Vessel War Division

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Edition 3.5e - -

War Division of Vessel Magic[edit]

Summary: The War Division specializes in the art of combat and battle tactics. Practitioners harness the power of martial prowess, weapon mastery, and the strategic manipulation of battlefields to enhance their combat effectiveness and the effectiveness of their allies.

Ranks: 10

Description: The War Division is a dedicated path within Vessel Magic, focused on mastering abilities that enhance physical combat and battlefield control. Each level in Devout Vessel beyond the first grants one rank in the War Division, up to a maximum of 10 ranks. Additional ranks can also be acquired through feats or training related to martial prowess.

Abilities and Ranks[edit]

Rank 1:

First-Level Ability: You may use one first-level ability from the War Division.



Rank 2:

First-Level Abilities: You may use two first-level abilities from the War Division. Second-Level Ability: You may use one second-level ability from the War Division. -




Rank 3:


First-Level Abilities: You may use three first-level abilities from the War Division. Second-Level Abilities: You may use two second-level abilities from the War Division. Third-Level Ability: You may use one third-level ability from the War Division. -



Rank 4:


First-Level Abilities: You may use four first-level abilities from the War Division. Second-Level Abilities: You may use three second-level abilities from the War Division. Third-Level Abilities: You may use two third-level abilities from the War Division. Fourth-Level Ability: You may use one fourth-level ability from the War Division. -




Rank 5:



First-Level Abilities: You may use five first-level abilities from the War Division. Second-Level Abilities: You may use four second-level abilities from the War Division. Third-Level Abilities: You may use three third-level abilities from the War Division. Fourth-Level Abilities: You may use two fourth-level abilities from the War Division. Fifth-Level Ability: You may use one fifth-level ability from the War Division. -



Rank 6:

First-Level Abilities: You may use six first-level abilities from the War Division. Second-Level Abilities: You may use five second-level abilities from the War Division. Third-Level Abilities: You may use four third-level abilities from the War Division. Fourth-Level Abilities: You may use three fourth-level abilities from the War Division. Fifth-Level Abilities: You may use two fifth-level abilities from the War Division. Sixth-Level Ability: You may use one sixth-level ability from the War Division. -




Rank 7:





First-Level Abilities: You may use seven first-level abilities from the War Division. Second-Level Abilities: You may use six second-level abilities from the War Division. Third-Level Abilities: You may use five third-level abilities from the War Division. Fourth-Level Abilities: You may use four fourth-level abilities from the War Division. Fifth-Level Abilities: You may use three fifth-level abilities from the War Division. Sixth-Level Abilities: You may use two sixth-level abilities from the War Division. Seventh-Level Ability: You may use one seventh-level ability from the War Division. -



Rank 8:

First-Level Abilities: You may use eight first-level abilities from the War Division. Second-Level Abilities: You may use seven second-level abilities from the War Division. Third-Level Abilities: You may use six third-level abilities from the War Division. Fourth-Level Abilities: You may use five fourth-level abilities from the War Division. Fifth-Level Abilities: You may use four fifth-level abilities from the War Division. Sixth-Level Abilities: You may use three sixth-level abilities from the War Division. Seventh-Level Abilities: You may use two seventh-level abilities from the War Division. Eighth-Level Ability: You may use one eighth-level ability from the War Division. -




Rank 9:


First-Level Abilities: You may use nine first-level abilities from the War Division. Second-Level Abilities: You may use eight second-level abilities from the War Division. Third-Level Abilities: You may use seven third-level abilities from the War Division. Fourth-Level Abilities: You may use six fourth-level abilities from the War Division. Fifth-Level Abilities: You may use five fifth-level abilities from the War Division. Sixth-Level Abilities: You may use four sixth-level abilities from the War Division. Seventh-Level Abilities: You may use three seventh-level abilities from the War Division. Eighth-Level Abilities: You may use two eighth-level abilities from the War Division. Ninth-Level Ability: You may use one ninth-level ability from the War Division. -


Rank 10:

First-Level Abilities: You may use ten first-level abilities from the War Division. Second-Level Abilities: You may use nine second-level abilities from the War Division. Third-Level Abilities: You may use eight third-level abilities from the War Division. Fourth-Level Abilities: You may use seven fourth-level abilities from the War Division. Fifth-Level Abilities: You may use six fifth-level abilities from the War Division. Sixth-Level Abilities: You may use five sixth-level abilities from the War Division. Seventh-Level Abilities: You may use four seventh-level abilities from the War Division. Eighth-Level Abilities: You may use three eighth-level abilities from the War Division. Ninth-Level Abilities: You may use two ninth-level abilities from the War Division. Tenth-Level Ability: You may use one tenth-level ability from the War Division.

Special Features[edit]

You can switch what abilities you are using at the start of each day or with 1 hour of concentration.

Upcasting and Downcasting[edit]

You can upcast and downcast abilities that allow it. For example, if you have three first-level abilities, you may choose to have one ability available for three uses or distribute them among three different abilities for one use each.

You may also use a second-rank ability and turn it into two first-rank abilities.

1st Rank Abilities[edit]

- Rank 1:

 - Battle Cry  
   This ability allows you to unleash a rallying shout that inspires allies.  
   Benefit: All allies within 30 feet gain a +1 morale bonus on attack rolls and saving throws for one round.
 - Weapon Mastery  
   This ability grants you enhanced proficiency with a specific type of weapon.  
   Benefit: Choose one weapon type (e.g., swords, axes, bows). You gain a +2 bonus on attack rolls and damage rolls made with that weapon type.
 - Shield Bash  
   This ability allows you to use your shield offensively.  
   Benefit: As an action, you can make a melee attack with your shield, dealing 1d6 bludgeoning damage. If you hit, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus) or be knocked prone.
 - Armor Enhancement  
   This ability enhances your protective gear.  
   Benefit: You gain a +1 bonus to your Armor Class while wearing armor. This bonus stacks with other bonuses from spells or effects.
 - Tactical Insight  
   This ability grants you strategic awareness on the battlefield.  
   Benefit: You can use your action to grant an ally within 30 feet advantage on their next attack roll.
 - Fighting Spirit  
   This ability channels your inner strength in combat.  
   Benefit: When you take damage, you can use your reaction to gain temporary hit points equal to your War Division rank.



2nd Rank Abilities[edit]

- Giant's Might

 This ability allows you to increase your size and strength temporarily.  
 Benefit: For 1 hour, you become one size larger, gaining a +3 bonus to your Armor Class. However, you take a -3 penalty to all Dexterity rolls. Additionally, you deal bonus damage equal to your War Division rank on all melee attacks.

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- Warrior’s Resilience

 This ability grants you enhanced endurance in battle.  
 Benefit: You gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks for 10 minutes.

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- Battlefield Tactics

 This ability enhances your strategic capabilities in combat.  
 Benefit: As a bonus action, choose an ally within 30 feet. That ally can use their reaction to make one weapon attack against a target of your choice, adding your War Division rank to the damage roll.

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- Warrior's Charge

 This ability allows you to perform a powerful charging attack.  
 Benefit: When you move at least 20 feet straight toward a target and then hit it with a melee attack on the same turn, you deal an extra 2d6 damage.


3rd Rank Abilities[edit]

- Berserker's Fury

 This ability unleashes your inner rage, enhancing your combat capabilities.  
 Benefit: For 1 minute, you gain advantage on all melee attack rolls and deal an additional 1d8 damage on all successful attacks. However, you cannot cast spells or use abilities that require concentration while this effect is active.

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- Shield of Valor

 This ability allows you to create a protective barrier for yourself or an ally.  
 Benefit: As an action, you can grant a target within 30 feet a temporary shield that adds a +5 bonus to their Armor Class for 1 minute.

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- War Cry

 This ability allows you to inspire your allies and demoralize your enemies.  
 Benefit: As an action, you can emit a fierce battle cry. Allies within 30 feet gain a +1 bonus to their attack rolls and saving throws for 1 minute. Enemies within the same range must succeed on a Wisdom saving throw (DC equal to your War Division rank) or have disadvantage on attack rolls against your allies for the duration.

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- Cleave Through

 This ability allows you to strike multiple foes with a single attack.  
 Benefit: When you make a melee attack, you can choose to deal half damage to a second target within 5 feet of the original target.

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- Spear of Destiny

 This ability empowers your ranged attacks with divine energy.  
 Benefit: Once per long rest, you can add 1d10 radiant damage to a ranged weapon attack. If the attack hits, it also creates a burst of light that blinds the target until the end of your next turn.

4th Rank Abilities[edit]

- Warrior's Ascension

 This ability allows you to temporarily increase your power and physical prowess, akin to a warrior's legendary transformation.  
 Benefit: You gain a x2 multiplier to all physical stats (Strength, Constitution, Dexterity) for 1 minute. During this time, your melee attacks deal an additional 2d8 damage. However, you take 5% of your total HP in damage at the end of each turn as a result of the strain on your body. You can use this ability once per long rest.

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- Champion’s Surge

 This ability heightens your battle instincts, allowing you to surpass normal limits.  
 Benefit: For 10 minutes, you gain a x2 multiplier to Dexterity and Wisdom, granting you enhanced evasion and attack speed. You also gain a +5 bonus to AC and can make an additional attack during your turn. However, you must pass a Constitution saving throw (DC 15) at the end of the duration or be stunned for one turn. You can use this ability once per long rest.

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- Titan’s Wrath

 This ability temporarily transforms you into a larger, more powerful version of yourself, making you a living weapon on the battlefield.  
 Benefit: For 1 minute, you grow one size larger and your Strength is tripled. Your attacks deal an extra 3d10 damage, and you gain resistance to physical damage. However, your movement speed is halved, and you have disadvantage on Dexterity saving throws during the transformation. You can use this ability once per long rest.

5th Rank Abilities[edit]

- Endless Endurance

 This passive ability enhances your stamina and resilience, allowing you to fight longer without tiring.  
 Benefit: You gain resistance to all non-magical physical damage (slashing, piercing, and bludgeoning). Additionally, you have advantage on saving throws against exhaustion and can fight for twice as long without needing rest. This ability also allows you to recover from exhaustion one level faster than usual during rests.

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- Battle Instincts

 This passive ability sharpens your senses, making you a natural-born fighter in any combat situation.  
 Benefit: You gain a permanent +3 bonus to initiative rolls and advantage on opportunity attacks. Whenever you are attacked by a creature within melee range, you can use your reaction to make a counterattack with no penalty. Additionally, you are never surprised in combat, and enemies have disadvantage when attempting to ambush you.

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- Warrior's Fortitude

 This passive ability enhances your body's ability to resist harmful effects and recover more quickly.  
 Benefit: You gain a permanent +2 to Constitution and advantage on saving throws against poison, disease, and mind-altering effects (such as charm or fear). Additionally, you regenerate 5 hit points at the start of each of your turns in combat as long as your HP is below half of your maximum.

6th Rank Abilities[edit]

- Titan's Wrath

 This ability channels immense power, allowing you to release devastating force in battle.  
 Benefit:  you can unleash Titan's Wrath, dealing 5d12 force damage to all enemies within a 30-foot radius. The shockwave from this attack knocks enemies back 20 feet and leaves them stunned for 1 round if they fail a Constitution saving throw (DC 18). Additionally, the ground in the area becomes difficult terrain for the next 2 rounds.

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- Unbreakable Armor

 Your body becomes a living fortress, absorbing damage and deflecting attacks.  
 Benefit: For the next 10 minutes, you gain +5 AC and resistance to all physical and magical damage. During this time, critical hits against you become normal hits.

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- Blademaster's Frenzy

 You enter a state of unparalleled battle focus, enhancing your combat speed and accuracy.  
 Benefit: For 1 minute, you gain an extra attack on each of your turns and your attacks score a critical hit on a roll of 18-20. Additionally, when you reduce a creature to 0 HP, you can immediately make another attack on a different target within range.

7th Rank Abilities[edit]

- Immortal Warrior

 You become an unstoppable force on the battlefield, shrugging off even the deadliest of blows.  
 Benefit: For 1 minute, you become immune to all blunt, piercing, and slashing damage and regain hit points equal to half your maximum HP at the start of each of your turns. If you lose a limb during this time, it regenerates instantly. 

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- Avatar of War

 You transform into a colossal avatar of destruction, towering over your enemies.  
 Benefit: For the next 2 minutes, you grow to three times your normal size, gain +5 AC, and all of your melee attacks deal an additional 4d12 damage. Additionally, all enemies within 30 feet of you must make a Constitution saving throw (DC 20) or be knocked prone by the sheer force of your movements.

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- Storm of Blades

 You unleash a whirlwind of deadly strikes, tearing through enemies in a devastating display of martial prowess.  
 Benefit: For the next minute, you may make three extra attacks on each of your turns. Each attack that hits deals +3d10 damage and ignores resistance to physical damage. You also gain a +5 bonus to all attack rolls.

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- Godslayer's Might

 You channel the power of the gods themselves, turning your next attack into a catastrophic blow.  
 Benefit: Your next attack within 10 minutes is guaranteed to hit and deals 10x your War Division rank in damage (in your chosen damage type: slashing, piercing, or blunt). If this attack reduces the target to 0 HP, their body is utterly destroyed, preventing any form of resurrection unless divine intervention occurs.

8th Rank Abilities[edit]

- Ultimate Battlefield Command

 You command the battlefield with unrivaled authority, bending time and space to control the flow of combat.  
 Benefit: For 2 minutes, you and all allies within a 100-foot radius gain +5 to AC, advantage on all attack rolls, and double movement speed. Additionally, all enemies within this area suffer disadvantage on all attacks and saving throws. You can reposition any number of allies to any location within 100 feet as a bonus action once per turn. This ability can be used once per long rest.

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- Warbringer's Apocalypse

 You bring forth the end of all battles, summoning an apocalyptic storm of devastation.  
 Benefit: As an action, you summon a cataclysmic storm of energy that covers a 300-foot radius. All creatures within this area must make a Constitution saving throw (DC 25) or take 15d12 damage (half on a successful save). Structures within this area are instantly destroyed. The terrain becomes hazardous, reducing movement speed by half, and the storm persists for 5 minutes, dealing an additional 5d12 damage per turn to all creatures within it. You may use this ability once per long rest.

9th Rank Abilities[edit]

- War Deity Ascension

 You ascend to the form of a war deity, transcending mortal limitations.  
 Benefit: For 10 minutes, you transform into a War Deity. In this form, you gain +10 to all attack rolls, +10 AC, and +100 hit points. Your attacks deal double damage, and you become immune to all forms of damage except force Or Divine damage.

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- Total Annihilation Strike

 You unleash a single devastating strike capable of annihilating anything in its path.  
 Benefit: Once per day, you can perform a Total Annihilation Strike. This strike deals 20d10 damage to all enemies in a 500-foot line, ignoring all resistances, immunities, and damage reductions. The sheer force of the strike also destroys all objects and structures

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- Armageddon Call

 You summon the ultimate destructive force, bringing the apocalypse to your enemies.  
 Benefit: As an action, you call down Armageddon on a 1-mile radius area, creating a massive explosion of pure destructive energy. All creatures and objects in the area take 30d12 damage. The terrain becomes completely obliterated, leaving a lifeless wasteland.

10th Rank Abilities[edit]

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- Absolute Dominance

 You become an unstoppable force on the battlefield, commanding total control of the fight.  
 Benefit: for 5 minutes, you gain the ability to:
   - Move as a free action (no longer restricted by action economy).  
   - You can make an +2 number of attacks per turn.  
   - All attacks automatically hit and deal critical damage.

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- Wrath of the War God

 Unleash the full destructive power of the war gods, erasing entire civilizations.  
 Benefit: Once every 30 days, you can cast the Wrath of the War God, a catastrophic blast that targets a 1 mile radius area. Everything within the area takes 50d10 damage and is reduced to ash.  
   - No saving throw can prevent this damage.  

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- Ultimate Warrior's Resurgence

 Upon death, you return to life stronger than ever, overcoming even the end.  
 Benefit: If you are killed, you immediately resurrect after 1 minute with full hit points and all abilities restored. Upon resurrection:
   - You gain +5 to all stats.  
   - Your attacks deal double damage for 24 hours.  
   - You become immune to all damage and status effects for 1 hour.  
   - This ability can only be used once per lifetime, marking you as an eternal champion of war.
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