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character:cinder:class [2023/06/20 16:53] – [Mutant Blood Hunter Introduction (Multiclassed)] Cindercharacter:cinder:class [2024/04/22 15:25] (current) Cinder
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 +<WRAP centeralign>
 =====Cinder, The Blood Alchemist===== =====Cinder, The Blood Alchemist=====
 +</WRAP>
 [[character:cinder|{{:wiki:media:back.png?65|}}]] [[character:cinder|{{:wiki:media:back.png?65|}}]]
  
 ===== Alchemist Artificer Introduction ===== ===== Alchemist Artificer Introduction =====
 ---- ----
 +
 +//Artificers are very new to the lands of Felwind, As arcane technology advances some scholars discovered ways to channel the Arcane through tools and items. Though items with magic properties have been common for thousands of years only recently have creatures learned how to enhance and channel their energy through these items. \\
 +Cinder one such of these new artificers. Given a high end scholarship at [[faction:remon_academy|Remon's Academy]] in pursuit of this new style of arcane manipulation. Although she ended up dropping out she continued her study on her own. Leaning towards the alchemist side of Artificers.//
  
 **Hit Points** \\ **Hit Points** \\
-Hit Dice: 1d8 per artificer level \\ +**Hit Dice:** 1d8 per artificer level \\ 
-Hit Points at 1st Level: 8 + your Constitution modifier \\ +**Hit Points at 1st Level:** 8 + your Constitution modifier \\ 
-Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st+**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per artificer level after 1st
  
 **Proficiencies** \\ **Proficiencies** \\
-Armor: Light armor, medium armor, shields \\ +**Armor:** Light armor, medium armor, shields \\ 
-Weapons: Simple weapons, hand crossbows, heavy crossbows \\ +**Weapons:** Simple weapons, hand crossbows, heavy crossbows \\ 
-Tools: Alchemist Supplies, Tinker’s tools, Glass Blower's Tools \\ +**Tools:** Alchemist Supplies, Tinker’s tools, Glass Blower's Tools \\ 
-Saving Throws: Constitution, Intelligence \\ +**Saving Throws:** Constitution, Intelligence \\ 
-Skills: Arcana, Investigation+**Skills:** Choose two from **Arcana**History, **Investigation**, Medicine, Nature, Perception, Sleight of Hand 
  
 **Equipment** \\ **Equipment** \\
-You start with the following equipmentin addition to the equipment granted by your background: + 
-  *any two simple weapons  +  *Adamantine Dagger,  
-  *a light crossbow and 20 bolts +  *Backpack, 2G 
-  *(a) studded leather Armor or (b) scale mail +  *Bottle Case, 1G 
-  *thieves’ tools and a dungeoneer’pack +  *Blass Bottle x20, 40G 
-  *Signature Weapon [[item:repilcache|Repilcache (Rapier)]]+  *Fine Clothes, 15G 
 +  *Component Pouch, 25G 
 +  *Coin pouch, 5s 
 +  *Weaver'Tools, 1G 
 +  *Alchemist Supplies, 
 +  *Poisoner's Kit, 
 +  * 
 +  *Signature Weapon [[item:repilcache|Repilcache]]
      
 Optional Rule: Firearm Proficiency \\ Optional Rule: Firearm Proficiency \\
 If your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master's Guide and your artificer has been exposed to the operations of such weapons, your artificer is proficient with them. If your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master's Guide and your artificer has been exposed to the operations of such weapons, your artificer is proficient with them.
  
 +===Background: Feature & Details===
 +
 +//Short Description of Background//
 +
 +<WRAP box right 45em >
 +===Featured Feat: Adept Healer===
 +//Source: Homebrew// \\
 +You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
 +  *You gain proficiency in the medicine skill.
 +  *When you use a healer's kit to stabilize a dying creature, that creature also regains hit points equal to your wisdom bonus.
 +    *You can use your bonus action in place of an action to stabilise a creature using the healer's kit.
 +  *As an action. you can spend one use of a healer's kit to tend to a creature and restore 2d6 + your Wisdom bonus hit points to the target, plus additional hit points equal to the creature's maximum number of Hit Dice. 
 +</WRAP>
 +
 +**Skill Proficiencies** 
 +  *Acrobatics
 +**Tools** 
 +  *Healer's Kit
 +  *Tool
 +**Equipment (If Any)**
 +
 +
 +
 +<WRAP clear />
 +
 +----
 +<WRAP centeralign>
 +===== Alchemist Artificer =====
 +</WRAP>
 +
 +<WRAP box left 26em >
 ==== 1st Level Alchemist Artificer ==== ==== 1st Level Alchemist Artificer ====
 ---- ----
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-==== 2ndLevel Alchemist Artificer ====+</WRAP> 
 + 
 +<WRAP box right 26em > 
 +==== 2nd Level Alchemist Artificer ====
 ---- ----
  
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 You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies. You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.
  
 +</WRAP>
 +
 +<WRAP clear />
 +
 +<WRAP box left 26em >
 ==== 3rd Level Alchemist Artificer ==== ==== 3rd Level Alchemist Artificer ====
 ---- ----
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 | 6 | Transformation | The drinker's body is transformed as if by the Alter Self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes. | | 6 | Transformation | The drinker's body is transformed as if by the Alter Self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes. |
  
 +</WRAP>
 +
 +<WRAP box right 26em >
 ==== 4th Level Alchemist Artificer ==== ==== 4th Level Alchemist Artificer ====
 ---- ----
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   *Over the course of any short rest, you can temporarily improve the potency of one potion of healing of any rarity. To use this benefit, you must have alchemist’s supplies with you, and the potion must be within reach. If the potion is drunk no more than 1 hour after the short rest ends, the creature drinking the potion can forgo the potion’s die roll and regains the maximum number of hit points that the potion can restore.   *Over the course of any short rest, you can temporarily improve the potency of one potion of healing of any rarity. To use this benefit, you must have alchemist’s supplies with you, and the potion must be within reach. If the potion is drunk no more than 1 hour after the short rest ends, the creature drinking the potion can forgo the potion’s die roll and regains the maximum number of hit points that the potion can restore.
  
 +</WRAP>
 +
 +<WRAP clear />
 +
 +<WRAP box left 26em >
 ==== 5th Level Alchemist Artificer ==== ==== 5th Level Alchemist Artificer ====
 ---- ----
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 At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist’s supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid or poison damage, and the bonus equals your Intelligence modifier (minimum of +1). At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist’s supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).
  
 +</WRAP>
 +
 +<WRAP box right 26em >
 ==== 6th Level Alchemist Artificer ==== ==== 6th Level Alchemist Artificer ====
 ---- ----
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 Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
  
 +</WRAP>
 +
 +<WRAP clear />
 +
 +<WRAP box left 26em >
 ==== 7th Level Alchemist Artificer ==== ==== 7th Level Alchemist Artificer ====
 ---- ----
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 You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
  
 +</WRAP>
 +
 +<WRAP box right 26em >
 ==== 8th Level Alchemist Artificer ==== ==== 8th Level Alchemist Artificer ====
 ---- ----
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   *You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.   *You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
  
 +</WRAP>
 +
 +<WRAP clear />
 +
 +<WRAP box left 26em >
 ==== 9th Level Alchemist Artificer ==== ==== 9th Level Alchemist Artificer ====
 ---- ----
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   *You can cast Lesser Restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.   *You can cast Lesser Restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
  
 +</WRAP>
 +
 +<WRAP box right 26em >
 ==== 10th Level Alchemist Artificer ==== ==== 10th Level Alchemist Artificer ====
 ---- ----
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   *If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.   *If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
  
 +</WRAP>
 +
 +<WRAP clear />
 +
 +<WRAP box left 26em >
 ==== 11th Level Alchemist Artificer ==== ==== 11th Level Alchemist Artificer ====
 ---- ----
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 The spell stays in the object until it has been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object. The spell stays in the object until it has been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.
  
 +</WRAP>
 +
 +<WRAP box right 26em >
 ==== 12th Level Alchemist Artificer ==== ==== 12th Level Alchemist Artificer ====
 ---- ----
 **Ability Score or Feat** **Ability Score or Feat**
  
 +</WRAP>
 +
 +<WRAP clear />
 +
 +<WRAP box left 26em >
 ==== 13th Level Alchemist Artificer ==== ==== 13th Level Alchemist Artificer ====
 ---- ----
  
 +</WRAP>
 +
 +<WRAP box right 26em >
 ==== 14th Level Alchemist Artificer ==== ==== 14th Level Alchemist Artificer ====
 ---- ----
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   *You ignore all class, race, spell and level requirements on attuning to or using a magic item.   *You ignore all class, race, spell and level requirements on attuning to or using a magic item.
  
 +</WRAP>
  
-===== Mutant Blood Hunter Introduction (Multiclassed) =====+<WRAP clear />
  
 +<WRAP centeralign>
 +===== Mutagen Blood Hunter =====
 +</WRAP>
 +
 +<WRAP box left 26em >
 ==== 1st Level Mutant Blood-Hunter ==== ==== 1st Level Mutant Blood-Hunter ====
 ---- ----
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 You can use this feature once. Beginning at 6th level, you can use your Blood Maledict feature twice, at 13th level you can use it three times between rests, and at 17th level, you can use it four times between rests. You regain all expended uses when you finish a short or long rest. You can use this feature once. Beginning at 6th level, you can use your Blood Maledict feature twice, at 13th level you can use it three times between rests, and at 17th level, you can use it four times between rests. You regain all expended uses when you finish a short or long rest.
  
 +</WRAP>
 +
 +<WRAP box right 26em >
 ==== 2nd Level Mutant Blood-Hunter ==== ==== 2nd Level Mutant Blood-Hunter ====
 ---- ----
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 | Esoteric | Rite of the Roar | Your rite damage is thunder damage | | Esoteric | Rite of the Roar | Your rite damage is thunder damage |
  
 +</WRAP>
 +
 +<WRAP clear />
 +
 +<WRAP box left 26em >
 ==== 3rd Level Mutant Blood-Hunter ==== ==== 3rd Level Mutant Blood-Hunter ====
 ---- ----
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 Mutagens are designed for your biology and have no effect on other creatures. They are also unstable by nature, losing their potency over time and becoming inert if not used before you finish your next short or long rest. Mutagens are designed for your biology and have no effect on other creatures. They are also unstable by nature, losing their potency over time and becoming inert if not used before you finish your next short or long rest.
  
 +</WRAP>
 +
 +<WRAP box right 26em >
 ==== 4th Level Mutant Blood-Hunter ==== ==== 4th Level Mutant Blood-Hunter ====
 ---- ----
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   *You gain proficiency with the poisoner's kit if you don't already have it. With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn   *You gain proficiency with the poisoner's kit if you don't already have it. With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn
  
 +</WRAP>
 +
 +<WRAP clear />
 +
 +<WRAP box left 26em >
 ==== 5th Level Mutant Blood-Hunter ==== ==== 5th Level Mutant Blood-Hunter ====
 ---- ----
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 Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action.
  
 +</WRAP>
 +
 +<WRAP box right 26em >
 ==== 6th Level Mutant Blood-Hunter ==== ==== 6th Level Mutant Blood-Hunter ====
 ---- ----
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 Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level (maximum of 9th level spell). Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level (maximum of 9th level spell).
 +
 +</WRAP>
 +
 +<WRAP clear />
 +
 +
 +
 +
 +
 +
 +
 +
 +====== Kazrai Class Page ======
 +
 +[[character:kazrai|{{:wiki:media:back.png?65|}}]]
 +
 +==== Battle Master Introduction====
 +
 +The previous host of this body was a military man. Trained and skilled in various hand to hand combat techniques. What he lacked in strength he made up in speed, Specialising in daggers and other small blades. Adept at many special techniques to optimise lethality with a simple swing of steel. \\ With eye for detail and masterful hand control Kazrai is lethal in single or guerrilla combat.
 +
 +**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
 +
 +**Proficiencies**
 +  ***Armor:** All armor, shields
 +  ***Weapons:** Simple weapons, martial weapons
 +  ***Tools:** None
 +  ***Saving Throws**: Dexterity, Charisma
 +  ***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
 +
 +==== 1st Level Battle Master ====
 +----
 +
 +**Fighting Style** ++ [1] | //Source: Player's Handbook// ++ \\
 +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.
 +  ***Thrown Weapon Fighting** You can draw a weapon that has the thrown property as part of the attack you make with the weapon. \\ In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
 +
 +**Second Wind** ++ [1] | //Source: 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.
 +
 +
 +
 +==== 2nd Level Battle Master ====
 +----
 +
 +**Action Surge** ++ [1] | //Source: Player's Handbook// ++  \\
 +Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. \\
 +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.
 +
 +
 +
 +==== 3rd Level Battle Master ====
 +----
 +
 +**Combat Superiority** \\
 +When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
 +  ***Manoeuvres:** You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
 +  ***Superiority Dice:** You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
 +  ***Saving Throws:** Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
 +
 +Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
 +
 +**Student of War**
 +At 3rd level, you gain proficiency with one type of artisan's tools of your choice.
 +
 +==== 4th Level Battle Master ====
 +----
 +
 +**Feat: Observant** ++ [1] | //Source: Player's Handbook// ++ \\
 +Quick to notice details of your environment, you gain the following benefits:
 +  *Increase your **Intelligence** or Wisdom score by 1, to a maximum of 20.
 +  *If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
 +  *You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
 +
 +==== 5th Level Battle Master ====
 +----
 +
 +**Extra Attack** \\
 +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.
 +
 +==== 6th Level Battle Master ====
 +----
 +
 +**Feat: Sharp Shooter** ++ [1] | //Source: Player's Handbook// ++ \\
 +You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
 +  *Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
 +  *Your ranged weapon attacks ignore half and three-quarters cover.
 +  *Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.
 +
 +==== 7th Level Battle Master ====
 +----
 +
 +**Improved Combat Superiority** \\
 +At 7th level, your superiority dice turn into d10s. At 15th level, they turn into d12s.
 +
 +==== 8th Level Battle Master ====
 +----
 +**Feat: Skill Expert** ++ [3] | //Source: Tasha's Cauldron of Everything// ++ \\
 +You have honed your proficiency with particular skills, granting you the following benefits:
 +  *Increase one ability score of your choice by 1, to a maximum of 20. **Dexterity**
 +  *You gain proficiency in one skill of your choice.
 +  *Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
 +
 +==== 9th Level Battle Master ====
 +----
 +
 +**Indomitable** \\
 +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.
 +
 +==== 10th Level Battle Master ====
 +----
 +
 +**Hold the Line** ++ [2] | //Xanathar's Guide to Everything// ++ \\
 +At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.
 +==== 11th Level Battle Master ====
 +----
 +
 +==== 12th Level Battle Master ====
 +----
 +**Ability Score or Feat**
 +
 +===== Soul-Knife Rogue Introduction=====
 +
 +Kazrai was never on the frontlines of a battlefield, Espionage and document tampering were his duties. enhancing his blade work to be more precise and his eyes to find smaller details
 +
 +**Hit Points**
 +  ***Hit Dice:** 1d8 per rogue level
 +  ***Hit Points at 1st Level:** 8 + your Constitution modifier
 +  ***Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per rogue level after 1st
 +
 +**Proficiencies**
 +  ***Armor:** Light armor
 +  ***Weapons:** Simple weapons, hand crossbows, longswords, rapiers, shortswords
 +  ***Tools:** Thieves' tools
 +  ***Saving Throws:** Dexterity, Intelligence
 +  ***Skills:** Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
 +
 +**Equipment**
 +You start with the following equipment, in addition to the equipment granted by your background:
 +  *(a) a rapier or (b) a shortsword
 +  *(a) a shortbow and quiver of 20 arrows or (b) a shortsword
 +  *(a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack
 +  *Leather armor, two daggers, and thieves' tools
 +
 +==== 1st Level Soul-Knife Rogue ====
 +----
 +
 +**Expertise** \\
 +At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. \\
 +At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
 +
 +**Sneak Attack** \\
 +Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. \\
 +You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. \\
 +The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
 +
 +**Thieves' Cant** \\
 +During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
 +
 +In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
 +
 +==== 2nd Level Soul-Knife Rogue ====
 +----
 +
 +**Cunning Action** \\
 +Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
 +
 +==== 3rd Level Soul-Knife Rogue ====
 +----
 +
 +**Psionic Power** \\
 +Starting at 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
 +
 +Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.
 +
 +When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
 +
 +The powers below use your Psionic Energy dice.
 +
 +**Psi-Bolstered Knack** When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.
 +
 +**Psychic Whispers** You can establish telepathic communication between yourself and others — perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other.
 +
 +The first time you use this power after each long rest, you don't expend the Psionic Energy die. All other times you use the power, you expend the die.
 +
 +**Psychic Blades** \\
 +Also at 3rd level, You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
 +
 +After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.
 +
 +==== 4th Level Soul-Knife Rogue ====
 +----
 +**Feat: Lucky** ++ [1] | //Source: Player's Handbook// ++ \\
 +You have inexplicable luck that seems to kick in at just the right moment. \\
 +You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. \\
 +You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours.
 +
 +If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. \\
 +You regain your expended luck points when you finish a long rest.
 +
 +==== 5th Level Soul-Knife Rogue ====
 +----
 +
 +**Uncanny Dodge** \\
 +Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
 +
 +==== 6th Level Soul-Knife Rogue ====
 +----
 +
 +==== 7th Level Soul-Knife Rogue ====
 +----
 +
 +==== 8th Level Soul-Knife Rogue ====
 +----
 +
 +Soul Blades
 +Starting at 8th level, your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:
 +
 +Homing Strikes. If you make an attack roll with your Psychic Blades and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die.
 +
 +Psychic Teleportation. As a bonus action, you manifest one of your Psychic Blades, expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.
 +
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  • character/cinder/class.1687245789.txt.gz
  • Last modified: 11 months ago
  • by Cinder