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character:name:class [2022/06/11 18:45] – [Level 2 Class] Cinder | character:name:class [2023/01/17 21:32] – external edit (Unknown date) 127.0.0.1 | ||
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+ | =====Blademaster Rathal Yamagori===== | ||
+ | [[character: | ||
+ | ====Fighter Introduction==== | ||
- | =====Character Class Title===== | + | **Hit Points** |
- | [[character:teo|{{:wiki:media:back.png? | + | *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 | ||
- | ====Class Introduction==== | + | **Proficiencies** |
- | Lore introduction. \\ | + | |
- | Hit dice. \\ | + | |
- | starting equipment. \\ | + | |
- | spellcasting rules. \\ | + | |
- | etc. \\ | + | |
+ | |||
+ | **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' | ||
====Level 1 Class==== | ====Level 1 Class==== | ||
- | Druidic | + | **Fighting Style** ++[1] | // |
- | You know Druidic, the secret language | + | You adopt a particular style of fighting as your specialty. Choose one of the following options. You can' |
- | ====Level 2 Class==== | + | |
- | Wild Shape | + | **Second Wind** ++[1] | // |
- | Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature | + | 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. | ||
- | Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn' | + | ====Level 2 Class==== |
- | Beast Shapes | + | **Action Surge** ++[1] | //Player' |
- | Level Max. CR Limitations Example | + | Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. |
- | 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 | + | 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 |
- | While you are transformed, | + | ====Level 3 Class==== |
- | Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, | + | **Bonus Proficiency** ++[2] | //Xanatha' |
- | When you transform, you assume the beast' | + | When you choose this archetype at 3rd level, you gain proficiency in one of the following skills |
- | You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities | + | |
- | 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' | + | |
- | Source: Tasha' | + | **Fighting Spirit** ++[2] | //Xanatha' |
+ | 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. | ||
- | Circle Spells | + | You can use this feature three times. You regain all expended uses of it when you finish a long rest. |
- | When you join this circle at 2nd level, you have formed a bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to some spells | + | |
- | Once you gain access to one of these spells, you always have it prepared, and it doesn' | + | ====Level 4 Class==== |
- | Druid Level Spells | + | **Feat: Defensive Duelist** ++[1] | // |
- | 2nd Burning Hands, Cure Wounds | + | // |
- | 3rd Flaming Sphere, Scorching Ray | + | 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 |
- | 5th Plant Growth, Revivify | + | |
- | 7th Aura of Life, Fire Shield | + | |
- | 9th Flame Strike, Mass Cure Wounds | + | |
- | Summon Wildfire Spirit | + | |
- | At 2nd level, You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature | + | |
- | The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage. | + | ====Level 5 Class==== |
- | The spirit is friendly to you and your companions and obeys your commands. See this creature' | + | **Extra Attack: LV1** ++[1] | //Player' |
+ | Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. | ||
- | In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. | + | The number of attacks increases |
- | The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die. | + | ====Level 6 Class==== |
- | Wildfire Spirit | + | **Feat: Sentinel** |
- | Small elemental | + | // |
- | Armor Class: 13 (natural armor) | + | You have mastered techniques to take advantage of every drop in any enemy' |
- | Hit Points: 5 + five times your druid level | + | *When you hit a creature with an opportunity attack, the creature' |
- | Speed: 30 ft., fly 30 ft. (hover) | + | |
- | STR DEX CON INT WIS CHA | + | *When a creature makes an attack |
- | 10 (+0) 14 (+2) 14 (+2) 13 (+1) 15 (+2) 11 (+0) | + | |
- | Damage Immunities: fire | + | |
- | Condition Immunities: charmed, frightened, grappled, prone, restrained | + | |
- | Senses: darkvision 60 ft., passive Perception 12 | + | |
- | Languages: understands | + | |
- | Challenge: — | + | |
- | Proficiency Bonus: equals | + | |
- | Actions | + | |
- | Flame Seed. Ranged Weapon Attack: your spell attack | + | |
- | Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against | + | |
- | ====Level 3 Class==== | + | |
- | ====Level | + | ====Level |
- | **Feat or Ability score** | + | |
- | ====Level 5 Class==== | + | |
- | ====Level 6 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. | ||
- | ====Level 7 Class==== | + | 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. | ||
+ | |||
+ | Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, | ||
====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. | ||
+ | | ||
+ | | ||
====Level 9 Class==== | ====Level 9 Class==== | ||
+ | |||
+ | **Indomitable** ++[1] | // | ||
+ | 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] | // | ||
+ | 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] | // | ||
+ | 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] | // | ||
+ | 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] | // | ||
+ | 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==== | ====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 19 Class==== | ||
====Level 20 Class==== | ====Level 20 Class==== |