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character:teo:class [2023/08/16 10:47] – [Rune Fighter Class Introduction] 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|}}]]
  
 ==== Rune Fighter Class Introduction ==== ==== Rune Fighter Class Introduction ====
  
-Teostra was once an adept rouge 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 'heroric' 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. \\+//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 
  
 +===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 ==== ==== 1st Level Rune Fighter ====
 ---- ----
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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.
  
 +</WRAP>
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 ==== 2nd Level Rune Fighter ==== ==== 2nd Level Rune Fighter ====
 ---- ----
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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.
  
 +</WRAP>
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 ==== 3rd Level Rune Fighter ==== ==== 3rd Level Rune Fighter ====
 ---- ----
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 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.
  
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 ==== 4th Level Rune Fighter ==== ==== 4th Level Rune Fighter ====
 ---- ----
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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.
  
 +</WRAP>
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 ==== 5th Level Rune Fighter ==== ==== 5th Level Rune Fighter ====
 ---- ----
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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.
  
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 ==== 6th Level Rune Fighter ==== ==== 6th Level Rune Fighter ====
 ---- ----
 **Ability Score or Feat** **Ability Score or Feat**
  
 +</WRAP>
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 ==== 7th  Level Rune Fighter ==== ==== 7th  Level Rune Fighter ====
 ---- ----
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 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.
  
 +</WRAP>
 +
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 ==== 8th Level Rune Fighter ==== ==== 8th Level Rune Fighter ====
 ---- ----
 **Ability Score or Feat** **Ability Score or Feat**
  
 +</WRAP>
 +
 +<WRAP clear />
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 ==== 9th Level Rune Fighter ==== ==== 9th Level Rune Fighter ====
 ---- ----
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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 
  
 +</WRAP>
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 ==== 10th Level Rune Fighter ==== ==== 10th Level Rune Fighter ====
 ---- ----
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 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.
  
 +</WRAP>
 +
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 ==== 11th Level Rune Fighter ==== ==== 11th Level Rune Fighter ====
 ---- ----
  
 +</WRAP>
 +
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 ==== 12th Level Rune Fighter ==== ==== 12th Level Rune Fighter ====
 ---- ----
  
 +</WRAP>
 +
 +<WRAP clear />
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 ==== 13th Level Rune Fighter ==== ==== 13th Level Rune Fighter ====
 ---- ----
  
 +</WRAP>
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 ==== 14th Level Rune Fighter ==== ==== 14th Level Rune Fighter ====
 ---- ----
 +
 +</WRAP>
 +
 +<WRAP clear />
 +
 +<WRAP centeralign>
 +===== Wild-Fire Druid =====
 +</WRAP>
  
 ==== Wild-Fire Druid Introduction==== ==== Wild-Fire Druid Introduction====
-Lore introduction. \\ 
  
-**Hit Points** +//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 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+
  
 +**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 ==== ==== 1st Level Wildfire Druid ====
 ---- ----
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 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.
  
 +</WRAP>
 +
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 ==== 2nd Level Wildfire Druid ==== ==== 2nd Level Wildfire Druid ====
 ---- ----
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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>
  
 +</WRAP>
 +
 +<WRAP clear />
 +
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 ==== 3rd Level Wildfire Druid ==== ==== 3rd Level Wildfire Druid ====
 ---- ----
  
 +</WRAP>
 +
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 ==== 4th Level Wildfire Druid ==== ==== 4th Level Wildfire Druid ====
 ---- ----
  
-**Feat or Ability score**+**Feat**
  
 +</WRAP>
 +
 +<WRAP clear />
 +
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 ==== 5th Level Wildfire Druid ==== ==== 5th Level Wildfire Druid ====
 ---- ----
  
 +</WRAP>
 +
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 ==== 6th Level Wildfire Druid ==== ==== 6th Level Wildfire Druid ====
 ---- ----
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 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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