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character:teo:class [2022/12/29 11:04] Cindercharacter:teo:class [2023/11/29 23:14] (current) Cinder
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 +<WRAP centeralign>
 =====Teostra The Blazing-Rune Fighter===== =====Teostra The Blazing-Rune Fighter=====
 +</WRAP>
 [[character:teo|{{:wiki:media:back.png?65|}}]] [[character:teo|{{:wiki:media:back.png?65|}}]]
  
-====Fighter Class Introduction==== +==== Rune Fighter Class Introduction ==== 
-Lore introduction. \\+ 
 +//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 fighter. Learning new lost culture of the Giants has given him a new world view.// \\
  
 **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's pack or (b) an explorer's pack 
  
-====Level 1 Rune Fighter====+===Background: Feature & Details=== 
 + 
 +//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// ++ \\ **Fighting Style** ++[1] | //Player's Handbook// ++ \\
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 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 Rune Fighter====+</WRAP> 
 + 
 +<WRAP box right 26em > 
 +==== 2nd Level Rune Fighter ==== 
 +----
  
 **Action Surge** ++[1] | //Player's Handbook// ++ \\ **Action Surge** ++[1] | //Player's Handbook// ++ \\
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 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 Rune Fighter====+</WRAP> 
 + 
 +<WRAP clear /> 
 + 
 +<WRAP box left 26em > 
 +==== 3rd Level Rune Fighter ==== 
 +----
  
-**Rune Carver** \\+**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.
  
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     *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.     *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** \\+**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: 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.   *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.
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   *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.   *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. 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.
-====Level Rune Fighter====+ 
 +</WRAP> 
 + 
 +<WRAP box right 26em > 
 +==== 4th Level Rune Fighter ==== 
 +----
  
 **Feat: Ember of the Fire Giant** ++[4] | //Unearthed Arcana 85 - Wonders of the Multiverse// ++ \\ **Feat: Ember of the Fire Giant** ++[4] | //Unearthed Arcana 85 - Wonders of the Multiverse// ++ \\
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     *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.     *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.
  
-====Level Rune Fighter====+</WRAP> 
 + 
 +<WRAP clear /> 
 + 
 +<WRAP box left 26em > 
 +==== 5th Level Rune Fighter ==== 
 +----
  
 **Extra Attack** ++[1] | //Player's Handbook// ++ \\ **Extra Attack** ++[1] | //Player's Handbook// ++ \\
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 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 Rune Fighter====+</WRAP> 
 + 
 +<WRAP box right 26em > 
 +==== 6th Level Rune Fighter ==== 
 +----
 **Ability Score or Feat** **Ability Score or Feat**
  
-====Level 7 Rune Fighter====+</WRAP>
  
-**Runic Shield** \\+<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. \\ 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. 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 Rune Fighter====+ 
 +</WRAP> 
 + 
 +<WRAP box right 26em > 
 +==== 8th Level Rune Fighter ==== 
 +----
 **Ability Score or Feat** **Ability Score or Feat**
  
-====Level Rune Fighter====+</WRAP> 
 + 
 +<WRAP clear /> 
 + 
 +<WRAP box left 26em > 
 +==== 9th Level Rune Fighter ==== 
 +----
  
 **Indomitable** ++[1] | //Player's Handbook// ++ \\ **Indomitable** ++[1] | //Player's Handbook// ++ \\
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 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 Rune Fighter====+</WRAP> 
 + 
 +<WRAP box right 26em > 
 +==== 10th Level Rune Fighter ==== 
 +----
  
-**Great Stature** \\+**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. \\ 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. Moreover, the extra damage you deal with your Giant's Might feature increases to 1d8.
  
-====Level 11 Rune Fighter====+</WRAP>
  
-====Level 12 Rune Fighter====+<WRAP clear />
  
-====Level 13 Rune Fighter====+<WRAP box left 26em > 
 +==== 11th Level Rune Fighter ==== 
 +----
  
-====Level 14 Rune Fighter====+</WRAP>
  
-====Druid Introduction==== +<WRAP box right 26em > 
-Lore introduction. \\+==== 12th 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 clear />
  
-====Level Wildfire Druid====+<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// ++ \\ **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 Wildfire Druid====+</WRAP> 
 + 
 +<WRAP box right 26em > 
 +==== 2nd Level Wildfire Druid ==== 
 +----
  
 **Wild Shape** ++[1] | //Player's Handbook// ++ \\ **Wild Shape** ++[1] | //Player's Handbook// ++ \\
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 <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)
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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. 
 </WRAP> </WRAP>
-====Level 3 Wildfire Druid==== 
  
-====Level 4 Wildfire Druid====+</WRAP>
  
-**Feat or Ability score**+<WRAP clear />
  
-====Level Wildfire Druid====+<WRAP box left 26em > 
 +==== 3rd Level Wildfire Druid ==== 
 +----
  
-====Level 6 Wildfire Druid====+</WRAP>
  
-**Enhanced Bond** \\+<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. \\ 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 />
  
  
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