War Division Of Vessel Magic Changelog
Changelog[edit]
((This Is The Changelog stay tuned for changes I am revamping all the abilities))
11/25/2024[edit]
- Rank 1:
- Battle Cry Now Benifits All allies within 60 feet gain a +10 morale bonus on attack rolls and saving throws for Three rounds.
Instead of 30 feet and a +1 Bonus and only lasting one round
- Weapon Mastery This ability grants you enhanced proficiency with a specific type of weapon. Benefit: Choose Three weapon types (e.g., swords, axes, bows). You gain a +5 bonus on attack rolls and damage rolls made with that weapon type.
Instead of a +1 and only working on one weapon
- Shield Bash This ability allows you to use your shield offensively. Benefit: As an At Will Action , you can make a melee attack with your shield, dealing 1d8 bludgeoning damage. If you hit, the target must succeed on a Strength saving throw (DC 12 + your proficiency bonus) or be knocked prone.
Instead of taking a entire action and only dealing 1d6 and the dc 8 is replaced with a dc12
- Tactical Insight This ability grants you strategic awareness on the battlefield. Benefit: You can use your action to grant an ally within 60 feet a +12 on their next attack roll.
Instead of adding advantage it adds a flat number and goes from 30 feet to 60 feet
- Armor Enhancement This ability enhances your protective gear. Benefit: You gain a +5 bonus to your Armor Class while wearing armor. This bonus stacks with other bonuses from spells or effects.
Instead of being a +1 it is now a +5
- Fighting Spirit This ability channels your inner strength in combat. Benefit: When you take damage, you can use your (At Will Action) to gain temporary hit points equal to Twice your War Division rank.
Instead of being just a reaction it is now at will and goes from equal to your division rank to double your division rank
2nd Rank Abilities
- Giant's Might
This ability allows you to increase your size and strength temporarily. Benefit: For 1 hour, you become Two sizes larger, gaining a +5 bonus to your Armor Class. However, you take a -3 penalty to all Dexterity rolls. Additionally, you deal bonus damage equal to Three Times your War Division rank on all melee attacks.
Instead of only increasing it by one size larger and only granting a +3 on armor class and dealing bonus damage equal to your rank it now increases by 2 sizes larger adds a +5 to ac and deals bonus damage equal to Three Times your war division Rank
- Warrior’s Resilience
This ability grants you enhanced endurance in battle. Benefit: You gain Immunity to bludgeoning, piercing, and slashing damage from non-magical attacks for 1 minute.
instead of only gaining resistance for 10 minutes it grants immunity for 1 minute
- Battlefield Tactics
This ability enhances your strategic capabilities in combat. Benefit: As a bonus action, choose an ally within 60 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.
Instead of only being 30 feet
- Warrior's Charge
This ability allows you to perform a powerful charging attack. Benefit: When you move at least 10 feet straight toward a target and then hit it with a melee attack on the same turn, you deal an extra 2d8 damage.
Instead of being 20 feet and 2d6 its 10 feet and 2d8
3rd rank abilties
- 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 1d12 damage on all successful attacks. However, you cannot cast spells or use abilities that require concentration while this effect is active.
Instead of Being a 1d8 its now a 1d12
- Shield of Valor
This ability allows you to create a protective barrier for yourself or an ally. Benefit: As an Bonus Action action, you can grant a target within 60 feet a temporary shield that adds a +10 bonus to their Armor Class for 1 minute.
Instead of taking an entire action and only working for 30 feet and only giving a +3 it now works as a bonus action works at 60 feet and grants a +10
- War Cry
This ability allows you to inspire your allies and demoralize your enemies. Benefit: As an At Will action, you can emit a fierce battle cry. Allies within 60 feet gain a +12 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.
Instead of Being a Standard Action and only being 30 feet and only giving a +1 bonus for one minute It Now works for 60 feet has a +12 bonus and still last for a minute
- 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 10 feet of the original target.
Instead of only being within 5 feet
- Spear of Destiny
This ability empowers your ranged attacks with divine energy. Benefit: Once per long rest, you can add 3d12 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 Range of 120 feet.
instead of only being 1d12 and only having a 60 foot range it is now 3d12 with a 120 foot range
4th Rank Abilities
- 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 1d8 damage. However, you take 1d8 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.
Instead of dealing an extra 2d8 its now 1d8 and instead of taking 5% of your hp at the start of each turn its now 1d8 at the start of each turn
- 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.
instead of lasting 10 Minutes Now last 5 Minutes
- 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 Three sizes larger and your Strength is tripled. Your attacks deal an extra 3d12 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. (at the end you take 8d10 damage that bypasses all Resistance)
Instead of growing 1 size larger you grow 3 sizes larger and instead of adding 1d10 damage it adds 3d12 but now at the end the minute you take 8d10 damage that bypasses all Resistance
5th rank abilities
- Endless Endurance
This passive ability enhances your stamina and resilience, allowing you to fight longer without tiring. Benefit: You gain resistance (Half Damage) 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.
instead of just adding resistance it now reduces the damage by half
- 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.
Now instead of being a +3 to initiative rolls Its now a +6
- Warrior's Fortitude
This passive ability enhances your body's ability to resist harmful effects and recover more quickly. Benefit: You gain a permanent +4 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.
the Regeneration now works even if you are above your maximum hp and the +2 bonus is now a +4
6th Rank Abilities
- 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.
(No Changes)
- Unbreakable Armor
Your body becomes a living fortress, absorbing damage and deflecting attacks. Benefit: For the next 1 minutes, you gain +15 AC and resistance to all physical and magical damage. During this time, critical hits against you become normal hits.
Instead of lasting 10 minutes it now last 1 but instead of only adding +5 ac it now adds 15
- 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.
(No Changes)
7th Rank Abilities
- 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.
Instead of lasting 5 minutes it now only last 1 minute
- 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 +10 AC, and all of your melee attacks deal an additional 4d12 damage. Additionally, all enemies within 60 feet of you must make a Constitution saving throw (DC 20) or be knocked prone by the sheer force of your movements.
adds 10 ac instead of 5 and has a range of 60 feet instead of 30
- 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.
(No Changes)
- 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.
Now Last 1 minute Instead of 10
8th Rank Abilities
- 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.
(No Changes)
- 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.
(No Changes)
9th Rank Abilities
- 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.
(No Changes)
- 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
(No Changes)
- 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. (No Changes)
10th Rank Abilities
- 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 At Will 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.
now the free action is now a at will action
- 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.
30 days now becomes once per Week
- 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 For 1 Hour. - 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 day, marking you as an eternal champion of war.
Instead of being once per lifetime its now once per day and the +5 to all stats is no longer eternal but is now 1 Hour