From D&D Wiki
- 1 OP Articles
- 2 My Projects in Progress
- 2.1 Eldritch Hunter
- 2.2 Class Features
- 2.3 Uncovered Artifact List
- 2.4 Spells
- 3 Werewolf
- 4 Umbra Walker
- 5 A Cortina Carmesin
- 6 Weapon Specialist
Classes With Major Contributions
My Projects in Progress
As a Eldritch Hunter you gain the following class features.
- Hit Points
Armor: Light armor
Weapons: Simple Weapons
Tools: Chose any two
Saving Throws: Intelligence and Wisdom
Skills: Choose three from Arcana, History, Insight, Investigation, Nature, Perception, Religion, and Stealth.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) spear or (b) quarterstaff
- (a) studded leather armor or (b) leather armor
- (a) light crossbow or (b) any simple weapon
- (a) dungeoneer's pack or (b) explorer's pack
|Features||Rituals Known||Relics Discovered||Sanity|
|4th||+2||Ability Score Improvement||1||2||6|
|8th||+3||Ability Score Improvement||2||4||17|
|12th||+4||Ability Score Improvement||3||6||32|
|16th||+5||Ability Score Improvement||3||7||44|
|19th||+6||Ability Score Improvement||4||8||64|
Explorer of the Unknown
Starting at 1st level, you can recall information about eldritch lore and forgotten occult knowledge. You gain a bonus equal to your Intelligence modifier to any check made to recall any type of information about aberrations, fiends, undead, organizations devoted to worship or serve those beings, magical objects related to those creatures and sites or structures related to them.
In addition, you can use this knowledge to remember traits of those creatures. As a bonus action, you can make an Intelligence (Arcana) against a DC equal 10 + the creature CR. On a success, you can chose one of the following benefits:
- You learn the weaknesses and vulnerabilities of the creature
- You discover one of the Actions on the creature's statblock
- You can grant advantage to all attacks made against that creature until the beginning of your next turn.
Once you have succeeded in using this feature, you can't use it again on the same creature until 1 minute has passed.
Starting at 1st level, your researches into the occult and nightmares with the far realm have lead you to unearth ancient objects of great power, related with ancient beings, and sometimes, to recreate some of those objects yourself.
- The Silver Key
Wondrous Item, legendary, attunement A well made and decorated key made of silver, that allow its owner to travel to the land of dreams. When attuned to it, the owner can use an action to travel to the astral plane, as the spell astral projection, but leaving no body behind. If you use your action to dismiss the astral projection, you return to the same place you have activated the key.
This key have one charge, and after used, regain its charge on the next dawn.
When you reach the 2nd level, your knowledge about the cosmic horrors deepens, allowing you to use a type of occult knowledge against your foes.
- Dark Rituals
- Eldritch Science
Beginning at 2nd level, as an action, you can use your instincts to feel the presence of some unnatural being in the near terrain. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any aberration, fiend or undead are present within 1 mile of you. You can also feel the presence of spells cast by those creatures in the area, or any creature controlled by a spell or effect by those creatures.
You cannot sense the exact location of those creatures, nor the type of creatures.
At 3rd level, you can chose one of the following hunter's archetypes:
- Track and kill eldritch beings with mundane means.
- Uses psionics to defeat eldritch beings
You gain class features at 3rd level, and again at 6th, 15th and 20th level.
At 3rd level, you can let your mind open to vivid nightmares of creatures from the far realm. When you complete a long rest, you may choose to discover some hidden truth in your dreams as per the augury spell. Whenever you do this, you must roll on the short term madness table.
Use Magic Device
Starting at 10th level, you ignore all class, race, and level requirement on the use of magic items.
At 18th level, your mind can reflect the maddening horrors of aberrant monsters against them. When you succed on a saving throw against an effect or spell, targeting only you, that deals psychic damage or causes either the charmed or frightened conditions, the creature must make a saving throw against a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed save, the creature suffers the effect targeted against you.
Uncovered Artifact List
The artifacts on the list bellow are separated in three catteries: grafts, relics and books.
- Lighting Gun
A unique device created by an advanced alien race, appears to be long and ovoid bottle-shaped metal object, with a handle not made to human hands.
The lighting gun is a ranged weapon, and you are considered proficient with it. Its range is 100/400 and deals 1d10 lighting damage.
The number of attacks you can make with it increases, as you gain levels in this class. 2 at 5th level, 3 at 11th level and 4 at 17th level.
- Brain Cylinder
Pre-requisite 6th level
A glass cylinder filled with a otherworldly fluid, capable of extracting and storing a brain from a recently deceased body of a creature death within the last minute.
As an action, you attach the object to the head of a body of a creature with a small or medium size, pulling the brain into the cylinder after 1 minute. A brain contained inside the cylinder lasts for 24 hours, decomposing after that. The cylinder can contain one brain at time.
Once the brain is extracted, you can try to communicate with the brain, as an use of the spell speak with dead. After each question, roll a percentile die. There's 20 % of chance after each question that the trauma of this experience will result in a confused and bumbling brain, incapable of answering more questions.
The fluid spent with the brain is magically refueled on the next dawn.
- Uncanny Idol
Pre-requisite 14th level, requires attunement
The uncanny idol is a small figurine with a sculpted body of a forgotten and alien god. This item has 3 charges.
You can meditate in front of the idol for 1 minute, in order to contact the elder god the statue is meant to represent, casting contact other plane.
The idol regains its charge at dawn.
- Deep One's Obelisk Fragment
Give some gold in exchange of favors
- Necklace from The Mound
It's magnetic (1) But it also protects you from some of the ghosts of the Mound from the underground city, who use metal of the same material (2)
- Atom-powered tools
- Disintegrating ray
- Psychich Powers
psionic powers are like the k'n-yan for example, who got tired of speaking, so they use only telepathy they use this telepathy to control lower-will beings like the y'm-bhi (who are undead contructs)
Hit Die d8
Armor Light armor
Weapons Simple weapons
Saving Throws Strength, Constitution
Skills Chose two from Animal Handling, Athletics, Acrobatics, Intimidation, Perception, Stealth and Survival
Your lycan breed determines the origin of your curse, each one with its own unique aspects. Regardless of origin, you have advantage on Wisdom (Perception) checks that rely on hearing or smell.
At 1st level, you can chose one of the following breeds:
You have been born with the curse, manifesting it with the passing of time. You can use your bonus action to assume the shape of a wolf, as a bonus action on your turn. You maintain your Intelligence, Wisdom and Charisma scores, Hit Dies, hit points and proficiency bonuses, but assume all the other traits of the wolf statblock. You can return to your humanoid shape as a bonus action.
You have the curse been inflicted upon you and can manifest the lycanthropy traits when in danger. When you are reduced to 0 hit points, you can use your reaction to regain 1d8 hit points + your Constitution modifier, and your body becomes stronger. For 1 minute, you deal +1d4 damage with your melee attack rolls. Once you use this feature, you can't do it again until you complete a long rest.
You have been born from the union between a human and a werewolf, manifesting deformities derived from your lycan heritage. You have disadvantage on all your Charisma (Persuasion) and (Deception) checks with any creature, except wolfs and other lycantropes. However, you have advantage on your Charisma (Intimidation) checks.
Some parts of your body are covered in fur and hide, giving you an AC equal 13 + your Constitution modifier while not wearing armor. Your hands are deformed into claws, and your unarmed strikes with it deal 1d6 slashing damage.
With the curse, you have also been tainted by a ever consuming rage. At 2nd level, you have a number of rage points shown in the Primal Rage column on the Werewolf table. Once you spend all your rage points, you regain them on the end of a long rest.
You can use your rage in the following ways:
- Bestial Reflexes
You can spend 1 point of rage to take another reaction on your round.
- Ignore Pain
When reduced to 0 hit points, 1 point of rage to end the unconscious condition. You still must make death saving throws as normal.
- Regain Control
Werewolf heal at an incredible pace. At 2nd level, while outside combat or not engaged in any physically demanding or stressful activity (like activities that require ability checks), you regain a number of hit points equal to your proficiency bonus each hour. Anything more intense than light activity interrupt the process of healing.
In addition, you can try to focus your attention and accelerate the process of healing. As a bonus action, roll your hit die. At the end of your next turn, you regain a number of hit points equal to the number rolled and the hit die is spent. This requires concentration, as if you were concentrating on a spell. If you lose concentration, you don't regain hit points and your hit die is spent.
At 2nd level, you gain enough control over your lycanthropy to change shapes. As a bonus action, you can assume one of the three forms following forms: feral, hybrid and great wolf.
The transformation always happen in steps: you must be in feral form to become a hybrid, and a hybrid to become a great wolf. The transformation lasts for 1 hour, and you can end it earlier with a bonus action on your turn. The benefits given by the transformations are cumulative.
To shapeshift, you need to spend 2 rage points and be of the appropriated level.
2nd level. Feral. In this form, your shape is humanoid still, but a taller, with slim and strong muscles, elongated face and a thick and long hair. You gain the following traits:
- You can speak in this form, but is unable to cast spells that require a verbal component, and have disadvantage in any ability check that require your voice.
- Your hands grow into powerful claws. Your unarmed strikes deal 1d6 slashing damage. When you make a unarmed strike, you can use your bonus action to make another one.
9th level. Hybrid. In this form you become the perfect hybrid of your humanoid form and a wolf. You cannot speak while in this form, nor cast spells that require concentration. You gain all the benefits of the glabrous form an the following:
- You gain a bite attack, dealing 1d8 piercing damage on a hit.
- Your regeneration becomes even faster. You gain a number of temporary hit points equal to your Constitution modifier in each of your turns.
- Your size becomes Large, and you add 1d6 to the damage of your unarmed strikes.
13th level. Great Wolf. This form is the transcendence of the curse, transforming you into the ancient giant wolf. You become incapable of casting spells or using weapons. All your equipment fall to the ground and you gain the benefits of the previous forms and the following:
- Your hide thickens, and you gain resistance to bludgeoning, piercing and slashing damage from nonmagical and non silvered attacks.
- When you hit a creature with a bite attack, it must make a Strength saving throw against a DC of 8 + your proficiency bonus + your Strength modifier or be knocked prone.
- You can Dash as a bonus action.
At 3rd level, you can chose one pack to be part of. You can chose between the Moon Wardens and the Crimson Maws. Your choice of subclass give you features at 3rd level, and again at 7th, 10th, 15th and 18th level.
At 3rd level:
- (Moon Warden) Spellcasting feature (druid spells); Can cast non concentration spells while transformed.
- (Moon Warden) Gain proficiency in nature and can freely talk to animals.
- (Crimson Maws)
At 3rd level, you gain advantage on all your Charisma and Wisdom checks when interacting with wolfs.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn
At 6th level, your unarmed attacks count as magical for the purposes of ignoring resistances and immunities to non-magical damage.
At 9th level, you have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
At 11th level, when you hit a humanoid creature with your bite attack, you can chose to impose the curse on it. The creature must make a Constitution saving throw against your rage DC. On a failed save, the creature is cursed with lycanthropy. A creature can chose to fail the check and embrace the curse.
Whenever a creature is cursed, you can use your action and spend 1 rage point to deliver a commanding howl. Any cursed creature within 60 feet that can hear you must make a Wisdom saving throw against your rage DC, or will use its reaction to be transformed into a feral, and automatically affected by the confusion spell, for the duration of the transformation. The save DC for this spell is your rage save DC. On a successful save against the spell, the transformation also ends.
As an action, you can spend another rage point to further the transformation of the creature into hybrid.
At 15th level, you can try to exert control over the creatures you curse. When you can chose one creature affected by your curse and spend 2 rage points to take control over that creature, as the dominate monster spell.
At 20th level, your transformation make your hide almost impenetrable. While in your hybrid or dire wolf form, you become immune to bludgeoning, piercing and slashing damage from nonmagical attacks not made with silvered weapons.
You can keep your hardened hide for 10 minutes, and once you do this, you cannot do it again until you complete a long rest.
Umbra Walkers are spellcasters who can move to the transitive planes - ethereal and astral - to summon mysterious entities and travel trough worlds and planes. There are three types of Umbra Walkers:
- Body Snatchers
These walkers are able to split their existence between the material and the ethereal plane, and use this ability to take control over other creatures of the material plane. They are usually divided by the type of creatures they have more domain over: possessors of animals are usually called "wargs", and possessors of humans are called "ghosts".
- Plane Hopper
The plane hoppers use the transitive planes mostly as a way to move between spaces and planes. They are hard targets in combat, being able to literally jump to another plane in the moment of a strike.
Gatekeepers usually protect the material plane from extra-planar menaces. They are specialized in closing portals and severing connections of extraplanr creatures with our plane.
Gatekeepers specialized in opening gates to our world, bringing creatures from the planes through it.
Umbra Walker Features
Starting at 1st level, you can jump to a space between planes, becoming partially ethereal, allowing you to move trough spaces occupied by solid creatures. As an action, you can move trough a solid object or creature, for up to 5 feet per proficiency bonus point you have. This movement can be done on any direction, but you must end your movement in contact to the ground, or else you fall.
If you end your movement on a solid structure or object space, you take 1d10 damage and is pushed 5 feet to a direction close to the nearest unoccupied space. If you end your movement in the same space of a corporeal creature, both you and the creature take 1d10 force damage and you are pushed to a unoccupied space within 5 feet of it.
At 2nd level, when you use your soul jump to enter the space of a humanoid creature of small or medium size, you can try to take over that creature's body, controlling it. As an action, you can force a creature to make a Charisma saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier.
On a failed save, you take control over that creature's body until the start of your next turn. On a failed save, you are automatically expelled from that creature's body, on a unocupied space within 5 feet.
While controlling the creature, you can act on its turn, taking any of that creature's actions. The creature can try to resist the action, by making a Strength saving throw against the possession DC. On a success, you have disadvantage on the action you tried to take.
When you start your turn inside a possessed creature, you can choose to live its body, moving to a unoccupied space within 5 feet of it (doesn't require an action). You can also try to maintain your control over that creature, forcing it to make another saving throw to against your possession save DC.
Necrologs are Umbra Walkers able to walk trough deceased bodies, using them as a vessel for their ethereal body.
- Corpse Puppeteer
At 3rd level, you learn how to possess bodies of deceased creatures. You can choose any humanoid body that have been dead for no longer than 24 hours. When possessing a corpse, you assume the statistics of a zombie, but using your Intelligence, Wisdom and Charisma scores, proficiencies and class features.
You can control the body until it is reduced to 0 hit points, or you choose to leave it. A body reduced to 0 hit points is destroyed and can't be possessed again. Whenever you take damage that surpasses the zombie body, you suffer any damage that go above that amount. Force, psychic, necrotic and radiant damage cause damage directly to you, not to your corpse.
Starting at 6th level, you can also possess large corpses. Use the statistics of an "Ogre zombie" for these bodies.
A Cortina Carmesin
Antecedente da Campanha
Á gerações atrás, um terrível culto, conhecidos apenas como "Filhos do Sussurro" tentou trazer uma terrível e antiga entidade para esse mundo. Várias abominações extra-planares foram libertadas ao redor do mundo e, para impedi-los, um grupo chamado de "Guardiões do Portão" foi formado. Esse grupo era devotado a criar rituais que aprisionassem essas criaturas. Para isso, três livros de rituais foram escritos, cada um servindo como a chave para derrotar algumas das criaturas. Juntos, eles possuem um poderoso ritual que serve para abrir um portal, a "Cortina Carmesin", que pode ser usado tanto para enviar a entidade maligna de volta a sua própria dimensão, quanto para trazê-lo para essa.
Após uma grande batalha e muito sacrifício, todas as abominações foram banidas para além da cortina carmesin, mas os Filhos do Sussuro aguardam sua chance de trazê-los de volta.
- Objetivo da Campanha
Durante a campanha, os jogadores se depararão com várias oportunidades de deter os Filhos do Sussuro em sua busca pelos três livros, e poderão escolher entre as três rotas abaixo:
1. Opor-se aos Filhos do Sussuro: Aliando-se aos membros remanescentes dos Guardiões do Portal, diante do risco do fim do mundo que a abertura do portão pode trazer.
2. Aliar-se aos Filhos do Sussuro: Aliar-se aos filhos do sussurro em troca das promessas de ouro e poder.
3. Ignorar Completamente o Apocalipse: Ignorando o apocalipse, eles podem focar em atuar como aventureiros e mercenários, sendo eventualmente empregados por um lado ou pelo outro.
Capítulos da Campanha
Fases da Campanha
O plano dos Filhos do Sussuro é abrir um portal para um local específico no Abismo, a fortaleza carmim. Para isso, eles precisam destravar as três fechaduras criadas pelos rituais em cada um dos três livros, bem como uma quarta, que só pode ser aberta quando os três livros estiverem reunidos.
A cada portal aberto, o mundo sofrerá algumas mudanças significativas, que continuarão aumentando a menos que os jogadores decidam intervir.
- Fase 1
- Viagens em regiões selvagens se tornam perigosas e o comércio em regiões próximas do primeiro portal se tornam escassas.
- Capítulo 1 - O roubo. Uma jovem bruxa chamada Eandil busca vingança pela morte de seus pais, usa seus poderes e planeja um ataque a uma cidade, como distração para se apoderar do primeiro dos Livros. Ela vem sendo manipulada por uma entidade bem mais poderosa e sinistra.
- Capítulo 2a - A Perseguição. Caso o roubo seja bem sucedido, os heróis poderão tentar recuperar o livro com a ajuda da guarda da cidade em uma caçada pela região.
- Capítulo 2b - Conhecimento Perdido. Caso eles impeçam o roubo, eles podem buscar respostas junto ao templo selado dos Guardiões do Portão, com a ajuda do antigo conselheiro.
- Capítulo 3a - O primeiro portal Caso o livro seja perdido, eles ainda podem encontrar o local do ritual e tentar impedi-lo.
- Capítulo 3b - Caso eles recuperem o livro, Capítulo 2b.
- Capítulo 3c -
- Fase 2
- Fase 3
- Fase 4
- Se a campanha chegar na fase 4, significa que todos os portais foram abertos. A guerra acabou e os reinos fecham suas principais cidades e buscam se proteger dos terrores do Abismo. Qualquer lugar que não é uma cidade murada é um risco, e a influência do abismo se espalha pouco a pouco.
Ability Score Increase. Your Charisma score increase in 2. In addition, one ability score of your choice increase by 1.
- Martial Artist
Starting at 3rd level, you learn how to use your hands as lethal weapons. You gain the following benefits:
- You can use your Dexterity modifier, instead of your Strength, whenever you make a unarmed strike.
- The first time on your turn you hit a creature with a unarmed strike, you can add your sneak strike additional damage to that unarmed strike's damage. If you have added your sneak strike dice to your unarmed strike damage, you can't use Sneak Strike on this turn.
- You can apply your sneak strike additional damage whenever you hit an non-magical in-animated object with a unarmed strike.
- Flurry of Blows
Also at 3rd level, you can target multiple enemies with your unarmed strikes. You have a pool of dice equal to your Sneak Strike damage dice. As an action, you can spend any amount of dice of that pool and target creatures within range. Make one attack against each chosen creature, and on a hit, you cause damage equal to the amount of dice designated to that creature plus your ability modifier.
For example, at 7th level you can choose to target one creature with 2 dice and another with 3 dice, or choose to target three creatures with 2 dice and one with 1 die. You can't choose the same creature more than once with this ability.
You can't use this ability if you already have used the additional damage from your Sneak Strike ability. After using this ability, you can't use Sneak Strike on the same turn.
- Hard Blocks
When an enemy misses you with an attack while you are dodging, you can deal your sneak strike damage against the attacker as a reaction.
- Traditional Forms
You can train using traditional forms that compound your style. During a short or a long rest, you can perform one of your forms, gaining a particular benefit depending on the chosen form.
The benefit lasts until your next rest.
Druid List, 1/3 caster
- Favored Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.
Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.
You can choose another favored enemy at 9th, 13th and 17th levels.
Four Elements Monk - Anastacio Edition
- Elemental Attunement
At 3rd level, you develop a strong connection to the elements. You can choose one of the following elements: air, earth, water and fire. Your chosen element will reflect on how some of your other class features work. You learn one of the following cantrips, depending on the chosen element: gust (air), shape water (water), control flames (fire), mold earth (earth).
You can choose one additional element to attune at 6th, 11th and 17th levels.
In addition, you can read, write and speak in primordial.
- Primordial Flurry
Starting at 3rd level, when you take the Attack action, you can imbue your fists with elemental energy. Choose one of the following damage types, depending on the elemental attunement element you have: cold (water), fire (fire), lightning or thunder (air), bludgeoning (earth). You can choose to deal damage from the chosen type until the end of your turn.
In addition, if you use your flurry of blows, you can enhance your attacks with ki infused elemental energy. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals additional damage from the chosen type, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 damage from the chosen type.
- Elemental Control
Starting at 3rd level, you can control the air, fire, earth or water around the target to control your target in the space. As an action, you can spend 1 ki point and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 damage from the chosen type for each additional ki point you spend, and you can generate one of the following effects, depending on the chosen element:
Fire. Push the target up to 30 feet away from you.
Water. Push the creature up to 20 feet away from you and knock it prone
Air. Fly 30 feet until the end of your turn, without provoking opportunity attacks. You must end your movement on the ground, or fall.
Earth. Pull it up to 25 feet close to you
On a successful save, the creature takes half as much damage, and you don't push it pull it or knock it prone.
- Four Elements Discipline
Starting at 6th level, you gain access to elemental disciplines. To cast one of your elemental discipline spells, you must spend a number of ki points equal to the level of the spell. You gain one additional four elements discipline. You learn one additional four elements discipline at 11th and at 17th levels.
In addition, whenever you use a elemental cantrip, four elements discipline or your elemental control as an action, you can make a unarmed strike as a bonus action.
- Elemental Rebuke
At 11th level, whenever a creature moves within 5 feet of you or hit you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw, or take damage equal to your martial arts die. The damage type is any you have access to due to your Elemental Attunement feature.
If the creature fail the saving throw, you can also spend 1 ki point to knock that creature 5 feet back.
- Avatar State
Starting at 17th level, you can use your bonus action to unleash the full power of the four elements. As a bonus action, you enter in this elemental state, for 1 minute. While in this state, you gain the following benefits:
- You gain resistance to cold, fire, lightning, thunder and bludgeoning, piercing and slashing damage from non-magical weapons.
- You gain fly, burrow and swim speed equal to your movement speed.
- You don't need to breath for the duration.
- You can use your Elemental Flurry without needing to use your flurry of blows.
- You can use your Elemental Control without spending ki points.
Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 4 points to use it again.
Combat techniques are combat abilities that heighten your ability with weapons, armor, shields and unarmed combat, allowing you to perform special maneuvers in combat.
The combat techniques usually deals damage equal to your weapon's damage, unless otherwise stated. When using a combat techniques, you don't add your ability modifier to the damage roll of that attack.
The amount of damage you deal depends on your roll on the combat skill. When you take the Attack action, you can replace one of your attacks with a Combat Technique.
A skill proficiency grants you access to a certain list of combat skills. You can choose your combat skills from the list related to a single skill. For example, Athletics proficiency give you access to Joint Lock, Shoulder Throw and Cleave techniques.
- Techniques Known
The number of combat techniques equals the number of weapon and armor proficiencies you have + the number of attacks you are able to make as part of the Attack action. To gain a combat skill for armor proficiency, you must be proficient in all weapons or armor of a single list (all light armor, all martial weapons and so on). For example, a 5th level fighter have 8 combat techniques.
- Technique Success and Damage
The damage of the technique depend on how successful your technique check was. When you use a technique, you need to make the Ability (Skill) check related to the technique, against a DC of 8 + the creature's Dexterity saving throw bonus, AC (whichever is higher) or a Contested check if the creature is also proficient.
1 to 5 above the opponent - one damage die
6 to 10 above the opponent - two damage dices
11 to 15 above the opponent - three damage dices
16 to 20 above the opponent - four damage dices
20 to 25 above the opponent - five damage dices
- Cleave [Strength (Athletics)]: You can make a Cleave check to hit two targets at the same time with a melee weapon. Choose one creature within 5 feet as a primary target. This target takes the total damage from the technique and the secondary target takes half that damage.
- Iaijutsu [Wisdom (Perception)]: You can make a Iaijutsu check on the first turn of combat only. On a success, you deal additional damage equal to the number of dice rolled. In addition, if you know the Iaijutsu technique, you can make a Iaijutsu roll, instead of a initiative roll.
- Jousting [Dexterity (Animal Handling)]: You can make a Jousting check while mounted and wielding any type of weapon with any type of polearm or lance, and you must move at least 20 feet towards your opponent. On a success, you deal the additional damage and the opponent is knocked prone.
- Joint Lock [Strength (Athletics)]: You need be grappling an opponent to use a joint lock. On a success, you roll your unarmed strike damage die a number of times equal to your success margin. In addition, if the target fails its next check to end the grapple, it takes the same amount of damage again.
- Shoulder Throw [Strength (Athletics)]: You need be grappling an opponent to use a shoulder throw. On a success, you roll your unarmed strike damage die a number of times equal to your success margin. In addition, the target is knocked prone.
Simple Weapons: maximum of 4,5 points
Martial Weapons: 5 to 7 points
- 4,5 points
- 4 points
- 3 points
Reach, Ammunition (25-30/100-120), Light
- 2 points
- 1 point
- 0,5 points
- 0 points
- -2 points
Two-Handed - Ranged Weapons, Loading
- -3 points
Two-Handed - Melee Weapons
- Damage Dice
1 point of damage (-4 points) d4 (0 points) d6 (2 points), d8 (4 points), d10 (6 points), d12 (8 points), 2d6 (9 points)
Greatclub: 1 points (two handed [-3], max damage d8 )
Club, Sickle: 2 points (light )
Mace: 2 points (max damage d6 )
Light Hammer: 2,5 points (light , thrown [0,5])
Javelin: 2,5 points (damage d6 , thrown [0,5])
Dart: 2,5 points (thrown [0,5], finesse )
Sling: 3 points (ammunition (30/120) )
Quarterstaff: 3 points (versatile , max damage d6 )
Light Crossbow: 3 points (damage d8 , ammunition (80/320) , loading [-2], two handed [-3])
Spear: 3,5 points (versatile , max damage d6 , thrown [0,5])
Shortbow: 4 points (damage 6 , ammunition (80/320) , two handed - ranged [-2])
Dagger: 4,5 points (light , finesse , thrown [0,5])
Handaxe: 4,5 points (light , thrown [0,5], max damage d6 )
Whip: 5 points (reach , finesse )
Greataxe: 5 points (damage d12 , two handed [-3])
Battleaxe, Longsword, Warhammer: 5 points (damage d8 , versatile )
Rapier: 6 points (damage d8 , finesse )
Glaive, Halberd, Pike: 6 points (damage d10 , reach , two handed [-3])
Hand Crossbow: 5 points (ammunition , damage d6 , light , loading [-2])
Maul, Greatsword: 6 points (damage 2d6 [9 points], two handed [-3])
Heavy Crossbow: 6,5 points (damage d10 , two handed - ranged [-2], ammunition (100/400) [4,5], loading [-2])
Longbow: 6 ,5 points (damage d8 , two handed - ranged [-2], ammunition (150/600) [4,5])
Scimitar, Shortsword: 7 points (damage d6 , light , finesse )
Blowgun: -1 point (damage 1 [-4], ammunition (25/100) )
Under this variant rule, any character can learn magic by dedicating himself to the study of the occult. To learn the spell, you must spend 450 gp for a 1st level spell, 2475 gp for a 2nd level spell, 4500 gp for a 3rd level spell or 45.000 gp for a 4th level spell.
The time taken to learn the spell is equal to 20 days for a 1st level spell, 50 days for a 2nd level spell, 100 days for a 3rd level spell or 1000 days for a 4th level spell.
You can cast any spell you know a number of times equal to 1 + half your spellcasting ability (rounded up). Alternatively, you can choose to spend one or more uses of any spell you know to cast that spell at a higher level. For example, a Fighter that learns burning hands and have a Intelligence modifier of +3 could cast this spell 2 times, or once at a 2nd level. Once you spend all your uses of the spell, you can't cast it again until you finish a long rest.
A character with the spellcasting or pact magic feature can't learn how to cast a spell that already is part of its spell list.
To cast a spell you know, you must attune to it. To attune with the spell, you must spend 1 hour studying it, memorizing its words, gestures and patterns. If you learn a spell with the ritual tag, you can cast that spell as a ritual, as long as your are attuned to the spell.
The list of available spells depends on the proficiencies you have, as shown bellow:
Ranger Spell List: Nature and Survival
Paladin Spell List: Religion and Persuasion
Bard: History and one musical instrument or Performance
Wizard: Arcana and Caligrapher's Tools
Druid: Nature and Herbalist tools
- Minor Hex
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S, M (the petrified eye of a newt)
Duration: Concentration, up to 1 round
You place a curse on a creature that you can see within range. Until the spell ends, the first successful attack you make deal additional 1 necrotic damage to the target, ending the spell. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
The additional damage increases to 2 at 5th level, 3 at 11th level and 4 at 17th level.
- Minor Hunter's Mark
Casting Time: 1 bonus action
Range: 30 feet
Duration: Concentration, up to 1 round
You place a curse on a creature that you can see within range. Until the spell ends, the first successful attack you make deal additional 1d4 damage to the target, ending the spell.
The additional damage increases to 1d6 at 5th level, 1d8 at 11th level and 1d10 at 17th level.
- Minor Armor of Agathys
Casting Time: 1 action
Components: V, S, M (a cup of water)
Duration: 1 round
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 1d4 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 1d4 cold damage.
The temporary hit points and cold damage increases to 2d4 at 5th level, 3d4 at 11th level and 4d4 at 17th level.
- Minor Guiding Bolt
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
The radiant damage increases to 2d6 at 5th level, 3d6 at 11th level and 4d6 at 17th level.
- Blind Fighting
You learn the Dueling fighting style:
- Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- Blind Guardian
Starting at 1st level, you can enhance your awareness becoming a sightless sentinel. As a bonus action, you gain the following benefits, for 1 minute:
- Your blindsight range increase to 30 feet.
- Whenever a creature touches you or hit you with an attack, you can make an attack against it, without requiring any reaction.
- Whenever you cause damage, you add your Wisdom modifier to the damage caused.
Once you use this feature, you can’t use it again until you finish a long rest.
You learn the Mariner fighting style:
- Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
When you call upon your inner storm you gain the ability to fly, if only briefly. Starting at 1st level, when you use a Gambit you gain additional movement equal to 15 feet. This additional movement can be done either walking, climbing or swimming, and doesn't provoke opportunity attacks.
In addition, you gain proficiency in Vehicles (Sea) or Acrobatics. If you are already proficient in those, choose any skill proficiency from the Weapon Specialist list.
As a warchief, you lead by example, challenging the most powerful creature in the battlefield. When you are engaged in combat with a creature within 5 feet, you can challenge that creature, without taking an action. While that creature is challenged, it has disadvantage on attacks against all creatures other than you, and advantage on attacks made against you.
The creature remains challenged until you kill it, you are reduced to 0 hit points or until you move away from melee combat.
Your accomplishments can embolden and encourage your allies. You gain morale by showing prowess and courage in battle, lose it by showing cowardice and can use it to encourage others.
- Gaining Morale
You can gain morale by killing a creature, seriously damaging it or by enduring fear:
Killing. Whenever you reduce a creature to 0 hit points, you gain a morale die.
Serious Injury. You gain 1 morale die when you cause damage equal to the target's Constitution modifier + the maximum value possible on its hit die. For example, to cause a serious injury to a creature that has a d8 hit die and a Constitution score of 17, you need to cause 11 points of damage to it.
The size of the morale die gained in this manner equal the hit die size of the creature.
Courage. Whenever you succeed a saving throw against being frightened, you gain a morale die.
- Storing Morale
You can have a number of morale dice equal to twice your level in this class. Any morale dice you gain that is not spent is loss after you finish a long rest.
- Spending Morale
You have some morale features, in which you can spend morale with.
Emboldening. As an action, you can shout an encouraging words to your companions. Choose any amount of allied creatures within 30 feet. You can spend one morale die for each creature you want to embolden. That creature gain a number of temporary hit points equal to the number rolled on the die. While the creature have those temporary hit points, it also gain advantage against the frightened condition. If you target a creature currently frightened, it can immediately retry the saving throw to end the effect.
In addition, you gain temporary hit points equal to your charisma modifier when you use your battle cry.
The amount of temporary hit points gained by any creature affected by this feature is multiplied by 2 at 9th level and by 3 at 17th level.
Killing Order. When a creature within 30 feet of you make an attack, you can use your reaction and spend one morale die to command that ally to kill the creature. On a hit, the creature can add your morale die to the damage dealt.
Charge. You can shout to command creatures within 5 feet of you to charge to combat. Choose any amount of allied creatures within 30 feet. As an action, you can spend one morale die for each creature you want to allow to charge. The chosen creatures can take the Dash action as a reaction. You also Dash as part of the same action.
You can unleash a terrifying scream. At 3rd level, at the start of your turn, without spending an action, you can force all creatures in a 15-foot cone to make a Wisdom saving throw against a DC equal 8 + your proficiency bonus + your Charisma modifier.
On a failed save, any hostile creature of your choice is frightened by you until the end of your next turn. The creature must be able to hear you to be affected by this feature. Any allied creature in the area is immune to fear until the end of your next turn, and have the frightened condition removed from it.
At 5th level, you can spend a morale die when using a battle cry. All hostile creatures in the area take psychic damage equal to a roll of the morale die.
You can use this feature twice, and regain the uses of this feature after a short or a long rest.
Ability Score Increase
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.
You can use your presence to convince allies in times of peace, or to frighten the allies on war. At 7th level, you have advantage in all Charisma (Persuasion) checks made on friendly creatures that have seen you in battle or fought alongside you, and on Charisma (Intimidation) checks made while in combat.
Starting at 7th level, if you have attacked a creature on your last turn, you are immune to the Charmed and Frightened conditions until the start of your next turn, and gain a bonus to your Wisdom saving throws equal to your Charisma modifier.