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character:teo:class [2022/09/28 15:15] – [Level 3 Class] Cinder | character:teo:class [2023/11/29 22:14] (current) – Cinder | ||
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+ | <WRAP centeralign> | ||
+ | =====Teostra The Blazing-Rune Fighter===== | ||
+ | </ | ||
+ | [[character: | ||
+ | ==== 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 ' |
- | + | ||
- | [[character: | + | |
- | + | ||
- | ====Fighter Class Introduction==== | + | |
- | Lore introduction. \\ | + | |
**Hit Points** | **Hit Points** | ||
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**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' | ||
- | ====Level 1 Class==== | + | ===Background: Feature & Details=== |
- | **Fighting Style** \\ | + | //Laborers are everywhere in the city and countryside, |
+ | |||
+ | <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. | ||
+ | </ | ||
+ | |||
+ | **Type of Laborer** | ||
+ | *Farmhand | ||
+ | *Logger | ||
+ | |||
+ | **Skill Proficiencies** | ||
+ | *Insight | ||
+ | *Medicen | ||
+ | **Languages And Tools** | ||
+ | *Draconic | ||
+ | *One type of Artisan' | ||
+ | **Equipment (If Any)** | ||
+ | *A set of artisan' | ||
+ | *a shovel | ||
+ | *an iron pot | ||
+ | *a set of common clothes | ||
+ | *a pouch containing 10gp | ||
+ | |||
+ | <WRAP clear /> | ||
+ | |||
+ | ---- | ||
+ | <WRAP centeralign> | ||
+ | ===== Rune Fighter ===== | ||
+ | </ | ||
+ | |||
+ | <WRAP box left 26em > | ||
+ | ==== 1st Level Rune Fighter ==== | ||
+ | ---- | ||
+ | |||
+ | **Fighting Style** | ||
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** |
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** |
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 | + | </ |
+ | |||
+ | <WRAP box right 26em > | ||
+ | ==== 2nd Level Rune Fighter | ||
+ | ---- | ||
- | **Action Surge** \\ | + | **Action Surge** |
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 clear /> | ||
+ | |||
+ | <WRAP box left 26em > | ||
+ | ==== 3rd Level Rune Fighter ==== | ||
+ | ---- | ||
+ | |||
+ | **Rune Carver** | ||
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. | ||
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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 | + | ***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. | ||
+ | |||
+ | ***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] | // | ||
+ | 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' | ||
+ | *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 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, | ||
+ | *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 clear /> | ||
+ | |||
+ | <WRAP box left 26em > | ||
+ | ==== 5th Level Rune Fighter ==== | ||
+ | ---- | ||
- | **Extra Attack** \\ | + | **Extra Attack** |
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 | + | |
+ | </ | ||
+ | |||
+ | <WRAP box right 26em > | ||
+ | ==== 6th Level Rune Fighter | ||
+ | ---- | ||
**Ability Score or Feat** | **Ability Score or Feat** | ||
- | ====Level | + | </ |
+ | |||
+ | <WRAP clear /> | ||
+ | |||
+ | <WRAP box left 26em > | ||
+ | ==== 7th | ||
+ | ---- | ||
+ | |||
+ | **Runic Shield** ++[3] | // | ||
+ | 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. | ||
+ | |||
+ | </ | ||
- | ====Level | + | <WRAP box right 26em > |
+ | ==== 8th Level Rune Fighter | ||
+ | ---- | ||
**Ability Score or Feat** | **Ability Score or Feat** | ||
- | ====Level 9 Class==== | + | </ |
- | **Indomitable** \\ | + | <WRAP clear /> |
+ | |||
+ | <WRAP box left 26em > | ||
+ | ==== 9th Level Rune Fighter ==== | ||
+ | ---- | ||
+ | |||
+ | **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. \\ | 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==== | ||
+ | </ | ||
- | ====Level | + | <WRAP box right 26em > |
+ | ==== 10th Level Rune Fighter | ||
+ | ---- | ||
- | ====Level 12 Class==== | + | **Great Stature** ++[3] | // |
+ | 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' | ||
- | ====Level 13 Class==== | + | </ |
- | ====Level 14 Class==== | + | <WRAP clear /> |
- | ====Class Introduction==== | + | <WRAP box left 26em > |
- | Lore introduction. \\ | + | ==== 11th Level Rune Fighter |
+ | ---- | ||
- | **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 right 26em > | ||
+ | ==== 12th Level Rune Fighter ==== | ||
+ | ---- | ||
- | ====Level | + | </ |
+ | |||
+ | <WRAP clear /> | ||
+ | |||
+ | <WRAP box left 26em > | ||
+ | ==== 13th Level Rune Fighter | ||
+ | ---- | ||
+ | |||
+ | </ | ||
+ | |||
+ | <WRAP box right 26em > | ||
+ | ==== 14th Level Rune Fighter ==== | ||
+ | ---- | ||
+ | |||
+ | </ | ||
+ | |||
+ | <WRAP clear /> | ||
+ | |||
+ | <WRAP centeralign> | ||
+ | ===== Wild-Fire Druid ===== | ||
+ | </ | ||
+ | |||
+ | ==== 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' | ||
+ | |||
+ | **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 | + | **Druidic** ++[1] | // |
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' | 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' | ||
- | ====Level 2 Class==== | + | </ |
- | **Wild Shape** \\ | + | <WRAP box right 26em > |
+ | ==== 2nd Level Wildfire Druid ==== | ||
+ | ---- | ||
+ | |||
+ | **Wild Shape** | ||
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. | ||
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While you are transformed, | While you are transformed, | ||
- | Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, | + | Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, |
When you transform, you assume the beast' | When you transform, you assume the beast' | ||
- | 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' | + | |
- | 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' |
+ | |||
+ | 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' | You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature' | ||
- | Source: | + | **Wildfire Druid Circle** ++[3] | //Tasha' |
**Circle Spells** \\ | **Circle Spells** \\ | ||
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*9th Flame Strike, Mass Cure Wounds | *9th Flame Strike, Mass Cure Wounds | ||
- | **Summon Wildfire Spirit** \\ | + | **Summon Wildfire Spirit** |
At 2nd level, You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature 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. | ||
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<WRAP box> | <WRAP box> | ||
- | **Wildfire Spirit** | + | **Wildfire Spirit** |
*Small elemental | *Small elemental | ||
***Armor Class**: 13 (natural armor) | ***Armor Class**: 13 (natural armor) | ||
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**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. |
</ | </ | ||
- | ====Level 3 Class==== | ||
- | ====Level 4 Class==== | + | </ |
- | **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 box right 26em > | ||
+ | ==== 4th Level Wildfire Druid ==== | ||
+ | ---- | ||
+ | |||
+ | **Feat** | ||
+ | |||
+ | </ | ||
+ | |||
+ | <WRAP clear /> | ||
+ | |||
+ | <WRAP box left 26em > | ||
+ | ==== 5th Level Wildfire Druid ==== | ||
+ | ---- | ||
+ | |||
+ | </ | ||
+ | |||
+ | <WRAP box right 26em > | ||
+ | ==== 6th Level Wildfire Druid ==== | ||
+ | ---- | ||
+ | |||
+ | **Enhanced Bond** ++[3] | // | ||
+ | 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 clear /> | ||