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| - | =====Teostra The Blazing-Rune Fighter===== | ||
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| - | [[character: | ||
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| - | ==== Rune Fighter Class Introduction ==== | ||
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| - | //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 ' | ||
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| - | **Hit Points** | ||
| - | *Hit Dice: 1d10 per fighter level | ||
| - | *Hit Points at 1st Level: 10 + your Constitution modifier | ||
| - | *Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st | ||
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| - | **Proficiencies** | ||
| - | *Armor: All armor, shields | ||
| - | *Weapons: Simple weapons, martial weapons | ||
| - | *Tools: None | ||
| - | *Saving Throws: Strength, Constitution | ||
| - | *Skills: Choose two skills from **Animal Handling, Athletics** | ||
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| - | **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' | ||
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| - | ==== 1st Level Rune Fighter ==== | ||
| - | ---- | ||
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| - | **Fighting Style** ++[1] | // | ||
| - | 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** ++[3] | // | ||
| - | At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you. | ||
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| - | **Second Wind** ++[1] | // | ||
| - | 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. | ||
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| - | ==== 2nd Level Rune Fighter ==== | ||
| - | ---- | ||
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| - | **Action Surge** ++[1] | // | ||
| - | Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. | ||
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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. | ||
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| - | ==== 3rd Level Rune Fighter ==== | ||
| - | ---- | ||
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| - | **Rune Carver** ++[3] | // | ||
| - | 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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| - | ^ Runes Known ^ | ||
| - | ^ Fighter Level ^ Number of Runes ^ | ||
| - | | 3rd | 2 | | ||
| - | | 7th | 3 | | ||
| - | | 10th | 4 | | ||
| - | | 15th | 5 | | ||
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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. | ||
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| - | ***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. | ||
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| - | ***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. | ||
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| - | **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. | ||
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| - | ==== 4th Level Rune Fighter ==== | ||
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| - | **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. | ||
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| - | ==== 5th Level Rune Fighter ==== | ||
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| - | **Extra Attack** ++[1] | // | ||
| - | Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. | ||
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| - | The number of attacks increases to three when you reach 11th level in this class. | ||
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| - | ==== 6th Level Rune Fighter ==== | ||
| - | ---- | ||
| - | **Ability Score or Feat** | ||
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| - | ==== 7th Level Rune Fighter ==== | ||
| - | ---- | ||
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| - | **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. | ||
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| - | ==== 8th Level Rune Fighter ==== | ||
| - | ---- | ||
| - | **Ability Score or Feat** | ||
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| - | ==== 9th Level Rune Fighter ==== | ||
| - | ---- | ||
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| - | **Indomitable** ++[1] | // | ||
| - | 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 | ||
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| - | ==== 10th Level Rune Fighter ==== | ||
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| - | **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' | ||
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| - | ==== 11th Level Rune Fighter ==== | ||
| - | ---- | ||
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| - | ==== 12th Level Rune Fighter ==== | ||
| - | ---- | ||
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| - | ==== 13th Level Rune Fighter ==== | ||
| - | ---- | ||
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| - | ==== 14th Level Rune Fighter ==== | ||
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| - | ==== Wild-Fire Druid Introduction==== | ||
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| - | 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' | ||
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| - | **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 | ||
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| - | ==== 1st Level Wildfire Druid ==== | ||
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| - | **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' | ||
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| - | ==== 2nd Level Wildfire Druid ==== | ||
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| - | **Wild Shape** ++[1] | // | ||
| - | 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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| - | Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn' | ||
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| - | You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, | ||
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| - | While you are transformed, | ||
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| - | Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, | ||
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| - | When you transform, you assume the beast' | ||
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| - | 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' | ||
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| - | 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. \\ | ||
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| - | 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' | ||
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| - | **Wildfire Druid Circle** ++[3] | // | ||
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| - | **Circle Spells** \\ | ||
| - | When you join this circle at 2nd level, you have formed a bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Wildfire Spells table. | ||
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| - | Once you gain access to one of these spells, you always have it prepared, and it doesn' | ||
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| - | Druid Level Spells | ||
| - | *2nd Burning Hands, Cure Wounds | ||
| - | *3rd Flaming Sphere, Scorching Ray | ||
| - | *5th Plant Growth, Revivify | ||
| - | *7th Aura of Life, Fire Shield | ||
| - | *9th Flame Strike, Mass Cure Wounds | ||
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| - | **Summon Wildfire Spirit** ++[3] | // | ||
| - | 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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| - | The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage. | ||
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| - | The spirit is friendly to you and your companions and obeys your commands. See this creature' | ||
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| - | In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, | ||
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| - | The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die. | ||
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| - | <WRAP box> | ||
| - | **Wildfire Spirit** ++[3] | // | ||
| - | *Small elemental | ||
| - | ***Armor Class**: 13 (natural armor) | ||
| - | ***Hit Points**: 5 + five times your druid level | ||
| - | ***Speed**: | ||
| - | *30ft , fly 30 ft (hover) | ||
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| - | | STR | DEX | CON | INT | WIS | CHA | | ||
| - | | 10 (+0) | 14 (+2) | 14 (+2) | 13 (+1) | 15 (+2) | 11 (+0) | | ||
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| - | ***Damage Immunities: | ||
| - | ***Condition Immunities: | ||
| - | ***Senses**: | ||
| - | ***Languages**: | ||
| - | ***Proficiency Bonus**: equals your bonus | ||
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| - | **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. | ||
| - | *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. | ||
| - | </ | ||
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| - | ==== 3rd Level Wildfire Druid ==== | ||
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| - | ==== 4th Level Wildfire Druid ==== | ||
| - | ---- | ||
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| - | **Feat or Ability score** | ||
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| - | ==== 5th Level Wildfire Druid ==== | ||
| - | ---- | ||
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| - | ==== 6th Level Wildfire Druid ==== | ||
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| - | **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. | ||
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