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character:raishin:class [2023/06/28 11:51] Cindercharacter:raishin:class [2023/11/25 22:43] (current) Cinder
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 +<WRAP centeralign>
 ======Raishin, The DracoZerker====== ======Raishin, The DracoZerker======
- +</WRAP>
 [[character:raishin|{{:wiki:media:back.png?65|}}]] [[character:raishin|{{:wiki:media:back.png?65|}}]]
  
 ==== Beast Barbarian Introduction ==== ==== Beast Barbarian Introduction ====
 +Barbarians are some of the oldest warriors in recorded history. The simplicity of might has ruled the worlds for millennia and Barbarians are the embodiment of might. \\
 +Although Raishin was born with some innate magic ability she never perused it. Rather letting the draconic essence within here be channelled into a physical medium instead of arcane. Through her father's anger Raishin channels the power of rage to the point it alters her body. Scales, horns, tails and claws as Raishin looses herself deeper in the anger of Dragon. \\ Its not a power she advertises but has saved her life many times. calling on the strength of Dragons leaves little of her foes alive. \\
  
 **Hit Points** \\ **Hit Points** \\
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 **Equipment:** **Equipment:**
 +
 +===Background Outlander: Feature & Details===
 +
 +//You grew up in the wilds, far from civilization and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild.//
 +
 +
 +<WRAP box right 45em >
 +===Feature: Fighter Initiate===
 +----
 +**Feat: Fighter Initiate** //Source: Tasha's Cauldron of Everything// \\
 +//Prerequisite: Proficiency with a martial weapon// \\
 +Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.
 +
 +Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have.
 +
 +**Fighting Style** Unarmed Fighting \\
 +Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. \\
 +At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
 +</WRAP>
 +
 +**Skill Proficiencies** 
 +  *Perception
 +  *Survival
 +**Languages And Tools** 
 +  *Elven
 +  *Flute (Instrument)
 +**Equipment (If Any)**
 +  *A metal staff 
 +  *a hunting trap 
 +  *a trophy from an animal you killed 
 +  *a set of traveler's clothes
 +  *a pouch containing 10gp
 +
 +<WRAP clear />
 +
 +----
 +<WRAP centeralign>
 +===== Beast Barbarian =====
 +</WRAP>
 +
 +<WRAP box left 26em >
 ====1st Level Beast Barbarian==== ====1st Level Beast Barbarian====
 ---- ----
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 While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
  
 +</WRAP>
  
- +<WRAP box right 26em >
 ==== 2nd Level Beast Barbarian ==== ==== 2nd Level Beast Barbarian ====
 ---- ----
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 Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
  
 +</WRAP>
 +
 +<WRAP clear />
 +
 +<WRAP box left 26em >
 ==== 3rd Level Beast Barbarian ==== ==== 3rd Level Beast Barbarian ====
 ---- ----
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     *You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.     *You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.
  
 +</WRAP>
  
 +<WRAP box right 26em >
 ==== 4th Level Beast Barbarian ==== ==== 4th Level Beast Barbarian ====
 ---- ----
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     *As a bonus action, you can touch a rock that can fit in the palm of your hand and imbue it with magic. While the rock is imbued with magic and you are wielding it, the rock is a magic ranged weapon with which you’re proficient, and it has the thrown property with a normal range of 60 feet and a long range of 180 feet. On a hit, the rock deals 2d10 bludgeoning damage, and if the target is a creature, it must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat) or be knocked prone. The magic remains in the rock until you hit with it or finish a long rest. You can imbue a number of rocks equal to your proficiency bonus with this bonus action, and you regain all expended uses when you finish a long rest.     *As a bonus action, you can touch a rock that can fit in the palm of your hand and imbue it with magic. While the rock is imbued with magic and you are wielding it, the rock is a magic ranged weapon with which you’re proficient, and it has the thrown property with a normal range of 60 feet and a long range of 180 feet. On a hit, the rock deals 2d10 bludgeoning damage, and if the target is a creature, it must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat) or be knocked prone. The magic remains in the rock until you hit with it or finish a long rest. You can imbue a number of rocks equal to your proficiency bonus with this bonus action, and you regain all expended uses when you finish a long rest.
  
 +</WRAP>
 +
 +<WRAP clear />
 +
 +<WRAP box left 26em >
 ==== 5th Level Beast Barbarian ==== ==== 5th Level Beast Barbarian ====
 ---- ----
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 Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor. Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.
  
 +</WRAP>
  
 +<WRAP box right 26em >
 ==== 6th Level Beast Barbarian ==== ==== 6th Level Beast Barbarian ====
 ---- ----
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   *When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.   *When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.
  
 +</WRAP>
 +
 +<WRAP clear />
 +
 +<WRAP box left 26em >
 ==== 7th Level Beast Barbarian ==== ==== 7th Level Beast Barbarian ====
 ---- ----
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 Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
  
 +</WRAP>
 +
 +<WRAP box right 26em >
 ==== 8th Level Beast Barbarian ==== ==== 8th Level Beast Barbarian ====
 ---- ----
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   ***Protective Wings** \\ You can manifest protective wings that can shield you or others. When you or another creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to manifest spectral wings from your back for a moment. You grant a bonus to the target’s AC equal to your proficiency bonus against that attack roll, potentially causing it to miss. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.    ***Protective Wings** \\ You can manifest protective wings that can shield you or others. When you or another creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to manifest spectral wings from your back for a moment. You grant a bonus to the target’s AC equal to your proficiency bonus against that attack roll, potentially causing it to miss. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 
  
 +</WRAP>
 +
 +<WRAP clear />
 +
 +<WRAP box left 26em >
 ==== 9th Level Beast Barbarian ==== ==== 9th Level Beast Barbarian ====
 ---- ----
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 This increases to two additional dice at 13th level. This increases to two additional dice at 13th level.
  
 +</WRAP>
 +
 +<WRAP box right 26em >
 ==== 10th Level Beast Barbarian ==== ==== 10th Level Beast Barbarian ====
 ---- ----
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 You can use this feature a number of times equal to your Constitution modifier (a 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 Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
  
 +</WRAP>
 +
 +<WRAP clear />
 +
 +<WRAP box left 26em >
 ==== 11th Level Beast Barbarian ==== ==== 11th Level Beast Barbarian ====
 ---- ----
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 Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
  
 +</WRAP>
 +
 +<WRAP box right 26em >
 ==== 12th Level Beast Barbarian ==== ==== 12th Level Beast Barbarian ====
 ---- ----
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 **Feat or ability score** **Feat or ability score**
  
 +</WRAP>
 +
 +<WRAP clear />
 +
 +----
 +<WRAP centeralign>
 +===== Astral Monk =====
 +</WRAP>
  
 =====Astral Monk Introduction (Multi-Classed) ===== =====Astral Monk Introduction (Multi-Classed) =====
 +
 +Raishin began training with the monks to control her emotions and twisted Ki, Effects from her Father's soul and influence. The turning point was when she laid waste to a small town in Covania's north called [[town:Ayeshencliff]] wishing to not loose control like that again. \\
 +It was during this training she met an unlikely friend known as //Balore//. \\ Her training was left incomplete when the Monastery was attacked by an unknown force but she continued with the knowledge she had gained to further her monk training on her own. It has not only calmed her Ki and emotions but has seemed to have a rub off effect on her Father as well. The Red dragon's soul no longer as twisted by hate now seems to be opening up to his daughter during the long lonely nights.
  
 **Hit Points**  **Hit Points** 
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   *Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st    *Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st 
  
- +<WRAP box left 26em >
 ==== 1st Level Astral Monk ==== ==== 1st Level Astral Monk ====
 ---- ----
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 Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon on the Weapons page. Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon on the Weapons page.
  
 +</WRAP>
  
 +<WRAP box right 26em >
 ==== 2nd Level Astral Monk ==== ==== 2nd Level Astral Monk ====
 ---- ----
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   *It must lack the heavy and special properties.   *It must lack the heavy and special properties.
  
 +</WRAP>
 +
 +<WRAP clear />
 +
 +<WRAP box left 26em >
 ==== 3rd Level Astral Monk ==== ==== 3rd Level Astral Monk ====
 ---- ----
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 **Arms of the Astral Self** ++ [3] | //Source: Tasha's Caldron of Everything// ++ \\ **Arms of the Astral Self** ++ [3] | //Source: Tasha's Caldron of Everything// ++ \\
-At 3rd level, your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two <del>rolls of your Martial Arts die</del> __Unarmed Strikes__. \\+At 3rd level, your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two <del>rolls of your Martial Arts die</del> __Unarmed Strikes__. (Roll 2D8) \\
 For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms' appearance, and they vanish early if you are incapacitated or die. For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms' appearance, and they vanish early if you are incapacitated or die.
  
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   *Your unarmed strikes <del>you make with the arms</del> <del>use</del> __add__ your Wisdom modifier to your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.   *Your unarmed strikes <del>you make with the arms</del> <del>use</del> __add__ your Wisdom modifier to your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.
  
 +</WRAP>
  
 +<WRAP box right 26em >
 ==== 4th Level Astral Monk ==== ==== 4th Level Astral Monk ====
 ---- ----
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 Also at 4th level, as an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus. Also at 4th level, as an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.
  
 +</WRAP>
  
 +<WRAP clear />
  
 +<WRAP box left 26em >
 ==== 5th Level Astral Monk ==== ==== 5th Level Astral Monk ====
 ---- ----
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 Also at 5th level, when you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit. Also at 5th level, when you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.
  
 +</WRAP>
 +
 +<WRAP box right 26em >
 ==== 6th Level Astral Monk ==== ==== 6th Level Astral Monk ====
 ---- ----
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   ***Word of the Spirit** When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.   ***Word of the Spirit** When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.
  
 +</WRAP>
  
 +<WRAP clear />
 +
 +<WRAP box left 26em >
 ==== 7th Level Astral Monk ==== ==== 7th Level Astral Monk ====
 ---- ----
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 **Stillness of Mind** ++ [1] | //Source: Player's Handbook// ++ \\ **Stillness of Mind** ++ [1] | //Source: Player's Handbook// ++ \\
 Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
 +
 +</WRAP>
 +
 +<WRAP clear />
 +
 +----
 +<WRAP centeralign>
 +===== Draconic Sorcerer =====
 +</WRAP>
  
 ===== Draconic Sorcerer Introduction (Multi-Classed)===== ===== Draconic Sorcerer Introduction (Multi-Classed)=====
 +
 +Draconic heritage is more common than one might think. Among adventures there is always at least one who has some ties back to a True dragon. Nobody has really given much thought to it due to its vulgar nature, Not may brave enough to label Dragons as horney beasts looking for one night stands with lesser species. \\
 +Raishin like others has a Dracon as a father, A true Red Dragon named Kalithak but alike others Raishin has failed to peruse the magic power this blood grants. With only minimal arcane power under her control the small power she does wield is enough to make life just a bit easier.
  
 **Hit Points** **Hit Points**
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   ***Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st   ***Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st
  
 +<WRAP box left 26em >
 ==== 1st Level Draconic Sorcerer ==== ==== 1st Level Draconic Sorcerer ====
 ---- ----
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 Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, __you gain +2 to your AC__ <del>13 + your Dexterity modifier</del>. Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, __you gain +2 to your AC__ <del>13 + your Dexterity modifier</del>.
 +
 +</WRAP>
 +
 +<WRAP clear />
 +
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  • by Cinder