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character:vaylith:stats [2025/09/03 17:08] – [Consumables] Cindercharacter:vaylith:stats [2025/10/20 16:49] (current) – [Apothecary Introduction] Cinder
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     *When making a grapple check you can use your charisma (persuasion) modifier instead of your Strength (Athletics) modifier when attempting or contesting a grapple check.     *When making a grapple check you can use your charisma (persuasion) modifier instead of your Strength (Athletics) modifier when attempting or contesting a grapple check.
       *Creatures immune to the charmed condition are immune to this effect.       *Creatures immune to the charmed condition are immune to this effect.
 +
 +  ***Passionate Kiss:** //Prerequisite: 12th level// You can use an action to engage a creature you are grappling in a passionate embrace, magically draining their vital essence. 
 +    *The target must make a Constitution saving throw against a DC equal to (8 + your proficiency bonus + your Charisma modifier). On failed save, the target takes 5d10 psychic damage, or half as much damage on a successful one. 
 +    *You gain temporary hit points equal to the psychic damage dealt. 
 +    *You can use this ability a number of times equal to half your proficiency bonus rounded up.
  
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 Skill Proficiencies: (Choose 2) **from Arcana, History, Investigation, Medicine, Nature, and Religion** \\ Skill Proficiencies: (Choose 2) **from Arcana, History, Investigation, Medicine, Nature, and Religion** \\
 Equipment Proficiencies: \\ **Simple weapons, Short swords, Hand crossbows. \\ Light & Medium Armour \\ any tool proficiency, plus another of your choice from the following:** (poisoner’s kit, herbalism kit, or alchemist’s supplies) \\ Equipment Proficiencies: \\ **Simple weapons, Short swords, Hand crossbows. \\ Light & Medium Armour \\ any tool proficiency, plus another of your choice from the following:** (poisoner’s kit, herbalism kit, or alchemist’s supplies) \\
-Starting equipment: **160 Gold** \\+Starting equipment: **100 Gold** \\
  
 ===Background: Feature & Details=== ===Background: Feature & Details===
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-==== Origin Feat: Proficient Poisoner ====+==== Origin Feat: Healer ====
 ---- ----
-//Source: Guide to Drakenhime, Pg 180/ Player's Handbook 2024//+//Source: Player's Handbook 2024//
  
-//Prerequisite: Requires proficiency in poisoner’s kit, occultist’s tools*, or herbalism kit// +You gain the following benefits.  
- +  ***Battle Medic:** If you have a Healer's Kityou can expend one use of it and tend to a creature within 5 feet of yourself as a Utilize actionThat creature can expend one of its Hit Point Dice, and you then roll that dieThe creature regains a number of Hit Points equal to the roll plus your Proficiency Bonus
-  *Ability Score Increase. Increase your Dexterity or Intelligence score by 1, to a maximum of 20. +  ***Healing Rerolls:** Whenever you roll a die to determine the number of Hit Points you restore with a spell or with this feat's Battle Medic benefit, you can reroll the die if it rolls 1and you must use the new roll.
-  *When you make a damage roll that deals Poison damage, it ignores Resistance to Poison damage. +
-  *You gain resistance to poison damage.  +
-  *The damage done by your poison attacks deals an additional 2d8. +
-  *You can detect the presence of poison by spending 1 minute examining a substance or object.  +
-Once per day after finishing a long rest, you can spend one hour working with your chosen tools to create special concoction or infusion using materials harvested or found in the field. You must have access to your tools during this time. \\ +
-As you gain levels, you learn how to create more powerful itemas shown on the table below<del>This creation becomes inert after 24 hours</del>. \\ +
-Level 1 — basic poison \\ +
-Level 5 — serpent venom \\ +
-Level 11 — wyvern poison \\+
  
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 +**Ability Score Bonus** (DND 2024 Background)
 +  *+1 STAT
 **Skill Proficiencies**  **Skill Proficiencies** 
   *Skill   *Skill
-**Languages And/Or Tools** +**Languages And Tool Proficiency** 
   *Language   *Language
   *Poisoner's Kit   *Poisoner's Kit
-**Equipment (If Any)** +
-  *Component Pouch+
  
  
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 At 2nd level, you gain two esoteric theories of your choice. Your theory options are detailed at the end of the class description. When you gain certain apothecary levels, you gain additional theories of your choice, as shown in the Theories Known column of the Apothecary table. Additionally, when you gain a level in this class, you can choose one of the theories you know and replace it with another theory that you could learn at that level. At 2nd level, you gain two esoteric theories of your choice. Your theory options are detailed at the end of the class description. When you gain certain apothecary levels, you gain additional theories of your choice, as shown in the Theories Known column of the Apothecary table. Additionally, when you gain a level in this class, you can choose one of the theories you know and replace it with another theory that you could learn at that level.
  
-**Esoteric Theory: TEXT** +**Esoteric Theory: Medical Expertise** 
-  *Text +  *You gain proficiency in the __Medicine and Nature skills__. You also gain __Expertise__ for these skills (Expertise Doubles your proficiency Bonus for skill checks) 
-**Esoteric Theory: TEXT** +**Esoteric Theory: Inoculation** 
-  *Text+  *You have __resistance to necrotic damage__, and your hit point maximum can’t be reduced. In addition, you are __immune to diseases__.
  
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