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character:name:class [2021/08/26 23:17] – [Level 6 Warlock] Cindercharacter:name:class [2023/01/17 21:32] – external edit (Unknown date) 127.0.0.1
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-=====Kise The Equinox Arbiter=====+=====Blademaster Rathal Yamagori===== 
 +[[character:rathal|{{:wiki:media:back.png?65|}}]]
  
-[[character:kise|{{:wiki:media:back.png?65|}}]]+====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 weapons, martial weapons 
-Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st. \\ +  ***Tools:** None 
-Proficiencies \\ +  ***Saving Throws**DexterityConstitution 
-Armor: All armor, shields. \\ +  ***Skills:** Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
-Weapons: Simple and martial \\ +
-Tools: None. \\ +
-Saving Throws: WisdomCharisma \\ +
-Skills: Athletics, Persuasion \\ +
-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's Pack or (b) an Explorer's Pack \\ +
-Chain mail and a holy symbol \\ +
-Alternativelyyou may ignore the equipment from your class and background and start with 5d4 x 10 gp+
  
-====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's pack or (b) an explorer's pack
  
-**Divine Sense** \\ +====Level Class====
-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 + your Charisma modifier. When you finish a long rest, you regain all expended uses.+
  
-**Lay on Hands** \\ +**Fighting Style** ++[1] | //Player's Handbook// ++ \\ 
-You have pool of healing power that replenishes when you take a long restWith that pool, you can restore a total number of hit points equal to your paladin level x 5As an action, you can touch creature and draw power from the pool to restore a number of hit points to that creatureup to the maximum amount remaining in your pool. \\ +You adopt particular style of fighting as your specialtyChoose one of the following optionsYou can't take Fighting Style option more than onceeven if you later get to choose again. 
-Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with single use of Lay on Hands, expending hit points separately for each one. \\ +  ***Honorable Blade**((Altered from Treachery Fighting Style)) ++[4] | //MCDM - Class: Illrigger// ++ \\ When you attack an enemy who has none of your allies adjacent to it, you gain +3 bonus to damage rolls.
-This feature has no effect on undead and constructs.+
  
-====Level 2 Paladin==== +**Second Wind** ++[1] | //Player's Handbook// ++ \\ 
-------+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] | //Player's Handbook// ++ \\ 
-Starting at 2nd level, when you hit creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell-level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.+Starting at 2nd level, you can push yourself beyond your normal limits for 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] | //Xanatha's Guide to Everything// ++ \\ 
-Fight the Greater Evil: Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil. \\ +When you choose this archetype at 3rd levelyou gain proficiency in one of the following skills of your choiceHistory, Insight, Performanceor PersuasionAlternatively, you learn one language of your choice.
-No Mercy for the Wicked: Ordinary foes might win my mercybut my sworn enemies do not. \\ +
-By Any Means Necessary: My qualms can't get in the way of exterminating my foes. \\ +
-RestitutionIf my foes wreak ruin on the worldit is because I failed to stop themI must help those harmed by their misdeeds.+
  
 +**Fighting Spirit** ++[2] | //Xanatha's Guide to Everything// ++ \\
 +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 timesYou regain all expended uses of it when you finish a long rest.
-Your oath allows you to channel divine energy to fuel magical effectsEach 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 againSome 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,the creature's speed is 0, and It can't benefit from any bonus to its speed. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.+====Level 4 Class====
  
-**Vow of Enmity** \\ As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.+**Feat: Defensive Duelist** ++[1] | //Player's Handbook// ++ \\ 
 +//Prerequisite: Dexterity 13 or higher// \\ 
 +When you are wielding finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
  
 +====Level 5 Class====
  
- +**Extra AttackLV1** ++[1] | //Player's Handbook// ++ \\
-====Level 4 Paladin==== +
------- +
- +
-**FeatSentinel** \\  +
- +
-  *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.
  
 +The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
  
 +====Level 6 Class====
  
-=====Hexblade Warlock Introduction===== +**Feat: Sentinel** ++[1] | //Player's Handbook// ++ \\ 
- +//PrerequisiteDexterity 13 or higher// \\ 
-**Hit Points** \\ +You have mastered techniques to take advantage of every drop in any enemy'guardgaining the following benefits. 
-Hit Dice1d8 per warlock level \\ +  *When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. 
-Hit Points at 1st Level: 8 + your Constitution modifier +  *Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach
-Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st \\ +  *When a creature 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.
- +
-**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==== +
------- +
- +
-Form of Dread +
-At 1st level, you manifest an aspect of your patron’dreadful power. As a bonus actionyou transform for 1 minute. You gain the following benefits while transformed: +
- +
-You gain temporary hit points equal to 1d10 + your warlock level+
-Once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn. +
-You are immune to the frightened condition. +
-You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. +
- +
-The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron. +
- +
- +
- +
-**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+
- +
- +
- +
- +
-====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, when you gain level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. \\ +
- +
-**Invocation: Improved Pact Weapon** \\ +
-Prerequisite: Pact of the Blade feature \\ +
-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 you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow. \\ +
-**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: Devil's sight** \\ +
-You can see normally in darkness, both magical and non-magical, to a distance of 120 feet. +
- +
-====Level 3 Warlock==== +
------- +
- +
-====Level 4 Warlock==== +
------- +
-**Feat: Polearm Master** \\ +
-When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage. \\ +
-While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach. +
- +
- +
- +
- +
-====Level 5 Warlock==== +
------- +
- +
-**Invocation: Thirsting Blade** \\ **Swap when available** \\ +
-Prerequisite: 5th level, Pact of the Blade feature \\ +
-You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn +
- +
-SWAP FOR +
-**Invocation: Otherworldly Leap** \\ +
-You can cast The Jump Spell at will, without expending a spell slot or materials. +
- +
- +
-====Level 6 Warlock==== +
------- +
- +
-Defy Death +
-Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with Spare the Dying. +
- +
-Once you use this feature, you can't use it again until you finish a long rest. +
- +
-====Level 7 Warlock==== +
------- +
- +
-**Invocation: Eldritch Smite** \\ +
-Prerequisite: 5th level, Pact of the Blade feature \\ +
-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 9 Warlock==== +
-------+
  
-**Invocation: **+====Level 7 Class====
  
 +**Elegant Courtier** ++[2] | //Xanatha's Guide to Everything// ++ \\
 +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, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
 +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, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
-------+
  
-**Armor of Hexes** \\ +====Level 8 Class====
-At 10th level, if the target cursed by your Hexblade's Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.+
  
-Level 104 Cantrips \\+**FeatBlade 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 11 Warlock==== +====Level 9 Class====
-------+
  
-**Mystic Arcanum** \\ +**Indomitable** ++[1] | //Player's Handbook// ++ \\ 
-At 11th level, choose one 6th-level spell from the warlock spell list as an arcanum. You can cast your arcanum spell once without expending spell slotYou must finish a long rest before you can do so again. At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, You regain all uses of your Mystic Arcanum when you finish a long rest.+Beginning at 9th level, you can reroll saving throw that you failIf you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. \\ 
 +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] | //Xanatha's Guide to Everything// ++ \\
 +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] | //Player's Handbook// ++ \\
 +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] | //Xanatha's Guide to Everything// ++ \\ 
-------+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: 12th level, Pact of the Blade feature \\ +
-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] | //Xanatha's Guide to Everything// ++ \\ 
 +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, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.
  
 +Once you use this feature, you can’t use it again until you finish a long rest.
  
 +====Level 18 Class====
  
 +**Extra Attack: LV3** ++[1] | //Player's Handbook// ++ \\
 +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====