User:Guy/Sandbox
Melee weapons have additional qualities depending on their damage type. You only benefit from these qualities if you're proficient with the weapon. If the weapon has multiple damage types, multiple benefits apply.
- Bash. Once per turn when you use a bashing melee weapon to hit a creature of your size or smaller, you can Shove that creature in addition to dealing damage.
- Pierce. You can add your Dexterity modifier to attack and damage rolls with a piercing melee weapons instead of Strength, unless the weapon is heavy. ( ͡° ͜ʖ ͡°) Attacking with a piercing weapon underwater doesn't impose disadvantage on your attack roll.
- Slash. Before you make an attack with a slashing melee weapon, you can announce you're going for a deep cut. In doing so you don't add your PB to the attack roll, and on a hit you instead add your PB to the damage roll.
If you're a fighter or something you get an extra benefit when you score a critical hit with a melee weapon, depending on the weapon's damage type. If the weapon has multiple damage types, you choose which benefit applies on each critical hit.
- Bash. The hit target is Exposed to all melee attacks until the end of your next turn.
- Pierce. Your ability modifier is added to the damage roll an extra time, if higher than 0.
- Slash. The hit target is Gashed.
- Poison. The hit target is Poisoned until the end of your next turn.
- Fire. The hit target is Ignited.
Brute[edit]
While everyone else is struggling to figure out what to do and fiddling with their little spells, the brute has already smashed through all possible barriers to achieve the impossible. Might makes right.
A brute gets by with sheer, unrefined, stupid Strength and overwhelming tenacity. It is easy to confuse any loud idiot for such a figure, but only the brute can rip apart space-time with their bare hands, create shockwaves through sheer strength, and fight like a monster far beyond the point any soldier would have fallen. Researchers have endeavored to understand what makes a brute so impossibly ferocious, only to turn up nothing. It's as if a brute stupidly believes in their own power so much that that belief achieves what even magic cannot. Even logic itself is torn apart by a brute's ferocity. Fireballs and meteors cannot instill fear like a brute's roar.
Level | PB | Features | Surges |
---|---|---|---|
1st | +2 | Reckless Attack, Surge | Con |
2nd | +2 | Rage | Con |
3rd | +2 | Subclass | Con + 1 |
4th | +2 | Resurgence | Con + 1 |
5th | +3 | Action Surge, Awesome Blow | Con + 2 |
6th | +3 | Rage (d6), Subclass feature | Con + 2 |
7th | +4 | Reckless Stunt | Con + 3 |
8th | +4 | ???, Rage (d8) | Con + 3 |
9th | +5 | Subclass feature | Con + 4 |
10th | +5 | ???, Rage (d10) | Con + 4 |
11th | +6 | Subclass feature | Con + 5 |
12th | +6 | Rage (d12), Behemoth | Con + 5 |
Prerequisites[edit]
You cannot gain a level as a brute unless your Strength and Constitution score are both at least 13.
Proficiencies[edit]
If brute is your initial class, you gain proficiency in the following:
Skills. Two of your choice from Athletics, Intimidation, and Wilderness. You can substitute one of these skills with gaining keen vision, keen hearing, and keen smell.
Weapons. All simple weapons, plus all martial melee weapons with the Dire or Heavy property.
Hit Points[edit]
If brute is your initial class, you start with hit points equal to 12 + your Constitution modifier.
For each level you gain as a brute after your initial character level, your hit point maximum increases by 7 (or d12) + your Constitution modifier. If you roll a 1 on the d12, reroll it until you roll a result other than 1.
If your Constitution modifier ever increases or decreases by 1, your maximum hp respectively increases or decreases by an amount equal to your brute level.
Reactions[edit]
If brute is your initial class, you can take these reactions.
Interpose. When a creature within 5 feet of you is hit by an attack roll, as a reaction you can force that attack roll to hit you instead.
Stand Strong. If you would be Disarmed, Shoved, or knocked Prone as a result of a successful attack roll or failed save, as a reaction you can prevent that condition on yourself. If the condition would still impose this condition on a failed attack roll or successful save, you suffer that version of it instead.
Reckless Attack[edit]
When you make a melee attack roll that adds your Strength modifier, you can choose to attack recklessly. If you do you gain advantage on all such attack rolls made before the start of your next turn, but until then all attack rolls targeting you also have advantage.
Surge[edit]
You draw on a wellspring of bestial, indomitable adrenaline represented with surges. You initially have a number of surges equal to your Constitution modifier, but gain another surge at every odd-numbered brute level as shown in the Brute Table. Surges are expended to empower some of your abilities, such as your rage, and the 3 features below. If you run out of surges, you can't use your rage or any such features. When you camp, you regain 1 expended surge. When you finish downtime, you regain all expended surges.
Fearless. Immediately after you fail any saving throw to prevent or end the Frightened condition on yourself, you can expend 1 surge to end the Frightened condition on yourself.
Insurmountable. Immediately after you roll any ability check using Strength or Constitution, you can expend 1 surge to treat the d20's rolled number as if it was 8 + your brute level. Any modifiers are added to this rolled number to determine the result, as normal. ("Ability checks" do not include attack rolls or saving throws.)
Relentless. Once at the start of each of your turns, you can expend a surge to regain hit points equal to your brute level + your Constitution modifier. You can do so even while Unconscious.
Rage[edit]
Starting from 2nd level, as a bonus action, you can consume a surge to fly into a rage. While your rage persists:
- Add a d4 expert die to all ability checks, saving throws, and damage rolls you make that add your Strength modifier.
- This die increases to a d6 when you reach your 6th brute level, then to d8 when you reach 8th level, d10 when you reach 10th level, and finally d12 when you reach 12th level, as shown in the Brute Table.
- After you damage a creature with a damage roll that added this expert die, you have resistance to all damage dealt to you by that creature until the end of your next turn. (This means you lose only half as many hit points as the damage you receive, rounded down.)
- You are Fast.
- You cannot Cast or maintain Concentration.
If your turn ends and you haven't made an attack roll during that turn (whether hit or miss), your rage ends. Your rage also ends if you choose to end it on your turn (no action required) or if you fall Unconscious.
Subclass[edit]
3rd, 6th, 9th, 11th
Resurgence[edit]
Starting from 4th level even the tiniest rest is enough to reinvigorate you. Whenever you finish a break, your Constitution modifier is added to the hit points you regain from the break, and you regain all expended Surges.
Action Surge[edit]
Once you reach 5th level, you can draw on your bestial tenacity to act with impossible swiftness. Once on each of your turns you can expend a Surge to take a second action.
Awesome Blow[edit]
Starting from 5th level, whenever you score a critical hit with an unarmed strike or a melee weapon attack that adds your Strength modifier, you can execute an awesome blow to regain 1 expended surge. When a creature is hit by an awesome blow, either of the following two effects apply, depending on the creature's size.
Small. If the hit creature is your size category or smaller, it's shoved so hard that it goes flying up to 30 feet directly away from you where it lands prone.
- If this flight passes through the space of any other creature, both creatures take 1d6 bash damage. This happens for every such creature in the line.
- If the creature's flight is interrupted by a wall or any other impassible space, its flight stops early and it takes 1d6 bash damage for every 5 feet it had yet to fly.
Large. If the hit creature is of a size larger than you, add your weapon's maxed damage die twice more to the damage dealt. Additionally, you can choose to either Mount the creature or knock it Prone.
Reckless Stunt[edit]
At 7th level, you learn 3 stunts from the following options. You can use any of these stunts as a bonus action. If you do, all attack rolls targeting you have advantage until the start of your next turn, and all your Strength-based melee attacks also have advantage until the start of your next turn.
If any stunt calls for a saving throw, the save is made against your Constitution mark. As a downtime enterprise, you can replace one reckless stunt with another you'd be able to learn.
Work In Progress |
Jump Good. You Jump a vertical distance equal to your walk speed, or a horizontal distance up to twice your walk speed. Your remaining speed for the turn isn't reduced by the distance you covered. Until the start of your next turn you aren't damaged by Falling.
Rend Magic. You end all ongoing spell effects on yourself. Until the start of your next turn you automatically succeed on any saving throw you make against a spell, and if you damage any creature its Concentration is broken with no save.
Roar. You deliver a terrifying bellow creature towards a creature within 60 feet that can see and hear you. That creature must succeed on a Will save or become Frightened of you until the start of your next turn. If you're in a Rage, the creature instead becomes Frightened of you for as long as your Rage persists, but can repeat the save at the end of each of its turns, ending the condition on a success.
Thunder Stomp. You deliver a strike to the ground so forceful it quakes the ground. All creatures within 15 feet of you must succeed on a Scuffle save or fall prone.
Unstoppable Might. Until the start of your next turn, you can lift or shove any Huge or smaller object regardless of its weight. While lifting an object you normally couldn't, you are Slowed, and you drop the object at the start of your next turn.
Behemoth[edit]
When you reach your 12th brute level, you ascend to become a logic-crushing monster of bestial might. The maximums for your Strength and Constitution scores both become 30, and both scores increase by 3.
Wizard[edit]
|
As empires have risen and fallen, countless great libraries of knowledge have arisen only to be razed. The secrets of the multiverse are eternally rediscovered, seen from a new angle in every age. One of these many schools of forgotten knowledge is broadly called the arcane. The origins of the arcane are are smothered beneath countless layers of history, if they are even of this world.
Dedication. Knowledge of the arcane is most powerful in its ability to twist latent energies into magical effects. That is, spellcasting. Extremely few researchers have the dedication and luck to attain both the knowledge and skill to cast anything but one or two of the most basic arcane spells, but those who do are called wizards. In the modern era, few would dare to even try. The most powerful of wizards are said to twist the very fabric of reality, and history bears many scars from the arrogance and mistakes of such wizards. The mere term "wizard" now carries as much disgust as it does awe; a devil, a genie.
Arcane Drain. Long ago this form of spellcasting was seen as whimsical. A source of infinite energy. Today, even the layperson knows that is not so. Whenever an arcane spell is cast, it drains life and energy from everyone nearby to achieve its magical effect—or so everyone believes. Every arcane spell haphazardly cast accelerates aging and encourages rot. This most evidently afflicts the wizard in question. In the minds of most, a wizard appears physically decrepit and frail; a fool who has paid the price for a promise of power with their own mortal decay. "Surely she seeks to become a lich," whispers the rumors, "She would rot forever just to doom us all."
Criminal Magic. Casting an arcane spell is widely seen as a criminal act, but few authorities have the knowledge and means to prevent such an atrocity. Many towns seem to make exceptions for some other magic; something that helps the local economy, or is cast from the power of whatever local deity the town reveres. Often the most powerful authorities are deep in the unfathomable depths of power that wizardry can offer, but use their political pull to make themselves the exception in one way or another, if they are even bold enough to do so beyond closed doors.
Level | PB | Features |
---|---|---|
1st | +2 | Spellcasting |
2nd | +2 | Domain of Research |
3rd | +2 | Soul Drinker |
4th | +2 | Domain feature |
5th | +3 | Studied Skill (d6) |
6th | +3 | Arcane Recovery |
7th | +4 | Studied Skill (d8) |
8th | +4 | Domain feature |
9th | +5 | Studied Skill (d10) |
10th | +5 | Spell Repel |
11th | +6 | Studied Skill (d12) |
12th | +6 | Domain feature, Wonders |
Prerequisites[edit]
You cannot gain a level as a wizard unless your Knowledge score is at least 15.
Proficiencies[edit]
If wizard is your initial class, you gain proficiency in the following:
Skills. Secrets plus one of your choice from Engineering, Investigation, Lore, and Medicine. You can substitute the second skill with proficiency in any artisan tool, musical instrument, or common language.
Weapons. Simple weapons with the Focus property. This includes at least the book, sickle, and staff. Additionally, everyone is proficient with the club, even wizards.
Languages. You are proficient in Draconic, or any other common or uncommon language of your choice.
Hit Points[edit]
If wizard is your initial class, you start with hit points equal to 4 + your Constitution modifier.
For each level you gain as a wizard after your initial character level, your hit point maximum increases by 3 (or d4) + your Constitution modifier. If you roll a 1 on the d4, reroll it until you roll a result other than 1.
If your Constitution modifier ever increases or decreases by 1, your maximum hp respectively increases or decreases by an amount equal to your wizard level.
Magic Points[edit]
If wizard is your initial class, you start with magic points equal to 5 + your Constitution modifier. If your Constitution modifier ever increases or decreases, your maximum mp changes by an equal amount.
For each level you gain as a wizard after your initial character level, you magic point maximum increases by 3.
Reactions[edit]
If wizard is your initial class, you can take these reactions.
Barrier. When you are hit by the attack of a creature you can see, as a reaction you can force that creature to reroll its attack roll, and use the new result if it is lower. You can't use this reaction if you have 0 magic points remaining.
Study Spell. When you witness a spell being Cast, as a reaction you can make an Knowledge (Secrets) check to identify the spell as it's being cast. The mark for this check equals 10 + the spell's point value. On a success, you not only learn the spell's full effects, but you also gain advantage on any save imposed on you by this casting of the spell.
Spellcasting[edit]
Work In Progress |
Cantrips[edit]
If wizard is your initial class, by 1st level you learn a number of cantrips equal to your Knowledge modifier. Whenever your Knowledge modifier permanently increases, you learn another cantrip of your choice.
If wizard isn't your initial class, at 1st level you learn 1 cantrip.
In either case you learn another cantrip of your choice upon reaching 5th and 11th levels.
All cantrips learned by this feature are chosen from the domains you can access.
Domain[edit]
2nd, 4th, 8th, 12th
Soul Drinker[edit]
3rd
Studied Skill[edit]
5th, 7th, 9th, 11th
Spell Repel[edit]
At 10th level, your talent and practice with spells enables you to repel damage from them with enviable ease. Spell attack rolls targeting you have disadvantage, and you have advantage on all saving throws you make against spells.
Wonders[edit]
Upon reaching 12th level, you learn two powerful 12p spells called wonders, chosen from your accessed domains. Each of these incredibly powerful spells is so exhausting that once you cast one, you can't cast any 12p spell again until you finish a day of downtime.
Levels[edit]
- Balance is defined by level.
- Many features add your PB, which in this game is a close analogue to "half your level".
- Expert dice replace expertise.
- Protags can continue to gain levels after 12, through multiclassing and potentially prestige classes, but PB never increases beyond 6.
- Combat Balance
- In effect, level is a shorthand for how capable a creature is in combat by itself. To be even more reductive, level is a shorthand for how much damage a creature can deal and sustain.
- A balanced encounter has 3 to 4 levels of allies for every 1 level of enemies. This ratio assures players almost always win but can maintain an illusion of challenge.
- A balanced encounter has 3 protags pitted against 1 enemy of equal level. In other words, a 3:1 ratio. At this level it is still likely a protag will be knocked to 0 hp but very unlikely for a TPK. Numerically, it is much more of a challenge than 5e.
- A deadly encounter begins when the enemy-to-ally level ratio falls to 2:1. This might have less than a 50% win rate.
- For this to work better, it's beneficial to have PF2-style "if your roll exceeds the mark by 10 or more, damage doubles." This helps balance encounters against a large number of low-level enemies (by nerfing them) and one BBEG (by buffing them).
- Level Standards
-
- NPC
- Hit Points = level × 40.
- Defense = level + 10
- Attack Bonus = level
- DPR = level × 5 (2d4).
- Bosses rely more on AoE and spread attacks across multiple (re)actions [nerf] but have "boss mode" [buff]. Overall, bosses are tankier for longer and more dramatic fights. Player-side changes also help omit the BBEG problems present in 5.14e.
- Protag
- Protags are highly variable but these are the standards the game works from.
- Hit Points = level × 6
- Defense = level + 12
- Attack Bonus = level + 3
- DPR
- One-Target Hit-or-Miss = level × d12
- One-Target Save-to-Halve = level × d10
- Multi-Target Hit-or-Miss = level × d8
- Multi-Target Save-to-Halve or One-Target Guaranteed = level × d6
- The standards above assume minor resources are expended or specific conditions must be met (e.g. sneak attack) to deal damage.
- Once-per-downtime resources, especially at high levels, are allowed to exceed these standards by 1 or rarely 2 per level.
- For "spam" such as cantrips and standard attacks, starting from 5th level damage instead = level × d4. Expectations are looser at levels 1 thru 4, as exhibited in the following table. "Spam" damage is meant to be augmented by things like Fighting Styles, Second Actions, etc, which push it towards level × d8 ("high").
- While spells and sneak attack can scale linearly with level, a protag/class without these features may fall behind on some levels or jump ahead at others. This is conventionally at 6th and 11th levels (and 18th/23rd level if monoclassing two classes consecutively).
- Protag DPR Standards By Level
Level | Max | High | Spam | Martial Spam | Cantrip* |
---|---|---|---|---|---|
1* | 6.5 (1d12) | 4.5 (1d8) | 2.5 (1d4) | 9 (2d6+2) | 4.5 (1d8) |
2 | 13 (2d12) | 9 (2d8) | 5 (2d4) | 10 (2d6+3) | 4.5 (1d8) |
3 | 19.5 (3d12) | 13.5 (3d8) | 7.5 (3d4) | 11(2d6+4) | 4.5 (1d8) |
4 | 26 (4d12) | 18 (4d8) | 10 (4d4) | 12(2d6+5) | 4.5 (1d8) |
5 | 32.5 (5d12) | 22.5 (5d8) | 12.5 (5d4)* | 4.5* (1d8) | |
6 | 39 (6d12) | 27 (6d8) | 15 (6d4) | 9 (2d8) | |
7 | |||||
8 | 52 (8d12) | 36 (8d8) | 20 (8d4) | 9 (2d8) | |
9 | 58.5 (9d12) | 40.5 (9d8) | 22.5 (9d4) | 13.5* (3d8) | |
10 | 65 (10d12) | 45 (10d8) | 25 (10d4) | 9 (2d8) | |
11 | 71.5 (11d12) | 49.5 (11d8) | 27.5 (11d4) | 13.5 (3d8) | |
12 | 78 (12d12) | 54 (12d8) | 30 (12d4) | 18* (4d8) |
- Item Cost
Standard items, soft cap, in gp.
- Levels 1-5 = level × 100
- Levels 6-10 = (level-5) × 1000
- Levels 11-16 = (level - 10) × 10k
- Levels 17+ = Virtually priceless. "Legendary"
Expendable items cost ~20% as much. One-time spell services are considered expendable, but any material component's cost is added.
"Rarity" | Level | Standard Cost | Expendable Cost |
---|---|---|---|
Common | 1 | 100 | 20 |
Uncommon | 2 | 200 | 40 |
3 | 300 | 60 | |
4 | 400 | 80 | |
5 | 500 | 100 | |
Rare | 6 | 1000 | 200 |
7 | 2000 | 400 | |
8 | 3000 | 600 | |
9 | 4000 | 800 | |
10 | 5000 | 1000 | |
Epic | 11 | 10k | 2000 |
12 | 20k | 4000 | |
13 | 30k | 6000 | |
14 | 40k | 8000 | |
15 | 50k | 10k | |
16 | 60k | 12k | |
Legendary | 17+ | ∞ | ∞ |
- Common items can always be bought and sold during downtime.
- Uncommon items can always be sold during downtime, and can be bought during downtime starting from 5th level.
- Under default rules, special circumstances are needed to buy or sell items of greater rarity.