are now treated as expertises, doubling their applied ability score modifiers; lastly, you may choose two new skill and tool proficiencies you haven't already chosen from the following: <br />
* '''Skills:''' Deception, investigation, insight, intimidation, medicine, perception, persuasion, sleight of hand, or stealth<br />
* '''Tools:''' Disguise kit, forgery kit, poisoner's kit, or thieves' tools<br />
Your chosen skills and tools from this feature, you become proficient with.<br />
<br />
==== Martial Weaponry ====<br />
As per the namesake of this martial discipline, its focus is to improve your overall weapons mastery, not only with simple and martial weapons of various different kinds, but also with monk weapons. After all, a mastery over one's weapons, in the eyes of a ragefist, is mastery over offensive physical combat, and is the key to winning any battle in martial combat, second to none. (The primary ability scores of this subclass are your {{5a|str}} and/or your {{5a|dex}}). <br />
<br />
;Weapons Expertise<br />
Starting at 3rd level, and again at 6th, 9th, 15th, and 18th level, you acquire expertise in a weapon of your choice. Whenever you perform an Attack with that weapon, you may apply your proficiency bonus, in addition to your weapon attack modifier to any attack or damage roll you make with that weapon. <br />
<br />
;Distant Strikes<br />
At 6th level, your overall attack range with weapons and unarmed strikes increases; your overall melee attack range increases by 5 feet, and your attack range increases by the following, with the following ranged weapons:<br />
* Nets increase by (15/45) feet<br />
* Thrown Weapons (except for Javelins) increase by (10/60) feet<br />
* Hand Crossbows, Javelins, Light Crossbows, Shortbows, and Slings increase by (20/80) feet<br />
* Blowguns and Heavy Crossbows increase by (25/100) feet<br />
* Longbows increase by (50/200) feet <br />
<br />
;Weapons Mastery<br />
At 9th level, and again at 15th and 18th level, you may choose 1 weapon you have expertise in as a result of the weapons expertise feature, and treat that expertise as a mastery instead; in addition to the benefits of the weapons expertise feature, your weapon attack and damage modifiers with that weapon are now doubled. <br />
<br />
;Bonus Strikes<br />
At 15th level, your overall attack speed increases. As a bonus action, you may perform one of the following actions:<br />
* If you attacked using a one-handed melee or throwing weapon, you may make two additional attacks with that weapon.<br />
* If you attacked using either a two-handed melee weapon, a versatile melee weapon with two hands, or an ammunition-based ranged weapon that does not have a loading requirement, you may make one additional attack with that weapon. <br />
* You may treat the loading of a weapon that has the loading requirement as a bonus action, instead of an action.<br />
<br />
This feature may be used a total number of times upwards your {{5a|str}} modifier + your {{5a|dex}} modifier, after which it cannot be used again until after you have finished a short or long rest. A long rest replenishes all uses of this feature, whereas a short rest replenishes 1 use of this feature for every hour spent resting. <br />
<br />
;Greater Weapons Mastery<br />
At 18th level, you may choose 1 weapon in which your expertise with that thereof is treated as a mastery, as a result of the weapons mastery feature: whenever you perform an Attack with that weapon, you may apply double your proficiency bonus, and triple your weapon attack modifier, to any attack and/or damage roll made with that weapon. This effect replaces the effects of the weapons expertise and weapons mastery features that were previously applied to that weapon.<br />
<br />
=== Ragefist spells list ===<br />
;1st level spells<br />
''Absorb Elements, Armor of Agathys, Arms of Hadar, Burning Hands, Catapult, Chaos Bolt, Chromatic Orb, Command, Compelled Duel, Dissonant Whispers, Divine Favor, Earth Tremor, Ensnaring Strike, Frost Fingers, Guiding Bolt, Hail of Thorns, Hellish Rebuke, Hex, Hunter's Mark, Ice Knife, Inflict Wounds, Mage Armor, Ray of Sickness, Searing Smite, Sleep, Tasha's Caustic Brew, Thunderous Smite, Thunderwave, Witch Bolt, Wrathful Smite, Zephyr Strike'' <br />
<br />
;2nd level spells<br />
''Aganazzar's Scorcher, Branding Smite, Calm Emotions, Cloud of Daggers, Cordon of Arrows, Crown of Madness, Darkvision, Dragon's Breath, Flame Blade, Heat Metal, Immovable Object, Kinetic Jaunt, Magic Weapon, Melf's Acid Arrow, Mirror Image, Misty Step, Pass Without Trace, Ray of Enfeeblement, Rime's Binding Ice, Scorching Ray, Shadow Blade, Shatter, Snilloc's Snowball Swarm, Spider Climb, Tasha's Mind Whip, Vortex Warp, Wither and Bloom, Zone of Truth''<br />
<br />
;3rd level spells<br />
''Ashardon's Stride, Bestow Curse, Blinding Smite, Conjure Barrage, Counterspell, Crusader's Mantle, Daylight, Dispel Magic, Elemental Weapon, Enemies Abound, Erupting Earth, Fear, Fireball, Flame Arrows, Fly, Haste, Intellect Fortress, Lightning Arrow, Lightning Bolt, Motivational Speech, Plant Growth, Protection from Energy, Pulse Wave, Spirit Shroud, Slow, Thunder Step, Tidal Wave, Vampiric Touch, Water Breathing''<br />
<br />
;4th level spells<br />
''Blight, Dimension Door, Dominate Beast, Elemental Bane, Freedom of Movement, Grasping Vine, Gravity Sinkhole, Greater Invisibility, Guardian of Nature, Ice Storm, Phantasmal Killer, Raulothim's Psychic Lance, Staggering Smite, Stoneskin, Vitriolic Sphere, Wall of Fire''<br />
<br />
;5th level spells<br />
''Banishing Smite, Commune With Nature, Cone of Cold, Conjure Volley, Contagion, Destructive Wave, Dream, Enervation, Far Step, Flame Strike, Holy Weapon, Immolation, Negative Energy Flood, Passwall, Rary's Telepathic Bond, Seeming, Steel Wind Strike, Swift Quiver, Synaptic Static, Temporal Shunt, Tree Stride''<br />
<br />
=== Multiclassing ===<br />
'''Prerequisites.''' To qualify for multiclassing into the ragefist class, you must meet at least two of the following prerequisites: a {{5a|str}}, a {{5a|con}}, a {{5a|dex}} or a {{5a|wis}} of 13 or higher.<br />
<br />
'''Proficiencies.''' When you multiclass into the ragefist class, you gain the following proficiencies: <br />
* Weapons: simple weapons, martial weapons, monk weapons, unarmed strikes<br />
* Armor: none<br />
<br />
<vote type=1/><br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:5e Class Mashup]]</div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=Chrisanthor_(5e_Race)&diff=1818357Chrisanthor (5e Race)2024-03-07T00:40:31Z<p>Coaldstone: Cleanup.</p>
<hr />
<div>{{needsbalance|This race currently has far more than 10 traits. Several traits are contrary to standard 1st-party race design or are overpowered. Having potential vulnerabilities doesn't mean other traits can be broken. See [[5e Race Design Guide]]. }}<br />
{{stub|Missing various traits (abilities, age, size, etc.). Several traits lack specific and highly relevant information ("Significant bonus", "powerful nature control", "may be sensitive", etc.). }}<br />
<br />
==Chrisanthor==<br />
;Recommended Classes<br />
The Crisanthor, with their magical nature and affinity with the natural world, are well-suited for a variety of classes.<br />
*'''Wizard:''' Crisanthor, with their deep connection to magic, perfectly fit the Wizard class. They can specialize in floral spells, use their connection with chrysanthemums to cast unique spells, and enhance their magical abilities.<br />
*'''Druid:''' Given their strong connection to nature, Crisanthor can embrace the role of a Druid. They can invoke the magic of nature, communicate with animals, and shape the surrounding flora for tactical advantages.<br />
*'''Cleric:''' Crisanthor may serve deities associated with nature and magic, such as Chrysanthea or Silvania. They can channel divine energy through their chrysanthemums, becoming healers or support spellcasters.<br />
*'''Warlock:''' The Crisanthor's innate connection with magic could manifest as a magical heritage or innate sorcerous ability. They can channel magical energy through chrysanthemums to cast powerful spells.<br />
*'''Bard:''' Crisanthor can use their flower song to charm and inspire others as Bards. Their charming nature and knowledge of chrysanthemums could make them extraordinary entertainers.<br />
<br />
===Aspect ===<br />
The Crisanthor are literally elves who have merged entirely with a flower. In fact, they possess both elven traits and those of the flower.<br />
<br />
'''Height:''' Crisanthor vary in height, but on average, they range between 5 feet (approximately 1.50 meters) and 6 feet (approximately 1.80 meters).<br />
<br />
'''Weight:''' Their slender and delicate build makes them slightly lighter than humans. Their average weight falls between 90 and 140 pounds (approximately 41-64 kilograms).<br />
<br />
'''Build:''' Crisanthor have a slim and graceful structure, reminiscent of the flowers from which they draw inspiration. Their build is generally classified as Medium.<br />
<br />
'''Eyes:''' The eyes of Crisanthor are deep and luminescent, echoing the vibrant colors of chrysanthemums. They can vary in shades of blue, green, gold, and even hints of pink or purple.<br />
<br />
'''Hair:''' Crisanthor's hair is shiny and silky, resembling the filaments of chrysanthemums. It may have hues corresponding to flower colors, such as pale pink, creamy white, or golden yellow.<br />
<br />
In Crisanthor society, gender differences are often subtle and primarily reflected in physical characteristics and social dynamics. Here are some of the differences between male and female Crisanthor:<br />
<br />
'''Physical Differences:'''<br />
<br />
Female Crisanthor may tend to have slightly larger and more vibrant-colored petals than males.<br />
Males might have a slightly taller stature than females, although the differences are often minor.<br />
<br />
'''Social Dynamics:'''<br />
In Crisanthor society, there are no fixed gender roles, and opportunities and roles are accessible to all regardless of gender.<br />
Noble heritage and magical ability are highly valued by both genders, and both males and females can be leaders, enchanters, or warriors.<br />
Gender dynamics among Crisanthor are based more on personal inclinations and individual abilities than on gender itself.<br />
Reproduction:<br />
Crisanthor reproduce through a unique process reflecting their floral nature. During the reproduction period, Crisanthor develop special petals that open to reveal small luminous seeds, similar to chrysanthemum seeds. These seeds are then planted in fertile soil or specially prepared pots.<br />
After a period of careful nurturing and magical care, the seeds grow and bloom into new Crisanthor individuals. This process requires time, attention, and a deep connection with the magic of nature. Reproduction is seen as a sacred and significant act within Crisanthor society, contributing to preserving their unique heritage and floral beauty in the world.<br />
<br />
Crisanthor may vary in alignments, but they usually lean towards alignments that reflect their noble nature, connection with magic and nature, and their pursuit of harmony. Here are some common alignments among Crisanthor:<br />
<br />
'''Lawful Good:''' Many Crisanthor cultures follow a social structure and norms that promote order, justice, and benevolence. They are driven by a desire to protect nature, promote fairness, and help those in need.<br />
<br />
'''Neutral Good:''' Neutral Good Crisanthor seek to balance their dedication to good with a sense of equilibrium and harmony. They are often engaged in maintaining ecological balance and protecting the weak.<br />
<br />
'''Neutral:''' Some Crisanthor embrace a neutral alignment, seeking to find a balance between various aspects of life. They may follow a path of contemplation and meditation, trying to understand the interconnection of all things.<br />
<br />
In general, Crisanthor alignments tend to reflect their bond with nature, magic, and harmony, although, like all races, there are individuals who may deviate from these stereotypes and adopt different alignments based on their experiences and personal choices.<br />
<br />
===History ===<br />
Many centuries ago, in ancient times when Celeborn was still in an embryonic state near the silver tree, a wizard named Barull, on a whim, created the Crisanthor. It is said that their creator was a powerful enchanter who, captivated by the beauty of chrysanthemums and the power of magic, sought to unite the two forces to create a unique and extraordinary race.<br />
<br />
The magical experiments were successful, but the Crisanthor were never seen as mere "creations." Soon, they settled in lush forests and unexplored underground realms, developing a deep affinity with the surrounding nature. Over time, the bond with chrysanthemums proved to be a special magical gift, allowing the Crisanthor to absorb magical energy from the deceased and use it to their advantage.<br />
<br />
The Crisanthor society flourished in harmony with the natural world. They developed a noble and refined culture, led by clan leaders respected for their wisdom and magical abilities. Their magical absorption skill became a tradition, with the Crisanthor honoring the deceased through sacred rituals, binding them to the constant flow of magic coursing through the world.<br />
<br />
However, the fate of the Crisanthor was not always serene. Their relationships with the woodland elves were tense from the beginning, fueled by misunderstandings and cultural differences. While the Crisanthor lived in the neighboring woods, they developed a deep aversion to the elves, whose lifestyle seemed in conflict with their worldview.<br />
<br />
Despite difficulties and tensions, the Crisanthor continued to thrive, maintaining their connection with chrysanthemums and magic. Their innate knowledge of the woods and underground made them adept guides and researchers in unexplored places. Their solitary nature led them to prefer solitude or to form deep bonds with equally exceptional individuals, rather than participating in larger groups.<br />
<br />
The history of the Crisanthor remained intertwined with magic and nature, with their footsteps illuminated by the bright petals of chrysanthemums.<br />
<br />
===Society===<br />
Within the enchanting society of the Crisanthor, distinctions between wealth and poverty do not extend as far as in some other races, thanks to their innate nobility and a tendency to prefer individuality over group aggregation. However, while these differences may not reach the extremes found in other cultures, they still reflect socio-economic dynamics based on personal skills, political influence, and available resources. Let's take a closer look at how these nuances shape the reality of the social fabric of the Crisanthor:<br />
<br />
'''Nobility and Social Classes:''' The Crisanthor society unfolds in an intricate hierarchical pattern, defined by their magical abilities, depth of knowledge, and mastery in leadership. Crisanthor demonstrating extraordinary skills and a wealth of wisdom can aspire to prestigious positions within the government or political institutions of their clans. These individuals often attain a high social status and boast considerable resources due to their leadership roles.<br />
<br />
'''Artisans and Farmers:''' Those who weave their skills in the art of plant manipulation, magic, and the creation of enchanted objects can enjoy prosperity reflecting their talent. Similarly, farmers who passionately cultivate delicate chrysanthemums and carefully manage agricultural resources contribute to the collective well-being of the community, although their access to resources may be more limited.<br />
<br />
'''Hermits and Scholars:''' Hermits, who prefer solitude and inner contemplation, along with scholars who fervently immerse themselves in magical research, may lead a modest life, dedicating themselves more to the pursuit of wisdom than the accumulation of material wealth. Their study of magic contributes to the very fabric of Crisanthor society, enriching it with magical knowledge and insights.<br />
<br />
'''Magical Defense Corps:''' A notable aspect of Crisanthor society is their distinctive magical defense corps, composed of individuals highly trained in the art of spellcasting and protection. These guardians, known for their ability to weave magical shields around themselves and others, play a crucial role in safeguarding the community from internal and external threats. Their magical mastery provides an additional layer of security to Crisanthor society, reinforcing the bond between arcane abilities and the protection of their people.<br />
<br />
'''Religious Beliefs:''' The deities that the Crisanthor may choose to worship often reflect the intimate connection they share with nature, magic, and beauty. Among the deities that might inspire their devotion are:<br />
'''• Chrysanthea:''' A deity intertwined with chrysanthemums, magic, and prosperity.<br />
'''• Silvania:''' The goddess of the woods and nature, whose spirit merges with the natural surroundings.<br />
'''• Luminia:''' The goddess of light and beauty, a luminous embodiment of the magic flowing in the veins of the Crisanthor.<br />
<br />
The choice of deities to worship is shaped by the individual inclinations of the Crisanthor and the traditions rooted in their clans and families. Their spirituality often intertwines with the deep connection with magic and nature, reflecting the unmistakable identity of this extraordinary race in the world of D&D. In this context, status and perspective distinctions will emerge, contributing to defining the social and cultural identity of the Crisanthor within Isul.<br />
<br />
;HATREDS TORWARDS THE ELVES<br />
A deep-seated hatred, intertwined with shades of ambivalence and complexity, flourishes in the hearts of the Crisanthor towards the elves. This rooted sentiment finds its origins in the ambivalence surrounding their own genesis.<br />
<br />
Created through the use of elven magic, the Crisanthor find themselves in a paradoxical position: on one hand, they are creatures deeply intertwined with the natural fabric of the world, but on the other hand, their birth was triggered by an act of magical manipulation.<br />
<br />
This intricate web of contradictions has unleashed a profound sense of betrayal and disdain towards the elves from the Crisanthor. Although the Crisanthor acknowledge the inseparable bond with the elves, they perceive elven magic as an intrusion into the sanctity of the natural cycle. This perspective has ignited in them a fervent zeal for the cycle of life, compelling them to become ardent defenders of the harmony and purity they believe have been compromised.<br />
<br />
This complex layer of emotions has permeated the identity of the Crisanthor, shaping a sense of ambiguity expressed through a range of responses. On one hand, hatred nurtures a sense of superiority towards races that have deviated from the natural path, emphasizing their elevated social position. On the other hand, the shadow of artificial origin casts a veil of uncertainty over their authenticity, challenging their own perception of nobility.<br />
<br />
In summary, the fervent aversion of the Crisanthor towards the elves is forged from a deep anger towards magical manipulation, coupled with a devoted dedication to the natural cycle. This intricate amalgamation of emotions has woven a tapestry of tension and ambivalence between the two races, giving rise to internal conflict within the Crisanthor themselves as they strive to define their role and identity in the vast world of Isul.<br />
<br />
Indeed, it is told that during an extraordinary encounter between the charismatic leader of the Crisanthor, Callista Fogliasole, and the current elven sage Celeborn Morfan at Fogliasegreta, palpable tensions between the two races intertwined with magic and ancient wisdom, creating an atmosphere charged with history and power. The words exchanged and emotions expressed in that moment have left an indelible mark on the hearts of the Crisanthor, a sign of a past laden with conflicts and a relationship that continues to evolve in the present. This epochal encounter has contributed to shaping the Crisanthor's perception of elves and has made the name Callista Fogliasole an emblematic figure in the chronicles of the Crisanthor and in the memory of Fogliasegreta.<br />
<br />
;HOW DEATH AFFECTS THE CRISANTHOR.<br />
The Crisanthor face death with a blend of sacred rituals, inner reflection, and a profound connection to magic and nature. Their affinity for chrysanthemums and their ability to absorb the magical energy of the deceased deeply influence their perception of death and the transition to the afterlife. Here is how they approach death:<br />
<br />
'''Funeral Rites of the Crisanthor:''' The death of a member of the Crisanthor community is a touching and solemn event. Special funeral rites are performed where the deceased's body is laid on a bed of chrysanthemum petals. The Crisanthor gather to sing serene melodies, cast passage spells, and weave flower crowns around the body. These rites are considered sacred moments where the magical energy of the deceased is released into the world, contributing to the magical cycle of life.<br />
<br />
'''Absorption of Magical Energy:''' During funeral rites, Crisanthor with the ability to absorb magic may approach the deceased's body to temporarily absorb its magical energy. This act is considered an honor and a way to preserve the memory of the deceased by channeling their magic into the life force of the Crisanthor people.<br />
<br />
'''Celebrations in Honor of the Deceased:''' Periodically, the Crisanthor may organize special celebrations to honor the deceased. These celebrations may include floral magic performances, dances, and songs in memory of the Crisanthor who have passed away. The celebrations serve to keep the memory of the deceased alive and celebrate their contribution to the community.<br />
<br />
'''Reflection and Meditation:''' After the death of a Crisanthor individual, many community members may engage in periods of reflection and meditation. These moments of inner contemplation allow them to connect with the magical energy of the deceased and reflect on the cycle of life and death.<br />
<br />
In general, facing death is a deeply spiritual and magical part of Crisanthor life. Their ability to absorb the magical energy of the deceased connects them to a subtle world between life and death, making death a significant and sacred passage within their culture.<br />
<br />
'''Floral Passage Ceremonies:''' Crisanthor celebrate significant moments in life through floral ceremonies, weaving chrysanthemum petals into crowns, garlands, and other artistic forms. These ceremonies mark the transition from one age to another, weddings, and other milestones, creating a deep bond between the magic of flowers and important events.<br />
<br />
'''Respect for the Natural Cycle:''' Crisanthor embrace the natural cycle of life, including death. Their communities are often located in areas where the flow of seasons and ecological balance are particularly relevant. They practice sustainable resource management and strive to live in harmony with the surrounding nature.<br />
<br />
'''Networks of Knowledge and Teaching:''' Knowledge is highly valued among the Crisanthor. They develop networks of learning and teaching, with libraries, magic schools, and mentors guiding the younger generations. Sharing knowledge and floral skills is an act of service to the community, promoting collective growth and cultural enrichment.<br />
<br />
'''Emotional Isolation:''' Due to their aristocratic nature and tendency to avoid forming groups with other races, Crisanthor may have difficulty establishing deep emotional bonds with others. Their inclination to preserve nobility and independence might make them reluctant to share their emotions or open up to interpersonal relationships.<br />
<br />
'''Physical Fragility:''' Despite their beauty and magical abilities, Crisanthor are physically fragile compared to some other races. Their lightweight structure could make them more vulnerable to physical harm and injuries, making them an easy target for physically powerful enemies or those armed with heavy weapons.<br />
<br />
===Chrisanthor Names===<br />
Crisanthors, beings who face death with a deep connection to magic and nature, bear names that reflect their duality between life and death. During their earthly existence, Crisanthors are called vibrant names rich in meaning, often inspired by the beauty of flowers and the magic permeating their culture.<br />
<br />
'''NAMES IN LIFE:''' Crisanthor names in life are chosen carefully and often reflect the distinct qualities of each individual. They may derive from flowers, vivid colors, or concepts related to nature and magic. Some examples of Crisanthor names in life include:<br />
<br />
Amaranth Petaloso, Celestial Lily, Enchanted Roselinda, Thalassa Wisteria, Blooming Zephyr<br />
<br />
'''NAMES IN DEATH:''' After the passage into death, Crisanthors assume new names that reflect their transformation and connection to the afterlife. These names often incorporate magical and symbolic elements related to chrysanthemums, central flowers in their funeral culture. Examples of Crisanthor names in death include:<br />
<br />
Serenia Chrysanthos, Eternal Floralia, Nebula Petalara, Thanatos Anthos, Shadow Blossom<br />
<br />
The transition between the name in life and the name in death is considered a sacred moment, marked by rituals and funeral celebrations that honor the individual's passage through the veil between life and the afterlife.<br />
<br />
===Chrisanthor Traits===<br />
{{5e Racial Traits<br />
|summary=<!--Short summary. This will also be displayed on the race index page.--><br />
|abilities=Your {{5a|str/dex/con/wis/int/cha}} score increases by 2 and your {{5a|str/dex/con/wis/int/cha}} score increases by 1. <!-- Replace "str/dex/con/wis/int/cha" with the races abbreviated ability score increase. If an ability score has a bonus of +3 or higher, include a line like, "As normal, you can't increase an ability score above 20 using this feature."--><br />
|age=<!--State the age of maturity if any and the standard lifespan--><br />
|alignment=<!--Describe alignment tendencies or restrictions--><br />
|size=<!--"Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Your size is Medium." Special considerations need to be made for races that are not Small or Medium.--><br />
|speed=Your base walking speed is <speed> feet. <!--Also cover any other movement like a swimming speed--><br />
|trait1={{5E|Darkvision}}<br />
|description1={{5e Darkvision}}<br />
|trait2=Magical Absorption<br />
|description2=As a {{5e|bonus action}}, you can focus on a lifeless body within 30 feet of you for 1 minute. During this period, you can temporarily absorb the magical energy of the deceased. Choose one 1st-level spell from the deceased. For the duration of absorption, you can cast that spell using your {{5a|Cha}} modifier as the spell modifier. Once this ability is used, it cannot be used again until you have completed a {{5e|long rest}}.<br />
|trait3=Distinct Nobility<br />
|description3=You have +2 {{5a|Cha}} and proficiency in a skill of your choice between {{5s|History}} or {{5s|Persuasion}}.<br />
|trait4=Naturally Solitary<br />
|description4=You have developed a natural preference for solitude. When making a {{5e|saving throw}} against an effect that would cause you to be {{5c|frightened}} or {{5c|charmed}}, you have {{5e|advantage}} on the throw.<br />
|trait5=Knowledge of Forests and Subterranean<br />
|description5=You are proficient in the {{5s|Nature}} skill and gain {{5s|Survival}} as an additional skill. Additionally, you have {{5e|advantage}} on tracking or hiding objects in forests or underground environments.<br />
|trait6=Elven Disdain<br />
|description6=You have developed an intense aversion to elves. When casting a spell or magical effect against an elf, you have +1d4 to the {{5e|attack roll}} or the elf's {{5e|saving throw}}.<br />
|trait7=Innate Magic Ability<br />
|description7=Once you reach 3rd level, you can use your magical absorption ability to temporarily gain a 1st-level spell from any spellcasting class present in the group. You can do this once a day and must complete a {{5e|long rest}} to use this feature again.<br />
|trait8=Flower Communication<br />
|description8=Crisanthor can use their ability to communicate through the language of flowers to convey secret messages among themselves or slightly influence others. You can cast the ''{{5e|Message}}'' spell once a day without consuming a spell slot.<br />
|trait9=Masters of Nature<br />
|description9=You have extensive knowledge of the secrets of forests and subterranean environments. When in a natural environment, you gain +1 to {{5g|Armor Qualities|AC}} and have {{5e|advantage}} on {{5e|saving throws}} against effects that would cause {{5g|Damage Rolls|poison}} or disease damage.<br />
|trait10=Floral Combat Ability<br />
|description10=Once you reach 5th level, you can use your connection with nature to perform special chrysanthemum-related attacks. You can add 1d6 {{5g|Damage Rolls|force}} damage to your melee attacks with natural weapons or light melee weapons.<br />
|languages=You know the Common language and the language of flowers, a secret language used by Crisanthor to communicate among themselves. Common and some also speak Elvish.<br />
|subrace=<br />
}}<br />
'''Societal Tendencies:''' Crisanthor are known for their noble heritage and a tendency to act independently. When interacting with higher-ranking NPCs or nobles, you have +2 to {{5s|Persuasion}} checks.<br />
<br />
'''Elven Distrust:''' Due to your aversion to elves, you can spend a {{5e|bonus action}} to cast ''{{5e|Shield of Faith}}'' on yourself once a day without consuming a spell slot.<br />
<br />
'''Flower Healers:''' Crisanthor are skilled healers due to their connection with chrysanthemums. You can cast the ''{{5e|Cure Wounds}}'' spell once a day without consuming a spell slot.<br />
<br />
'''Symphonic Magic:''' Crisanthor possess an innate ability to harmonize with spells. When casting a spell that has a duration longer than one round, you can roll an additional 1d4 and add it to your roll to determine the spell's duration.<br />
<br />
'''Regeneration Ritual:''' Crisanthor can enter a state of deep meditation with chrysanthemum energy. After a {{5e|long rest}} spent in meditation, you can recover a number of {{5e|hit points}} equal to your level plus your {{5a|Wis}} modifier.<br />
<br />
'''Vegetal Harmony:''' You have an innate affinity with plants. You can cast the ''{{5e|Speak with Plants}}'' spell once a day without consuming a spell slot.<br />
<br />
'''Farewell Rite:''' When an ally dies nearby, you can perform a special funeral rite using chrysanthemums. The magical energy released from the rite can grant you {{5e|temporary hit points}} equal to your level.<br />
<br />
'''Eternal Floral Connection:''' Crisanthor can plant a chrysanthemum in the ground and establish a magical connection with it. This chrysanthemum becomes an anchor point for their life energy, allowing them to regenerate more quickly during {{5e|short rest}}s. During a {{5e|short rest}}, Crisanthor recover twice the normal hit points.<br />
<br />
'''Flower Song:''' Crisanthor can emit a harmonious melody through their petals, using the flower song to influence others. Once a day, they can use their action to sing an enchanting melody. Creatures within 30 feet must make a {{5a|Wis}} {{5e|saving throw}} ({{5g|Saving Throws|DC}} equal to 8 + your {{5e|proficiency bonus}} + your {{5a|Cha}} modifier of the Crisanthor) or be charmed for 1 minute. An affected individual can repeat the {{5e|saving throw}} at the end of each of their turns.<br />
<br />
'''Blessing of Chrysanthemums:''' Crisanthor can evoke the magical energy of chrysanthemums to protect themselves or others. Once a day, as a {{5e|reaction}} to an attack, a Crisanthor can trigger their Blessing of Chrysanthemums, gaining {{5g|Damage Resistance|resistance}} to all damage from the attack for one turn. During this turn, the chrysanthemum petals emit {{5g|Vision and Light|light}}, illuminating a 10-foot radius around the Crisanthor.<br />
<br />
'''Floral Awakening:''' Once in their life, a Crisanthor can undertake a special ritual called "Floral Awakening." During this ritual, the Crisanthor deeply connects to the life energy of chrysanthemums and the surrounding nature. After an intense and magical process, the Crisanthor undergoes a temporary transformation. During Floral Awakening, the Crisanthor assumes an even more majestic and powerful form, with radiant petals shining brightly. During this state, the Crisanthor gains the following benefits:<br />
<br />
*Significant bonus to all {{5a|Wis}} and {{5a|Cha}} checks.<br />
*{{5g|Damage Resistance|Resistance}} to damage from physical and magical attacks.<br />
*Can use powerful nature control and healing spells without consuming spell slots.<br />
*Ability to deal extra magical damage to enemies with physical attacks or spells.<br />
However, Floral Awakening comes at a price: once the ritual is complete, the Crisanthor temporarily loses the ability to use their magical absorption for a significant period.<br />
<br />
'''Level 10 Feature - Floral Mastery''': At this point, Crisanthor achieve a profound harmony with floral magic and the surrounding nature. Their ability to manipulate magic through chrysanthemums reaches new heights of power. With the "Floral Mastery" feature, Crisanthor can cast a unique spell called "Floral Burst" once a day. The "Floral Burst" spell allows Crisanthor to channel the life energy of chrysanthemums to create an explosion of floral magic. The effects of this spell may include instant healing for surrounding allies, replenishing spell points for weary allies, and creating a magical zone that grants {{5e|advantage}}s on {{5e|saving throws}} against enemy spells or magical abilities.<br />
<br />
'''Fire Susceptibility:''' Due to their floral nature and the magic surrounding them, Crisanthor might be slightly susceptible to fire. They could suffer slightly more damage from fire attacks or have {{5e|disadvantage}} on {{5e|saving throws}} to resist fire effects. This susceptibility may reflect their vulnerability to destructive elements like fire.<br />
<br />
'''Intense Cold Sensitivity:''' Because of their delicate floral nature, Crisanthor may be sensitive to intense cold. In extremely cold conditions, they might suffer slightly more damage from cold attacks or have {{5e|disadvantage}} on {{5e|saving throws}} to resist freezing temperatures. Their lightweight structure could make them more vulnerable to harsh weather conditions.<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=<!--race name--><br />
|feet=5<br />
|inches=0<br />
|heightmod=1d12<br />
|weight=90<br />
|weightmod=4<br />
}}<br />
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<vote type=1 /><br />
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{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=Chrisanthor_(5e_Race)&diff=1818356Chrisanthor (5e Race)2024-03-07T00:39:54Z<p>Coaldstone: Added SRD links. Template reasons.</p>
<hr />
<div>{{needsbalance|This race currently has far more than 10 traits. Several traits are contrary to standard 1st-party race design or are overpowered. Having potential vulnerabilities doesn't mean other traits can be broken. See [[5e Race Design Guide]]. }}<br />
{{stub|Missing various traits (abilities, age, size, etc.). Several traits lack specific and highly relevant information ("Significant bonus", "powerful nature control", "may be sensitive", etc.). }}<br />
<br />
==Chrisanthor==<br />
;Recommended Classes<br />
The Crisanthor, with their magical nature and affinity with the natural world, are well-suited for a variety of classes.<br />
*'''Wizard:''' Crisanthor, with their deep connection to magic, perfectly fit the Wizard class. They can specialize in floral spells, use their connection with chrysanthemums to cast unique spells, and enhance their magical abilities.<br />
*'''Druid:''' Given their strong connection to nature, Crisanthor can embrace the role of a Druid. They can invoke the magic of nature, communicate with animals, and shape the surrounding flora for tactical advantages.<br />
*'''Cleric:''' Crisanthor may serve deities associated with nature and magic, such as Chrysanthea or Silvania. They can channel divine energy through their chrysanthemums, becoming healers or support spellcasters.<br />
*'''Warlock:''' The Crisanthor's innate connection with magic could manifest as a magical heritage or innate sorcerous ability. They can channel magical energy through chrysanthemums to cast powerful spells.<br />
*'''Bard:''' Crisanthor can use their flower song to charm and inspire others as Bards. Their charming nature and knowledge of chrysanthemums could make them extraordinary entertainers.<br />
<br />
===Aspect ===<br />
The Crisanthor are literally elves who have merged entirely with a flower. In fact, they possess both elven traits and those of the flower.<br />
<br />
'''Height:''' Crisanthor vary in height, but on average, they range between 5 feet (approximately 1.50 meters) and 6 feet (approximately 1.80 meters).<br />
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'''Weight:''' Their slender and delicate build makes them slightly lighter than humans. Their average weight falls between 90 and 140 pounds (approximately 41-64 kilograms).<br />
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'''Build:''' Crisanthor have a slim and graceful structure, reminiscent of the flowers from which they draw inspiration. Their build is generally classified as Medium.<br />
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'''Eyes:''' The eyes of Crisanthor are deep and luminescent, echoing the vibrant colors of chrysanthemums. They can vary in shades of blue, green, gold, and even hints of pink or purple.<br />
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'''Hair:''' Crisanthor's hair is shiny and silky, resembling the filaments of chrysanthemums. It may have hues corresponding to flower colors, such as pale pink, creamy white, or golden yellow.<br />
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In Crisanthor society, gender differences are often subtle and primarily reflected in physical characteristics and social dynamics. Here are some of the differences between male and female Crisanthor:<br />
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'''Physical Differences:'''<br />
<br />
Female Crisanthor may tend to have slightly larger and more vibrant-colored petals than males.<br />
Males might have a slightly taller stature than females, although the differences are often minor.<br />
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'''Social Dynamics:'''<br />
In Crisanthor society, there are no fixed gender roles, and opportunities and roles are accessible to all regardless of gender.<br />
Noble heritage and magical ability are highly valued by both genders, and both males and females can be leaders, enchanters, or warriors.<br />
Gender dynamics among Crisanthor are based more on personal inclinations and individual abilities than on gender itself.<br />
Reproduction:<br />
Crisanthor reproduce through a unique process reflecting their floral nature. During the reproduction period, Crisanthor develop special petals that open to reveal small luminous seeds, similar to chrysanthemum seeds. These seeds are then planted in fertile soil or specially prepared pots.<br />
After a period of careful nurturing and magical care, the seeds grow and bloom into new Crisanthor individuals. This process requires time, attention, and a deep connection with the magic of nature. Reproduction is seen as a sacred and significant act within Crisanthor society, contributing to preserving their unique heritage and floral beauty in the world.<br />
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Crisanthor may vary in alignments, but they usually lean towards alignments that reflect their noble nature, connection with magic and nature, and their pursuit of harmony. Here are some common alignments among Crisanthor:<br />
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'''Lawful Good:''' Many Crisanthor cultures follow a social structure and norms that promote order, justice, and benevolence. They are driven by a desire to protect nature, promote fairness, and help those in need.<br />
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'''Neutral Good:''' Neutral Good Crisanthor seek to balance their dedication to good with a sense of equilibrium and harmony. They are often engaged in maintaining ecological balance and protecting the weak.<br />
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'''Neutral:''' Some Crisanthor embrace a neutral alignment, seeking to find a balance between various aspects of life. They may follow a path of contemplation and meditation, trying to understand the interconnection of all things.<br />
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In general, Crisanthor alignments tend to reflect their bond with nature, magic, and harmony, although, like all races, there are individuals who may deviate from these stereotypes and adopt different alignments based on their experiences and personal choices.<br />
<br />
===History ===<br />
Many centuries ago, in ancient times when Celeborn was still in an embryonic state near the silver tree, a wizard named Barull, on a whim, created the Crisanthor. It is said that their creator was a powerful enchanter who, captivated by the beauty of chrysanthemums and the power of magic, sought to unite the two forces to create a unique and extraordinary race.<br />
<br />
The magical experiments were successful, but the Crisanthor were never seen as mere "creations." Soon, they settled in lush forests and unexplored underground realms, developing a deep affinity with the surrounding nature. Over time, the bond with chrysanthemums proved to be a special magical gift, allowing the Crisanthor to absorb magical energy from the deceased and use it to their advantage.<br />
<br />
The Crisanthor society flourished in harmony with the natural world. They developed a noble and refined culture, led by clan leaders respected for their wisdom and magical abilities. Their magical absorption skill became a tradition, with the Crisanthor honoring the deceased through sacred rituals, binding them to the constant flow of magic coursing through the world.<br />
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However, the fate of the Crisanthor was not always serene. Their relationships with the woodland elves were tense from the beginning, fueled by misunderstandings and cultural differences. While the Crisanthor lived in the neighboring woods, they developed a deep aversion to the elves, whose lifestyle seemed in conflict with their worldview.<br />
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Despite difficulties and tensions, the Crisanthor continued to thrive, maintaining their connection with chrysanthemums and magic. Their innate knowledge of the woods and underground made them adept guides and researchers in unexplored places. Their solitary nature led them to prefer solitude or to form deep bonds with equally exceptional individuals, rather than participating in larger groups.<br />
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The history of the Crisanthor remained intertwined with magic and nature, with their footsteps illuminated by the bright petals of chrysanthemums.<br />
<br />
===Society===<br />
Within the enchanting society of the Crisanthor, distinctions between wealth and poverty do not extend as far as in some other races, thanks to their innate nobility and a tendency to prefer individuality over group aggregation. However, while these differences may not reach the extremes found in other cultures, they still reflect socio-economic dynamics based on personal skills, political influence, and available resources. Let's take a closer look at how these nuances shape the reality of the social fabric of the Crisanthor:<br />
<br />
'''Nobility and Social Classes:''' The Crisanthor society unfolds in an intricate hierarchical pattern, defined by their magical abilities, depth of knowledge, and mastery in leadership. Crisanthor demonstrating extraordinary skills and a wealth of wisdom can aspire to prestigious positions within the government or political institutions of their clans. These individuals often attain a high social status and boast considerable resources due to their leadership roles.<br />
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'''Artisans and Farmers:''' Those who weave their skills in the art of plant manipulation, magic, and the creation of enchanted objects can enjoy prosperity reflecting their talent. Similarly, farmers who passionately cultivate delicate chrysanthemums and carefully manage agricultural resources contribute to the collective well-being of the community, although their access to resources may be more limited.<br />
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'''Hermits and Scholars:''' Hermits, who prefer solitude and inner contemplation, along with scholars who fervently immerse themselves in magical research, may lead a modest life, dedicating themselves more to the pursuit of wisdom than the accumulation of material wealth. Their study of magic contributes to the very fabric of Crisanthor society, enriching it with magical knowledge and insights.<br />
<br />
'''Magical Defense Corps:''' A notable aspect of Crisanthor society is their distinctive magical defense corps, composed of individuals highly trained in the art of spellcasting and protection. These guardians, known for their ability to weave magical shields around themselves and others, play a crucial role in safeguarding the community from internal and external threats. Their magical mastery provides an additional layer of security to Crisanthor society, reinforcing the bond between arcane abilities and the protection of their people.<br />
<br />
'''Religious Beliefs:''' The deities that the Crisanthor may choose to worship often reflect the intimate connection they share with nature, magic, and beauty. Among the deities that might inspire their devotion are:<br />
'''• Chrysanthea:''' A deity intertwined with chrysanthemums, magic, and prosperity.<br />
'''• Silvania:''' The goddess of the woods and nature, whose spirit merges with the natural surroundings.<br />
'''• Luminia:''' The goddess of light and beauty, a luminous embodiment of the magic flowing in the veins of the Crisanthor.<br />
<br />
The choice of deities to worship is shaped by the individual inclinations of the Crisanthor and the traditions rooted in their clans and families. Their spirituality often intertwines with the deep connection with magic and nature, reflecting the unmistakable identity of this extraordinary race in the world of D&D. In this context, status and perspective distinctions will emerge, contributing to defining the social and cultural identity of the Crisanthor within Isul.<br />
<br />
;HATREDS TORWARDS THE ELVES<br />
A deep-seated hatred, intertwined with shades of ambivalence and complexity, flourishes in the hearts of the Crisanthor towards the elves. This rooted sentiment finds its origins in the ambivalence surrounding their own genesis.<br />
<br />
Created through the use of elven magic, the Crisanthor find themselves in a paradoxical position: on one hand, they are creatures deeply intertwined with the natural fabric of the world, but on the other hand, their birth was triggered by an act of magical manipulation.<br />
<br />
This intricate web of contradictions has unleashed a profound sense of betrayal and disdain towards the elves from the Crisanthor. Although the Crisanthor acknowledge the inseparable bond with the elves, they perceive elven magic as an intrusion into the sanctity of the natural cycle. This perspective has ignited in them a fervent zeal for the cycle of life, compelling them to become ardent defenders of the harmony and purity they believe have been compromised.<br />
<br />
This complex layer of emotions has permeated the identity of the Crisanthor, shaping a sense of ambiguity expressed through a range of responses. On one hand, hatred nurtures a sense of superiority towards races that have deviated from the natural path, emphasizing their elevated social position. On the other hand, the shadow of artificial origin casts a veil of uncertainty over their authenticity, challenging their own perception of nobility.<br />
<br />
In summary, the fervent aversion of the Crisanthor towards the elves is forged from a deep anger towards magical manipulation, coupled with a devoted dedication to the natural cycle. This intricate amalgamation of emotions has woven a tapestry of tension and ambivalence between the two races, giving rise to internal conflict within the Crisanthor themselves as they strive to define their role and identity in the vast world of Isul.<br />
<br />
Indeed, it is told that during an extraordinary encounter between the charismatic leader of the Crisanthor, Callista Fogliasole, and the current elven sage Celeborn Morfan at Fogliasegreta, palpable tensions between the two races intertwined with magic and ancient wisdom, creating an atmosphere charged with history and power. The words exchanged and emotions expressed in that moment have left an indelible mark on the hearts of the Crisanthor, a sign of a past laden with conflicts and a relationship that continues to evolve in the present. This epochal encounter has contributed to shaping the Crisanthor's perception of elves and has made the name Callista Fogliasole an emblematic figure in the chronicles of the Crisanthor and in the memory of Fogliasegreta.<br />
<br />
;HOW DEATH AFFECTS THE CRISANTHOR.<br />
The Crisanthor face death with a blend of sacred rituals, inner reflection, and a profound connection to magic and nature. Their affinity for chrysanthemums and their ability to absorb the magical energy of the deceased deeply influence their perception of death and the transition to the afterlife. Here is how they approach death:<br />
<br />
'''Funeral Rites of the Crisanthor:''' The death of a member of the Crisanthor community is a touching and solemn event. Special funeral rites are performed where the deceased's body is laid on a bed of chrysanthemum petals. The Crisanthor gather to sing serene melodies, cast passage spells, and weave flower crowns around the body. These rites are considered sacred moments where the magical energy of the deceased is released into the world, contributing to the magical cycle of life.<br />
<br />
'''Absorption of Magical Energy:''' During funeral rites, Crisanthor with the ability to absorb magic may approach the deceased's body to temporarily absorb its magical energy. This act is considered an honor and a way to preserve the memory of the deceased by channeling their magic into the life force of the Crisanthor people.<br />
<br />
'''Celebrations in Honor of the Deceased:''' Periodically, the Crisanthor may organize special celebrations to honor the deceased. These celebrations may include floral magic performances, dances, and songs in memory of the Crisanthor who have passed away. The celebrations serve to keep the memory of the deceased alive and celebrate their contribution to the community.<br />
<br />
'''Reflection and Meditation:''' After the death of a Crisanthor individual, many community members may engage in periods of reflection and meditation. These moments of inner contemplation allow them to connect with the magical energy of the deceased and reflect on the cycle of life and death.<br />
<br />
In general, facing death is a deeply spiritual and magical part of Crisanthor life. Their ability to absorb the magical energy of the deceased connects them to a subtle world between life and death, making death a significant and sacred passage within their culture.<br />
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'''Floral Passage Ceremonies:''' Crisanthor celebrate significant moments in life through floral ceremonies, weaving chrysanthemum petals into crowns, garlands, and other artistic forms. These ceremonies mark the transition from one age to another, weddings, and other milestones, creating a deep bond between the magic of flowers and important events.<br />
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'''Respect for the Natural Cycle:''' Crisanthor embrace the natural cycle of life, including death. Their communities are often located in areas where the flow of seasons and ecological balance are particularly relevant. They practice sustainable resource management and strive to live in harmony with the surrounding nature.<br />
<br />
'''Networks of Knowledge and Teaching:''' Knowledge is highly valued among the Crisanthor. They develop networks of learning and teaching, with libraries, magic schools, and mentors guiding the younger generations. Sharing knowledge and floral skills is an act of service to the community, promoting collective growth and cultural enrichment.<br />
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'''Emotional Isolation:''' Due to their aristocratic nature and tendency to avoid forming groups with other races, Crisanthor may have difficulty establishing deep emotional bonds with others. Their inclination to preserve nobility and independence might make them reluctant to share their emotions or open up to interpersonal relationships.<br />
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'''Physical Fragility:''' Despite their beauty and magical abilities, Crisanthor are physically fragile compared to some other races. Their lightweight structure could make them more vulnerable to physical harm and injuries, making them an easy target for physically powerful enemies or those armed with heavy weapons.<br />
<br />
===Chrisanthor Names===<br />
Crisanthors, beings who face death with a deep connection to magic and nature, bear names that reflect their duality between life and death. During their earthly existence, Crisanthors are called vibrant names rich in meaning, often inspired by the beauty of flowers and the magic permeating their culture.<br />
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'''NAMES IN LIFE:''' Crisanthor names in life are chosen carefully and often reflect the distinct qualities of each individual. They may derive from flowers, vivid colors, or concepts related to nature and magic. Some examples of Crisanthor names in life include:<br />
<br />
Amaranth Petaloso, Celestial Lily, Enchanted Roselinda, Thalassa Wisteria, Blooming Zephyr<br />
<br />
'''NAMES IN DEATH:''' After the passage into death, Crisanthors assume new names that reflect their transformation and connection to the afterlife. These names often incorporate magical and symbolic elements related to chrysanthemums, central flowers in their funeral culture. Examples of Crisanthor names in death include:<br />
<br />
Serenia Chrysanthos, Eternal Floralia, Nebula Petalara, Thanatos Anthos, Shadow Blossom<br />
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The transition between the name in life and the name in death is considered a sacred moment, marked by rituals and funeral celebrations that honor the individual's passage through the veil between life and the afterlife.<br />
<br />
===Chrisanthor Traits===<br />
{{5e Racial Traits<br />
|summary=<!--Short summary. This will also be displayed on the race index page.--><br />
|abilities=Your {{5a|str/dex/con/wis/int/cha}} score increases by 2 and your {{5a|str/dex/con/wis/int/cha}} score increases by 1. <!-- Replace "str/dex/con/wis/int/cha" with the races abbreviated ability score increase. If an ability score has a bonus of +3 or higher, include a line like, "As normal, you can't increase an ability score above 20 using this feature."--><br />
|age=<!--State the age of maturity if any and the standard lifespan--><br />
|alignment=<!--Describe alignment tendencies or restrictions--><br />
|size=<!--"Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Your size is Medium." Special considerations need to be made for races that are not Small or Medium.--><br />
|speed=Your base walking speed is <speed> feet. <!--Also cover any other movement like a swimming speed--><br />
|trait1={{5E|Darkvision}}<br />
|description1={{5e Darkvision}}<br />
|trait2=Magical Absorption<br />
|description2=As a {{5e|bonus action}}, you can focus on a lifeless body within 30 feet of you for 1 minute. During this period, you can temporarily absorb the magical energy of the deceased. Choose one 1st-level spell from the deceased. For the duration of absorption, you can cast that spell using your {{5a|Cha}} modifier as the spell modifier. Once this ability is used, it cannot be used again until you have completed a {{5e|long rest}}.<br />
|trait3=Distinct Nobility<br />
|description3=You have +2 {{5a|Cha}} and proficiency in a skill of your choice between {{5s|History}} or {{5s|Persuasion}}.<br />
|trait4=Naturally Solitary<br />
|description4=You have developed a natural preference for solitude. When making a {{5e|saving throw}} against an effect that would cause you to be {{5c|frightened}} or {{5c|charmed}}, you have {{5e|advantage}} on the throw.<br />
|trait5=Knowledge of Forests and Subterranean<br />
|description5=You are proficient in the {{5s|Nature}} skill and gain {{5s|Survival}} as an additional skill. Additionally, you have {{5e|advantage}} on tracking or hiding objects in forests or underground environments.<br />
|trait6=Elven Disdain<br />
|description6=You have developed an intense aversion to elves. When casting a spell or magical effect against an elf, you have +1d4 to the {{5e|attack roll}} or the elf's {{5e|saving throw}}.<br />
|trait7=Innate Magic Ability<br />
|description7=Once you reach 3rd level, you can use your magical absorption ability to temporarily gain a 1st-level spell from any spellcasting class present in the group. You can do this once a day and must complete a {{5e|long rest}} to use this feature again.<br />
|trait8=Flower Communication<br />
|description8=Crisanthor can use their ability to communicate through the language of flowers to convey secret messages among themselves or slightly influence others. You can cast the ''{{5e|Message}}'' spell once a day without consuming a spell slot.<br />
|trait9=Masters of Nature<br />
|description9=You have extensive knowledge of the secrets of forests and subterranean environments. When in a natural environment, you gain +1 to {{5g|Armor Qualities|AC}} and have {{5e|advantage}} on {{5e|saving throws}} against effects that would cause {{5g|Damage Rolls|poison}} or disease damage.<br />
|trait10=Floral Combat Ability<br />
|description10=Once you reach 5th level, you can use your connection with nature to perform special chrysanthemum-related attacks. You can add 1d6 {{5g|Damage Rolls|force}} damage to your melee attacks with natural weapons or light melee weapons.<br />
|languages=You know the Common language and the language of flowers, a secret language used by Crisanthor to communicate among themselves. Common and some also speak Elvish.<br />
|subrace=<br />
}}<br />
'''Societal Tendencies:''' Crisanthor are known for their noble heritage and a tendency to act independently. When interacting with higher-ranking NPCs or nobles, you have +2 to {{5s|Persuasion}} checks.<br />
<br />
'''Elven Distrust:''' Due to your aversion to elves, you can spend a {{5e|bonus action}} to cast ''{{5e|Shield of Faith}}'' on yourself once a day without consuming a spell slot.<br />
<br />
'''Flower Healers:''' Crisanthor are skilled healers due to their connection with chrysanthemums. You can cast the ''{{5e|Cure Wounds}}'' spell once a day without consuming a spell slot.<br />
<br />
'''Symphonic Magic:''' Crisanthor possess an innate ability to harmonize with spells. When casting a spell that has a duration longer than one round, you can roll an additional 1d4 and add it to your roll to determine the spell's duration.<br />
<br />
'''Regeneration Ritual:''' Crisanthor can enter a state of deep meditation with chrysanthemum energy. After a {{5e|long rest}} spent in meditation, you can recover a number of {{5e|hit points}} equal to your level plus your {{5a|Wis}} modifier.<br />
<br />
'''Vegetal Harmony:''' You have an innate affinity with plants. You can cast the ''{{5e|Speak with Plants}}'' spell once a day without consuming a spell slot.<br />
<br />
'''Farewell Rite:''' When an ally dies nearby, you can perform a special funeral rite using chrysanthemums. The magical energy released from the rite can grant you {{5e|temporary hit points}} equal to your level.<br />
<br />
'''Eternal Floral Connection:''' Crisanthor can plant a chrysanthemum in the ground and establish a magical connection with it. This chrysanthemum becomes an anchor point for their life energy, allowing them to regenerate more quickly during {{5e|short rest}}s. During a {{5e|short rest}}, Crisanthor recover twice the normal hit points.<br />
<br />
'''Flower Song:''' Crisanthor can emit a harmonious melody through their petals, using the flower song to influence others. Once a day, they can use their action to sing an enchanting melody. Creatures within 30 feet must make a {{5a|Wis}} {{5e|saving throw}} ({{5g|Saving Throws|DC}} equal to 8 + your {{5e|proficiency bonus}} + your {{5a|Cha}} modifier of the Crisanthor) or be charmed for 1 minute. An affected individual can repeat the {{5e|saving throw}} at the end of each of their turns.<br />
<br />
'''Blessing of Chrysanthemums:''' Crisanthor can evoke the magical energy of chrysanthemums to protect themselves or others. Once a day, as a {{5e|reaction}} to an attack, a Crisanthor can trigger their Blessing of Chrysanthemums, gaining {{5g|Damage Resistance|resistance}} to all damage from the attack for one turn. During this turn, the chrysanthemum petals emit {{5g|Vision and Light|light}}, illuminating a 10-foot radius around the Crisanthor.<br />
<br />
'''Floral Awakening:''' Once in their life, a Crisanthor can undertake a special ritual called "Floral Awakening." During this ritual, the Crisanthor deeply connects to the life energy of chrysanthemums and the surrounding nature. After an intense and magical process, the Crisanthor undergoes a temporary transformation. During Floral Awakening, the Crisanthor assumes an even more majestic and powerful form, with radiant petals shining brightly. During this state, the Crisanthor gains the following benefits:<br />
<br />
*Significant bonus to all {{5a|Wis}} and {{5a|Cha}} checks.<br />
*{{5g|Damage Resistance|Resistance}} to damage from physical and magical attacks.<br />
*Can use powerful nature control and healing spells without consuming spell slots.<br />
*Ability to deal extra magical damage to enemies with physical attacks or spells.<br />
However, Floral Awakening comes at a price: once the ritual is complete, the Crisanthor temporarily loses the ability to use their magical absorption for a significant period.<br />
<br />
'''Level 10 Feature - Floral Mastery''': At this point, Crisanthor achieve a profound harmony with floral magic and the surrounding nature. Their ability to manipulate magic through chrysanthemums reaches new heights of power. With the "Floral Mastery" feature, Crisanthor can cast a unique spell called "Floral Burst" once a day. The "Floral Burst" spell allows Crisanthor to channel the life energy of chrysanthemums to create an explosion of floral magic. The effects of this spell may include instant healing for surrounding allies, replenishing spell points for weary allies, and creating a magical zone that grants {{5e|advantages}} on {{5e|saving throws}} against enemy spells or magical abilities.<br />
<br />
'''Fire Susceptibility:''' Due to their floral nature and the magic surrounding them, Crisanthor might be slightly susceptible to fire. They could suffer slightly more damage from fire attacks or have {{5e|disadvantage}} on {{5e|saving throws}} to resist fire effects. This susceptibility may reflect their vulnerability to destructive elements like fire.<br />
<br />
'''Intense Cold Sensitivity:''' Because of their delicate floral nature, Crisanthor may be sensitive to intense cold. In extremely cold conditions, they might suffer slightly more damage from cold attacks or have {{5e|disadvantage}} on {{5e|saving throws}} to resist freezing temperatures. Their lightweight structure could make them more vulnerable to harsh weather conditions.<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=<!--race name--><br />
|feet=5<br />
|inches=0<br />
|heightmod=1d12<br />
|weight=90<br />
|weightmod=4<br />
}}<br />
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<vote type=1 /><br />
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{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=Circle_of_the_Watchers_(5e_Subclass)&diff=1818339Circle of the Watchers (5e Subclass)2024-03-07T00:19:37Z<p>Coaldstone: Needsbalance, and Wording. Fixed formatting, and added SRD links.</p>
<hr />
<div>{{stub|Incomplete. See the [[5e Class Design Guide#Subclasses]] if you need help.}}<br />
{{needsbalance|6th and 14th level features throw a lot onto the GM. Other features could use a look over. }}<br />
{{wording|Feature descriptions are sometimes presented with confusing phrasing or are arranged in a poorly chosen order that needlessly complicates understanding. "Your companion can now talk" means what exactly? Notes would ideally be integrated naturally into feature explanations instead of a tack on. The final table feels like it could be optimized with so much homogeneity. Other 5e phrasing issues; see [[Help:When to Italicize and Capitalize]]. }}<br />
<br />
===Circle of the Watchers===<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|<!-- image link -->|<!-- name of the art, artists and a link to their page -->}}</div><br />
''Druid Subclass''<br />
<br />
Knowledge-seeking and perceptive watchers, follow the way of the natural order world. Often they follow some or all of these 5 conditions: Birth, Learn, Adapt, Survive and Tradition.<br />
* Birth : The Circle of Watchers believes and sees the beginning of new life as a blessing. They often celebrate death and see it as a starting of a new life, elsewhere. <br />
* Learn : The Circle of Watchers loves to observe and understand. They find the more they observe, the deeper the connection with nature becomes.<br />
* Adapt : The Circle of Watchers enjoy advancement. They follow the times and often do not hesitate to change their ways if they deem it necessary.<br />
* Survive : The Circle of Watchers value survival, not only of their own lives but of everything they deem worthy.<br />
* Tradition : The Circle of Watchers love tradition, they often study and adapt their own traditions based on other species.<br />
Features are granted at Levels: 2, 6, 10, 14.<br />
<br />
;Learning Journal of Shifting<br />
At 2nd level, during a {{5g|Short Rest|short}} or {{5g|Long Rest}}, spend 1 hour creating and/or summoning a magical journal used to take notes of your observations. The Journal can be used as a {{5e|Casting a Spell#Material (M)|spellcasting focus}} in addition to, when equipped, allowing as a {{5e|bonus action}} to expend 1 {{5g|Druid#Wild Shape|Wild Shape}} use to transform into any beast you can currently see (in accordance to the {{5g|Druid#Wild Shape|Wild Shape}} restrictions).<br />
<br />
Additionally, you can assume the form of any {{5g|Creatures#Type|humanoid}} or {{5g|Creatures#Type|monstrosity}} you can currently see, at the cost of an action. Inside the journal, as an action, you can write down the form of a monstrosity or beast, holding a maximum number of creatures equal to your 2 + your {{5g|Proficiency Bonus}} + {{5a|Wis}} Modifier.<br />
* {{5g|Creatures#Type|Humanoid}} Shifting - No stats change, no spells change. You look and sound the same as your target for an amount of minutes equal to twice your druid level.<br />
* {{5g|Creatures#Type|Monstorcity}} Shifting - Lasts for a number of minutes equal to half of your druid level (rounded down), with no swimming or flying limitations. CR Restrictions apply as normal.<br />
Journal Shifting - Writing down a form costs a {{5g|Druid#Wild Shape|Wild Shape}} use however, does not cost any to transform into the creature. Creatures written in the book are classed as "Currently Seen". You can replace a creature of the same type (I.E Beast, Monstrosity) as an action or as apart of the same action without expending an additional {{5g|Druid#Wild Shape|Wild Shape}} use. Note: After transformation of any kind that requires "currently see", sight does not need to be maintained. Note: in terms of sight, both magical and physical sight is included.<br />
<br />
; Birth of a Faithful Companion<br />
At 2nd level, Your journal evolves and brings to life a Faithful Companion. You can describe what it looks like or use the table provided below. The Creature follows a particular set of rules as follows:<br />
* The creature is classed as {{5g|Creatures#Size|Small}}<br />
* Not capable of speech. However, you can telepathically communicate with the creature if it is within 120 feet.<br />
* {{5g|About Races#Speed|Walk speed}} of 30 feet.<br />
* Actions and movements are separate from the player<br />
* 20 {{5g|Hit Points}}<br />
* Same Core Stats as Player<br />
* Obeys the player<br />
* In combat {{5e|dodge action}} is taken every turn (unless {{5g|Druid#Wild Shape|Wild Shaped}})<br />
* If the creature falls to 0 {{5g|Hit Points}}, it dies instantly and can be resummoned by completing a 4-hour summoning ritual whilst resting. Your Journal must be present to conduct this ritual.<br />
* As an action the creature can assume the form of any creature that has been written in the Players Journal. This is treated as {{5g|Druid#Wild Shape|Wild Shape}}<br />
* classed as a {{5e|Creatures#Type|beast}} for all spell-related situations <br />
<br />
{| class="5e"<br />
|+ Faithful Companion Style Table<br />
! d6 || style="text-align:left" | Outcome <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || style="text-align:left" | A small, green, slime<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || style="text-align:left" | A small, grey, quadrupedal cloud<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || style="text-align:left" | A small, red, robot<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || style="text-align:left" | A small, purple, Lizard <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || style="text-align:left" | A small, yellow, snake<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || style="text-align:left" | A small, orange, snail<br />
| class="skill" colspan="3" |<br />
|}<br />
<br />
; Natural Way of Survival Spell Absorption <br />
At 6th level, when seeing a spell being cast, you may study how to use it but at a percentage of its strength. the spell is added to your spell list and does not count as a prepared spell. They are counted as a druid spell for you however you must still use the original casting type that was used when viewing it.<br />
<br />
When activating this feature to learn a spell, roll a D10 and multiply the result by 10. Based on the result lower the spell's Duration (for concentration spells), Outputted Damage (for offensive spells), or healing output (healing spells). This is at the GMs discretion If the spell does not have any of these, the spell becomes unstable, the GM may decide how to dictate the success or failure. This can be done through a coin flip or any other way the GM decides) <br />
<br />
You may use this feature a number of times equal to your Wisdom Modifier however may only learn 3 spells at a time, when learning a new spell you may choose a previous one to replace.<br />
You cannot use this feature in an antimagic field, a wish spell can remove any of these <br />
<br />
; Adaptive Shaping<br />
At 10th level, your knowledge of shifting deepens. Note: You can only use one of these features per turn in battle. This feature can only be used a number of times equal to: 1 + your {{5a|Wis}} Modifier. All expended uses are reset on a long rest. As an action OR {{5e|bonus action}} you can choose to:<br />
* When using your {{5g|Druid#Wild Shape|Wild Shape}} feature on yourself, choose to only take 1 feature from the target.<br />
* When your Faithful Companion is wildshaping, it can now assume Your humanoid form for 1 minute. In combat, you share a {{5g|About Races#Speed|movement speed}} however have separate actions and {{5e|reactions}}. Your Companion can now talk for the wild shape duration. Your Companion does not have any {{5e|Bonus Actions}}.<br />
<br />
; Tradition of The Watchers<br />
At 14th level, evolve your tradition! Upon unlocking this feature, you may choose 2 options between {{5g|Creatures#Type|Abberations}}, {{5g|Creatures#Type|Constructs}}, {{5g|Creatures#Type|Dragons}}, {{5g|Creatures#Type|Elemental}}, {{5g|Creatures#Type|Fey}}, {{5g|Creatures#Type|Fiend}}, {{5g|Creatures#Type|Giant}}, {{5g|Creatures#Type|Ooze}}, {{5g|Creatures#Type|Plant}} or {{5g|Creatures#Type|Undead}}, You can, abiding by the Expanded Journal Table below and {{5g|Druid#Wild Shape|Wild Shape}} restrictions, write these creatures into your Journal. Over the course of 8-Hours rest, you may change 1 of these options to another option. Note: you cannot {{5g|Druid#Wild Shape|Wild Shape}} directly into these creatures. Note: A GM may adjust these rules dependent on the creature. Time shifted is not halved unless explicitly stated.<br />
<br />
{| class="5e"<br />
|+ Expanded Journal Table<br />
! Creature Type || style="text-align:left" | Outcome<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Abberations || style="text-align:left" | Follow the "Monstrosity" Guidelines given in your "Learning Journal of Shifting" Feature. Half the amount of time you can stay shifted <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Constructs || style="text-align:left" | Follow the "Monstrosity" Guidelines given in your "Learning Journal of Shifting" Feature. Half the amount of time you can stay shifted <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Dragons || style="text-align:left" | Follow the "Monstrosity" Guidelines given in your "Learning Journal of Shifting" Feature. Half the amount of time you can stay shifted <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Elementals || style="text-align:left" | Elementals that have a {{5g|Creatures#Challenge|CR}} of 1/2 or below are treated as beasts for you. Above 1/2, Follow the "Monstrosity" Guidelines given in your "Learning Journal of Shifting Feature.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Fey || style="text-align:left" | Fey that have a {{5g|Creatures#Challenge|CR}} of 1/2 or below are treated as beasts for you. Above 1/2, Follow the "Monstrosity" Guidelines given in your "Learning Journal of Shifting Feature.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Fiend || style="text-align:left" | Fiends that have a CR of 1/2 or below are treated as beasts for you. Above 1/2, Follow the "Monstrosity" Guidelines given in your "Learning Journal of Shifting Feature.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Giant || style="text-align:left" | Giants are classed as Humanoids for you. Follow the "Humanoid" Guidelines given in "Learning Journal of Shifting" Feature.<br />
| class="skill" colspan="3" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Ooze|| style="text-align:left" | Ooze are classed as Beasts for you.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Plant|| style="text-align:left" | Plants that have a {{5g|Creatures#Challenge|CR}} of 1/2 or below are treated as beasts for you. Above 1/2, Follow the "Monstrosity" Guidelines given in your "Learning Journal of Shifting Feature.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Undead || style="text-align:left" | Undead that have a {{5g|Creatures#Challenge|CR}} of 1/2 or below are treated as beasts for you. Above 1/2, Follow the "Monstrosity" Guidelines given in your "Learning Journal of Shifting Feature.<br />
|}<br />
<br />
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{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category: Druid]]<!--What class has this subclass?--></div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=Template:Pathfinder_Mundane_Equipment_List&diff=1817787Template:Pathfinder Mundane Equipment List2024-03-05T10:16:53Z<p>Coaldstone: Cleanup.</p>
<hr />
<div><noinclude>This template is used to create a list, separated by complete and incomplete, of mundane equipment falling under a specific category. It takes in one argument, cat, for the category and one optional argument for alternatvie section titles.<br />
{|class="pathfinder" style="text-align:left"<br />
! Argument !! Description<br />
|-<br />
| cat || The category of the Mundane item.<br />
|-<br />
| title || An optional argument that overrides category in section titles.<br />
|}<br />
<br />
Ex. Use '''<nowiki>{{Pathfinder Mundane Equipment List|cat=Apparel|title=Clothing}}</nowiki>''' to pull from the '''Category:Apparel''' but display '''Clothing''' in the section titles.<br />
</noinclude><includeonly>{{Top "Back To" Footer<br />
|width1=<br />
|width2=<br />
|breadcrumb={{Pathfinder Equipment Breadcrumb}}<br />
|add=[[Add New Pathfinder Equipment|Equipment Item]]<br />
}}<br />
<br />
==={{#if: {{{title|}}} | {{{title}}} | {{{cat}}} }}===<br />
{| class="pathfinder" style="text-align: center;" {{#vardefine:odd|0}}<br />
|-<br />
! style="text-align:left" | Item<br />
! Cost<br />
! Weight<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=User<br />
|category=Equipment<br />
|category=Mundane<br />
|category={{{cat}}}<br />
|notcategory=!<br />
|notcategory=Artifact<br />
|notcategory=Epic<br />
|notcategory=Magic<br />
|notcategory=Psionic<br />
|include={Pathfinder Equipment}:name:cost:weight<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²" \n¦ style="display:none;" ¦ ,\n<br />
|tablerow=¦¦ style="text-align:left;" ¦ ²{#if: %% ¦[[%PAGE%¦%%]]¦[[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Equipment)¦}²]]}², %%, %%<br />
}}<br />
|}<br />
<br />
====Incomplete {{#if: {{{title|}}} | {{{title}}} | {{{cat}}} }}====<br />
{{#if: {{{title|}}} | {{{title}}} | {{{cat}}} }} with one or many [[D&D Wiki:Meta Pages#Improving, Reviewing, and Removing Articles|improving, reviewing, or removing]] templates present. Please help work on the problem presented on the template. <br />
<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=User<br />
|category=Mundane<br />
|category={{{cat}}}<br />
|category=!<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Equipment)¦}²]]\n,<br />
|order=ascending<br />
|columns=6<br />
|rowcolformat=width=100%<br />
}}<br />
<br />
[[Category:Pathfinder]]<br />
[[Category:Equipment]]<br />
[[Category:{{{cat}}}]]<br />
[[Category:List]]<br />
</includeonly></div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=Blood_Construct_Creation_(5e_Feat)&diff=1817764Blood Construct Creation (5e Feat)2024-03-05T10:05:40Z<p>Coaldstone: Splitting up a page.</p>
<hr />
<div>{{5e Feat<br />
|name=Blood Construct Creation<br />
|prereqs= Way of The Blood Manipulation<br />
|benefit= You've mastered the art of weaving your life essence into formidable creatures, reaching the pinnacle of your power creating a Blood Construct. With a whispered incantation and a surge of blood power, you can create a [[Blood Dragon Construct (5e Creature)|blood dragon construct]] from your own blood.<br />
* The Blood Construct is friendly to you and your companions. <br />
* Roll {{5e|initiative}} for the Blood Construct, which acts on its own turn. <br />
* They obey any verbal commands you issue (does not require action from you). If you do not issue any commands to them, they will defend themselves from hostile creatures, and attack back. <br />
* You can communicate telepathically with your construct and perceive through your construct's senses as long as you are on the same plane of existence. Additionally, while perceiving through your construct's senses, you can also speak through your construct in your own voice, even if your familiar is normally incapable of speech.<br />
}}<br />
<br />
<vote type=1/><br />
----<br />
{{5e Feats Breadcrumb}}<br />
<br />
<!--REMOVE CATEGORIES AS APPROPRIATE (You'll usually just need one)--><br />
[[Category:Combat Feat]]<br />
[[Category:Interaction Feat]] <!--Feats that deal with objects or creatures--></div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=Unstable_Banana_(5e_Equipment)&diff=1817763Unstable Banana (5e Equipment)2024-03-05T10:03:11Z<p>Coaldstone: Added footer.</p>
<hr />
<div>{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Agility in a Bottle<br />
|type=Wondrous item<br />
|rarity=Rare<br />
|attunement=<br />
|summary=<br />
|description=<br />
<br />
{{5e Image|float:right|https://cdn.discordapp.com/attachments/524439743400771584/749973281909637220/images.png|''<br />
Peeled Unstable Banana'' by Maxwell Planck [https://media.discordapp.net/attachments/429559184749625355/749989217828077698/15988817553141071895015.jpg source]}}<br />
{{5e Image|float:right|https://media.discordapp.net/attachments/524439743400771584/749986378887987210/279af8f691c314437634b89f618096c5.png|''<br />
Peeled Unstable Banana'' by Maxwell Planck [https://media.discordapp.net/attachments/429559184749625355/749989382135742607/1598881797471280278253.jpg source]}}<br />
<br />
Visibly, this looks like any other banana while the peel is on, upon touching however, it immediately becomes obvious this is no ordinary banana. To the touch, this banana has a soft vibration, and a small hum audible from 1 feet away. Once this banana has been peeled, there is a very visible distortion in the light around it, doubling up and refracting light around it, providing 5 feet of dim light. <br />
<br />
If the banana is peeled and left uneaten or preserved magically, it will rot within 1 minute. <br />
<br />
Upon eating this banana, the consumer is {{5c|paralyzed}} until the end of their next turn. In this time, they take on the texture distortion and luminescent properties of the banana. <br />
After the paralysis, the consumer splits into two identical looking beings, the same size, weight and stats, as the original. The clone is ''unstable'', both the original and clone are controlled by the player. The clone cannot cast spells, and at the end of each of it's turn, it rolls a d20, on a critical roll (1 or 20), it dies. Upon death, it explodes, forcing all creatures in a 10 ft. radius to attempt a DC 17 Constitution saving throw, taking 4d6 force damage on a failure and half as much on a success. It also explodes after 1 minute. If the original dies while the clone is still alive, their soul is transferred to the clone and it loses the aforementioned effects. Once peeled, the banana cannot be resealed by any means except the ''{{5E|wish}}'' spell or it's brought back in time.<br />
}}<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Wondrous Items Breadcrumb}}<br />
[[Category:User]]<br />
[[Category:Wondrous Item]]</div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=3.5e_Mundane_Alchemical_Items&diff=18177623.5e Mundane Alchemical Items2024-03-05T10:00:13Z<p>Coaldstone: Cleanup.</p>
<hr />
<div>{{Top "Back To" Footer<br />
|breadcrumb={{3.5e Equipment Breadcrumb}}<br />
|add=[[Add New 3.5e Equipment|Alchemical Item]]<br />
}}<br />
<br />
===Alchemical Items===<br />
{{#dpl: debug=1<br />
|category=3.5e<br />
|category=User<br />
|category=Equipment<br />
|category=Mundane<br />
|category=Alchemical<br />
|notcategory=!<br />
|notcategory=Artifact<br />
|notcategory=Magic<br />
|notcategory=Psionic<br />
|notcategory=Epic<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(3.5e¦}²¦Equipment)¦}²]]\n,<br />
|order=ascending<br />
|columns=6<br />
|rowcolformat=width=100%<br />
}}<br />
<br />
====Incomplete Alchemical Items====<br />
Alchemical Items with one or many [[D&D Wiki:Meta Pages|improving, reviewing, or removing]] templates present. Please help work on the problem presented on the template.<br />
{{#dpl: debug=1<br />
|category=!<br />
|category=3.5e<br />
|category=User<br />
|category=Equipment<br />
|category=Mundane<br />
|category=Alchemical<br />
|notcategory=Artifact<br />
|notcategory=Magic<br />
|notcategory=Psionic<br />
|notcategory=Epic<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(3.5e¦}²¦Equipment)¦}²]]\n,<br />
|order=ascending<br />
|columns=6<br />
|rowcolformat=width=100%<br />
}}<br />
<br />
[[Category:3.5e]]<br />
[[Category:Equipment]]<br />
[[Category:Alchemical]]<br />
[[Category:List]]</div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=Planar_Blade_of_True_Striking_(3.5e_Equipment)&diff=1817761Planar Blade of True Striking (3.5e Equipment)2024-03-05T09:57:33Z<p>Coaldstone: Coaldstone moved page Planar Blade of True Striking to Planar Blade of True Striking (3.5e Equipment) without leaving a redirect: Missing identifier.</p>
<hr />
<div>{{Weapon Stats2<br />
|weap= Planer Blade of True Striking<br />
|crit= 19/20x3<br />
|range= melee<br />
|type= slashing<br />
|sme=<br />
|lot=<br />
|fdmg= *|ddmg=* |tdmg= *|sdmg= 2d8|mdmg= 2d10|ldmg= 2d12|hdmg=*|gdmg=*|cdmg=*<br />
|swght= *|mwght= *|lwght=*<br />
|mhp= n/a<br />
}}<br />
<br />
<!-- Insert general description here --> '''Enhancement:''' +20 to hit, +10 to damage<br />
The ''Planar Blade of True Striking'' was created in a joint effort by the mage Elminster and the red dragon Alexstrazza, before dragons were affected by the Rage. It was forged using a mix of dragon fire and Spellfire, in multiple pieces on multiple planes. Each individual piece was forged using dragonfire. The blade was comprised of four pieces, one each being made on the Astral Plane, the Fey wild, the Shadow Rift, and Arcadia. The pommel was created in two pieces, one being made on the plane of Mechanus, the other on Pandemonium. The crossguard is forged of one piece created in the abyss. The creators took these pieces, all crafted in good, evil, neutral, lawful, and chaotic realms to an unknown location in Ferun and fused together with Spellfire. The joining of the pieces made a sword that is both beautiful and horrible to look upon. <br />
<br />
Upon completion of the completion of the ''Planar Blade of True Striking'', it was given to an unknown warrior, who used it through his career. The last known information on the sword is that it was taken by the demon who killed the warrior.<br />
<br />
<br />
<br />
<br />
----<br />
{{3.5e Equipment Breadcrumb}} &rarr; [[3.5e Mundane Weapons|Weapons]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Weapon]]<br />
<!-- List additional categories here. Possible categories include: --><br />
[[Category:Exotic Weapon]]<br />
[[Category:Two-Handed Weapon]]<br />
[[Category:Melee Weapon]]<br />
[[Category:Slashing Weapon]]</div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=Planar_Blade_of_True_Striking_(3.5e_Equipment)&diff=1817760Planar Blade of True Striking (3.5e Equipment)2024-03-05T09:56:42Z<p>Coaldstone: Added cat.</p>
<hr />
<div>{{Weapon Stats2<br />
|weap= Planer Blade of True Striking<br />
|crit= 19/20x3<br />
|range= melee<br />
|type= slashing<br />
|sme=<br />
|lot=<br />
|fdmg= *|ddmg=* |tdmg= *|sdmg= 2d8|mdmg= 2d10|ldmg= 2d12|hdmg=*|gdmg=*|cdmg=*<br />
|swght= *|mwght= *|lwght=*<br />
|mhp= n/a<br />
}}<br />
<br />
<!-- Insert general description here --> '''Enhancement:''' +20 to hit, +10 to damage<br />
The ''Planar Blade of True Striking'' was created in a joint effort by the mage Elminster and the red dragon Alexstrazza, before dragons were affected by the Rage. It was forged using a mix of dragon fire and Spellfire, in multiple pieces on multiple planes. Each individual piece was forged using dragonfire. The blade was comprised of four pieces, one each being made on the Astral Plane, the Fey wild, the Shadow Rift, and Arcadia. The pommel was created in two pieces, one being made on the plane of Mechanus, the other on Pandemonium. The crossguard is forged of one piece created in the abyss. The creators took these pieces, all crafted in good, evil, neutral, lawful, and chaotic realms to an unknown location in Ferun and fused together with Spellfire. The joining of the pieces made a sword that is both beautiful and horrible to look upon. <br />
<br />
Upon completion of the completion of the ''Planar Blade of True Striking'', it was given to an unknown warrior, who used it through his career. The last known information on the sword is that it was taken by the demon who killed the warrior.<br />
<br />
<br />
<br />
<br />
----<br />
{{3.5e Equipment Breadcrumb}} &rarr; [[3.5e Mundane Weapons|Weapons]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Weapon]]<br />
<!-- List additional categories here. Possible categories include: --><br />
[[Category:Exotic Weapon]]<br />
[[Category:Two-Handed Weapon]]<br />
[[Category:Melee Weapon]]<br />
[[Category:Slashing Weapon]]</div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=3.5e_Shadow_Powers&diff=18177583.5e Shadow Powers2024-03-05T09:44:01Z<p>Coaldstone: Updating.</p>
<hr />
<div>{{Top "Back To" Footer<br />
|width1=<br />
|width2=<br />
|breadcrumb={{3.5e Complex Special Ability Components Breadcrumb}}<br />
|inputbox=<inputbox><br />
type=create<br />
break=no<br />
buttonlabel=Create New Shadow Power<br />
default=MyPower (Shadow Power)<br />
preload=Shadow Power Preload<br />
</inputbox><br />
}}<br />
<br />
===Shadow Powers===<br />
Shadow Powers are used by the [[Phantom (3.5e Class)|Phantom]] class.<br />
{| style="text-align: left;"<br />
|+ style="text-align: left;" |<br />
<br />
====0-Level Shadow Powers====<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Abjuration School|Abjur]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Shadow 0]] [[Category:Abjuration School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Shadow Power Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Conjuration School|Conj]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Shadow 0]] [[Category:Conjuration School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Shadow Power Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Divination School|Div]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Shadow 0]] [[Category:Divination School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Shadow Power Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Enchantment School|Ench]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Shadow 0]] [[Category:Enchantment School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Shadow Power Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Evocation School|Evoc]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Shadow 0]] [[Category:Evocation School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Shadow Power Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Illusion School|Illus]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Shadow 0]] [[Category:Illusion School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Shadow Power Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Necromancy School|Necro]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Shadow 0]] [[Category:Necromancy School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Shadow Power Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Transmutation School|Trans]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Shadow 0]] [[Category:Transmutation School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Shadow Power Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|}<br />
<dpl><br />
debug=1<br />
category=Shadow 0<br />
notcategory=SRD<br />
notcategory=Abjuration School<br />
notcategory=Conjuration School<br />
notcategory=Divination School<br />
notcategory=Enchantment School<br />
notcategory=Evocation School<br />
notcategory=Illusion School<br />
notcategory=Necromancy School<br />
notcategory=Transmutation School<br />
</dpl><br />
{| style="text-align: left;"<br />
|+ style="text-align: left;" |<br />
<br />
====1st-Level Shadow Powers====<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Abjuration School|Abjur]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Shadow 1]] [[Category:Abjuration School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Shadow Power Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Conjuration School|Conj]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Shadow 1]] [[Category:Conjuration School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Shadow Power Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Divination School|Div]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Shadow 1]] [[Category:Divination School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Shadow Power Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Enchantment School|Ench]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Shadow 1]] [[Category:Enchantment School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Shadow Power Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Evocation School|Evoc]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Shadow 1]] [[Category:Evocation School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Shadow Power Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Illusion School|Illus]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Shadow 1]] [[Category:Illusion School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Shadow Power Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Necromancy School|Necro]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Shadow 1]] [[Category:Necromancy School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Shadow Power Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Transmutation School|Trans]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Shadow 1]] [[Category:Transmutation School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Shadow Power Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|}<br />
<dpl><br />
debug=1<br />
category=Shadow 1<br />
notcategory=SRD<br />
notcategory=Abjuration School<br />
notcategory=Conjuration School<br />
notcategory=Divination School<br />
notcategory=Enchantment School<br />
notcategory=Evocation School<br />
notcategory=Illusion School<br />
notcategory=Necromancy School<br />
notcategory=Transmutation School<br />
</dpl><br />
{| style="text-align: left;"<br />
|+ style="text-align: left;" |<br />
<br />
====2nd-Level Shadow Powers====<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Abjuration School|Abjur]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Shadow 2]] [[Category:Abjuration School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Shadow Power Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Conjuration School|Conj]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Shadow 2]] [[Category:Conjuration School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Shadow Power Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Divination School|Div]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Shadow 2]] [[Category:Divination School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Shadow Power Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Enchantment School|Ench]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Shadow 2]] [[Category:Enchantment School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Shadow Power Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Evocation School|Evoc]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Shadow 2]] [[Category:Evocation School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Shadow Power Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Illusion School|Illus]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Shadow 2]] [[Category:Illusion School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Shadow Power Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Necromancy School|Necro]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Shadow 2]] [[Category:Necromancy School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Shadow Power Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Transmutation School|Trans]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Shadow 2]] [[Category:Transmutation School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Shadow Power Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|}<br />
<dpl><br />
debug=1<br />
category=Shadow 2<br />
notcategory=SRD<br />
notcategory=Abjuration School<br />
notcategory=Conjuration School<br />
notcategory=Divination School<br />
notcategory=Enchantment School<br />
notcategory=Evocation School<br />
notcategory=Illusion School<br />
notcategory=Necromancy School<br />
notcategory=Transmutation School<br />
</dpl><br />
{| style="text-align: left;"<br />
|+ style="text-align: left;" |<br />
<br />
====3rd-Level Shadow Powers====<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Abjuration School|Abjur]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Shadow 3]] [[Category:Abjuration School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Shadow Power Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Conjuration School|Conj]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Shadow 3]] [[Category:Conjuration School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Shadow Power Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Divination School|Div]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Shadow 3]] [[Category:Divination School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Shadow Power Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Enchantment School|Ench]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Shadow 3]] [[Category:Enchantment School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Shadow Power Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Evocation School|Evoc]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Shadow 3]] [[Category:Evocation School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Shadow Power Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Illusion School|Illus]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Shadow 3]] [[Category:Illusion School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Shadow Power Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Necromancy School|Necro]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Shadow 3]] [[Category:Necromancy School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Shadow Power Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Transmutation School|Trans]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Shadow 3]] [[Category:Transmutation School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Shadow Power Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|}<br />
<dpl><br />
debug=1<br />
category=Shadow 3<br />
notcategory=SRD<br />
notcategory=Abjuration School<br />
notcategory=Conjuration School<br />
notcategory=Divination School<br />
notcategory=Enchantment School<br />
notcategory=Evocation School<br />
notcategory=Illusion School<br />
notcategory=Necromancy School<br />
notcategory=Transmutation School<br />
</dpl><br />
{| style="text-align: left;"<br />
|+ style="text-align: left;" |<br />
<br />
====4th-Level Shadow Powers====<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Abjuration School|Abjur]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Shadow 4]] [[Category:Abjuration School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Shadow Power Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Conjuration School|Conj]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Shadow 4]] [[Category:Conjuration School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Shadow Power Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Divination School|Div]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Shadow 4]] [[Category:Divination School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Shadow Power Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Enchantment School|Ench]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Shadow 4]] [[Category:Enchantment School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Shadow Power Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Evocation School|Evoc]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Shadow 4]] [[Category:Evocation School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Shadow Power Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Illusion School|Illus]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Shadow 4]] [[Category:Illusion School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Shadow Power Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Necromancy School|Necro]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Shadow 4]] [[Category:Necromancy School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Shadow Power Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Transmutation School|Trans]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Shadow 4]] [[Category:Transmutation School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Shadow Power Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|}<br />
<dpl><br />
debug=1<br />
category=Shadow 4<br />
notcategory=SRD<br />
notcategory=Abjuration School<br />
notcategory=Conjuration School<br />
notcategory=Divination School<br />
notcategory=Enchantment School<br />
notcategory=Evocation School<br />
notcategory=Illusion School<br />
notcategory=Necromancy School<br />
notcategory=Transmutation School<br />
</dpl><br />
{| style="text-align: left;"<br />
|+ style="text-align: left;" |<br />
<br />
====5th-Level Shadow Powers====<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Abjuration School|Abjur]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Spell]] [[Category:Phantom 5]] [[Category:Abjuration School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Spell Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Conjuration School|Conj]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Spell]] [[Category:Phantom 5]] [[Category:Conjuration School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Spell Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Divination School|Div]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Spell]] [[Category:Phantom 5]] [[Category:Divination School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Spell Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Enchantment School|Ench]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Spell]] [[Category:Phantom 5]] [[Category:Enchantment School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Spell Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Evocation School|Evoc]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Spell]] [[Category:Phantom 5]] [[Category:Evocation School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Spell Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Illusion School|Illus]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Spell]] [[Category:Phantom 5]] [[Category:Illusion School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Spell Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Necromancy School|Necro]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Spell]] [[Category:Phantom 5]] [[Category:Necromancy School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Spell Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Transmutation School|Trans]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Spell]] [[Category:Phantom 5]] [[Category:Transmutation School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Spell Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|}<br />
<dpl><br />
debug=1<br />
category=Phantom 5<br />
notcategory=SRD<br />
notcategory=Abjuration School<br />
notcategory=Conjuration School<br />
notcategory=Divination School<br />
notcategory=Enchantment School<br />
notcategory=Evocation School<br />
notcategory=Illusion School<br />
notcategory=Necromancy School<br />
notcategory=Transmutation School<br />
</dpl><br />
{| style="text-align: left;"<br />
|+ style="text-align: left;" |<br />
<br />
====6th-Level Shadow Powers====<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Abjuration School|Abjur]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Spell]] [[Category:Phantom 6]] [[Category:Abjuration School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Spell Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Conjuration School|Conj]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Spell]] [[Category:Phantom 6]] [[Category:Conjuration School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Spell Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Divination School|Div]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Spell]] [[Category:Phantom 6]] [[Category:Divination School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Spell Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Enchantment School|Ench]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Spell]] [[Category:Phantom 6]] [[Category:Enchantment School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Spell Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Evocation School|Evoc]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Spell]] [[Category:Phantom 6]] [[Category:Evocation School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Spell Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Illusion School|Illus]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Spell]] [[Category:Phantom 6]] [[Category:Illusion School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Spell Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Necromancy School|Necro]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Spell]] [[Category:Phantom 6]] [[Category:Necromancy School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Spell Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Transmutation School|Trans]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Spell]] [[Category:Phantom 6]] [[Category:Transmutation School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Spell Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|}<br />
<dpl><br />
debug=1<br />
category=Phantom 6<br />
notcategory=SRD<br />
notcategory=Abjuration School<br />
notcategory=Conjuration School<br />
notcategory=Divination School<br />
notcategory=Enchantment School<br />
notcategory=Evocation School<br />
notcategory=Illusion School<br />
notcategory=Necromancy School<br />
notcategory=Transmutation School<br />
</dpl><br />
{| style="text-align: left;"<br />
|+ style="text-align: left;" |<br />
<br />
====7th-Level Shadow Powers====<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Abjuration School|Abjur]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Spell]] [[Category:Phantom 7]] [[Category:Abjuration School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Spell Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Conjuration School|Conj]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Spell]] [[Category:Phantom 7]] [[Category:Conjuration School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Spell Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Divination School|Div]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Spell]] [[Category:Phantom 7]] [[Category:Divination School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Spell Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Enchantment School|Ench]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Spell]] [[Category:Phantom 7]] [[Category:Enchantment School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Spell Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Evocation School|Evoc]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Spell]] [[Category:Phantom 7]] [[Category:Evocation School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Spell Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Illusion School|Illus]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Spell]] [[Category:Phantom 7]] [[Category:Illusion School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Spell Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Necromancy School|Necro]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Spell]] [[Category:Phantom 7]] [[Category:Necromancy School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Spell Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Transmutation School|Trans]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Spell]] [[Category:Phantom 7]] [[Category:Transmutation School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Spell Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|}<br />
<dpl><br />
debug=1<br />
category=Phantom 7<br />
notcategory=SRD<br />
notcategory=Abjuration School<br />
notcategory=Conjuration School<br />
notcategory=Divination School<br />
notcategory=Enchantment School<br />
notcategory=Evocation School<br />
notcategory=Illusion School<br />
notcategory=Necromancy School<br />
notcategory=Transmutation School<br />
</dpl><br />
{| style="text-align: left;"<br />
|+ style="text-align: left;" |<br />
<br />
====8th-Level Shadow Powers====<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Abjuration School|Abjur]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Spell]] [[Category:Phantom 8]] [[Category:Abjuration School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Spell Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Conjuration School|Conj]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Spell]] [[Category:Phantom 8]] [[Category:Conjuration School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Spell Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Divination School|Div]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Spell]] [[Category:Phantom 8]] [[Category:Divination School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Spell Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Enchantment School|Ench]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Spell]] [[Category:Phantom 8]] [[Category:Enchantment School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Spell Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Evocation School|Evoc]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Spell]] [[Category:Phantom 8]] [[Category:Evocation School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Spell Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Illusion School|Illus]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Spell]] [[Category:Phantom 8]] [[Category:Illusion School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Spell Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Necromancy School|Necro]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Spell]] [[Category:Phantom 8]] [[Category:Necromancy School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Spell Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Transmutation School|Trans]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Spell]] [[Category:Phantom 8]] [[Category:Transmutation School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Spell Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|}<br />
<dpl><br />
debug=1<br />
category=Phantom 8<br />
notcategory=SRD<br />
notcategory=Abjuration School<br />
notcategory=Conjuration School<br />
notcategory=Divination School<br />
notcategory=Enchantment School<br />
notcategory=Evocation School<br />
notcategory=Illusion School<br />
notcategory=Necromancy School<br />
notcategory=Transmutation School<br />
</dpl><br />
{| style="text-align: left;"<br />
|+ style="text-align: left;" |<br />
<br />
====9th-Level Shadow Powers====<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Abjuration School|Abjur]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Spell]] [[Category:Phantom 9]] [[Category:Abjuration School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Spell Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Conjuration School|Conj]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Spell]] [[Category:Phantom 9]] [[Category:Conjuration School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Spell Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Divination School|Div]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Spell]] [[Category:Phantom 9]] [[Category:Divination School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Spell Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Enchantment School|Ench]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Spell]] [[Category:Phantom 9]] [[Category:Enchantment School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Spell Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Evocation School|Evoc]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Spell]] [[Category:Phantom 9]] [[Category:Evocation School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Spell Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Illusion School|Illus]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Spell]] [[Category:Phantom 9]] [[Category:Illusion School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Spell Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Necromancy School|Necro]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Spell]] [[Category:Phantom 9]] [[Category:Necromancy School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Spell Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|-<br />
| style="vertical-align: top; padding-top: 4px;" | [[:Category:Transmutation School|Trans]] ||<br />
{| style="text-align: left;"<br />
|- style="text-align: center; white-space: nowrap;"<br />
{{#ask: [[Category:User]] [[Category:Spell]] [[Category:Phantom 9]] [[Category:Transmutation School]]<br />
| ?3e Summary<br />
| format=template<br />
| template=3e Spell Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
|}<br />
<dpl><br />
debug=1<br />
category=Phantom 9<br />
notcategory=SRD<br />
notcategory=Abjuration School<br />
notcategory=Conjuration School<br />
notcategory=Divination School<br />
notcategory=Enchantment School<br />
notcategory=Evocation School<br />
notcategory=Illusion School<br />
notcategory=Necromancy School<br />
notcategory=Transmutation School<br />
</dpl><br />
{| style="text-align: left;"<br />
|+ style="text-align: left;" |<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Complex Special Ability Components Breadcrumb}}<br />
[[Category:Complex Special Ability Components]]<br />
[[Category:User]]<br />
[[Category:3.5e]]<br />
[[Category:List]]</div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=4e_Mundane_Poisons&diff=18177574e Mundane Poisons2024-03-05T09:37:37Z<p>Coaldstone: Cleanup.</p>
<hr />
<div>{{Top "Back To" Footer<br />
|breadcrumb={{4e Equipment Breadcrumb}}<br />
|inputbox=<inputbox><br />
type=create<br />
break=no<br />
buttonlabel=Create New Mundane Poison<br />
default=MyPoison (4e Equipment)<br />
editintro=Add Instructions<br />
preload=4e Equipment Preload<br />
</inputbox><br />
}}<br />
----<br />
<br />
===Poisons===<br />
<DPL><br />
debug=1<br />
category=4e<br />
category=User<br />
category=Equipment<br />
category=Poison<br />
category=Mundane<br />
replaceintitle=/\(4e Equipment\)/,<br />
notcategory=Artifact<br />
notcategory=Magic<br />
notcategory=Psionic<br />
notcategory=Epic<br />
order=ascending<br />
</DPL><br />
<br />
[[Category:4e]]<br />
[[Category:Poison]]<br />
[[Category:List]]</div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=4e_Mundane_Vehicle_Preload&diff=18177564e Mundane Vehicle Preload2024-03-05T09:34:58Z<p>Coaldstone: Cleanup.</p>
<hr />
<div>[[Category:Preload]]<nowiki><onlyinclude><!--NOTICE! Any text between these arrows shows up when you're editing the page, but doesn't show up when the page is viewed normally (e.g., after you click "save page" or "show preview"). Delete the arrows as you move through the page.--><br />
<br />
{{4e Vehicle<br />
|name=<!-- Vehicle Name. --><br />
|size=<!-- Vehicle Size. --><br />
|hp=<!-- Vehicle Hit Points. --><br />
|ac=<!-- Vehicle Armor Class. --><br />
|fortitude=<!-- Vehicle Fortitude. --><br />
|reflex=<!-- Vehicle Reflex. --><br />
|speed=<!-- Vehicle speed. --><br />
}}<br />
|}<br />
<br />
<!-- A description of the vehicle and common uses, frequented areas, cargo, etc. --><br />
----<br />
{{4e Equipment Breadcrumb}} &rarr; [[4e Vehicles|Mundane Vehicles]]<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Mundane]]<br />
[[Category:Vehicle]]</onlyinclude></nowiki></div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=4e_Magical_Vehicles_Preload&diff=18177554e Magical Vehicles Preload2024-03-05T09:34:29Z<p>Coaldstone: Protected "4e Magical Vehicles Preload": Site infrastructure ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))</p>
<hr />
<div>[[Category:Preload]]<nowiki><onlyinclude><!--NOTICE! Any text between these arrows shows up when you're editing the page, but doesn't show up when the page is viewed normally (e.g., after you click "save page" or "show preview"). Delete the arrows as you move through the page.--><br />
<br />
{{4e Vehicle<br />
|name=<!-- Vehicle Name. --><br />
|size=<!-- Vehicle Size. --><br />
|hp=<!-- Vehicle Hit Points. --><br />
|ac=<!-- Vehicle Armor Class. --><br />
|fortitude=<!-- Vehicle Fortitude. --><br />
|reflex=<!-- Vehicle Reflex. --><br />
|speed=<!-- Vehicle speed. --><br />
}}<br />
<!-- Copy the template to add as many powers as you need. --><br />
{{4e Creature Power<br />
|name=<!-- Vehicle Power 1 Name. --><br />
|effect=<!-- Vehicle Power 1 Effect. --><br />
}}<br />
{{4e Creature Power<br />
|name=<!-- Vehicle Power 2 Name. --><br />
|effect=<!-- Vehicle Power 2 Effect. --><br />
}}<br />
|}<br />
<br />
<!-- A description of the vehicle and common uses, frequented areas, cargo, etc. --><br />
----<br />
{{4e Equipment Breadcrumb}} &rarr; [[4e Magical Vehicles|Magical Vehicles]]<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Magic]]<br />
[[Category:Vehicle]]</onlyinclude></nowiki></div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=4e_Magical_Vehicles&diff=18177544e Magical Vehicles2024-03-05T09:34:06Z<p>Coaldstone: Adding.</p>
<hr />
<div>{{Top "Back To" Footer<br />
|breadcrumb={{4e Equipment Breadcrumb}}<br />
|inputbox=<inputbox><br />
type=create<br />
break=no<br />
buttonlabel=Create New Magical Vehicle<br />
default=MyMagicalVehicle (4e Equipment)<br />
editintro=Add Instructions<br />
preload=4e Magical Vehicles Preload<br />
</inputbox><br />
}}<br />
<br />
===Vehicles===<br />
<br />
<DPL><br />
debug=1<br />
category=4e<br />
category=User<br />
category=Equipment<br />
category=Magic|Psionic<br />
category=Vehicle<br />
notcategory=Mundane<br />
notcategory=Artifact<br />
replaceintitle=/\(4e Equipment\)/,<br />
order=ascending<br />
</DPL><br />
<br />
[[Category:4e]]<br />
[[Category:List]]<br />
[[Category:Equipment]]</div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=4e_Magical_Vehicles_Preload&diff=18177534e Magical Vehicles Preload2024-03-05T09:32:39Z<p>Coaldstone: Making preload.</p>
<hr />
<div>[[Category:Preload]]<nowiki><onlyinclude><!--NOTICE! Any text between these arrows shows up when you're editing the page, but doesn't show up when the page is viewed normally (e.g., after you click "save page" or "show preview"). Delete the arrows as you move through the page.--><br />
<br />
{{4e Vehicle<br />
|name=<!-- Vehicle Name. --><br />
|size=<!-- Vehicle Size. --><br />
|hp=<!-- Vehicle Hit Points. --><br />
|ac=<!-- Vehicle Armor Class. --><br />
|fortitude=<!-- Vehicle Fortitude. --><br />
|reflex=<!-- Vehicle Reflex. --><br />
|speed=<!-- Vehicle speed. --><br />
}}<br />
<!-- Copy the template to add as many powers as you need. --><br />
{{4e Creature Power<br />
|name=<!-- Vehicle Power 1 Name. --><br />
|effect=<!-- Vehicle Power 1 Effect. --><br />
}}<br />
{{4e Creature Power<br />
|name=<!-- Vehicle Power 2 Name. --><br />
|effect=<!-- Vehicle Power 2 Effect. --><br />
}}<br />
|}<br />
<br />
<!-- A description of the vehicle and common uses, frequented areas, cargo, etc. --><br />
----<br />
{{4e Equipment Breadcrumb}} &rarr; [[4e Magical Vehicles|Magical Vehicles]]<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Magic]]<br />
[[Category:Vehicle]]</onlyinclude></nowiki></div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=4e_Mundane_Vehicle_Preload&diff=18177524e Mundane Vehicle Preload2024-03-05T09:27:36Z<p>Coaldstone: Protected "4e Mundane Vehicle Preload": Site infrastructure ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))</p>
<hr />
<div>[[Category:Preload]]<nowiki><onlyinclude><!--NOTICE! Any text between these arrows shows up when you're editing the page, but doesn't show up when the page is viewed normally (e.g., after you click "save page" or "show preview"). Delete the arrows as you move through the page.--><br />
<br />
{{4e Vehicle<br />
|name=<!-- Vehicle Name. --><br />
|size=<!-- Vehicle Size. --><br />
|hp=<!-- Vehicle Hit Points. --><br />
|ac=<!-- Vehicle Armor Class. --><br />
|fortitude=<!-- Vehicle Fortitude. --><br />
|reflex=<!-- Vehicle Reflex. --><br />
|speed=<!-- Vehicle speed. --><br />
}}<br />
|}<br />
<br />
<!-- A description of the vehicle and common uses, frequented areas, cargo, etc. --><br />
----<br />
{{4e Equipment Breadcrumb}} &rarr; [[4e Vehicles|Vehicles]]<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Mundane]]<br />
[[Category:Vehicle]]</onlyinclude></nowiki></div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=4e_Vehicles&diff=18177514e Vehicles2024-03-05T09:27:01Z<p>Coaldstone: Cleanup.</p>
<hr />
<div>{{Top "Back To" Footer<br />
|breadcrumb={{4e Equipment Breadcrumb}}<br />
|inputbox=<inputbox><br />
type=create<br />
break=no<br />
buttonlabel=Create New Mundane Vehicle<br />
default=MyMundaneVehicle (4e Equipment)<br />
editintro=Add Instructions<br />
preload=4e Mundane Vehicle Preload<br />
</inputbox><br />
}}<br />
----<br />
<br />
<br />
===Vehicles===<br />
<DPL><br />
debug=1<br />
category=4e<br />
category=User<br />
category=Equipment<br />
category=Mundane<br />
category=Vehicle<br />
replaceintitle=/\(4e Equipment\)/,<br />
notcategory=Artifact<br />
notcategory=Epic<br />
order=ascending<br />
</DPL><br />
<br />
[[Category:4e]]<br />
[[Category:Vehicle]]</div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=4e_Vehicles&diff=18177504e Vehicles2024-03-05T09:26:32Z<p>Coaldstone: Updating.</p>
<hr />
<div>{{Top "Back To" Footer<br />
|breadcrumb={{4e Equipment Breadcrumb}}<br />
|inputbox=<inputbox><br />
type=create<br />
break=no<br />
buttonlabel=Create New Adventuring Gear<br />
default=MyEquipment (4e Equipment)<br />
editintro=Add Instructions<br />
preload=4e Mundane Vehicle Preload<br />
</inputbox><br />
}}<br />
----<br />
<br />
<br />
===Vehicles===<br />
<DPL><br />
debug=1<br />
category=4e<br />
category=User<br />
category=Equipment<br />
category=Mundane<br />
category=Vehicle<br />
replaceintitle=/\(4e Equipment\)/,<br />
notcategory=Artifact<br />
notcategory=Epic<br />
order=ascending<br />
</DPL><br />
<br />
[[Category:4e]]<br />
[[Category:Vehicle]]</div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=4e_Mundane_Vehicle_Preload&diff=18177494e Mundane Vehicle Preload2024-03-05T09:26:01Z<p>Coaldstone: Making preload.</p>
<hr />
<div>[[Category:Preload]]<nowiki><onlyinclude><!--NOTICE! Any text between these arrows shows up when you're editing the page, but doesn't show up when the page is viewed normally (e.g., after you click "save page" or "show preview"). Delete the arrows as you move through the page.--><br />
<br />
{{4e Vehicle<br />
|name=<!-- Vehicle Name. --><br />
|size=<!-- Vehicle Size. --><br />
|hp=<!-- Vehicle Hit Points. --><br />
|ac=<!-- Vehicle Armor Class. --><br />
|fortitude=<!-- Vehicle Fortitude. --><br />
|reflex=<!-- Vehicle Reflex. --><br />
|speed=<!-- Vehicle speed. --><br />
}}<br />
|}<br />
<br />
<!-- A description of the vehicle and common uses, frequented areas, cargo, etc. --><br />
----<br />
{{4e Equipment Breadcrumb}} &rarr; [[4e Vehicles|Vehicles]]<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Mundane]]<br />
[[Category:Vehicle]]</onlyinclude></nowiki></div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=4e_Equipment&diff=18177454e Equipment2024-03-05T09:09:40Z<p>Coaldstone: Cleanup.</p>
<hr />
<div>{{Top "Back To" Footer<br />
|breadcrumb={{4e Breadcrumb}}<br />
|inputbox={{{!}}<br />
{{!}}-<br />
{{!}}<div style="float:left"><br />
<inputbox><br />
type=create<br />
break=no<br />
buttonlabel=Create New Adventuring Gear<br />
default=MyEquipment (4e Equipment)<br />
editintro=Add Instructions<br />
preload=4e Equipment Preload<br />
</inputbox><br />
</div><br />
{{!}}-<br />
{{!}}<div style="float:left"><br />
<inputbox><br />
type=create<br />
break=no<br />
buttonlabel=Create New Armor<br />
default=MyArmor (4e Equipment)<br />
editintro=Add Instructions<br />
preload=4e Armor Preload<br />
</inputbox><br />
</div><br />
{{!}}-<br />
{{!}}<div style="float:left"><br />
<inputbox><br />
type=create<br />
break=no<br />
buttonlabel=Create New Weapon<br />
default=MyWeapon (4e Equipment)<br />
editintro=Add Instructions<br />
preload=4e Weapon Preload<br />
</inputbox><br />
</div><br />
{{!}}-<br />
{{!}}<div style="float:left"><br />
<inputbox><br />
type=create<br />
break=no<br />
buttonlabel=Create Magic Item<br />
default=MyMagicItem (4e Equipment)<br />
editintro=Add Instructions<br />
preload=4e Magic Item Preload<br />
</inputbox><br />
</div><br />
{{!}}-<br />
{{!}}<div style="float:left"><br />
<inputbox><br />
type=create<br />
break=no<br />
buttonlabel=Create Artifact<br />
default=MyArtifact (4e Equipment)<br />
editintro=Add Instructions<br />
preload=4e Artifact Preload<br />
</inputbox><br />
</div><br />
{{!}}}<br />
}}<br />
<br />
==Homebrew Equipment==<br />
<br />
{| class="4e" style="text-align: left;"<br />
! Mundane !! Magical !! Artifacts<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| [[4e Adventuring Gear|Adventuring Gear]] <span style="font-size: .8em">{{#dpl:debug=1|category=4e|category=User|category=Adventuring Gear|notcategory=Supplement|mode=userformat|resultsheader=(%PAGES% items)}}</span> || [[4e Magical Armors|Armor]] <span style="font-size: .8em">{{#dpl:debug=1|category=4e|category=User|category=Magic|category=Armor|notcategory=Mundane|notcategory=Supplement|notcategory=Artifact|mode=userformat|resultsheader=(%PAGES% items)}}</span> || [[4e Artifacts#Heroic|Heroic]] <span style="font-size: .8em">{{#dpl:debug=1|category=4e|category=User|category=Artifact|category=Heroic Tier|notcategory=Mundane|notcategory=Supplement|mode=userformat|resultsheader=(%PAGES% items)}}</span> <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| [[4e Alchemical Items|Alchemical]] <span style="font-size: .8em">{{#dpl:debug=1|category=4e|category=User|category=Alchemical|notcategory=Supplement|mode=userformat|resultsheader=(%PAGES% items)}}</span> || [[4e Magical Arms Slot Items|Arms Slot Items]] <span style="font-size: .8em">{{#dpl:debug=1|category=4e|category=User|category=Arm Slot|category=Magic|notcategory=Artifact|notcategory=Mundane|notcategory=Supplement|mode=userformat|resultsheader=(%PAGES% items)}}</span> || [[4e Artifacts#Paragon|Paragon]] <span style="font-size: .8em">{{#dpl:debug=1|category=4e|category=User|category=Artifact|category=Paragon Tier|notcategory=Mundane|notcategory=Magic|notcategory=Supplement|mode=userformat|resultsheader=(%PAGES% items)}}</span> <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| [[4e Mundane Armor|Armor]] <span style="font-size: .8em">{{#dpl:debug=1|category=4e|category=User|category=Armor|notcategory=Artifact|notcategory=Magic|notcategory=Supplement|mode=userformat|resultsheader=(%PAGES% items)}}</span> || [[4e Magical Consumable Items|Consumable Items]] <span style="font-size: .8em">{{#dpl:debug=1|category=4e|category=User|category=Magic|category=Consumable|notcategory=Mundane|notcategory=Supplement|notcategory=Artifact|notcategory=Enhancement|mode=userformat|resultsheader=(%PAGES% items)}}</span> || [[4e Artifacts#Epic|Epic]] <span style="font-size: .8em">{{#dpl:debug=1|category=4e|category=User|category=Artifact|category=Epic Tier|notcategory=Mundane|notcategory=Magic|mode=userformat|resultsheader=(%PAGES% items)}}</span> <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| [[4e Mundane Food and Drink|Food and Drink]] <span style="font-size: .8em">{{#dpl:debug=1|category=4e|category=User|category=Food|notcategory=Supplement|mode=userformat|resultsheader=(%PAGES% items)}}</span> || [[4e Magical Hands Slot Items|Hands Slot Items]] <span style="font-size: .8em">{{#dpl:debug=1|category=4e|category=User|category=Hands Slot|notcategory=Artifact|notcategory=Supplement|mode=userformat|resultsheader=(%PAGES% items)}}</span><br />
|| &nbsp; <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[4e Mundane Implements|Implements]] <span style="font-size: .8em">{{#dpl:debug=1|category=4e|category=User|category=Implement|notcategory=Artifact|notcategory=Magic|notcategory=Supplement|mode=userformat|resultsheader=(%PAGES% items)}}</span> || [[4e Magical Head Slot Items|Head Slot Items]] <span style="font-size: .8em">{{#dpl:debug=1|category=4e|category=User|category=Head Slot|notcategory=Mundane|notcategory=Supplement|notcategory=Artifact|mode=userformat|resultsheader=(%PAGES% items)}}</span> || &nbsp; <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| [[4e Mundane Poisons|Poisons]] <span style="font-size: .8em">{{#dpl:debug=1|category=4e|category=User|category=Poison|notcategory=Supplement|mode=userformat|resultsheader=(%PAGES% items)}}</span> || [[4e Magical Implements|Implements]] <span style="font-size: .8em">{{#dpl:debug=1|category=4e|category=User|category=Magic|category=Implement|notcategory=Mundane|notcategory=Supplement|notcategory=Artifact|mode=userformat|resultsheader=(%PAGES% items)}}</span> || &nbsp; <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| [[4e Vehicles|Vehicles]] <span style="font-size: .8em">{{#dpl:debug=1|category=4e|category=User|category=Mundane|category=Vehicle|notcategory=Artifact|notcategory=Supplement|mode=userformat|resultsheader=(%PAGES% items)}}</span> || [[4e Magical Mount Slot Items|Mount Slot Items]] <span style="font-size: .8em">{{#dpl:debug=1|category=4e|category=User|category=Mount Slot|category=Magic|notcategory=Artifact|notcategory=Mundane|notcategory=Supplement|mode=userformat|resultsheader=(%PAGES% items)}}</span> || &nbsp; <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| [[4e Mundane Weapons|Weapons]] <span style="font-size: .8em">{{#dpl:debug=1|category=4e|category=User|category=Weapon|notcategory=Artifact|notcategory=Magic|notcategory=Supplement|mode=userformat|resultsheader=(%PAGES% items)}}</span> || [[4e Magical Neck Slot Items|Neck Slot Items]] <span style="font-size: .8em">{{#dpl:debug=1|category=4e|category=Neck Slot|notcategory=Supplement|notcategory=Artifact|mode=userformat|resultsheader=(%PAGES% items)}}</span> || &nbsp; <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || [[4e Magical Rings|Rings]] <span style="font-size: .8em">{{#dpl:debug=1|category=4e|category=User|category=Ring|notcategory=Supplement|notcategory=Artifact|mode=userformat|resultsheader=(%PAGES% items)}}</span> || &nbsp; <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || [[4e Magical Vehicles|Vehicles]] <span style="font-size: .8em">{{#dpl:debug=1|category=4e|category=User|category=Vehicle|category=Magic|notcategory=Supplement|notcategory=Artifact|mode=userformat|resultsheader=(%PAGES% items)}}</span> || &nbsp; <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || [[4e Magical Waist Slot Items|Waist Slot Items]] <span style="font-size: .8em">{{#dpl:debug=1|category=4e|category=User|category=Waist Slot|notcategory=Supplement|notcategory=Artifact|mode=userformat|resultsheader=(%PAGES% items)}}</span> || &nbsp; <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || [[4e Magic Weapons|Weapons]] <span style="font-size: .8em">{{#dpl:debug=1|category=4e|category=User|category=Magic|category=Weapon|notcategory=Mundane|notcategory=Supplement|notcategory=Artifact|notcategory=Enhancement|mode=userformat|resultsheader=(%PAGES% items)}}</span> || &nbsp; <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || [[4e Magical Wondrous Items|Wondrous Items]] <span style="font-size: .8em">{{#dpl:debug=1|category=4e|category=User|category=Wondrous Item|notcategory=Supplement|notcategory=Artifact|mode=userformat|resultsheader=(%PAGES% items)}}</span> || &nbsp; <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || [[4e Magical Other Items|Other Items]] <span style="font-size: .8em">{{#dpl:debug=1|category=4e|category=User|category=Magic|category=Other Item|notcategory=Mundane|notcategory=Supplement|notcategory=Artifact|mode=userformat|resultsheader=(%PAGES% items)}}</span> || &nbsp; <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || [[4e All Magic Equipment|All by level]] <span style="font-size: .8em">{{#dpl:debug=1|category=4e|category=User|category=Magic|notcategory=Mundane|notcategory=Supplement|notcategory=Artifact|mode=userformat|resultsheader=(%PAGES% items)}}</span> || &nbsp;<br />
|}<br />
----<br />
[{{SERVER}}{{localurl:Special:Recentchangeslinked/Category:Equipment}} View recent changes for all equipment items]<br />
[[Category:4e]]<br />
[[Category:For Players]]</div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=4e_Vehicles&diff=18177444e Vehicles2024-03-05T08:56:46Z<p>Coaldstone: Cleanup.</p>
<hr />
<div>{{Top "Back To" Footer<br />
|breadcrumb={{4e Equipment Breadcrumb}}<br />
|inputbox=<inputbox><br />
type=create<br />
break=no<br />
buttonlabel=Create New Adventuring Gear<br />
default=MyEquipment (4e Equipment)<br />
editintro=Add Instructions<br />
preload=4e Equipment Preload<br />
</inputbox><br />
}}<br />
----<br />
<br />
<br />
===Vehicles===<br />
<DPL><br />
debug=1<br />
category=4e<br />
category=User<br />
category=Equipment<br />
category=Mundane<br />
category=Vehicle<br />
replaceintitle=/\(4e Equipment\)/,<br />
notcategory=Artifact<br />
notcategory=Epic<br />
order=ascending<br />
</DPL><br />
<br />
[[Category:4e]]<br />
[[Category:Vehicle]]</div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=4e_Equipment_Preload&diff=18177434e Equipment Preload2024-03-05T08:56:27Z<p>Coaldstone: Updating. Nowiki.</p>
<hr />
<div>[[Category:Preload]]<nowiki><onlyinclude><!-- Your Item's Information --><br />
<br />
----<br />
{{4e Equipment Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Mundane]]<br />
[[Category:Level [INSERT LEVEL HERE] Equipment]]<br />
<br />
<!-- Choose appropriate category(s) below. --><br />
[[Category:Adventuring Gear]]<br />
[[Category:Food]]<br />
[[Category:Drink]]<br />
[[Category:Implement]]<br />
[[Category:Poison]]<br />
[[Category:Vehicle]]<br />
<br />
</onlyinclude></nowiki></div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=4e_Mundane_Implements&diff=18177424e Mundane Implements2024-03-05T08:45:22Z<p>Coaldstone: Updating.</p>
<hr />
<div>{{Top "Back To" Footer<br />
|breadcrumb={{4e Equipment Breadcrumb}}<br />
|inputbox=<inputbox><br />
type=create<br />
break=no<br />
buttonlabel=Create Mundane Implement<br />
default=MyImplement (4e Equipment)<br />
editintro=Add Instructions<br />
preload=4e Equipment Preload<br />
</inputbox><br />
}}<br />
----<br />
<br />
===Implements===<br />
<br />
<DPL><br />
debug=1<br />
category=4e<br />
category=Implement<br />
notcategory=Magic<br />
format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(4e¦}²¦Equipment)¦}²]]\n,<br />
order=ascending<br />
</DPL><br />
<br />
[[Category:4e]]<br />
[[Category:List]]<br />
[[Category:Equipment]]<br />
[[Category:Implement]]</div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=Talk:Mundane_Food_and_Drink_(4e_Equipment)&diff=1817741Talk:Mundane Food and Drink (4e Equipment)2024-03-05T08:43:39Z<p>Coaldstone: Potential split or merge.</p>
<hr />
<div>I fixed the format, I hope you don't mind.<br />
:Could do with going in a table, there's far too much spacing using these headers. I'll take a look at some point. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 04:13, 9 June 2014 (MDT)<br />
<br />
== Food & Drink ==<br />
<br />
Personally, I think food for the road should also be included. Would this go here, or in a different area?<br />
:Trail rations and Journeybread are in the PHB. These cover in general most things that would be considered "food for the road", but if you can think of anything else it would go in this section (unless it's magical). [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 00:45, 8 February 2015 (MST)<br />
<br />
== Food & Drink ==<br />
<br />
Thanks.<br />
<br />
<br />
==Page Intentions==<br />
Is this supposed to be equivalent to [[4e Mundane Food and Drink]], or should each item be split into individual pages? [[User:Coaldstone|Coaldstone]] ([[User talk:Coaldstone|talk]]) 01:43, 5 March 2024 (MST)</div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=4e_Mundane_Food_and_Drink&diff=18177404e Mundane Food and Drink2024-03-05T08:42:43Z<p>Coaldstone: Updating.</p>
<hr />
<div>{{Top "Back To" Footer<br />
|breadcrumb={{4e Equipment Breadcrumb}}<br />
|inputbox=<inputbox><br />
type=create<br />
break=no<br />
buttonlabel=Create New Food or Drink<br />
default=MyFoodAndDrink (4e Equipment)<br />
editintro=Add Instructions<br />
preload=4e Equipment Preload<br />
</inputbox><br />
}}<br />
<br />
===Food and Drink===<br />
<br />
<DPL><br />
debug=1<br />
category=4e<br />
category=Food¦Drink<br />
notcategory=List<br />
notcategory=Supplement<br />
order=ascending<br />
replaceintitle=/\(4e Equipment\)/,<br />
</DPL><br />
<br />
[[Category:4e]]<br />
[[Category:Equipment]]<br />
[[Category:Food]]<br />
[[Category:Drink]]<br />
[[Category:List]]</div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=4e_Mundane_Weapons&diff=18177394e Mundane Weapons2024-03-05T08:31:23Z<p>Coaldstone: Updating.</p>
<hr />
<div>{{Top "Back To" Footer<br />
|breadcrumb={{4e Equipment Breadcrumb}}<br />
|inputbox=<inputbox><br />
type=create<br />
break=no<br />
buttonlabel=Create New Weapon<br />
default=MyWeapon (4e Equipment)<br />
editintro=Add Instructions<br />
preload=4e Weapon Preload<br />
</inputbox><br />
}}<br />
<br />
==Weapons==<br />
See [[Weapon Design (4e Guideline)]].<br />
<br />
===Simple Melee Weapons===<br />
''One-Handed''<br />
{| class="4e" width="100%" <br />
! style="text-align: left;" width="16%" | Weapon<br />
! width="10%" | Prof.<br />
! width="10%" | Damage <br />
! width="10%" | Range <br />
! width="10%" | Price <br />
! width="10%" | Weight<br />
! width="16%" | Group<br />
! width="18%" | Properties<br />
{{#dpl:debug=1<br />
|category=4e<br />
|category=User<br />
|category=Equipment<br />
|category=Simple Melee Weapon<br />
|category=One-Handed<br />
|notcategory=SRD<br />
|include={4e Weapon}:prof:damage:range:price:weight:group:properties<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Equipment)¦}²]],\n,<br />
|tablerow=¦¦ style="text-align: center;" ¦ %%, %%, %%\n<br />
}}|}<br />
<br />
''Two-Handed''<br />
{| class="4e" width="100%" <br />
! style="text-align: left;" width="16%" | Weapon<br />
! width="10%" | Prof.<br />
! width="10%" | Damage <br />
! width="10%" | Range <br />
! width="10%" | Price <br />
! width="10%" | Weight<br />
! width="16%" | Group<br />
! width="18%" | Properties<br />
{{#dpl:debug=1<br />
|category=4e<br />
|category=User<br />
|category=Equipment<br />
|category=Simple Melee Weapon<br />
|category=Two-Handed<br />
|notcategory=SRD<br />
|include={4e Weapon}:prof:damage:range:price:weight:group:properties<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Equipment)¦}²]],\n,<br />
|tablerow=¦¦ style="text-align: center;" ¦ %%, %%, %%\n<br />
}}|}<br />
<br />
''Double Weapons''<br />
{| class="4e" width="100%" <br />
! style="text-align: left;" width="16%" | Weapon<br />
! width="10%" | Prof.<br />
! width="10%" | Damage <br />
! width="10%" | Range <br />
! width="10%" | Price <br />
! width="10%" | Weight<br />
! width="16%" | Group<br />
! width="18%" | Properties<br />
{{#dpl:debug=1<br />
|category=4e<br />
|category=User<br />
|category=Equipment<br />
|category=Simple Melee Weapon<br />
|category=Double Weapons<br />
|notcategory=SRD<br />
|include={4e Weapon}:prof:damage:range:price:weight:group:properties<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Equipment)¦}²]],\n,<br />
|tablerow=¦¦ style="text-align: center;" ¦ %%, %%, %%\n<br />
}}|}<br />
<br />
===Military Melee Weapons===<br />
''One-Handed''<br />
{| class="4e" width="100%" <br />
! style="text-align: left;" width="16%" | Weapon<br />
! width="10%" | Prof.<br />
! width="10%" | Damage <br />
! width="10%" | Range <br />
! width="10%" | Price <br />
! width="10%" | Weight<br />
! width="16%" | Group<br />
! width="18%" | Properties<br />
{{#dpl:debug=1<br />
|category=4e<br />
|category=User<br />
|category=Equipment<br />
|category=Military Melee Weapon<br />
|category=One-Handed<br />
|notcategory=SRD<br />
|include={4e Weapon}:prof:damage:range:price:weight:group:properties<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Equipment)¦}²]],\n,<br />
|tablerow=¦¦ style="text-align: center;" ¦ %%, %%, %%\n<br />
}}|}<br />
<br />
''Two-Handed''<br />
{| class="4e" width="100%" <br />
! style="text-align: left;" width="16%" | Weapon<br />
! width="10%" | Prof.<br />
! width="10%" | Damage <br />
! width="10%" | Range <br />
! width="10%" | Price <br />
! width="10%" | Weight<br />
! width="16%" | Group<br />
! width="18%" | Properties<br />
{{#dpl:debug=1<br />
|category=4e<br />
|category=User<br />
|category=Equipment<br />
|category=Military Melee Weapon<br />
|category=Two-Handed<br />
|notcategory=SRD<br />
|include={4e Weapon}:prof:damage:range:price:weight:group:properties<br />
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|tablerow=¦¦ style="text-align: center;" ¦ %%, %%, %%\n<br />
}}|}<br />
<br />
''Double Weapons''<br />
{| class="4e" width="100%" <br />
! style="text-align: left;" width="16%" | Weapon<br />
! width="10%" | Prof.<br />
! width="10%" | Damage <br />
! width="10%" | Range <br />
! width="10%" | Price <br />
! width="10%" | Weight<br />
! width="16%" | Group<br />
! width="18%" | Properties<br />
{{#dpl:debug=1<br />
|category=4e<br />
|category=User<br />
|category=Equipment<br />
|category=Military Melee Weapon<br />
|category=Double Weapon<br />
|notcategory=SRD<br />
|include={4e Weapon}:prof:damage:range:price:weight:group:properties<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Equipment)¦}²]],\n,<br />
|tablerow=¦¦ style="text-align: center;" ¦ %%, %%, %%\n<br />
}}|}<br />
<br />
===Superior Melee Weapons===<br />
''One-Handed''<br />
{| class="4e" width="100%" <br />
! style="text-align: left;" width="16%" | Weapon<br />
! width="10%" | Prof.<br />
! width="10%" | Damage <br />
! width="10%" | Range <br />
! width="10%" | Price <br />
! width="10%" | Weight<br />
! width="16%" | Group<br />
! width="18%" | Properties<br />
{{#dpl:debug=1<br />
|category=4e<br />
|category=User<br />
|category=Equipment<br />
|category=Superior Melee Weapon<br />
|category=One-Handed<br />
|notcategory=SRD<br />
|include={4e Weapon}:prof:damage:range:price:weight:group:properties<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Equipment)¦}²]],\n,<br />
|tablerow=¦¦ style="text-align: center;" ¦ %%, %%, %%\n<br />
}}|}<br />
<br />
''Two-Handed''<br />
{| class="4e" width="100%" <br />
! style="text-align: left;" width="16%" | Weapon<br />
! width="10%" | Prof.<br />
! width="10%" | Damage <br />
! width="10%" | Range <br />
! width="10%" | Price <br />
! width="10%" | Weight<br />
! width="16%" | Group<br />
! width="18%" | Properties<br />
{{#dpl:debug=1<br />
|category=4e<br />
|category=User<br />
|category=Equipment<br />
|category=Superior Melee Weapon<br />
|category=Two-Handed<br />
|notcategory=SRD<br />
|include={4e Weapon}:prof:damage:range:price:weight:group:properties<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Equipment)¦}²]],\n,<br />
|tablerow=¦¦ style="text-align: center;" ¦ %%, %%, %%\n<br />
}}|}<br />
<br />
''Double Weapons''<br />
{| class="4e" width="100%" <br />
! style="text-align: left;" width="16%" | Weapon<br />
! width="10%" | Prof.<br />
! width="10%" | Damage <br />
! width="10%" | Range <br />
! width="10%" | Price <br />
! width="10%" | Weight<br />
! width="16%" | Group<br />
! width="18%" | Properties<br />
{{#dpl:debug=1<br />
|category=4e<br />
|category=User<br />
|category=Equipment<br />
|category=Superior Melee Weapon<br />
|category=Double Weapon<br />
|notcategory=SRD<br />
|include={4e Weapon}:prof:damage:range:price:weight:group:properties<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Equipment)¦}²]],\n,<br />
|tablerow=¦¦ style="text-align: center;" ¦ %%, %%, %%\n<br />
}}|}<br />
<br />
===Simple Ranged Weapons===<br />
''One-Handed''<br />
{| class="4e" width="100%" <br />
! style="text-align: left;" width="16%" | Weapon<br />
! width="10%" | Prof.<br />
! width="10%" | Damage <br />
! width="10%" | Range <br />
! width="10%" | Price <br />
! width="10%" | Weight<br />
! width="16%" | Group<br />
! width="18%" | Properties<br />
{{#dpl:debug=1<br />
|category=4e<br />
|category=User<br />
|category=Equipment<br />
|category=Simple Ranged Weapon<br />
|category=One-Handed<br />
|notcategory=SRD<br />
|include={4e Weapon}:prof:damage:range:price:weight:group:properties<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Equipment)¦}²]],\n,<br />
|tablerow=¦¦ style="text-align: center;" ¦ %%, %%, %%\n<br />
}}|}<br />
<br />
''Two-Handed''<br />
{| class="4e" width="100%" <br />
! style="text-align: left;" width="16%" | Weapon<br />
! width="10%" | Prof.<br />
! width="10%" | Damage <br />
! width="10%" | Range <br />
! width="10%" | Price <br />
! width="10%" | Weight<br />
! width="16%" | Group<br />
! width="18%" | Properties<br />
{{#dpl:debug=1<br />
|category=4e<br />
|category=User<br />
|category=Equipment<br />
|category=Simple Ranged Weapon<br />
|category=Two-Handed<br />
|notcategory=SRD<br />
|include={4e Weapon}:prof:damage:range:price:weight:group:properties<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Equipment)¦}²]],\n,<br />
|tablerow=¦¦ style="text-align: center;" ¦ %%, %%, %%\n<br />
}}|}<br />
<br />
===Military Ranged Weapons===<br />
''One-Handed''<br />
{| class="4e" width="100%" <br />
! style="text-align: left;" width="16%" | Weapon<br />
! width="10%" | Prof.<br />
! width="10%" | Damage <br />
! width="10%" | Range <br />
! width="10%" | Price <br />
! width="10%" | Weight<br />
! width="16%" | Group<br />
! width="18%" | Properties<br />
{{#dpl:debug=1<br />
|category=4e<br />
|category=User<br />
|category=Equipment<br />
|category=Military Ranged Weapon<br />
|category=One-Handed<br />
|notcategory=SRD<br />
|include={4e Weapon}:prof:damage:range:price:weight:group:properties<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Equipment)¦}²]],\n,<br />
|tablerow=¦¦ style="text-align: center;" ¦ %%, %%, %%\n<br />
}}|}<br />
<br />
''Two-Handed''<br />
{| class="4e" width="100%" <br />
! style="text-align: left;" width="16%" | Weapon<br />
! width="10%" | Prof.<br />
! width="10%" | Damage <br />
! width="10%" | Range <br />
! width="10%" | Price <br />
! width="10%" | Weight<br />
! width="16%" | Group<br />
! width="18%" | Properties<br />
{{#dpl:debug=1<br />
|category=4e<br />
|category=User<br />
|category=Equipment<br />
|category=Military Ranged Weapon<br />
|category=Two-Handed<br />
|notcategory=SRD<br />
|include={4e Weapon}:prof:damage:range:price:weight:group:properties<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Equipment)¦}²]],\n,<br />
|tablerow=¦¦ style="text-align: center;" ¦ %%, %%, %%\n<br />
}}|}<br />
<br />
===Superior Ranged Weapons===<br />
''One-Handed''<br />
{| class="4e" width="100%" <br />
! style="text-align: left;" width="16%" | Weapon<br />
! width="10%" | Prof.<br />
! width="10%" | Damage <br />
! width="10%" | Range <br />
! width="10%" | Price <br />
! width="10%" | Weight<br />
! width="16%" | Group<br />
! width="18%" | Properties<br />
{{#dpl:debug=1<br />
|category=4e<br />
|category=User<br />
|category=Equipment<br />
|category=Superior Ranged Weapon<br />
|category=One-Handed<br />
|notcategory=SRD<br />
|include={4e Weapon}:prof:damage:range:price:weight:group:properties<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Equipment)¦}²]],\n,<br />
|tablerow=¦¦ style="text-align: center;" ¦ %%, %%, %%\n<br />
}}|}<br />
<br />
''Two-Handed''<br />
{| class="4e" width="100%" <br />
! style="text-align: left;" width="16%" | Weapon<br />
! width="10%" | Prof.<br />
! width="10%" | Damage <br />
! width="10%" | Range <br />
! width="10%" | Price <br />
! width="10%" | Weight<br />
! width="16%" | Group<br />
! width="18%" | Properties<br />
{{#dpl:debug=1<br />
|category=4e<br />
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|category=Superior Ranged Weapon<br />
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|tablerow=¦¦ style="text-align: center;" ¦ %%, %%, %%\n<br />
}}|}<br />
<br />
<br />
<br />
[[Category:4e]]<br />
[[Category:List]]<br />
[[Category:Equipment]]</div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=3.5e_Mundane_Tools_and_Skill_Kits&diff=18177373.5e Mundane Tools and Skill Kits2024-03-05T08:26:32Z<p>Coaldstone: Changed protection level for "3.5e Mundane Tools and Skill Kits": Site infrastructure ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))</p>
<hr />
<div>{{Top "Back To" Footer<br />
|breadcrumb={{3.5e Equipment Breadcrumb}}<br />
|add=[[Add New 3.5e Equipment|Mundane Tools and Skill Kits]]<br />
}}<br />
<br />
===Complete Mundane Class Tools and Skill Kits===<br />
{{#dpl: debug=1<br />
|category=3.5e<br />
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}}<br />
<br />
====Incomplete Mundane Class Tools and Skill Kits====<br />
Mundane Class Tools and Skill Kits with one or many [[D&D Wiki:Meta Pages|improving, reviewing, or removing]] templates present. Please help work on the problem presented on the template.<br />
{{#dpl: debug=1<br />
|category=!<br />
|category=3.5e<br />
|category=User<br />
|category=Equipment<br />
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}}<br />
<br />
[[Category:3.5e]]<br />
[[Category:Equipment]]<br />
[[Category:Tool]]<br />
[[Category:Skill Kit]]<br />
[[Category:List]]</div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=3.5e_Mundane_Tools_and_Skill_Kits&diff=18177363.5e Mundane Tools and Skill Kits2024-03-05T08:26:25Z<p>Coaldstone: Updating.</p>
<hr />
<div>{{Top "Back To" Footer<br />
|breadcrumb={{3.5e Equipment Breadcrumb}}<br />
|add=[[Add New 3.5e Equipment|Mundane Tools and Skill Kits]]<br />
}}<br />
<br />
===Complete Mundane Class Tools and Skill Kits===<br />
{{#dpl: debug=1<br />
|category=3.5e<br />
|category=User<br />
|category=Equipment<br />
|category=Mundane<br />
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|rowcolformat=width=100%<br />
}}<br />
<br />
====Incomplete Mundane Class Tools and Skill Kits====<br />
Mundane Class Tools and Skill Kits with one or many [[D&D Wiki:Meta Pages|improving, reviewing, or removing]] templates present. Please help work on the problem presented on the template.<br />
{{#dpl: debug=1<br />
|category=!<br />
|category=3.5e<br />
|category=User<br />
|category=Equipment<br />
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|category=Tool¦Skill Kit<br />
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|order=ascending<br />
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|rowcolformat=width=100%<br />
}}<br />
<br />
[[Category:3.5e]]<br />
[[Category:Equipment]]<br />
[[Category:Tool]]<br />
[[Category:Skill Kit]]<br />
[[Category:List]]</div>Coaldstonehttps://www.dandwiki.com/w/index.php?title=3.5e_Mundane_Materials&diff=18177353.5e Mundane Materials2024-03-05T08:23:52Z<p>Coaldstone: Changed protection level for "3.5e Mundane Materials": Site infrastructure ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))</p>
<hr />
<div>{{Top "Back To" Footer<br />
|breadcrumb={{3.5e Equipment Breadcrumb}}<br />
|add=[[Add New 3.5e Equipment|Mundane Material]]<br />
}}<br />
<br />
===Complete Mundane Materials===<br />
{{#dpl: debug=1<br />
|category=3.5e<br />
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}}<br />
<br />
====Incomplete Mundane Materials====<br />
Mundane Materials with one or many [[D&D Wiki:Meta Pages|improving, reviewing, or removing]] templates present. Please help work on the problem presented on the template.<br />
{{#dpl: debug=1<br />
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}}<br />
<br />
[[Category:3.5e]]<br />
[[Category:Equipment]]<br />
[[Category:Material]]<br />
[[Category:List]]</div>Coaldstone