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character:name:class [2022/06/11 18:41] – [Level 2 Class] Cindercharacter:name:class [2023/01/17 21:32] – external edit (Unknown date) 127.0.0.1
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 +=====Blademaster Rathal Yamagori=====
 +[[character:rathal|{{:wiki:media:back.png?65|}}]]
  
 +====Fighter Introduction====
  
-=====Character Class Title===== +**Hit Points** 
-[[character:teo|{{:wiki:media:back.png?65|}}]]+  *Hit Dice1d10 per fighter level 
 +  *Hit Points at 1st Level10 + your Constitution modifier 
 +  *Hit Points at Higher Levels1d10 (or 6) + your Constitution modifier per fighter level after 1st
  
-====Class Introduction==== +**Proficiencies** 
-Lore introduction. \\ +  ***Armor:** All armor, shields 
-Hit dice. \\ +  ***Weapons:** Simple weapons, martial weapons 
-starting equipment. \\ +  ***Tools:** None 
-spellcasting rules. \\ +  ***Saving Throws**: Dexterity, Constitution 
-etc. \\+  ***Skills:** Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival 
 + 
 +**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
  
 ====Level 1 Class==== ====Level 1 Class====
  
-Druidic +**Fighting Style** ++[1] | //Player's Handbook// ++ \\ 
-You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messagesYou and others who know this language automatically spot such messageOthers spot the message'presence with successful DC 15 Wisdom (Perception) check but can't decipher it without magic.+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. 
 +  ***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. 
 + 
 +**Second Wind** ++[1] | //Player'Handbook// ++ \\ 
 +You have 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. 
 ====Level 2 Class==== ====Level 2 Class====
  
-Wild Shape +**Action Surge** ++[1] | //Player's Handbook// ++ \\ 
-Starting at 2nd level, you can use your action to magically assume the shape of beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.+Starting at 2nd level, you can push yourself beyond your normal limits for moment. On your turn, you can take one additional action.
  
-Your druid level determines the beasts you can transform into, as shown in the Beast Shapes tableAt 2nd level, for example, you can transform into any beast that has challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.+Once you use this feature, you must finish a short or long rest before you can use it againStarting at 17th level, you can use it twice before rest, but only once on the same turn.
  
-Beast Shapes +====Level 3 Class====
-Level Max. CR Limitations Example +
-2nd 1/4 No flying or swimming speed Wolf +
-4th 1/2 No flying speed Crocodile +
-8th 1 Giant eagle+
  
-You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconsciousdrop to 0 hit points, or die.+**Bonus Proficiency** ++[2] | //Xanatha's Guide to Everything// ++ \\ 
 +When you choose this archetype at 3rd levelyou gain proficiency in one of the following skills of your choice: HistoryInsight, Performance, or Persuasion. Alternatively, you learn one language of your choice.
  
-While you are transformed, the following rules apply:+**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 turnyou 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.
  
-Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can'use them. +You can use this feature three timesYou regain all expended uses of it when you finish a long rest.
-When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. +
-You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast. +
-You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense. +
-You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. +
-====Level 3 Class====+
  
 ====Level 4 Class==== ====Level 4 Class====
-**Feat or Ability score**+ 
 +**Feat: Defensive Duelist** ++[1] | //Player's Handbook// ++ \\ 
 +//Prerequisite: Dexterity 13 or higher// \\ 
 +When you are wielding a 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==== ====Level 5 Class====
 +
 +**Extra Attack: LV1** ++[1] | //Player's Handbook// ++ \\
 +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==== ====Level 6 Class====
 +
 +**Feat: Sentinel** ++[1] | //Player's Handbook// ++ \\
 +//Prerequisite: Dexterity 13 or higher// \\
 +You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits.
 +  *When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
 +  *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't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
  
 ====Level 7 Class==== ====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.
 +
 +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).
  
 ====Level 8 Class==== ====Level 8 Class====
-**Ability Score or Feat**+ 
 +**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 9 Class==== ====Level 9 Class====
 +
 +**Indomitable** ++[1] | //Player's Handbook// ++ \\
 +Beginning at 9th level, you can reroll a saving throw that you fail. If 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==== ====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==== ====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==== ====Level 12 Class====
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 ====Level 15 Class==== ====Level 15 Class====
 +
 +**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 16 Class==== ====Level 16 Class====
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 ====Level 17 Class==== ====Level 17 Class====
 +
 +**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==== ====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 19 Class====
  
 ====Level 20 Class==== ====Level 20 Class====