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- | =====Kise The Equinox Arbiter===== | + | =====Blademaster Rathal Yamagori===== |
+ | [[character: | ||
- | [[character: | + | ====Fighter Introduction==== |
- | =====Paladin of Vengeance Introduction===== | + | **Hit Points** |
- | ------ | + | *Hit Dice: 1d10 per fighter level |
+ | *Hit Points at 1st Level: 10 + your Constitution modifier | ||
+ | *Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st | ||
- | Hit Points \\ | + | **Proficiencies** |
- | Hit Dice: 1d10 per paladin level. \\ | + | ***Armor:** All armor, shields |
- | Hit Points at 1st Level: 10 + your Constitution modifier. \\ | + | ***Weapons:** Simple |
- | Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st. \\ | + | ***Tools:** None |
- | Proficiencies | + | ***Saving Throws**: Dexterity, Constitution |
- | Armor: All armor, shields. \\ | + | ***Skills:** Choose two skills from Acrobatics, Animal Handling, |
- | Weapons: Simple | + | |
- | Tools: None. \\ | + | |
- | Saving Throws: | + | |
- | Skills: Athletics, | + | |
- | Equipment: \\ | + | |
- | (a) a martial weapon and a shield or (b) two martial weapons \\ | + | |
- | (a) five javelins or (b) any simple melee weapon \\ | + | |
- | (a) a Priest' | + | |
- | Chain mail and a holy symbol \\ | + | |
- | Alternatively, you may ignore the equipment from your class and background | + | |
- | ====Level 1 Paladin==== | + | **Equipment** |
- | ------ | + | *(a) chain mail or (b) leather, longbow, and 20 arrows |
+ | *(a) a martial weapon and a shield or (b) two martial weapons | ||
+ | *(a) a light crossbow and 20 bolts or (b) two handaxes | ||
+ | *(a) a dungeoneer' | ||
- | **Divine Sense** \\ | + | ====Level |
- | As an action, until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. | + | |
- | **Lay on Hands** \\ | + | **Fighting Style** ++[1] | // |
- | You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number | + | You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. |
- | Alternatively, | + | ***Honorable Blade**((Altered from Treachery Fighting Style)) ++[4] | //MCDM - Class: Illrigger// ++ \\ When you attack an enemy who has none of your allies adjacent |
- | This feature has no effect on undead and constructs. | + | |
- | ====Level 2 Paladin==== | + | **Second Wind** ++[1] | // |
- | ------ | + | You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. \\ |
+ | Once you use this feature, you must finish a short or long rest before you can use it again. | ||
- | **Fighting Style: Tunnel Fighter** \\ | + | ====Level 2 Class==== |
- | At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. \\ As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. | + | |
- | **Divine Smite** \\ | + | **Action Surge** ++[1] | // |
- | Starting at 2nd level, | + | Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. |
- | ====Level 3 Paladin==== | + | Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. |
- | ------ | + | |
- | **Divine Health** \\ | + | ====Level 3 Class==== |
- | By 3rd level, the divine magic flowing through you makes you immune to disease. | + | |
- | **Tenets of Vengeance** \\ | + | **Bonus Proficiency** ++[2] | // |
- | Fight the Greater Evil: Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose | + | When you choose |
- | No Mercy for the Wicked: Ordinary foes might win my mercy, but my sworn enemies do not. \\ | + | |
- | By Any Means Necessary: My qualms can't get in the way of exterminating my foes. \\ | + | |
- | Restitution: If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds. | + | |
+ | **Fighting Spirit** ++[2] | // | ||
+ | Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level. | ||
- | **Channel Divinity** \\ | + | You can use this feature three times. You regain all expended uses of it when you finish a long rest. |
- | Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC | + | |
- | **Abjure Enemy** \\ As an action, choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until It takes any damage. While frightened, | + | ====Level 4 Class==== |
- | **Vow of Enmity** \\ As a bonus action, | + | **Feat: Defensive Duelist** ++[1] | // |
+ | // | ||
+ | When you are wielding | ||
+ | ====Level 5 Class==== | ||
- | + | **Extra Attack: LV1** ++[1] | //Player's Handbook// ++ \\ | |
- | ====Level 4 Paladin==== | + | |
- | ------ | + | |
- | + | ||
- | **Feat: Sentinel** \\ | + | |
- | + | ||
- | *Whenever you hit a creature with an opportunity attack, its speed drops to 0 for the rest of the turn. This stops any movement they may have been taking. \\ | + | |
- | *Creatures within your reach provoke opportunity attacks even if they took the Disengage action. \\ | + | |
- | *When a creature within your reach makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. | + | |
- | ====Level 5 Paladin==== | + | |
- | ------ | + | |
- | + | ||
- | **Extra Attack** | + | |
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. | Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. | ||
- | ====Level 6 Paladin==== | + | The number |
- | ------ | + | |
- | + | ||
- | **Aura | + | |
- | Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. | + | |
- | + | ||
- | + | ||
- | ====Level 7 Paladin==== | + | |
- | ---- | + | |
- | + | ||
- | **Relentless Avenger** \\ | + | |
- | By 7th level, your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity | + | |
- | + | ||
- | + | ||
- | ====Level 8 Paladin==== | + | |
- | ---- | + | |
- | + | ||
- | **Feat: Heavy Armor Master** // | + | |
- | You can use your armor to deflect strikes that would kill others. You gain the following benefits: \\ | + | |
- | *Increase your Strength score by 1, to a maximum of 20. | + | |
- | *While you are wearing heavy armor, bludgeoning, | + | |
- | =====Hexblade Warlock Introduction===== | + | |
- | + | ||
- | **Hit Points** \\ | + | |
- | Hit Dice: 1d8 per warlock level \\ | + | |
- | Hit Points at 1st Level: 8 + your Constitution modifier | + | |
- | Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st \\ | + | |
- | + | ||
- | **Otherworldly Patron** \\ | + | |
- | You have struck a bargain with an otherworldly being of your choice. Your choice grants you special features. | + | |
- | + | ||
- | **Eldrich Invocations** \\ | + | |
- | lv 2 = 2 Invocations \\ | + | |
- | lv 5 = 3 Invocations \\ | + | |
- | lv 7 = 4 Invocations \\ | + | |
- | lv 9 = 5 Invocations \\ | + | |
- | lv 12 = 6 Invocations \\ | + | |
- | + | ||
- | + | ||
- | ====Level 1 Warlock==== | + | |
- | ------ | + | |
- | + | ||
- | **Hex Warrior: Long Rest** \\ | + | |
- | At 1st level, you gain proficiency with medium armor, shields, and martial weapons. \\ | + | |
- | Additionally, | + | |
- | + | ||
- | + | ||
- | + | ||
- | **Pact of the Blade: 1 Action** \\ | + | |
- | You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. | + | |
- | + | ||
- | You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extra-dimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extra-dimensional space when the bond breaks. | + | |
- | + | ||
- | **Hexblade' | + | |
- | Starting at 1st level, as a bonus action, choose one creature | + | |
- | You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. \\ | + | |
- | Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. \\ | + | |
- | If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier. \\ | + | |
- | You can't use this feature again until you finish a short or long rest. \\ | + | |
- | + | ||
- | + | ||
- | ====Level 2 Warlock==== | + | |
- | ------ | + | |
- | + | ||
- | **Eldritch Invocations** \\ | + | |
- | At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. Additionally, | + | |
- | + | ||
- | **Invocation: | + | |
- | Prerequisite: | + | |
- | You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Finally, the weapon | + | |
- | **Superior Pact Weapon** \\ | + | |
- | At level. Increase the bonus of this invocation to +2. \\ | + | |
- | **Ultimate Pact Weapon** \\ | + | |
- | At level. increase the bonus of this invocation to +3. \\ | + | |
- | + | ||
- | + | ||
- | + | ||
- | **Invocation: | + | |
- | You can see normally in darkness, both magical and non-magical, | + | |
- | + | ||
- | ====Level 3 Warlock==== | + | |
- | ------ | + | |
- | + | ||
- | ====Level 4 Warlock==== | + | |
- | ------ | + | |
- | **Feat: Polearm Master** \\ | + | |
- | When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, | + | |
- | While you are wielding a glaive, halberd, pike, or quarterstaff, | + | |
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | ====Level 5 Warlock==== | + | |
- | ------ | + | |
- | + | ||
- | **Invocation: | + | |
- | Prerequisite: | + | |
- | You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn | + | |
- | + | ||
- | SWAP FOR | + | |
- | **Invocation: | + | |
- | You can cast The Jump Spell at will, without expending a spell slot or materials. | + | |
- | + | ||
- | + | ||
- | ====Level 6 Warlock==== | + | |
- | ------ | + | |
- | + | ||
- | **Accursed Specter** \\ | + | |
- | Starting at 6th level, when you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier +4 (minimum of +0). The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. Once you bind a specter with this feature, you can't use the feature again until you finish a long rest. | + | |
- | + | ||
- | ====Level 7 Warlock==== | + | |
- | ------ | + | |
- | + | ||
- | **Invocation: | + | |
- | Prerequisite: | + | |
- | Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller. | + | |
- | + | ||
- | ====Level 8 Warlock==== | + | |
- | ------ | + | |
- | **Ability score** \\ Charisma +2 | + | ====Level 6 Class==== |
- | ====Level 9 Warlock==== | + | **Feat: Sentinel** ++[1] | // |
- | ------ | + | // |
+ | You have mastered techniques to take advantage of every drop in any enemy' | ||
+ | *When you hit a creature with an opportunity attack, the creature' | ||
+ | *Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. | ||
+ | *When a creature makes an attack against a target other than you (and that target doesn' | ||
- | **Invocation: | + | ====Level 7 Class==== |
+ | **Elegant Courtier** ++[2] | // | ||
+ | Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier. | ||
+ | Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, | ||
+ | Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier. | ||
- | ====Level 10 Warlock==== | + | Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, |
- | ------ | + | |
- | **Armor of Hexes** \\ | + | ====Level 8 Class==== |
- | At 10th level, if the target cursed by your Hexblade' | + | |
- | Level 10: 4 Cantrips | + | **Feat: Blade Master** ++[5] | //Unearthed Arcana 15 - Feats// ++ \\ |
+ | You master the Blade in all its forms. You gain the following benefits when using any of them: | ||
+ | *You gain a +1 bonus to attack rolls you make with a weapon that deals slashing damage. | ||
+ | *On your turn, you can use your Action to assume a parrying stance, provided you have the weapon in hand. Doing so grants a +2 bonus to your AC until the start of your next turn or until you're not holding the weapon. | ||
+ | *When you make an opportunity attack with a melee weapon, you have advantage on the attack roll. | ||
+ | *Creatures provoke an attack of opportunity if they miss you with a melee range attack. | ||
- | ====Level | + | ====Level |
- | ------ | + | |
- | **Mystic Arcanum** \\ | + | **Indomitable** ++[1] | // |
- | At 11th level, | + | Beginning at 9th level, |
+ | You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level. | ||
+ | ====Level 10 Class==== | ||
+ | **Tireless Spirit** ++[2] | // | ||
+ | Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use. | ||
+ | ====Level 11 Class==== | ||
+ | **Extra Attack: LV2** ++[1] | // | ||
+ | Beginning at 5th level, you can attack Three, instead of once, whenever you take the Attack action on your turn. | ||
+ | ====Level 12 Class==== | ||
+ | **Ability Score or Feat** | ||
+ | ====Level 13 Class==== | ||
+ | ====Level 14 Class==== | ||
+ | ====Level 15 Class==== | ||
- | ====Level 12 Warlock==== | + | **Rapid Strike** ++[2] | // |
- | ------ | + | Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn. |
- | level 12: 6 Invocations \\ | + | ====Level 16 Class==== |
+ | **Ability Score or Feat** | ||
- | **Lifedrinker** \\ | + | ====Level 17 Class==== |
- | Prerequisite: | + | |
- | When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1). | + | |
- | **Feat or ASI** | + | **Strength Before Death** ++[2] | // |
+ | Starting at 17th level((Pushed Back 1 level for Unearthed Arcana: DND One Level 20 Changes)) , your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, | ||
+ | Once you use this feature, you can’t use it again until you finish a long rest. | ||
+ | ====Level 18 Class==== | ||
+ | **Extra Attack: LV3** ++[1] | // | ||
+ | Beginning at 18th level, you can attack four times, instead of once, whenever you take the Attack action on your turn. | ||
+ | ====Level 19 Class==== | ||
+ | ====Level 20 Class==== |