Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
character:teo:class [2022/09/28 15:10] – [Level 3 Class] Cindercharacter:teo:class [2023/11/29 23:14] (current) Cinder
Line 1: Line 1:
 +<WRAP centeralign>
 +=====Teostra The Blazing-Rune Fighter=====
 +</WRAP>
 +[[character:teo|{{:wiki:media:back.png?65|}}]]
  
 +==== Rune Fighter Class Introduction ====
  
-=====Teo The wildfire Monk===== +//Teostra was once an adept Rogue during his younger years but after an event that left him alone he promised to change his ways. Leaving behind the ways of a thief and trading up to something more 'heroic' in appearance. Bulking up and studying the Old rune magic left by the Giants Teo became a strong and capable fighterLearning new lost culture of the Giants has given him a new world view.// \\
- +
-[[character:teo|{{:wiki:media:back.png?65|}}]] +
- +
-====Fighter Class Introduction==== +
-Lore introduction. \\+
  
 **Hit Points** **Hit Points**
Line 21: Line 21:
  
 **Equipment** **Equipment**
-  *(a) chain mail or (b) leather, longbow, and 20 arrows 
-  *(a) a martial weapon and a shield or (b) two martial weapons 
-  *(a) a light crossbow and 20 bolts or (b) two handaxes 
-  *(a) a dungeoneer's pack or (b) an explorer's pack 
  
-====Level 1 Class====+===Background: Feature & Details===
  
-**Fighting Style** \\+//Laborers are everywhere in the city and countryside, from the dockworker unloading goods, to the cart driver delivering them, to the miner deep underground. Choose which type of laborer with which you have the longest history or roll on the table below. This list is not exhaustive so you can make up your job with the DM’s permission.// 
 + 
 +<WRAP box right 45em > 
 +===Feature: Tavern Brawler=== 
 + ++[7] | //Unearthed Arcana: DnD One// ++ \\ 
 +Accustomed to the rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits: 
 +  *Increase your Strength or Constitution score by 1, to a maximum of 20. 
 +  *You are proficient with improvised weapons relating to furniture. 
 +    *Tiny: 1D6 + Strength (Chair leg, Cub, Plate) 
 +    *Medium, 1D8 + Strength (Chair, Table) 
 +    *Large, 1d10 + Strength (Piano, Horse, Cart) 
 +  *Your unarmed strike add a d4 for damage, you can re-roll and D4 that results in a 1. 
 +  *When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. 
 +</WRAP> 
 + 
 +**Type of Laborer** 
 +  *Farmhand 
 +  *Logger 
 + 
 +**Skill Proficiencies**  
 +  *Insight 
 +  *Medicen 
 +**Languages And Tools**  
 +  *Draconic 
 +  *One type of Artisan's Tools 
 +**Equipment (If Any)** 
 +  *A set of artisan's tools (one of your choice) 
 +  *a shovel 
 +  *an iron pot 
 +  *a set of common clothes  
 +  *a pouch containing 10gp 
 + 
 +<WRAP clear /> 
 + 
 +---- 
 +<WRAP centeralign> 
 +===== Rune Fighter ===== 
 +</WRAP> 
 + 
 +<WRAP box left 26em > 
 +==== 1st Level Rune Fighter ==== 
 +---- 
 + 
 +**Fighting Style** ++[1] | //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. 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.
-  ***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.+  ***Unarmed Fighting** ++[3] | //Tasha's Cauldron of Everything// ++ \\ 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. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
  
-**Second Wind** \\+**Second Wind** ++[1] | //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. \\ 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. Once you use this feature, you must finish a short or long rest before you can use it again.
  
-====Level 2 Class====+</WRAP> 
 + 
 +<WRAP box right 26em > 
 +==== 2nd Level Rune Fighter ==== 
 +----
  
-**Action Surge** \\+**Action Surge** ++[1] | //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. 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. 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.
-====Level 3 Class==== 
  
-**Rune Carver** \\+</WRAP> 
 + 
 +<WRAP clear /> 
 + 
 +<WRAP box left 26em > 
 +==== 3rd Level Rune Fighter ==== 
 +---- 
 + 
 +**Rune Carver** ++[3] | //Tasha's Cauldron of Everything// ++ \\
 Starting at 3rd level, you can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table. Starting at 3rd level, you can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.
  
 ^ Runes Known ^ ^ Runes Known ^
 ^ Fighter Level ^ Number of Runes ^ ^ Fighter Level ^ Number of Runes ^
-| 3rd 2 +| 3rd | 
-| 7th 3 +| 7th | 
-| 10th 4 +| 10th | 
-| 15th 5+| 15th 
 Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time. Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.
-====Level 4 Class==== 
-**Ability Score or Feat** 
  
-====Level 5 Class====+  ***Fire Rune** \\ This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. 
 +    *In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.
  
-**Extra Attack** \\+  ***Frost Rune** \\ This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks. 
 +    *In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest. 
 + 
 +**Giant Might** ++[3] | //Tasha's Cauldron of Everything// ++ \\ 
 +At 3rd level, you have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute: 
 +  *If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change. 
 +  *You have advantage on Strength checks and Strength saving throws. 
 +  *Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit. 
 +You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. 
 + 
 +</WRAP> 
 + 
 +<WRAP box right 26em > 
 +==== 4th Level Rune Fighter ==== 
 +---- 
 + 
 +**Feat: Ember of the Fire Giant** ++[4] | //Unearthed Arcana 85 - Wonders of the Multiverse// ++ \\ 
 +You’ve manifested the fiery combat emblematic of fire giants, granting you the following benefits: 
 +  *Ability Score Increase. Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20. 
 +  *Born of Flame. You have resistance to fire damage. 
 +  *Searing Ignition.  
 +    *When you take the Attack action on your turn, you can replace a single attack with a magical burst of flame. Each creature of your choice within 15 feet of you that can see you must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a failed save, a creature takes fire damage equal to 1d8 + your proficiency bonus, and it is blinded until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t blinded. You can use your Searing Ignition 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 > 
 +==== 5th Level Rune Fighter ==== 
 +---- 
 + 
 +**Extra Attack** ++[1] | //Player's Handbook// ++ \\
 Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. 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. The number of attacks increases to three when you reach 11th level in this class.
-====Level 6 Class====+ 
 +</WRAP> 
 + 
 +<WRAP box right 26em > 
 +==== 6th Level Rune Fighter ==== 
 +----
 **Ability Score or Feat** **Ability Score or Feat**
  
-====Level 7 Class====+</WRAP> 
 + 
 +<WRAP clear /> 
 + 
 +<WRAP box left 26em > 
 +==== 7th  Level Rune Fighter ==== 
 +---- 
 + 
 +**Runic Shield** ++[3] | //Tasha's Cauldron of Everything// ++ \\ 
 +At 7th level, you learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll. \\ 
 +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>
  
-====Level 8 Class====+<WRAP box right 26em > 
 +==== 8th Level Rune Fighter ==== 
 +----
 **Ability Score or Feat** **Ability Score or Feat**
  
-====Level 9 Class====+</WRAP> 
 + 
 +<WRAP clear /> 
 + 
 +<WRAP box left 26em > 
 +==== 9th Level Rune Fighter ==== 
 +----
  
-**Indomitable** \\+**Indomitable** ++[1] | //Player's Handbook// ++ \\
 Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. \\ 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  You can use this feature twice between long rests starting at 13th level 
-====Level 10 Class==== 
  
 +</WRAP>
  
-====Level 11 Class====+<WRAP box right 26em > 
 +==== 10th Level Rune Fighter ==== 
 +----
  
-====Level 12 Class====+**Great Stature** ++[3] | //Tasha's Cauldron of Everything// ++ \\ 
 +By 10th level, the magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll. \\ 
 +Moreover, the extra damage you deal with your Giant's Might feature increases to 1d8.
  
-====Level 13 Class====+</WRAP>
  
-====Level 14 Class====+<WRAP clear />
  
-====Class Introduction==== +<WRAP box left 26em > 
-Lore introduction. \\+==== 11th Level Rune Fighter ==== 
 +----
  
-**Hit Points** +</WRAP>
-  *Hit Dice: 1d8 per druid level +
-  *Hit Points at 1st Level: 8 + your Constitution modifier +
-  *Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st+
  
 +<WRAP box right 26em >
 +==== 12th Level Rune Fighter ====
 +----
  
-====Level 1 Class====+</WRAP>
  
-Druidic+<WRAP clear /> 
 + 
 +<WRAP box left 26em > 
 +==== 13th Level Rune Fighter ==== 
 +---- 
 + 
 +</WRAP> 
 + 
 +<WRAP box right 26em > 
 +==== 14th Level Rune Fighter ==== 
 +---- 
 + 
 +</WRAP> 
 + 
 +<WRAP clear /> 
 + 
 +<WRAP centeralign> 
 +===== Wild-Fire Druid ===== 
 +</WRAP> 
 + 
 +==== Wild-Fire Druid Introduction==== 
 + 
 +//Through his study of Giant lore lead him on various journeys to relatively un-marked parts of Mor-Thir it was here in Covania. on the North-West edge of Fiery-Borderlands he found a Druid unlike any he had herd of before. This one wielding the flames to heal the land. Ash gave rise to seedlings, Burt bark chipped away to reveal new life. Although the land was burnt and defiled by the Demon's invasion, this Druid was ready to spend the time and effort to slowly heal the land, and a Slow process indeed. It was from this Druid Teo learned the ways of the Wildfire Circle, His training was but brief but it was enough to start his journey.// \\ 
 + 
 +**Hit Points** 
 +  ***Hit Dice:** 1d8 per druid level 
 +  ***Hit Points at 1st Level:** 8 + your Constitution modifier 
 +  ***Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per druid level after 1st 
 + 
 +<WRAP box left 26em > 
 +==== 1st Level Wildfire Druid ==== 
 +---- 
 + 
 +**Druidic** ++[1] | //Player's Handbook// ++ \\
 You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic. You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.
  
-====Level 2 Class====+</WRAP>
  
-**Wild Shape** \\+<WRAP box right 26em > 
 +==== 2nd Level Wildfire Druid ==== 
 +---- 
 + 
 +**Wild Shape** ++[1] | //Player's Handbook// ++ \\
 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 twice. You regain expended uses when you finish a short or long rest. 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 twice. You regain expended uses when you finish a short or long rest.
  
Line 113: Line 261:
 While you are transformed, the following rules apply: While you are transformed, the following rules apply:
  
-Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.+Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. \\ 
 When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. \\ When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. \\
-You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast. + 
-You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.+You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast. \\ 
 + 
 +You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense. \\ 
 You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
  
-Source: Tasha's Cauldron of Everything+**Wildfire Druid Circle** ++[3] | //Tasha's Cauldron of Everything// ++ \\
  
 **Circle Spells** \\ **Circle Spells** \\
Line 133: Line 285:
   *9th Flame Strike, Mass Cure Wounds   *9th Flame Strike, Mass Cure Wounds
  
-**Summon Wildfire Spirit** \\+**Summon Wildfire Spirit** ++[3] | //Tasha's Cauldron of Everything// ++ \\
 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 to summon your wildfire spirit, rather than assuming a beast form. 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 to summon your wildfire spirit, rather than assuming a beast form.
  
Line 145: Line 297:
  
 <WRAP box> <WRAP box>
-**Wildfire Spirit**+**Wildfire Spirit** ++[3] | //Tasha's Cauldron of Everything// ++ 
   *Small elemental   *Small elemental
   ***Armor Class**: 13 (natural armor)   ***Armor Class**: 13 (natural armor)
Line 163: Line 315:
 **Actions** \\ **Actions** \\
   *Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.   *Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
-  *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 your spell save DC or take 1d6 + PB fire damage.+  *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 your spell save DC or take 1d6 + PB fire damage. 
 </WRAP> </WRAP>
-====Level 3 Class==== 
  
-====Level 4 Class==== +</WRAP>
-**Feat or Ability score** +
-====Level 5 Class====+
  
-====Level 6 Class====+<WRAP clear />
  
-Enhanced Bond +<WRAP box left 26em > 
-At 6th level, the bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.+==== 3rd Level Wildfire Druid ==== 
 +----
  
 +</WRAP>
 +
 +<WRAP box right 26em >
 +==== 4th Level Wildfire Druid ====
 +----
 +
 +**Feat**
 +
 +</WRAP>
 +
 +<WRAP clear />
 +
 +<WRAP box left 26em >
 +==== 5th Level Wildfire Druid ====
 +----
 +
 +</WRAP>
 +
 +<WRAP box right 26em >
 +==== 6th Level Wildfire Druid ====
 +----
 +
 +**Enhanced Bond** ++[3] | //Tasha's Cauldron of Everything// ++ \\
 +At 6th level, the bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell. \\
 In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
 +
 +</WRAP>
 +
 +<WRAP clear />
  
  
  • character/teo/class.1664343641.txt.gz
  • Last modified: 20 months ago
  • (external edit)