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character:lucky:class [2024/05/12 11:21] Cindercharacter:lucky:class [2024/05/19 15:36] (current) Cinder
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-=====Rogue Lucky=====+<WRAP centeralign> 
 +=====Maple, Lucky, The Fortune Thief===== 
 +</WRAP>
 [[character:lucky|{{:wiki:media:back.png?65|}}]] [[character:lucky|{{:wiki:media:back.png?65|}}]]
  
-Rogue using subclass abilities from various other sub-classes 
-==== Rogue Introduction ==== 
  
-**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** +====Rogue Introduction==== 
-  ***Armor:** Light armor +----
-  ***Weapons:** Simple weapons, hand crossbows, longswords, rapiers, shortswords +
-  ***Tools:** Thieves' tools +
-  ***Saving Throws:** Dexterity, Charisma +
-  ***Skills:** Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth+
  
-**Equipment** +//Being sneaky and mischievous came naturally to Folgo. Growing up in a large family with thirteen other siblings he had every opportunity to cause slight mischief. From being the winner of every hide and seek gameStealing snacks from the pantry late at night. Even through he was so naturally talented his father specifically could always find Folgo if he wanted, To the point he was convinced his Dad was merely pretending to not know where he is. \\ Eventually his Dad told him of a criminal guild known as [[faction:Blacklist]] where his skills could be honed and tested.//
-You start with the following equipmentin 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) shortsword +
-  *(a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack +
-  *Leather armor, two daggers, and thieves' tools+
  
 +**Hit Points** \\
 +**Hit Dice:** 1d8 per rogue level \\
 +**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per rogue level after 1st
 +
 +**Armor:** Light armor \\
 +**Weapons:** Simple weapons, hand crossbows, longswords, rapiers, shortswords \\
 +**Tools:** Thieves' tools \\
 +**Saving Throws:** Dexterity, Intelligence \\
 +**Skills:** Acrobatics, Perception, Investigation, Stelth \\
 +
 +  ***Starting Gear**
 +    *Studded Leather Armour
 +    *Crossbow Bolts x40
 +    *Backpack
 +    *Bedroll
 +    *Large Bolt Case
 +    *Component Pouch
 +    *Coin Pouch
 +    *Tinker's Map case ((A dignified piece of work, Holds up to 8 large maps in separate containers while taking up a fraction of the space.))
 +    *Traveler's Clothes
 +    *Hourglass
 +    *Mess Kit
 +    *10ft Pole
 +    *Rations x10
 +    *Torch x10
 +    *Water Skin
 +    *Thieves' Tools
 +
 +
 +
 +===Background Criminal: Feature & Details===
 +
 +//Short Description of Background//
 +
 +<WRAP box right 45em >
 +===Feature: Lucky===
 +----
 +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.
 +</WRAP>
 +
 +
 +
 +**Skill Proficiencies** 
 +  *Skill
 +  *Skill
 +**Languages And/Or Tools** 
 +  *Orcish
 +  *Tool
 +**Equipment (If Any)**
  
  
-====Level 1 Rogue==== 
  
-**Expertise** \\ +<WRAP clear /> 
-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. \\+ 
 +---- 
 +<WRAP centeralign> 
 +===== Inquisitive Rogue ===== 
 +</WRAP> 
 + 
 +<WRAP box left 26em > 
 +====1st Level Inquisitive Rogue==== 
 +---- 
 +**Expertise** ++[1] | //Player's Handbook// ++ \\ 
 +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. At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
  
-**Sneak Attack** \\ +**Sneak Attack** ++[1] | //Player's Handbook// ++ \\ 
-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. \\+Once per turn, you can deal 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. \\ 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. 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.
 +Level 1 = 1 D6 \\
 +Level 3 = 2 D6 \\
 +Level 5 = 3 D6 \\
 +Level 7 = 4 D6 \\
 +Level 9 = 5 D6 \\
  
-**Thieves' Cant** \\ +**Thieves' Cant** ++[1] | //Player's Handbook// ++ \\ 
-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. +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. 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.
  
-====Level 2 Rogue====+</WRAP>
  
-**Cunning Action** \\ +<WRAP box right 26em > 
-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.+====2nd Level Inquisitive Rogue==== 
 +---- 
 +**Cunning Action** ++[1] | //Player's Handbook// ++ \\ 
 +You can use your Bonus Action to take the Dash, Disengage, or Hide action.
  
-====Level 3 Rogue====+</WRAP>
  
-**Assassinate** +<WRAP clear />
-Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.+
  
-**Fancy Footwork** +<WRAP box left 26em > 
-When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.+====3rd Level Inquisitive Rogue==== 
 +---- 
 +**Roguish Archetype: Inquisitive** \\
  
-====Level 4 Rogue====+**Ear for Deceit** ++[2] | //Xanatha's Guide to Everything// ++ \\ 
 +Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8. 
 + 
 +**Eye for Detail** ++[2] | //Xanatha's Guide to Everything// ++ \\ 
 +You can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues. 
 + 
 +**Insightful Fighting** ++[2] | //Xanatha's Guide to Everything// ++ \\ 
 +As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it. \\ 
 +This benefit lasts for 1 minute or until you successfully use this feature against a different target 
 + 
 +</WRAP>
  
-**Feat: Mage initiate** \\ +<WRAP box right 26em > 
-Source: Player's Handbook+====4th Level Inquisitive Rogue==== 
 +----
  
 +**Feat: Mage initiate** \\
 +//Source: Player's Handbook// \\
 Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list. Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
  
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 Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
  
-====Level 5 Rogue====+</WRAP>
  
-**Uncanny Dodge** \\+<WRAP clear /> 
 + 
 +<WRAP box left 26em > 
 +====5th Level Inquisitive Rogue==== 
 +---- 
 +**Uncanny Dodge** ++[1] | //Player's Handbook// ++ \\
 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. 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.
  
-====Level 6 Rogue====+</WRAP>
  
 +<WRAP box right 26em >
 +==== 6th Level Inquisitive Rogue ====
 +----
  
-====Level 7 Rogue====+</WRAP>
  
 +<WRAP clear />
  
 +<WRAP box left 26em >
 +====7th Level Inquisitive Rogue====
 +----
 +**Evasion** \\
 +Beginning at 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
  
-====Level 8 Rogue====+</WRAP>
  
-**Feat: Strixhaven Initiate** \\ +<WRAP box right 26em > 
-Source: Strixhaven: A Curriculum of Chaos+====8th Level Inquisitive Rogue==== 
 +----
  
 +**Feat: Strixhaven Initiate** \\
 +//Source: Strixhaven: A Curriculum of Chaos// \\
 You have studied some magical theory and have learned a few spells associated with Strixhaven University. You have studied some magical theory and have learned a few spells associated with Strixhaven University.
  
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 Lorehold Choose two from Light, Sacred Flame, and Thaumaturgy. Choose one 1st-level Cleric or Wizard spell. Lorehold Choose two from Light, Sacred Flame, and Thaumaturgy. Choose one 1st-level Cleric or Wizard spell.
  
-====Level 9 Rogue====+</WRAP>
  
-**Superior Mobility** +<WRAP clear />
-At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.+
  
-====Level 10 Rogue====+<WRAP box left 26em > 
 +====9th Level Inquisitive Rogue==== 
 +---- 
 +**Steady Eye** ++[2] | //Xanatha's Guide to Everything// ++ \\ 
 +Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn. 
 + 
 +</WRAP> 
 + 
 +<WRAP box right 26em > 
 +====10th Level Inquisitive Rogue====
  
 **Feat: Initaite of High Sorcerey** \\ **Feat: Initaite of High Sorcerey** \\
-Source: Dragonlance: Shadow of the Dragon Queen+//Source: Dragonlance: Shadow of the Dragon Queen// \\
  
 Prerequisite: Dragonlance Campaign, Sorcerer or Wizard Class or Mage of High Sorcery Background Prerequisite: Dragonlance Campaign, Sorcerer or Wizard Class or Mage of High Sorcery Background
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 Your spellcasting ability for this feat’s spells is Intelligence, Wisdom, or Charisma (choose when you select this feat). Your spellcasting ability for this feat’s spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
  
-====Level 11 Rogue====+</WRAP> 
 + 
 +<WRAP clear /> 
 + 
 +<WRAP box left 26em > 
 +====11th Level Inquisitive Rogue====
  
 **Reliable Talent** \\ **Reliable Talent** \\
 By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
  
-====Level 12 Rogue==== +</WRAP>
-**Ability Score or Feat**+
  
-====Level 13 Rogue====+<WRAP box right 26em > 
 +====12th Level Inquisitive Rogue==== 
 +----
  
-**Elegant Maneuver** +**Feat: Observant** ++[1] | //Player's Handbook// ++ \\ 
-Starting at 13th level, you gain advantage on Dexterity (Acrobatics) and Strength (Athleticschecks.+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 (Investigationscores.
  
-====Level 14 Rogue==== 
  
-**Blindsense** \\ 
-Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. 
  
-====Level 15 Rogue====+**Unerring Eye** \\ 
 +At 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.
  
-**Slippery Mind** \\ +You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
-By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.+
  
-====Level 16 Rogue==== +</WRAP>
-**Ability Score or Feat** +
- +
-====Level 17 Rogue====+
  
-**Thief's Reflexes** \\ +<WRAP clear />
-When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised. +
- +
-====Level 18 Rogue==== +
- +
-**Elusive** \\ +
-Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated. +
- +
-**Stroke of Luck** \\ +
-At 18th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. +
- +
-Once you use this feature, you can't use it again until you finish a short or long rest. +
- +
-==== Class Introduction ==== +
- +
-====Level 1 Class ==== +
- +
-====Level 2 Class ====+
  
 <WRAP centeralign> <WRAP centeralign>
-=====Honoshin, the Inkblade Xiangjian Warrior=====+===== Bard of Eloquence (Multiclassed) =====
 </WRAP> </WRAP>
-[[character:honoshin|{{:wiki:media:back.png?65|}}]] 
  
-====Class Introduction==== +====Bard Introduction==== 
-Lore introduction. \\+//It didn't take long for Folgo to learn that he wasn't going to be able to get by every situation by hiding in the shadows, So he began to learn how to hide behind a charming smile and fake words as well. The magic that came with being a Bard was a huge boon. \\ The hardest part of becoming a bard was learning music. He had no natural talent in it, Picking simpler instruments such as the flute.// \\ 
 Hit dice. \\ Hit dice. \\
 starting equipment. \\ starting equipment. \\
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 etc. \\ etc. \\
  
-===BackgroundFeature & Details===+Multiclass benifit; 1 musical instrumentPiano, 1 Skill: Deception
  
-//Short Description of Background//+<WRAP box left 26em > 
 +====1st Level Eloquence Bard==== 
 +----
  
-**Skill Proficiencies**  
-  *Skill 
-**Languages And/Or Tools**  
-  *Language 
-  *Tool 
-**Equipment (If Any)** 
  
-<WRAP box right 45em > +**Bardic Inspiration** ++[1] | //Player's Handbook// ++ \\  
-===Featured Feat: Feat Name=== +You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
----- +
-</WRAP>+
  
-<WRAP clear />+Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
  
----- +You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
-<WRAP centeralign> +
-===== Phantom Rouge ===== +
-</WRAP>+
  
-<WRAP box left 26em > +Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
-==== 1st Level Phantom Rouge ==== +
-----+
  
 </WRAP> </WRAP>
  
 <WRAP box right 26em > <WRAP box right 26em >
-==== 2nd Level Phantom Rouge ====+====2nd Level Eloquence Bard====
 ---- ----
  
-</WRAP>+**Jack of All Trades** ++[1] | //Player's Handbook// ++ \\ 
 +You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
  
-<WRAP clear /> +**Song of Rest Beginning** \\  
- +You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance spend one or more Hit Dice to regain hit points at the end of the short resteach of those creatures regains an extra 1d6 hit points.
-<WRAP box left 26em > +
-==== 3rd Level Phantom Rouge ==== +
----- +
- +
-**Whispers of the Dead** \\ +
-When you choose this archetype at 3rd level, echoes of those who have died cling to you. Whenever you finish a short or long restyou can gain one skill or tool proficiency of your choice, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack. +
- +
-**Wails from the Grave** \\ +
-At 3rd level, as you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up)and the second creature takes necrotic damage equal to the roll's total, as wails of the dead sound around them for a moment. +
- +
-You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. +
- +
-</WRAP> +
- +
-<WRAP box right 26em > +
-==== 4th Level Phantom Rouge ==== +
-----+
  
-**Feat**+**Magical Inspiration (Optional)** \\ 
 +At 2nd level, if a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.
  
 </WRAP> </WRAP>
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 <WRAP box left 26em > <WRAP box left 26em >
-==== 5th Level Phantom Rouge ====+====3rd Level Eloquence Bard====
 ---- ----
  
-</WRAP>+**Bard College** \\  
 +you delve into the advanced techniques of a bard college of your choice: Eloquence
  
-<WRAP box right 26em > +**Expertise** \\  
-==== 6th Level Phantom Rouge ==== +choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
-----+
  
-</WRAP>+**Silver Tongue** \\ 
 +Starting at 3rd level, you are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.
  
-<WRAP clear /> +**Unsettling Words** \\ 
- +Also at 3rd level, you can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.
-<WRAP box left 26em > +
-==== 7th Level Phantom Rouge ==== +
-----+
  
 </WRAP> </WRAP>
  
 <WRAP box right 26em > <WRAP box right 26em >
-==== 8th Level Phantom Rouge ====+====4th Level Eloquence Bard====
 ---- ----
  
-**Feat**+**Feat: Eldritch Adept ** ++[3] | //Source: Tasha's Cauldron of Everything// ++ \\ 
 +   ***Devil's Sight** 
 +    *You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. 
 + 
 +**Sharpshooter** ++[1] | //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 cover 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 the attack hits, you add +10 to the attack's damage.
  
 </WRAP> </WRAP>
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 <WRAP box left 26em > <WRAP box left 26em >
-==== 9th Level Phantom Rouge ====+====5th Level Eloquence Bard====
 ---- ----
- 
-**Tokens of the Departed** \\ 
-At 9th level, when a life ends in your presence, you're able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket. The DM determines the trinket's form or has you roll on the Trinkets table in the Player's Handbook to generate it. 
- 
-You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can't create one while at your maximum. 
- 
-You can use soul trinkets in the following ways: 
- 
-While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the object. 
-When you deal Sneak Attack damage on your turn, you can destroy one of your soul trinkets that's on your person and then immediately use Wails from the Grave, without expending a use of that feature. 
-As an action, you can destroy one of your soul trinkets, no matter where it's located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It's under no obligation to be truthful, and it answers as concis 
  
 </WRAP> </WRAP>
  
 <WRAP box right 26em > <WRAP box right 26em >
-==== 10th Level Phantom Rouge ====+====6th Level Eloquence Bard====
 ---- ----
  
-**Feat**+**Unfailing Inspiration** \\ 
 +At 6th level, your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die. 
 + 
 +**Universal Speech** \\ 
 +Also at 6th level, you have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour. 
 + 
 +Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again.
  
 </WRAP> </WRAP>
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 <WRAP clear /> <WRAP clear />
  
-<WRAP box left 26em +<WRAP centeralign
-==== 11th Level Phantom Rouge ==== +=====Wizard of Divination (Multiclassed)=====
----- +
 </WRAP> </WRAP>
  
-<WRAP box right 26em > +====Wizard Introduction==== 
-==== 12th Level Phantom Rouge ==== +// As Folgo's work got more intense he began to get paranoid and with paranoia one often looks to power. Folgo learned about Divination magic soon after becoming a fully fledged Bard however hadn't given it any serious thought until now. Learning just enough from the Divination school from a fellow member of [[faction:Blacklist]] to be able to foretell small glimpses into his day to day future. That seemed to be enough to calm his mind.// \\
-----+
  
-**Feat** +Hit dice. \\ 
- +starting equipment. \\ 
-</WRAP> +spellcasting rules. \\ 
- +etc. \\
-<WRAP clear />+
  
 <WRAP box left 26em > <WRAP box left 26em >
-==== 13th Level Phantom Rouge ====+====1st Level Divination Wizard====
 ---- ----
 +**Arcane Recovery** ++[1] | //Player's Handbook// ++ \\
 +You have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your Wizard level (rounded up), and none of the slots can be 6th level or higher.
  
-**Ghost Walk** \\ +For exampleif you’re 4th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either 2nd-level spell slot or two 1st-level Spell Slots.
-At 13th level, you can phase partially into the realm of the dead, becoming like ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside creature or an object. +
- +
-You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a long rest or destroy one of your soul trinkets as part of the bonus action you use to activate Ghost Walk.+
  
 </WRAP> </WRAP>
  
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-==== 14th Level Phantom Rouge ====+====2nd Level Divination Wizard====
 ---- ----
  
-</WRAP>+**Divination Savant** \\ 
 +Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Divination spell into your spellbook is halved.
  
-<WRAP clear />+**Portent** \\ 
 +Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
  
----- +Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
-<WRAP centeralign> +
-===== Ghost-Tainted Hunter ===== +
-</WRAP> +
----- +
- +
-<WRAP box left 26em > +
-==== 15th Level Class ==== +
----- +
- +
-</WRAP> +
- +
-<WRAP box right 26em > +
-==== 16th Level Class ==== +
-----+
  
 </WRAP> </WRAP>
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 <WRAP clear /> <WRAP clear />
  
-<WRAP box left 26em > 
-==== 17th Level Class ==== 
----- 
  
-</WRAP> 
  
-<WRAP box right 26em > 
-==== 18th Level Class ==== 
----- 
  
-</WRAP> 
  
-<WRAP clear /> 
  
-<WRAP box left 26em > 
-==== 19th Level Class ==== 
----- 
  
-</WRAP> 
  
-<WRAP box right 26em > 
-==== 20th Level Class ==== 
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- 
-</WRAP> 
- 
-<WRAP clear /> 
  • character/lucky/class.txt
  • Last modified: 10 days ago
  • by Cinder