Update to Beta-0.24.0.
This commit is contained in:
@@ -1,106 +0,0 @@
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---
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title: Adept
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description:
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date_pub: 2024-03-05T22:49:24.000-04:00
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section: classes
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content_type: feature
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short_code: cad
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status: hidden
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---
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Holy (or unholy) warrior-priests who use their skills to serve one or more deities.
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<div class='headlessTableWrapper'>
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| | |
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| ----------------- | --------------------------------------------------------------- |
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| **Hit Dice** | 1d8 |
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| **Maximum Level** | 14 |
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| **Armor** | Any (including shields) |
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| **Weapons** | Blunt weapons only (club, mace, sling, staff, war hammer, etc.) |
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| **Languages** | Alignment, Common |
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</div>
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### Adept Skills
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- 30' range
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- Roll 1d100, result under score is success.
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- Referee should roll in secret for detect magic (DM).
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<div class="dividedTableWrapper">
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FIXME - Don't like these scores - can I somehow translate them into d20s? Or even d6s, based on the optional d6 thief rule?
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| Level | BL | DM | KA | PU | RF | TU |
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| :---: | :-: | :-: | :-: | :-: | :-: | :-: |
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| 1 | 10 | 30 | 20 | 20 | 25 | 50 |
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| 2 | 35 | 50 | 35 | 23 | 55 | 55 |
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| 3 | 40 | 55 | 40 | 25 | 60 | 60 |
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| 4 | 45 | 60 | 45 | 26 | 65 | 65 |
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| 5 | 50 | 65 | 50 | 35 | 70 | 70 |
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| 6 | 55 | 70 | 55 | 45 | 75 | 75 |
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| 7 | 60 | 75 | 60 | 55 | 80 | 80 |
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| 8 | 65 | 80 | 65 | 65 | 83 | 85 |
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| 9 | 70 | 85 | 70 | 70 | 86 | 90 |
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| 10 | 71 | 90 | 75 | 75 | 90 | 95 |
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| 11 | 72 | 95 | 80 | 80 | 92 | 100 |
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| 12 | 73 | 97 | 85 | 85 | 95 | 105 |
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| 13 | 74 | 98 | 90 | 90 | 98 | 110 |
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| 14 | 75 | 99 | 95 | 95 | 99 | 115 |
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[Adept Skills Chance of Success]
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</div>
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- **Bless (BL)**: Once per turn, may give allies +1 to attack and damage rolls for one round per adept level.
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- **Detect Magic (DM)**: Must spend one turn concentrating on target to activate, failed rechecks allowed.
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- **Know Alignment (KA)**: Learn alignment of one character, creature, location, or object, can only be tried once per target. On a fail, can't try again until next XP level.
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- **Purify (PU)**: Makes food and water safe to consume, affecting up to 6 quarts of liquid, one ration, or fresh food for up to 12 humanoids.
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- **Rally / Fear (RF)**: Rally counters effects of magical fear, while Fear forces enemies to make a morale check or flee. May be used once per turn.
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- **Turn Undead (TU)**: -5% chance per monster HD, max HD is adept level + 1. On success, 2d6 HD of undead must move away from adept in full retreat until attacked, with lowest HD affected first.
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### Divine Magic
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- Must have a holy symbol
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- Must remain faithful to alignment, clergy, and religion.
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- Can conduct magical research.
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### Healing
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- From 2nd level, can heal with touch.
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- May be used once / day / adept level.
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- Either cures 1d4 HP or allows an additional save vs an effect (cure, poison, etc).
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### Stronghold
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- After 9th level, can establish or build a stronghold (at half price, if in good favor with deity).
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- Once established, attracts loyal followers (5d6 x 10 fighters of level 1–2), who never check morale.
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### Advancement
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<div class="dividedTableWrapper levelTable">
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| Level | XP | HD | Atk<br />Mod | Saving Throws |||||
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| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] |
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| :---: | :-----: | :--------: | :-----: | :---: | :---: | :---: | :---: | :---: |
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| 1 | 0 | 1d8 | 0 | 11 | 12 | 14 | 16 | 15 |
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| 2 | 1,500 | 2d8 | 0 | 11 | 12 | 14 | 16 | 15 |
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| 3 | 3,000 | 3d8 | 0 | 11 | 12 | 14 | 16 | 15 |
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| 4 | 6,000 | 4d8 | 0 | 11 | 12 | 14 | 16 | 15 |
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| 5 | 12,000 | 5d8 | +2 | 9 | 10 | 12 | 14 | 12 |
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| 6 | 25,000 | 6d8 | +2 | 9 | 10 | 12 | 14 | 12 |
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| 7 | 50,000 | 7d8 | +2 | 9 | 10 | 12 | 14 | 12 |
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| 8 | 100,000 | 8d8 | +2 | 9 | 10 | 12 | 14 | 12 |
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| 9 | 200,000 | 9d8 | +5 | 6 | 7 | 9 | 11 | 9 |
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| 10 | 300,000 | 9d8+1 | +5 | 6 | 7 | 9 | 11 | 9 |
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| 11 | 400,000 | 9d8+2 | +5 | 6 | 7 | 9 | 11 | 9 |
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| 12 | 500,000 | 9d8+3 | +5 | 6 | 7 | 9 | 11 | 9 |
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| 13 | 600,000 | 9d8+4 | +7 | 3 | 5 | 7 | 8 | 7 |
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| 14 | 700,000 | 9d8+5 | +7 | 3 | 5 | 7 | 8 | 7 |
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[Level Advancement]
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[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells
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</div>
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@@ -24,9 +24,10 @@ An adventurer known for their "primal" warrior nature.
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### Core Features
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- **Agility Bonus**: Gains a bonus to AC equal to 1/3 level.
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- **Distrust of Magic**: Typically unable / unwilling to use magic or magic items (beyond own tribal beliefs).
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- **Primal Speed**: Gains a bonus to movement equal to Agility Bonus x 5'.
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- **Agility Bonus**: Gains a bonus to AC equal to 1/3 level.
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- **Distrust of Magic**: Typically unable / unwilling to use magic or magic items (beyond own tribal beliefs).
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- **Primal Speed**: Gains a bonus to movement equal to Agility Bonus x 5'.
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- **Brutal Efficiency**: After 5th level, all attacks can deal damage to creatures that are immune to non-magical attacks.
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<div class="dividedTableWrapper levelTable">
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@@ -55,39 +56,39 @@ An adventurer known for their "primal" warrior nature.
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Immediately after taking or inflicting damage, can use a free action to try and enter a Blood Rage.
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- Make a skilled CHA or WIS check to enter a Blood Rage.
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- Check gains an additional bonus for each HP of damage taken or inflicted by the triggering hit.
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- On a failure, must wait until another successful hit or inflicted wound to try again.
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- While Blood Rage is active:
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- add Agility Bonus (1/3 level) to attack and damage rolls,
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- -1 damage when hit (to a minimum of 1 HP),
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- deals damage to creatures that are immune to non-magical attacks, and
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- after striking a killing blow to a foe, may immediately make a free attack against another foe at –2.
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- Rage ends when reduced to 0 HP (or lower) or when a combat round ends without making an attack, being attacked, or taking damage.
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- Can be initiated or maintained by using a combat action to inflict a minimum of 1 HP of damage to self.
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- Make a skilled CHA or WIS check to enter a Blood Rage.
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- Check gains an additional bonus for each HP of damage taken or inflicted by the triggering hit.
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- On a failure, must wait until another successful hit or inflicted wound to try again.
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- While Blood Rage is active:
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- add Agility Bonus (1/3 level) to attack and damage rolls,
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- -1 damage when hit (to a minimum of 1 HP),
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- can deal damage to creatures that are immune to non-magical attacks, and
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- after striking a killing blow to a foe, may immediately make a free attack against another foe at –2.
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- Rage ends when reduced to 0 HP (or lower) or when a combat round ends without making an attack, being attacked, or taking damage.
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- Can be initiated or maintained by using a combat action to inflict a minimum of 1 HP of damage to self.
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### Class Skills
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- **Alertness**: When surprised during initiative, may make a skilled WIS check to act during the first turn.
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- **Enter Blood Rage**: Immediately after taking or inflicting damage, can use a free action to make skilled a CHA or WIS check to enter a [Blood Rage](#blood-rage).
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- Check gains an additional bonus for each HP of damage taken or inflicted by the triggering hit.
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- **Free Climb**: Can climb sheer surfaces by making a skilled DEX check at +4 for every 100' climbed.
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- Failure indicates falling from half-way, taking 1d6 damage / 10'.
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- **Mighty Attack**: Describe intended outcome, make a skilled check as indicated by GM before making the attack roll.
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- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
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- On a complicated success, the attack roll is made as normal.
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- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
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- May only be used successfully once per 10 minutes (1 turn).
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- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
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- **Sense Magic**: Make a skilled WIS check to sense nearby magic.
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- Usually takes the form of an odor, with more powerful magic smelling more foul.
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- **Sneak Outdoors**: Make a skilled DEX check to hide in undergrowth and move silently outdoors.
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- Can't be done while engaged in melee combat.
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- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling tribal knowledge, stabilizing wounds).
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- **Alertness**: When surprised during initiative, may make a skilled WIS check to act during the first turn.
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- **Enter Blood Rage**: Immediately after taking or inflicting damage, can use a free action to make skilled a CHA or WIS check to enter a [Blood Rage](#blood-rage).
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- Check gains an additional bonus for each HP of damage taken or inflicted by the triggering hit.
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- **Free Climb**: Can climb sheer surfaces by making a skilled DEX check at +4 for every 100' climbed.
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- Failure indicates falling from half-way, taking 1d6 damage / 10'.
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- **Mighty Attack**: Describe intended outcome, make a skilled check as indicated by GM before making the attack roll.
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- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
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- On a complicated success, the attack roll is made as normal.
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- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
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- May only be used successfully once per 10 minutes (1 turn).
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- ex: jump on a banquet table, kicking the drinks all over the guards, before making a leaping strike at the nearest opponent.
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- **Sense Magic**: Make a skilled WIS check to sense nearby magic.
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- Usually takes the form of an odor, with more powerful magic smelling more foul.
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- **Sneak Outdoors**: Make a skilled DEX check to hide in undergrowth and move silently outdoors.
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- Can't be done while engaged in melee combat.
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- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling tribal knowledge, stabilizing wounds).
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### Tribal Leader
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After reaching 9th level, can become a tribal leader, either by challenging the existing leader, taking control of a leaderless tribe, or by starting a new tribe.
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- Might claim a fort or stronghold, or the tribe may remain nomadic.
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- Attracts 5d4 x 10 tribes-people, 1/2 of whom are capable fighters (level 1 barbarians).
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- Might claim a fort or stronghold, or the tribe may remain nomadic.
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- Attracts 5d4 x 10 tribes-people, 1/2 of whom are capable fighters (level 1 barbarians).
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@@ -83,7 +83,7 @@ If the performance lasts for at least one turn and ends without interruption:
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- **Ritual Casting**: Some rituals require a skilled check.
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- **Swashbuckling**: Describe intended outcome, make a skilled check as indicated by GM.
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- May only be used successfully once per 10 minutes (1 turn).
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- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
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- ex: jump on a banquet table, kicking the drinks over the surprised guards, before making a leaping strike at the nearest opponent.
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### Divine Magic
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@@ -71,7 +71,7 @@ An adventurer who possesses a special bond with one (or more) animal companions.
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- On a complicated success, the attack roll is made as normal.
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- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
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- May only be used successfully once per 10 minutes (1 turn).
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- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
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- ex: jump on a banquet table, kicking the drinks over the surprised guards, before making a leaping strike at the nearest opponent.
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- **Tracking**: Make a skilled INT check to correctly identify and follow tracks, modified by environmental and other conditions (ex: weather, ground hardness, or age of tracks).
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- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling animal knowledge, stabilizing wounds).
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@@ -49,49 +49,53 @@ Bloodmages are arcane spellcasters that use their own life force, rather than th
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#### Saving Throw Mods
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- +2 to **Save vs Spells** (-2 overall)
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- +2 to **Save vs Spells** (-2 overall)
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### Arcane Magic
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- Can cast any known spell by shedding blood at a rate of 1 HP / spell level.
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- Carries a spell book (or equivalent) with known spells in it.
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- Starts with [at least one spell](/rules/magic.html#starting-spells) in book.
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- Can cast any spell in book.
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- Can cast a number of spells per day equal to bloodmage level.
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- Can conduct magical research.
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- Gains a new spell every level, in addition to any found and added to spell book.
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- [Known arcane spells](./arcane-spellcasters/known-arcane-spells.html)
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- Can cast any known spell by shedding blood at a rate of 1 HP / spell level.
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- Carries a spell book (or equivalent) with known spells in it.
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- Starts with [at least one spell](/rules/magic.html#starting-spells) in book.
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- Can cast any spell in book.
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- Can cast a number of spells per day equal to bloodmage level.
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- Can conduct magical research.
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- Gains a new spell every level, in addition to any found and added to spell book.
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- [Known arcane spells](./arcane-spellcasters/known-arcane-spells.html)
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#### Casting Spells
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To cast a spell, make a [skilled INT check](/rules/adventuring.html#skilled-ability-checks) reduced by the level of the spell being attempted.
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- On a fumble, a [blunder](/rules/magic.html#blunders) may occur, and the next attempt to cast a spell (before a long rest) gets -2.
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- On a failure, the spell fizzles, and nothing else happens (it doesn't count towards spells per day limit).
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- On a complicated success, the spell is cast, but something interesting (although not directly dangerous) may happen.
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- On a complete success, the spell is cast as desired.
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- On a critical success, the spell is cast in a notable manner as determined by GM (ex: double duration, range, or targets), and the next attempt to cast a spell (before a long rest) gets +2.
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- On a fumble, a [blunder](/rules/magic.html#blunders) may occur, and the next attempt to cast a spell (before a long rest) gets -2.
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- On a failure, the spell fizzles, and nothing else happens (it doesn't count towards spells per day limit).
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- On a complicated success, the spell is cast, but something interesting (although not directly dangerous) may happen.
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- On a complete success, the spell is cast as desired.
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- On a critical success, the spell is cast in a notable manner as determined by GM (ex: double duration, range, or targets), and the next attempt to cast a spell (before a long rest) gets +2.
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### Class Skills
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- **Arcane Lore**: Can make a skilled INT check to recall information about arcane magic or recognize a spell or magic item.
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- **Prestidigitation**: Can use a combat action to make a skilled INT check to create a small, instant, illusory effect that inflicts no damage.
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- **Ritual Casting**: Some rituals require a skilled check.
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- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, stabilizing wounds).
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- **Arcane Lore**: Can make a skilled INT check to recall information about arcane magic or recognize a spell or magic item.
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- **Prestidigitation**: Can use a combat action to make a skilled INT check to create a small, instant, illusory effect that inflicts no damage.
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- **Ritual Casting**: Some rituals require a skilled check.
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- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, stabilizing wounds).
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### Healing
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Can make animal sacrifices to heal self.
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- Intelligent or magical creatures work best.
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- Creature must be slain with dagger or other bladed weapon.
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- Restores HP equal to creatures HD.
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- Creatures that are innocent, powerful, or dear to the caster work better.
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- GM may roll 1d6 for each fallen enemy, each 1 is still alive and may be sacrificed
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- Intelligent or magical creatures work best.
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- Creature must be slain with dagger or other bladed weapon.
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- Restores HP equal to creatures HD.
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- Creatures that are innocent, powerful, or dear to the caster work better.
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- GM may roll 1d6 for each fallen enemy, each 1 is still alive and may be sacrificed
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### Stronghold
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- After 9th level, may construct a stronghold (usually, a tower).
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- 1d6 apprentices of levels 1–3 will then arrive to study under them.
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- After 9th level, may construct a stronghold (usually, a tower).
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- 1d6 apprentices of levels 1–3 will then arrive to study under them.
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> Blood magic is illegal in most civilized areas, with bloodmages often put to death when caught practicing their arts (especially if the blood comes from unwilling donors). Even the "big umbrella" that is the [Grand Consortium](/astral/factions/index.html#the-consortium) outright forbids bloodmages from joining. As a result, most tend to either work alone, or with a very small number of loyal supporters.
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>
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> <cite>--- PV</cite>
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Adapted from _[Alternate Magic](https://www.drivethrurpg.com/product/397412/Alternate-Magic-OSR)_ by [Eric Diaz](http://methodsetmadness.blogspot.com/)
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@@ -49,14 +49,15 @@ An adventurer that specializes in battle and combat.
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### Class Skills
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- **Feat of Strength**: Make a skilled STR check to perform an extraordinary feat of strength (ex: bend iron bars, lift a steel gate, smash a door on the first try).
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- **Mighty Attack**: Describe intended outcome, make a skilled check as indicated by GM before making the attack roll.
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- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
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- On a complicated success, the attack roll is made as normal.
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- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
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- May only be used successfully once per 10 minutes (1 turn).
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- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
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- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, stabilizing wounds).
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- **Feat of Strength**: Make a skilled STR check to perform an extraordinary feat of strength (ex: bend iron bars, lift a steel gate, smash a door on the first try).
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- May only be used successfully once per 10 minutes (1 turn).
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- **Mighty Attack**: Describe intended outcome, make a skilled check as indicated by GM before making the attack roll.
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- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
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- On a complicated success, the attack roll is made as normal.
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- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
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- May only be used successfully once per 10 minutes (1 turn).
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- ex: jump on a banquet table, kicking the drinks over the surprised guards, before making a leaping strike at the nearest opponent.
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- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, stabilizing wounds).
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### Combat Expertise
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@@ -68,4 +69,4 @@ Gain one at 2nd, 6th, 10th, and 14th level.
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Can buy or build a castle or stronghold (and control surrounding lands) at any time they can be afforded.
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- Once established, attracts 5d4 x 10 apprentice fighters (level 1–2).
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- Once established, attracts 5d4 x 10 apprentice fighters (level 1–2).
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@@ -63,7 +63,7 @@ An adventurer who lives by their talents sailing on the high seas.
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- On a complicated success, the attack roll is made as normal.
|
||||
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
|
||||
- May only be used successfully once per 10 minutes (1 turn).
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||||
- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
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- ex: jump on a banquet table, kicking the drinks over the surprised guards, before making a leaping strike at the nearest opponent.
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- **Walk Tightrope**: Make a skilled DEX check for every 60' walked, modified by -4 for windy conditions and/or +2 when using balance pole.
|
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- Failure means falling (and taking fall damage).
|
||||
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: acrobatics).
|
||||
@@ -93,7 +93,7 @@ An adventurer who lives by their talents sailing on the astral plane.
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- On a complicated success, the attack roll is made as normal.
|
||||
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
|
||||
- May only be used successfully once per 10 minutes (1 turn).
|
||||
- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
|
||||
- ex: jump on a banquet table, kicking the drinks over the surprised guards, before making a leaping strike at the nearest opponent.
|
||||
- **Walk Tightrope**: Make a skilled DEX check for every 60' walked, modified by -4 for windy conditions and/or +2 when using balance pole.
|
||||
- Failure means falling (and taking fall damage).
|
||||
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: astral acrobatics).
|
||||
|
||||
@@ -5,10 +5,9 @@ date_pub: 2025-05-18T20:25:45.000-04:00
|
||||
section: classes
|
||||
content_type: feature
|
||||
short_code: cdy
|
||||
status: hidden
|
||||
---
|
||||
|
||||
A guardian of nature empowered by the magic of the faewolde.
|
||||
A guardian of nature empowered by the magic of the Faewolde.
|
||||
|
||||
[[toc]]
|
||||
|
||||
@@ -26,7 +25,7 @@ A guardian of nature empowered by the magic of the faewolde.
|
||||
|
||||
### Core Features
|
||||
|
||||
- **Charm Immunity**: From 7th level, gains immunity to fae charms (from dryads, nixies, pixies, etc).
|
||||
- **Charm Immunity**: From 7th level, gains immunity to fae charms (from dryads, nixies, pixies, etc).
|
||||
|
||||
<div class="dividedTableWrapper levelTable">
|
||||
|
||||
@@ -53,56 +52,56 @@ A guardian of nature empowered by the magic of the faewolde.
|
||||
|
||||
### Change Form
|
||||
|
||||
- Starting at 2nd level, can make a [skilled WIS check](/rules/adventuring.html#skilled-ability-checks) to change into the form of either a reptile, bird, or mammal.
|
||||
- The roll is reduced by the number of hit dice of the intended form.
|
||||
- The new form can't have more hit dice than current level.
|
||||
- Regains 1d4 hit points per level when used successfully.
|
||||
- All carried equipment is absorbed into animal form, only reappearing after changing back.
|
||||
- Can successfully cast a spell or change form a number of times equal to dru'ydd level (combined).
|
||||
- When in combat, can change (or change back) as a free action.
|
||||
- Starting at 2nd level, can make a [skilled WIS check](/rules/adventuring.html#skilled-ability-checks) to change into the form of either a reptile, bird, or mammal.
|
||||
- The roll is reduced by the number of hit dice of the intended form.
|
||||
- The new form can't have more hit dice than current level.
|
||||
- Regains 1d4 hit points per level when used successfully.
|
||||
- All carried equipment is absorbed into animal form, only reappearing after changing back.
|
||||
- Can successfully cast a spell or change form a number of times equal to dru'ydd level (combined).
|
||||
- When in combat, can change (or change back) as a free action.
|
||||
|
||||
### Class Skills
|
||||
|
||||
- **Dru'ydd Craft**: Can use a combat action and make a skilled WIS check to create a small, instant, illusory effect, or to make a single seed pod open, flower blossom, or bud bloom.
|
||||
- **Nature Lore**: Make a skilled INT check to identify plants or animals, to discern pure water, or to recover from being lost.
|
||||
- **Pass Without Trace**: From 3rd level, can make a skilled DEX check to lead up to 5 people through natural environments without leaving any tracks and move through overgrown areas unimpeded at normal speed.
|
||||
- **Ritual Casting**: Some rituals require a skilled check.
|
||||
- **Tracking**: Make a skilled INT check to correctly identify and follow tracks, modified by environmental and other conditions (ex: weather, ground hardness, or age of tracks).
|
||||
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling animal knowledge, stabilizing wounds).
|
||||
- **Dru'ydd Craft**: Can use a combat action and make a skilled WIS check to create a small, instant, illusory effect, or to make a single seed pod open, flower blossom, or bud bloom.
|
||||
- **Nature Lore**: Make a skilled INT check to identify plants or animals, to discern pure water, or to recover from being lost.
|
||||
- **Pass Without Trace**: From 3rd level, can make a skilled DEX check to lead up to 5 people through natural environments without leaving any tracks and move through overgrown areas unimpeded at normal speed.
|
||||
- **Ritual Casting**: Some rituals require a skilled check.
|
||||
- **Tracking**: Make a skilled INT check to correctly identify and follow tracks, modified by environmental and other conditions (ex: weather, ground hardness, or age of tracks).
|
||||
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling animal knowledge, stabilizing wounds).
|
||||
|
||||
### Faewolde Magic
|
||||
|
||||
- At level 2, gains spell casting and learns how to conduct magical research.
|
||||
- Can cast spells by channelling power from the faewolde.
|
||||
- Must have a symbol of either the fae or nature.
|
||||
- Must remain faithful to alignment and defense of nature.
|
||||
- Can successfully cast a spell or change form a number of times equal to dru'ydd level (combined).
|
||||
- [Example Dru'ydd Spells](./druid/spell-list.html)
|
||||
- At level 2, gains spell casting and learns how to conduct magical research.
|
||||
- Can cast spells by channelling power from the Faewolde.
|
||||
- Must have a symbol of either the fae or nature.
|
||||
- Must remain faithful to alignment and defense of nature.
|
||||
- Can successfully cast a spell or change form a number of times equal to dru'ydd level (combined).
|
||||
- [Example Dru'ydd Spells](./druid/spell-list.html)
|
||||
|
||||
#### Casting Spells
|
||||
|
||||
To cast a spell, the dru'ydd must make a skilled WIS check.
|
||||
|
||||
- The current spellcasting bonus is added to the roll, while twice the level of the spell being attempted is subtracted from it.
|
||||
- Check the result.
|
||||
- On a fumble, causes [Doubt](#doubt).
|
||||
- On a failure, nothing happens, and it doesn't count towards casts for the day.
|
||||
- On a complicated success, the spell is cast, but something interesting (although not directly dangerous) may happen.
|
||||
- On a complete success, the spell casts as expected.
|
||||
- On a critical success, the spell works exceptionally well (ex: player may choose to double spell duration, range, or targets).
|
||||
- The current spellcasting bonus is added to the roll, while twice the level of the spell being attempted is subtracted from it.
|
||||
- Check the result.
|
||||
- On a fumble, causes [Doubt](#doubt).
|
||||
- On a failure, nothing happens, and it doesn't count towards casts for the day.
|
||||
- On a complicated success, the spell is cast, but something interesting (although not directly dangerous) may happen.
|
||||
- On a complete success, the spell casts as expected.
|
||||
- On a critical success, the spell works exceptionally well (ex: player may choose to double spell duration, range, or targets).
|
||||
|
||||
#### Doubt
|
||||
|
||||
Occurs whenever a fumble occurs while casting a spell.
|
||||
|
||||
- Next attempt to cast spell gets -2 on roll.
|
||||
- Cleared by a successful cast or form change.
|
||||
- Fumbling while already having Doubt severs connection to faewolde, preventing spell casting until next day.
|
||||
- Next attempt to cast spell gets -2 on roll.
|
||||
- Cleared by a successful cast or form change.
|
||||
- Fumbling while already having Doubt severs connection to faewolde, preventing spell casting until next day.
|
||||
|
||||
### Languages
|
||||
|
||||
- Knows a secret language called "Dru'ydd'ik", known only to other dru'ydds.
|
||||
- With each level beyond 2nd, learns to speak the language of a creature in the forest.
|
||||
- Knows a secret language called "Dru'ydd'ik", known only to other dru'ydds.
|
||||
- With each level beyond 2nd, learns to speak the language of a creature in the forest.
|
||||
|
||||
### Stronghold
|
||||
|
||||
|
||||
@@ -23,7 +23,6 @@ Holy (or unholy) warrior-priests who serve one or more deities.
|
||||
|
||||
</div>
|
||||
|
||||
|
||||
### Saving Throw Mods
|
||||
|
||||
- +1 to **Save vs Spells** (-3 overall)
|
||||
@@ -45,7 +44,6 @@ Holy (or unholy) warrior-priests who serve one or more deities.
|
||||
- **Ritual Casting**: Some rituals require a skilled check.
|
||||
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: stabilizing wounds).
|
||||
|
||||
|
||||
### Divine Magic
|
||||
|
||||
- Must have a holy symbol.
|
||||
@@ -57,21 +55,21 @@ Holy (or unholy) warrior-priests who serve one or more deities.
|
||||
<div class="dividedTableWrapper levelTable">
|
||||
|
||||
| Level | HD | Atk | Save | Spells / Day |
|
||||
| :---: | :----: | :-: | :--: | :---------------: |
|
||||
| 1 | 1d8 | 0 | 12 | - |
|
||||
| 2 | 2d8 | 0 | 12 | 1 |
|
||||
| 3 | 3d8 | 0 | 12 | 2 |
|
||||
| 4 | 4d8 | +2 | 10 | 3 |
|
||||
| 5 | 5d8 | +2 | 10 | 4 |
|
||||
| 6 | 6d8 | +2 | 10 | 5 |
|
||||
| 7 | 7d8 | +5 | 8 | 6 |
|
||||
| 8 | 9d8 | +5 | 8 | 7 |
|
||||
| 9 | 9d8 | +5 | 8 | 8 |
|
||||
| 10 | 9d8+2 | +7 | 6 | 9 |
|
||||
| 11 | 9d8+4 | +7 | 6 | 10 |
|
||||
| 12 | 9d8+6 | +7 | 6 | 11 |
|
||||
| 13 | 9d8+8 | +9 | 4 | 12 |
|
||||
| 14 | 9d8+10 | +9 | 4 | 13 |
|
||||
| :---: | :----: | :-: | :--: | :----------: |
|
||||
| 1 | 1d8 | 0 | 12 | - |
|
||||
| 2 | 2d8 | 0 | 12 | 1 |
|
||||
| 3 | 3d8 | 0 | 12 | 2 |
|
||||
| 4 | 4d8 | +2 | 10 | 3 |
|
||||
| 5 | 5d8 | +2 | 10 | 4 |
|
||||
| 6 | 6d8 | +2 | 10 | 5 |
|
||||
| 7 | 7d8 | +5 | 8 | 6 |
|
||||
| 8 | 9d8 | +5 | 8 | 7 |
|
||||
| 9 | 9d8 | +5 | 8 | 8 |
|
||||
| 10 | 9d8+2 | +7 | 6 | 9 |
|
||||
| 11 | 9d8+4 | +7 | 6 | 10 |
|
||||
| 12 | 9d8+6 | +7 | 6 | 11 |
|
||||
| 13 | 9d8+8 | +9 | 4 | 12 |
|
||||
| 14 | 9d8+10 | +9 | 4 | 13 |
|
||||
|
||||
[Ecclesiastic Features]
|
||||
|
||||
|
||||
+21
-20
@@ -9,26 +9,27 @@ short_code: c1
|
||||
|
||||
### Beta Classes
|
||||
|
||||
- [Barbarian](./barbarian.html): Adventurers known for their primitive warrior nature.
|
||||
- [Bard](./bard/): Warrior-performer with a deep knowledge of lore and some spellcasting ability.
|
||||
- [Beast Walker](./beast-walker.html): Adventurers possessing special bonds with one (or more) animal companions.
|
||||
- [Bloodmage](./bloodmage.html): Magic users who cast spells with their own blood.
|
||||
- [Champion](./champion.html): Adventurers that specialize in battle and combat.
|
||||
- [Cleric](./cleric/): Holy (or unholy) warrior-priests who serve one (or more) deities.
|
||||
- [Corsair](./corsair.html): Sailors living lives of adventure on the high seas or the astral plane.
|
||||
- [Druid](./druid/): Nature-focused magic users and guardians of the forest.
|
||||
- [Ecclesiastic](./ecclesiastic.html): Holy (or unholy) warrior-priests who serve one (or more) deities.
|
||||
- [Knight](./knight.html): Honor-bound warriors that excel at mounted combat.
|
||||
- [Magus](./magus.html): Magic users who cast spells from spellbooks.
|
||||
- [Mystic](./mystic/): Adventurers that can channel their life energy into special [mystic powers](./mystic/powers.html).
|
||||
- [Paladin](./paladin/): Holy (or unholy) knights questing for one or more deities.
|
||||
- [Priest](./priest/): Holy (or unholy) magic users who serve one or more deities.
|
||||
- [Rogue](./rogue.html): Adventurers possessing various stealth-based skills.
|
||||
- [Sorcerer](./sorcerer.html): Magic users who cast spells from memory.
|
||||
- [Thief](./thief.html): Those skilled at stealth-based retrieval.
|
||||
- [Wizard](./wizard.html): Magic users who cast spells from spellbooks.
|
||||
- [Barbarian](./barbarian.html): Adventurers known for their primitive warrior nature.
|
||||
- [Bard](./bard/): Warrior-performer with a deep knowledge of lore and some spellcasting ability.
|
||||
- [Beast Walker](./beast-walker.html): Adventurers possessing special bonds with one (or more) animal companions.
|
||||
- [Bloodmage](./bloodmage.html): Magic users who cast spells with their own blood.
|
||||
- [Champion](./champion.html): Adventurers that specialize in battle and combat.
|
||||
- [Cleric](./cleric/): Holy (or unholy) warrior-priests who serve one (or more) deities.
|
||||
- [Corsair](./corsair.html): Sailors living lives of adventure on the high seas or the astral plane.
|
||||
- [Druid](./druid/): Nature-focused magic users and guardians of the forest.
|
||||
- [Dru'ydd](./dru-ydd.html): Guardians of nature empowered by the magic of the Faewolde.
|
||||
- [Ecclesiastic](./ecclesiastic.html): Holy (or unholy) warrior-priests who serve one (or more) deities.
|
||||
- [Knight](./knight.html): Honor-bound warriors that excel at mounted combat.
|
||||
- [Magus](./magus.html): Magic users who cast spells from spellbooks.
|
||||
- [Mystic](./mystic/): Adventurers that can channel their life energy into special [mystic powers](./mystic/powers.html).
|
||||
- [Paladin](./paladin/): Holy (or unholy) knights questing for one or more deities.
|
||||
- [Priest](./priest/): Holy (or unholy) magic users who serve one or more deities.
|
||||
- [Rogue](./rogue.html): Adventurers possessing various stealth-based skills.
|
||||
- [Sorcerer](./sorcerer.html): Magic users who cast spells from memory.
|
||||
- [Thief](./thief.html): Those skilled at stealth-based retrieval.
|
||||
- [Wizard](./wizard.html): Magic users who cast spells from spellbooks.
|
||||
|
||||
### Original (Alpha) Classes
|
||||
|
||||
- [Assassin](./assassin.html): Those skilled at stealth-based eliminations.
|
||||
- [Warlock](./warlock/): Magic users who have pacts with a powerful, otherworldly being.
|
||||
- [Assassin](./assassin.html): Those skilled at stealth-based eliminations.
|
||||
- [Warlock](./warlock/): Magic users who have pacts with a powerful, otherworldly being.
|
||||
|
||||
@@ -13,12 +13,12 @@ An honor-bound warrior that excels at mounted combat.
|
||||
|
||||
<div class='headlessTableWrapper'>
|
||||
|
||||
| | |
|
||||
| ---------------- | -------------------------- |
|
||||
| **Hit Dice** | 1d10 |
|
||||
| **Armor** | Any metal armor or shields |
|
||||
| **Weapons** | Any melee weapons |
|
||||
| **Languages** | Alignment, Common |
|
||||
| | |
|
||||
| ------------- | -------------------------- |
|
||||
| **Hit Dice** | 1d10 |
|
||||
| **Armor** | Any metal armor or shields |
|
||||
| **Weapons** | Any melee weapons |
|
||||
| **Languages** | Alignment, Common |
|
||||
|
||||
</div>
|
||||
|
||||
@@ -94,7 +94,7 @@ From 5th level, can train some creatures as mounts (including flying ones).
|
||||
|
||||
### Service and Aid
|
||||
|
||||
- From 3rd level, can receive aid from nobles and other knights of the same alignment or social affiliation (ex: house, religion, ohaver order).
|
||||
- From 3rd level, can receive aid from nobles and other knights of the same alignment or social affiliation (ex: house, religion, or order).
|
||||
- Expected to extend same service to others.
|
||||
|
||||
### Devotion to Duty
|
||||
|
||||
@@ -25,8 +25,8 @@ Mystics are warriors that spend their lives rigorously training both their minds
|
||||
|
||||
### Core Features
|
||||
|
||||
- **Advanced Agility**: Unarmored armor class based on mystic level.
|
||||
- **Mental Focus**: +2 bonus to all saving throws against mental or mystical powers.
|
||||
- **Advanced Agility**: Unarmored armor class based on mystic level.
|
||||
- **Mental Focus**: +2 bonus to all saving throws against mental or mystical powers.
|
||||
|
||||
<div class="dividedTableWrapper levelTable">
|
||||
|
||||
@@ -53,29 +53,30 @@ Mystics are warriors that spend their lives rigorously training both their minds
|
||||
|
||||
### Class Skills
|
||||
|
||||
- **Martial Lore**: Make a [skilled INT check](/rules/adventuring.html#skilled-ability-checks) to recognize names of major figures, magic items, and other symbols of importance to different martial or mystical groups.
|
||||
- **Mystical Acts**: Describe intended outcome and make a skilled check as indicated by GM.
|
||||
- May only be used successfully once per 10 minutes (1 turn).
|
||||
- ex: making a running leap from a table to a balcony before landing and striking the nearest opponent.
|
||||
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: stabilizing wounds).
|
||||
- **Martial Lore**: Make a [skilled INT check](/rules/adventuring.html#skilled-ability-checks) to recognize names of major figures, magic items, and other symbols of importance to different martial or mystical groups.
|
||||
- **Mystical Acts**: Describe intended outcome and make a skilled check as indicated by GM.
|
||||
- May only be used successfully once per 10 minutes (1 turn).
|
||||
- ex: making a running leap from a table to a balcony before landing and striking the nearest opponent.
|
||||
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: stabilizing wounds).
|
||||
|
||||
### Martial Training
|
||||
|
||||
- Unarmed attacks deal 1d4 damage.
|
||||
- Can dual wield, regardless of DEX score.
|
||||
- Fists count as Light weapons.
|
||||
- Unarmed attacks deal 1d4 damage.
|
||||
- Can [dual wield](/rules/combat.html#dual-wielding), regardless of Dexterity (DEX) score.
|
||||
- Fists count as Light weapons.
|
||||
- After 5th level, unarmed attacks can deal damage to creatures that are immune to non-magical attacks.
|
||||
|
||||
### Mystic Powers
|
||||
|
||||
Can use a combat action and make a skilled CHA or WIS check to use a mystic power.
|
||||
|
||||
- Number of mystic powers known is based on level.
|
||||
- At 1st level, may activate powers up to twice in total each day.
|
||||
- At higher levels, activate powers up to twice the number of powers known in total each day.
|
||||
- A power activates at the beginning of a character's initiative.
|
||||
- Only one power may be activated each round.
|
||||
- [Mystic Power List](./powers.html)
|
||||
- Number of mystic powers known is based on level.
|
||||
- At 1st level, may activate powers up to twice in total each day.
|
||||
- At higher levels, activate powers up to twice the number of powers known in total each day.
|
||||
- A power activates at the beginning of a character's initiative.
|
||||
- Only one power may be activated each round.
|
||||
- [Mystic Power List](./powers.html)
|
||||
|
||||
### Stronghold
|
||||
|
||||
- After 9th level, can establish an academy or clan with 1d6 apprentices of 1d4 level.
|
||||
- After 9th level, can establish an academy or clan with 1d6 apprentices of 1d4 level.
|
||||
|
||||
@@ -11,25 +11,31 @@ short_code: cmp
|
||||
|
||||
**Concentration**: Powers with concentration in their durations are subject to the following restrictions:
|
||||
|
||||
- Can't act or attack while using this power.
|
||||
- When damaged by spell or attack, must succeed on a Willpower check (highest of CHA or CON) or concentration (and the power's effect) ends.
|
||||
- Can't act or attack while using this power.
|
||||
- When damaged by spell or attack, must succeed on a Willpower check (highest of CHA or CON) or concentration (and the power's effect) ends.
|
||||
|
||||
### Boost Speed
|
||||
|
||||
**Duration: 1 round**
|
||||
**Range: Self**
|
||||
<div class='headlessTableWrapper'>
|
||||
|
||||
- Movement speed is doubled.
|
||||
- May make multiple attacks per round:
|
||||
| | |
|
||||
| ------------ | ------- |
|
||||
| **Duration** | 1 round |
|
||||
| **Range** | Self |
|
||||
|
||||
</div>
|
||||
|
||||
- Movement speed is doubled.
|
||||
- May make additional attacks per round:
|
||||
|
||||
<div class="dividedTableWrapper">
|
||||
|
||||
| Level | Attacks per Round |
|
||||
| :---: | :---------------: |
|
||||
| 1-4 | 2 |
|
||||
| 5-8 | 3 |
|
||||
| 9-12 | 4 |
|
||||
| 13+ | 5 |
|
||||
| Level | Additional Attacks per Round |
|
||||
| :---: | :--------------------------: |
|
||||
| 1-4 | 1 |
|
||||
| 5-8 | 2 |
|
||||
| 9-12 | 3 |
|
||||
| 13+ | 4 |
|
||||
|
||||
[Boost Speed Effect]
|
||||
|
||||
@@ -37,36 +43,54 @@ short_code: cmp
|
||||
|
||||
### Burn
|
||||
|
||||
**Duration: Concentration, up to 1 round / level**
|
||||
**Range: Sight**
|
||||
<div class='headlessTableWrapper'>
|
||||
|
||||
| | |
|
||||
| ------------ | ---------------------------------------------- |
|
||||
| **Duration** | Concentration, 1 round + up to 1 round / level |
|
||||
| **Range** | Sight |
|
||||
|
||||
</div>
|
||||
|
||||
Subject a creature or object within sight to a scorching heat.
|
||||
|
||||
- Takes one round to activate, breaking concentration during this round prevents power from being used.
|
||||
- Target may **Save vs Spells** to prevent damage.
|
||||
- Causes paper and cloth to burn, liquids to boil, and metals to glow.
|
||||
- Inflicts 1d4 damage per round to target or any creature in contact with target (ex: heating metal armor).
|
||||
- Takes one round to activate, breaking concentration during this round prevents power from being used.
|
||||
- Target may **Save vs Spells** each round to prevent damage.
|
||||
- Causes paper and cloth to burn, liquids to boil, and metals to glow.
|
||||
- Inflicts 1d4 damage per round to target or any creature in contact with target (ex: heating metal armor).
|
||||
|
||||
### Change Density
|
||||
|
||||
**Duration: 1 round / level**
|
||||
**Range: Self**
|
||||
<div class='headlessTableWrapper'>
|
||||
|
||||
| | |
|
||||
| ------------ | --------------- |
|
||||
| **Duration** | 1 round / level |
|
||||
| **Range** | Self |
|
||||
|
||||
</div>
|
||||
|
||||
Alter body density, with choice of effect:
|
||||
|
||||
- **Lighter**: Barely touch the ground, leave no footsteps and can walk on water
|
||||
- **Heavier**: Root in place, immune to attacks or effects that would knock down or move.
|
||||
- **Lighter**: Barely touch the ground, leave no footsteps and can walk on water
|
||||
- **Heavier**: Root in place, immune to attacks or effects that would knock down or move.
|
||||
|
||||
### Enlargement
|
||||
|
||||
**Duration: Concentration, up to 1 round / level**
|
||||
**Range: Self**
|
||||
<div class='headlessTableWrapper'>
|
||||
|
||||
| | |
|
||||
| ------------ | ------------------------------------ |
|
||||
| **Duration** | Concentration, up to 1 round / level |
|
||||
| **Range** | Self |
|
||||
|
||||
</div>
|
||||
|
||||
Double body, clothing, and armor size
|
||||
|
||||
- Takes one round to activate, breaking concentration during this round prevents power from being used.
|
||||
- While enlarged, melee attacks inflict double damage.
|
||||
- Does not effect other carried or worn equipment.
|
||||
- Takes one round to activate, breaking concentration during this round prevents power from being used.
|
||||
- While enlarged, melee attacks inflict double damage.
|
||||
- Does not effect other carried or worn equipment.
|
||||
|
||||
<!--
|
||||
### ESP (WIP)
|
||||
@@ -81,24 +105,36 @@ _Concentration_: Being distracted (e.g. attacked) or performing any other action
|
||||
|
||||
### Flying Weapon
|
||||
|
||||
**Duration: Instant**
|
||||
**Range: 10' / level**
|
||||
<div class='headlessTableWrapper'>
|
||||
|
||||
| | |
|
||||
| ------------ | ----------- |
|
||||
| **Duration** | Instant |
|
||||
| **Range** | 10' / level |
|
||||
|
||||
</div>
|
||||
|
||||
Control melee weapon thrown at target.
|
||||
|
||||
- Treat as a missile attack with +4 bonus.
|
||||
- Any damage dealt is doubled.
|
||||
- Hit or miss, weapon returns to hand.
|
||||
- Treat as a missile attack with +4 bonus.
|
||||
- Any damage dealt is doubled.
|
||||
- Hit or miss, weapon returns to hand.
|
||||
|
||||
### Freeze
|
||||
|
||||
**Duration: Up to 1 round / level**
|
||||
**Range: 30’**
|
||||
<div class='headlessTableWrapper'>
|
||||
|
||||
| | |
|
||||
| ------------ | --------------------- |
|
||||
| **Duration** | Up to 1 round / level |
|
||||
| **Range** | 30' |
|
||||
|
||||
</div>
|
||||
|
||||
Freezes target creature or object within sight in place.
|
||||
|
||||
- While effected, target can't move or act.
|
||||
- Effected target may **Save vs Paralyze** at the start of their initiative to end the effect.
|
||||
- While effected, target is [paralyzed].
|
||||
- Target may **Save vs Paralyze** to avoid effect, or at the start of their initiative to end the effect.
|
||||
|
||||
<!--
|
||||
### Gestalt (WIP)
|
||||
@@ -113,13 +149,19 @@ _Concentration_: Being distracted (e.g. attacked) or performing any other action
|
||||
|
||||
### Healing Trance
|
||||
|
||||
**Duration: 1 turn**
|
||||
**Range: Self**
|
||||
<div class='headlessTableWrapper'>
|
||||
|
||||
| | |
|
||||
| ------------ | ------ |
|
||||
| **Duration** | 1 turn |
|
||||
| **Range** | Self |
|
||||
|
||||
</div>
|
||||
|
||||
Enter a meditative state for the duration.
|
||||
|
||||
- While in trance, completely unaware of surroundings, and can neither attack nor defend.
|
||||
- Healing effect:
|
||||
- While in trance, completely unaware of surroundings, and can neither attack nor defend.
|
||||
- Healing effect:
|
||||
|
||||
<div class="dividedTableWrapper">
|
||||
|
||||
@@ -135,14 +177,20 @@ Enter a meditative state for the duration.
|
||||
|
||||
### Hurl
|
||||
|
||||
**Duration: Instant**
|
||||
**Range: 10' / level**
|
||||
<div class='headlessTableWrapper'>
|
||||
|
||||
| | |
|
||||
| ------------ | ----------- |
|
||||
| **Duration** | Instant |
|
||||
| **Range** | 10' / level |
|
||||
|
||||
</div>
|
||||
|
||||
Telekinetically throw object at target.
|
||||
|
||||
- Can throw object weighing up to 200 coins / level.
|
||||
- Target must be within 60' of object.
|
||||
- Target must **Save vs Wielded** or take damage:
|
||||
- Can throw object weighing up to 200 coins / level.
|
||||
- Target must be within 60' of object.
|
||||
- Target must **Save vs Wielded** or take damage:
|
||||
|
||||
<div class="dividedTableWrapper">
|
||||
|
||||
@@ -160,62 +208,98 @@ Telekinetically throw object at target.
|
||||
|
||||
### Instant Step
|
||||
|
||||
**Duration: Instant**
|
||||
**Range: 30'**
|
||||
<div class='headlessTableWrapper'>
|
||||
|
||||
| | |
|
||||
| ------------ | ------- |
|
||||
| **Duration** | Instant |
|
||||
| **Range** | 30' |
|
||||
|
||||
</div>
|
||||
|
||||
Instantly teleport to any location in sight within range.
|
||||
|
||||
- May be used before or after making an action (ex: attacking).
|
||||
- Breaks engagement without allowing for free attack.
|
||||
- May be used before or after making an action (ex: attacking).
|
||||
- Breaks engagement without allowing for free attack.
|
||||
|
||||
### Invisibility
|
||||
|
||||
**Duration: Concentration, up to 1 round / level**
|
||||
**Range: Self**
|
||||
<div class='headlessTableWrapper'>
|
||||
|
||||
| | |
|
||||
| ------------ | ------------------------------------ |
|
||||
| **Duration** | Concentration, up to 1 round / level |
|
||||
| **Range** | Self |
|
||||
|
||||
</div>
|
||||
|
||||
Disappear from the sight of one or more creatures (selected when the power is activated).
|
||||
|
||||
- Up to 1 HD of creatures / level are affected.
|
||||
- Affected opponents attack with a –4 penalty.
|
||||
- Up to 1 HD of creatures / level are affected.
|
||||
- Affected opponents attack with a –4 penalty.
|
||||
|
||||
### Life Drain
|
||||
|
||||
**Duration: Concentration, 1 round**
|
||||
**Range: Touch**
|
||||
<div class='headlessTableWrapper'>
|
||||
|
||||
| | |
|
||||
| ------------ | ---------------------- |
|
||||
| **Duration** | Concentration, 1 round |
|
||||
| **Range** | Touch |
|
||||
|
||||
</div>
|
||||
|
||||
Draw vital energy out of a living target via touch, absorbing target's life force.
|
||||
|
||||
- Target must **Save vs Spells** or suffer 1d4 points of damage.
|
||||
- Heal an amount of HP equal to damage done.
|
||||
- Target must **Save vs Spells** or suffer 1d4 points of damage.
|
||||
- Heal an amount of HP equal to damage done.
|
||||
|
||||
### Life Squeeze
|
||||
|
||||
**Duration: Concentration, up to 1 round / level**
|
||||
**Range: 30'**
|
||||
<div class='headlessTableWrapper'>
|
||||
|
||||
| | |
|
||||
| ------------ | ------------------------------------ |
|
||||
| **Duration** | Concentration, up to 1 round / level |
|
||||
| **Range** | 30' |
|
||||
|
||||
</div>
|
||||
|
||||
Apply excessive pressure to target creature's vital organs.
|
||||
|
||||
- Cause 1d3 damage each round.
|
||||
- Target must **Save vs Paralyze** each round or be stunned, unable to move or act.
|
||||
- Doesn't affect non-living creatures (constructs, undead, etc.).
|
||||
- Cause 1d3 damage each round.
|
||||
- Target must **Save vs Paralyze** each round or be [paralyzed](/rules/adventuring.html#paralyzed), unable to move or act.
|
||||
- Doesn't affect non-living creatures (constructs, undead, etc.).
|
||||
|
||||
### Power Blast
|
||||
|
||||
**Duration: Instant**
|
||||
**Range: 10' / level**
|
||||
<div class='headlessTableWrapper'>
|
||||
|
||||
| | |
|
||||
| ------------ | ----------- |
|
||||
| **Duration** | Instant |
|
||||
| **Range** | 10' / level |
|
||||
|
||||
</div>
|
||||
|
||||
Fire a blast of energy at a target in range.
|
||||
|
||||
- Target must **Save vs Spells** or take 2d4 damage.
|
||||
- Target must **Save vs Spells** or take 2d4 damage.
|
||||
|
||||
### Power Fists
|
||||
|
||||
**Duration: 1 round / level**
|
||||
**Range: Self**
|
||||
<div class='headlessTableWrapper'>
|
||||
|
||||
| | |
|
||||
| ------------ | --------------- |
|
||||
| **Duration** | 1 round / level |
|
||||
| **Range** | Self |
|
||||
|
||||
</div>
|
||||
|
||||
Charge fists with mystical energy.
|
||||
|
||||
- Unarmed attacks count as magical and deal increased damage:
|
||||
- Unarmed attacks count as magical and deal increased damage:
|
||||
|
||||
<div class="dividedTableWrapper">
|
||||
|
||||
@@ -232,75 +316,117 @@ Charge fists with mystical energy.
|
||||
|
||||
### Power Shield
|
||||
|
||||
**Duration: Concentration, up to 1 round / level**
|
||||
**Range: Self**
|
||||
<div class='headlessTableWrapper'>
|
||||
|
||||
| | |
|
||||
| ------------ | ------------------------------------ |
|
||||
| **Duration** | Concentration, up to 1 round / level |
|
||||
| **Range** | Self |
|
||||
|
||||
</div>
|
||||
|
||||
Surround body with a shield of energy.
|
||||
|
||||
- Immune to small, non-magical missiles (arrows, slings, etc.).
|
||||
- Opponents have -2 to attacks against.
|
||||
- +2 on saves vs Wielded, Blasts, and Spells.
|
||||
- Immune to small, non-magical missiles (arrows, slings, etc.).
|
||||
- Opponents have -2 to attacks against.
|
||||
- +2 on saves vs Wielded, Blasts, and Spells.
|
||||
|
||||
### Psychic Wall
|
||||
|
||||
**Duration: Concentration, 2 turns**
|
||||
**Range: Self**
|
||||
<div class='headlessTableWrapper'>
|
||||
|
||||
| | |
|
||||
| ------------ | ---------------------- |
|
||||
| **Duration** | Concentration, 2 turns |
|
||||
| **Range** | Self |
|
||||
|
||||
</div>
|
||||
|
||||
Enhance mental defense.
|
||||
|
||||
- Takes one round to activate, breaking concentration during this round prevents power from being used.
|
||||
- Gain +4 bonus to saves vs mental powers and mind-affecting spells and magic items.
|
||||
- Takes one round to activate, breaking concentration during this round prevents power from being used.
|
||||
- Gain +4 bonus to saves vs mental powers and mind-affecting spells and magic items.
|
||||
|
||||
### Pull
|
||||
|
||||
**Duration: Instant**
|
||||
**Range: 10’ / level**
|
||||
<div class='headlessTableWrapper'>
|
||||
|
||||
| | |
|
||||
| ------------ | ----------- |
|
||||
| **Duration** | Instant |
|
||||
| **Range** | 10’ / level |
|
||||
|
||||
</div>
|
||||
|
||||
Fire a wave of force at a target that grabs them and pulls them in.
|
||||
|
||||
- Target must **Save vs Paralyze** or take 1d6 damage and be pulled in.
|
||||
- Target may be released anywhere along the way.
|
||||
- Target must **Save vs Paralyze** or take 1d6 damage and be pulled in.
|
||||
- Target may be released anywhere along the way.
|
||||
|
||||
### Push
|
||||
|
||||
**Duration: Instant**
|
||||
**Range: 30'**
|
||||
<div class='headlessTableWrapper'>
|
||||
|
||||
| | |
|
||||
| ------------ | ------- |
|
||||
| **Duration** | Instant |
|
||||
| **Range** | 30' |
|
||||
|
||||
</div>
|
||||
|
||||
Fire a wave of force at a target.
|
||||
|
||||
- Target must **Save vs Paralyze** or take 1d6 damage and be thrown away 10' / level.
|
||||
- Target must **Save vs Paralyze** or take 1d6 damage and be thrown away 10' / level.
|
||||
|
||||
### Shrinking
|
||||
|
||||
**Duration: Concentration, up to 2 turns**
|
||||
**Range: Self**
|
||||
<div class='headlessTableWrapper'>
|
||||
|
||||
| | |
|
||||
| ------------ | ---------------------------- |
|
||||
| **Duration** | Concentration, up to 2 turns |
|
||||
| **Range** | Self |
|
||||
|
||||
</div>
|
||||
|
||||
Shrink to 6" tall, reducing clothing and armor appropriately (but not other equipment).
|
||||
|
||||
- Takes one round to activate, breaking concentration during this round prevents power from being used.
|
||||
- Takes one round to activate, breaking concentration during this round prevents power from being used.
|
||||
|
||||
Effects while shrunk:
|
||||
|
||||
- Can slip through narrow spaces.
|
||||
- 90% chance of going unnoticed while remaining motionless.
|
||||
- Cannot harm creatures larger than 1’ tall.
|
||||
- Can slip through narrow spaces.
|
||||
- 90% chance of going unnoticed while remaining motionless.
|
||||
- Cannot harm creatures larger than 1’ tall.
|
||||
|
||||
### Super Leap
|
||||
|
||||
**Duration: Instant**
|
||||
**Range: 10' + (10' / level)**
|
||||
<div class='headlessTableWrapper'>
|
||||
|
||||
| | |
|
||||
| ------------ | ------------------- |
|
||||
| **Duration** | Instant |
|
||||
| **Range** | 10' + (10' / level) |
|
||||
|
||||
</div>
|
||||
|
||||
Leap anywhere within range (including vertically).
|
||||
|
||||
### Telepathy
|
||||
|
||||
**Duration: Concentration, 1 turn**
|
||||
**Range: Sight**
|
||||
<div class='headlessTableWrapper'>
|
||||
|
||||
| | |
|
||||
| ------------ | --------------------- |
|
||||
| **Duration** | Concentration, 1 turn |
|
||||
| **Range** | Sight |
|
||||
|
||||
</div>
|
||||
|
||||
Establish bidirectional mental communication with one other willing, living, intelligent creature.
|
||||
|
||||
- Takes one round to activate, breaking concentration during this round prevents power from being used.
|
||||
- Do not need to share a language with the creature.
|
||||
- Takes one round to activate, breaking concentration during this round prevents power from being used.
|
||||
- Do not need to share a language with the creature.
|
||||
|
||||
<!--
|
||||
### Terrify
|
||||
|
||||
@@ -0,0 +1,140 @@
|
||||
---
|
||||
title: Paladin
|
||||
description:
|
||||
date_pub: 2025-12-13T22:45:59-05:00
|
||||
section: classes
|
||||
content_type: feature
|
||||
short_code: cpa
|
||||
status: hidden
|
||||
---
|
||||
|
||||
Holy (or unholy) knights on a quest for their deity.
|
||||
|
||||
<div class='headlessTableWrapper'>
|
||||
|
||||
| | |
|
||||
| ------------- | ----------------------- |
|
||||
| **Hit Dice** | 1d10 |
|
||||
| **Armor** | Any (including shields) |
|
||||
| **Weapons** | Any |
|
||||
| **Languages** | Alignment, Common |
|
||||
|
||||
</div>
|
||||
|
||||
### Core Features
|
||||
|
||||
- **Blessed Health**: Immune to all diseases
|
||||
|
||||
<div class="dividedTableWrapper levelTable">
|
||||
|
||||
| Level | HD | Atk | Save |
|
||||
| :---: | :-----: | :-: | :--: |
|
||||
| 1 | 1d10 | 0 | 12 |
|
||||
| 2 | 2d10 | 0 | 12 |
|
||||
| 3 | 3d10 | 0 | 12 |
|
||||
| 4 | 4d10 | +2 | 10 |
|
||||
| 5 | 5d10 | +2 | 10 |
|
||||
| 6 | 6d10 | +2 | 10 |
|
||||
| 7 | 7d10 | +5 | 8 |
|
||||
| 8 | 9d10 | +5 | 8 |
|
||||
| 9 | 9d10 | +5 | 8 |
|
||||
| 10 | 9d10+2 | +7 | 6 |
|
||||
| 11 | 9d10+4 | +7 | 6 |
|
||||
| 12 | 9d10+6 | +7 | 6 |
|
||||
| 13 | 9d10+8 | +9 | 4 |
|
||||
| 14 | 9d10+10 | +9 | 4 |
|
||||
|
||||
[Paladin Features]
|
||||
|
||||
</div>
|
||||
|
||||
#### Saving Throw Mods
|
||||
|
||||
- +1 to **Save vs Blasts** (-2 overall)
|
||||
- +1 to **Save vs Spells** (-3 overall)
|
||||
|
||||
### Aestheticism
|
||||
|
||||
- Own minimal possessions
|
||||
- Can only keep one magical weapon, one magical shield, and one magical suit of armor
|
||||
- Must give at least 10% of income to religious order
|
||||
|
||||
### Aura of Protection
|
||||
|
||||
All chaotic and evil creatures within 10' get -1 attack.
|
||||
|
||||
- They know the source of this effect, even if disguised.
|
||||
|
||||
### Class Skills
|
||||
|
||||
- **Divine Intervention**: After reaching level 9, may request deity to intervene directly.
|
||||
- Describe intended outcome, make a [skilled WIS check](/rules/adventuring.html#skilled-ability-checks) with modifier as indicated by GM.
|
||||
- Fumbling the check causes [Doubt](#doubt).
|
||||
- May only be used successfully once per day.
|
||||
- **Inspired Attack**: Describe intended outcome and make a skilled check as indicated by GM.
|
||||
- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
|
||||
- On a complicated success, the attack roll is made as normal.
|
||||
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage)s.
|
||||
- May only be used successfully once per 10 minutes (1 turn).
|
||||
- ex: grab child, jump over table, set it down safely, and strike nearest opponent.
|
||||
- **Religious Lore**: Make a skilled INT check to recognize names of major figures, magic items, and other symbols of importance to different religious groups (including cults).
|
||||
- **Ritual Casting**: Some rituals require a skilled check.
|
||||
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: stabilizing wounds).
|
||||
|
||||
### Doubt
|
||||
|
||||
Occurs whenever a fumble occurs while turning undead or requesting divine intervention.
|
||||
|
||||
- Next attempt to turn undead or request divine intervention gets -2 on roll.
|
||||
- Cleared by a successful turn undead or divine intervention roll.
|
||||
- Fumbling while already having Doubt severs connection to deity until next day (preventing spell casting, turn undead, or requesting divine intervention).
|
||||
|
||||
### Lay on Hands
|
||||
|
||||
- Heal 2 HP / level once per day
|
||||
- From 5th level, may cure disease once per week
|
||||
|
||||
### Smiting Attack
|
||||
|
||||
Before making an attack, can declare it to be a Smiting Attack which will deal maximum damage.
|
||||
|
||||
- Can be used a number of times per day equal to level.
|
||||
- Must be declared before dice are rolled.
|
||||
- Maximum damage applies to critical / fumble results as well.
|
||||
|
||||
### Stronghold
|
||||
|
||||
- From 9th level, can establish or build a stronghold (at half price, if in good favor with deity).
|
||||
- Once established, attracts loyal followers (5d6 x 10 fighters of level 1–2), who never check morale.
|
||||
|
||||
### Turn Undead
|
||||
|
||||
- Can turn undead with HD up to paladin level.
|
||||
- From 6th level, can turn undead with HD up to _paladin level + 2_.
|
||||
- From 12th level, can turn any undead, regardless of HD.
|
||||
- To turn undead, make a [skilled WIS check](/rules/adventuring.html#skilled-ability-checks), modified based on the highest HD amongst targeted undead creatures.
|
||||
- If the undead is of a higher HD than _paladin level - 2_, add -2 to the roll for each HD above that value, to a max of -6.
|
||||
- If the undead is of a lower HD than _paladin level - 2_, add +2 to the roll for each HD below that value, to a max of +6.
|
||||
- Undead with HD of _paladin level - 5_ or less may be destroyed rather than turned.
|
||||
|
||||
#### Results
|
||||
|
||||
- A fumble causes [Doubt](#doubt).
|
||||
- A failure has no effect.
|
||||
- A complicated success only affects up to 1d6 total HD of undead (but at least 1 creature).
|
||||
- A complete success affects up to 2d6 total HD of undead (but at least 1 creature).
|
||||
- A critical success affects up to 3d6 total HD of undead (but at least 1 creature).
|
||||
|
||||
On a successful turn:
|
||||
|
||||
- Roll as indicated by Results, above.
|
||||
- Turned undead will flee at full retreat for up to 10 minute (1 turn), or until attacked or damaged, whichever comes first.
|
||||
- Undead with HD of _paladin level - 5_ or less are instantly turned to dust.
|
||||
- Excess rolled hit dice are wasted.
|
||||
- At least 1 undead creature will always be affected by a successful turn.
|
||||
- If a mixed group of undead are turned, lowest HD creatures are affected first.
|
||||
|
||||
### Warhorse
|
||||
|
||||
- After 4th level, may summon a holy warhorse (HD 5+5, AC 14, MV 60').
|
||||
- May only be used once per year.
|
||||
@@ -11,13 +11,12 @@ Holy (or unholy) knights on a quest for their deity.
|
||||
|
||||
<div class='headlessTableWrapper'>
|
||||
|
||||
| | |
|
||||
| --------------- | ----------------------- |
|
||||
| **Requirement** | Minimum CHA 9 |
|
||||
| **Hit Dice** | 1d10 |
|
||||
| **Armor** | Any (including shields) |
|
||||
| **Weapons** | Any |
|
||||
| **Languages** | Alignment, Common |
|
||||
| | |
|
||||
| ------------- | ----------------------- |
|
||||
| **Hit Dice** | 1d10 |
|
||||
| **Armor** | Any (including shields) |
|
||||
| **Weapons** | Any |
|
||||
| **Languages** | Alignment, Common |
|
||||
|
||||
</div>
|
||||
|
||||
@@ -76,12 +75,13 @@ Holy (or unholy) knights on a quest for their deity.
|
||||
- **Ritual Casting**: Some rituals require a skilled check.
|
||||
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: stabilizing wounds).
|
||||
|
||||
### Divine Magic
|
||||
### Doubt
|
||||
|
||||
- Gains spell casting at level 9, can pray to cast spells.
|
||||
- Must have a holy symbol
|
||||
- Must remain faithful to alignment, clergy, and religion.
|
||||
- [Paladin Spell List](./spell-list.html)
|
||||
Occurs whenever a fumble occurs while turning undead or requesting divine intervention.
|
||||
|
||||
- Next attempt to turn undead or request divine intervention gets -2 on roll.
|
||||
- Cleared by a successful turn undead or divine intervention roll.
|
||||
- Fumbling while already having Doubt severs connection to deity until next day (preventing spell casting, turn undead, or requesting divine intervention).
|
||||
|
||||
### Lay on Hands
|
||||
|
||||
@@ -115,7 +115,7 @@ On a successful turn:
|
||||
|
||||
- Roll as indicated by Results, above.
|
||||
- Turned undead will flee at full retreat for up to 10 minute (1 turn), or until attacked or damaged, whichever comes first.
|
||||
- Undead with HD of _paladin level - 5_ or less are instantly turned to dust.
|
||||
- Undead with HD of _paladin level - 5_ or less are instantly turned to dust.
|
||||
- Excess rolled hit dice are wasted.
|
||||
- At least 1 undead creature will always be affected by a successful turn.
|
||||
- If a mixed group of undead are turned, lowest HD creatures are affected first.
|
||||
@@ -123,4 +123,4 @@ On a successful turn:
|
||||
### Warhorse
|
||||
|
||||
- After 4th level, may summon a holy warhorse (HD 5+5, AC 14, MV 60').
|
||||
- If lost, can't get another for at least a year.
|
||||
- May only be used once per year.
|
||||
|
||||
@@ -13,12 +13,12 @@ Holy (or unholy) spellcasters who serve one or more deities.
|
||||
|
||||
<div class='headlessTableWrapper'>
|
||||
|
||||
| | |
|
||||
| ------------- | ------------------------------------- |
|
||||
| **Hit Dice** | 1d6 |
|
||||
| **Armor** | None |
|
||||
| **Weapons** | Dagger, staff, 1-handed magic weapons |
|
||||
| **Languages** | Alignment, Common |
|
||||
| | |
|
||||
| ------------- | --------------------------------------- |
|
||||
| **Hit Dice** | 1d6 |
|
||||
| **Armor** | None |
|
||||
| **Weapons** | Dagger, staff, one-handed magic weapons |
|
||||
| **Languages** | Alignment, Common |
|
||||
|
||||
</div>
|
||||
|
||||
@@ -114,7 +114,7 @@ On a successful turn:
|
||||
|
||||
- Roll as indicated by Results, above.
|
||||
- Turned undead will flee at full retreat for up to 10 minute (1 turn), or until attacked or damaged, whichever comes first.
|
||||
- Undead with HD of _priest level - 3_ or less are instantly turned to dust.
|
||||
- Undead with HD of _priest level - 3_ or less are instantly turned to dust.
|
||||
- Excess rolled hit dice are wasted.
|
||||
- At least 1 undead creature will always be affected by a successful turn.
|
||||
- If a mixed group of undead are turned, lowest HD creatures are affected first.
|
||||
|
||||
@@ -59,7 +59,7 @@ An adventurer that specializes in infiltration and retrieval.
|
||||
- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
|
||||
- On a complicated success, the attack roll is made as normal.
|
||||
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
|
||||
- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
|
||||
- ex: jump on a banquet table, kicking the drinks over the surprised guards, before making a leaping strike at the nearest opponent.
|
||||
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: sleight of hand).
|
||||
|
||||
#### Special Skills
|
||||
|
||||
@@ -26,22 +26,22 @@ A magic user who casts spells from memory.
|
||||
|
||||
<div class="dividedTableWrapper levelTable">
|
||||
|
||||
| Level | HD | Atk | Save |
|
||||
| :---: | :---: | :-: | :--: |
|
||||
| 1 | 1d6 | 0 | 13 |
|
||||
| 2 | 2d6 | 0 | 13 |
|
||||
| 3 | 3d6 | 0 | 13 |
|
||||
| 4 | 4d6 | 0 | 13 |
|
||||
| 5 | 5d6 | 0 | 13 |
|
||||
| 6 | 6d6 | +2 | 11 |
|
||||
| 7 | 7d6 | +2 | 11 |
|
||||
| 8 | 9d6 | +2 | 11 |
|
||||
| 9 | 9d6 | +2 | 11 |
|
||||
| 10 | 9d6+1 | +2 | 11 |
|
||||
| 11 | 9d6+2 | +5 | 8 |
|
||||
| 12 | 9d6+3 | +5 | 8 |
|
||||
| 13 | 9d6+4 | +5 | 8 |
|
||||
| 14 | 9d6+5 | +5 | 8 |
|
||||
| Level | HD | Atk | Save | Max Known<br />Spell Level |
|
||||
| :---: | :---: | :-: | :--: | :------------------------: |
|
||||
| 1 | 1d6 | 0 | 13 | 1 |
|
||||
| 2 | 2d6 | 0 | 13 | 1 |
|
||||
| 3 | 3d6 | 0 | 13 | 2 |
|
||||
| 4 | 4d6 | 0 | 13 | 2 |
|
||||
| 5 | 5d6 | 0 | 13 | 3 |
|
||||
| 6 | 6d6 | +2 | 11 | 3 |
|
||||
| 7 | 7d6 | +2 | 11 | 4 |
|
||||
| 8 | 9d6 | +2 | 11 | 4 |
|
||||
| 9 | 9d6 | +2 | 11 | 5 |
|
||||
| 10 | 9d6+1 | +2 | 11 | 5 |
|
||||
| 11 | 9d6+2 | +5 | 8 | 6 |
|
||||
| 12 | 9d6+3 | +5 | 8 | 6 |
|
||||
| 13 | 9d6+4 | +5 | 8 | 7 |
|
||||
| 14 | 9d6+5 | +5 | 8 | 7 |
|
||||
|
||||
[Sorcerer Features]
|
||||
|
||||
@@ -49,34 +49,36 @@ A magic user who casts spells from memory.
|
||||
|
||||
#### Saving Throw Mods
|
||||
|
||||
- +2 to **Save vs Spells** (-2 overall)
|
||||
- +2 to **Save vs Spells** (-2 overall)
|
||||
|
||||
### Arcane Magic
|
||||
|
||||
- Can cast spells from memory.
|
||||
- Starts with [at least one spell](/rules/magic.html#starting-spells) in memory, gains an additional one at each new level.
|
||||
- Each memorized spell may be cast up to once per day.
|
||||
- Can conduct magical research.
|
||||
- [Known arcane spells](./arcane-spellcasters/known-arcane-spells.html)
|
||||
- Can cast spells from memory.
|
||||
- Starts with [at least one spell](/rules/magic.html#starting-spells) in memory, gains an additional one at each new level.
|
||||
- Maximum spell level learned = Sorcerer level / 2 (round up)
|
||||
- May replace one known spell at each new level.
|
||||
- Each memorized spell may be cast up to once per day.
|
||||
- Can conduct magical research.
|
||||
- [Known arcane spells](./arcane-spellcasters/known-arcane-spells.html)
|
||||
|
||||
#### Casting Spells
|
||||
|
||||
To cast a spell, make a [skilled CHA or INT check](/rules/adventuring.html#skilled-ability-checks) reduced by the level of the spell being attempted.
|
||||
|
||||
- On a fumble, a [blunder](/rules/magic.html#blunders) may occur, and the next attempt to cast a spell (before a long rest) gets -2.
|
||||
- On a failure, the spell fizzles, and nothing else happens (it doesn't count towards spells per day limit).
|
||||
- On a complicated success, the spell is cast, but something interesting (although not directly dangerous) may happen.
|
||||
- On a complete success, the spell is cast as desired.
|
||||
- On a critical success, the spell is cast in a notable manner as determined by GM (ex: double duration, range, or targets), and the next attempt to cast a spell (before a long rest) gets +2.
|
||||
- On a fumble, a [blunder](/rules/magic.html#blunders) may occur, and the next attempt to cast a spell (before a long rest) gets -2.
|
||||
- On a failure, the spell fizzles, and nothing else happens (it doesn't count towards spells per day limit).
|
||||
- On a complicated success, the spell is cast, but something interesting (although not directly dangerous) may happen.
|
||||
- On a complete success, the spell is cast as desired.
|
||||
- On a critical success, the spell is cast in a notable manner as determined by GM (ex: double duration, range, or targets), and the next attempt to cast a spell (before a long rest) gets +2.
|
||||
|
||||
### Class Skills
|
||||
|
||||
- **Arcane Lore**: Can make a skilled INT check to recall information about arcane magic or recognize a spell or magic item.
|
||||
- **Prestidigitation**: Can use a combat action to make a skilled INT check to create a small, instant, illusory effect that inflicts no damage.
|
||||
- **Ritual Casting**: Some rituals require a skilled check.
|
||||
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks.
|
||||
- **Arcane Lore**: Can make a skilled INT check to recall information about arcane magic or recognize a spell or magic item.
|
||||
- **Prestidigitation**: Can use a combat action to make a skilled INT check to create a small, instant, illusory effect that inflicts no damage.
|
||||
- **Ritual Casting**: Some rituals require a skilled check.
|
||||
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks.
|
||||
|
||||
### Stronghold
|
||||
|
||||
- After 9th level, may construct a stronghold (usually a tower).
|
||||
- 1d6 apprentices of levels 1–3 will then arrive to study under them.
|
||||
- After 9th level, may construct a stronghold (usually a tower).
|
||||
- 1d6 apprentices of levels 1–3 will then arrive to study under them.
|
||||
|
||||
@@ -0,0 +1,115 @@
|
||||
---
|
||||
title: Soulblade
|
||||
description: The Soulblade class for HOSR.
|
||||
date_pub: 2025-12-12T23:43:55-05:00
|
||||
section: classes
|
||||
content_type: feature
|
||||
short_code: csb
|
||||
status: hidden
|
||||
---
|
||||
|
||||
An adventurer who specializes in conjuring and wielding weapons of pure energy.
|
||||
|
||||
[[toc]]
|
||||
|
||||
<div class='headlessTableWrapper'>
|
||||
|
||||
| | |
|
||||
| ------------- | ----------------- |
|
||||
| **Hit Dice** | 1d10 |
|
||||
| **Armor** | None |
|
||||
| **Weapons** | Any |
|
||||
| **Languages** | Alignment, Common |
|
||||
|
||||
</div>
|
||||
|
||||
### Core Features
|
||||
|
||||
- **Fearless**: Immune to all supernatural fear effects.
|
||||
- **Mental Focus**: +2 bonus to all saving throws against mental or mystical powers.
|
||||
|
||||
<div class="dividedTableWrapper levelTable">
|
||||
|
||||
| Level | HD | Atk | Save |
|
||||
| :---: | :-----: | :-: | :--: |
|
||||
| 1 | 1d10 | 0 | 12 |
|
||||
| 2 | 2d10 | 0 | 12 |
|
||||
| 3 | 3d10 | 0 | 12 |
|
||||
| 4 | 4d10 | +2 | 10 |
|
||||
| 5 | 5d10 | +2 | 10 |
|
||||
| 6 | 6d10 | +2 | 10 |
|
||||
| 7 | 7d10 | +5 | 8 |
|
||||
| 8 | 9d10 | +5 | 8 |
|
||||
| 9 | 9d10 | +5 | 8 |
|
||||
| 10 | 9d10+2 | +7 | 6 |
|
||||
| 11 | 9d10+4 | +7 | 6 |
|
||||
| 12 | 9d10+6 | +7 | 6 |
|
||||
| 13 | 9d10+8 | +9 | 4 |
|
||||
| 14 | 9d10+10 | +9 | 4 |
|
||||
|
||||
[Soulblade Features]
|
||||
|
||||
</div>
|
||||
|
||||
### Class Skills
|
||||
|
||||
- **Bold Attack**: Describe intended outcome and make a skilled check as indicated by GM.
|
||||
- May only be used successfully once per 10 minutes (1 turn).
|
||||
- ex: making a running leap from a table to a balcony before landing and striking the nearest opponent.
|
||||
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: stabilizing wounds).
|
||||
|
||||
### Conjured Weapon
|
||||
|
||||
- Can conjure a weapon of pure energy a number of time per day equal to Soulblade level x 2.
|
||||
- Weapon can be any type that the conjurer may use.
|
||||
- The weapon must be purely mechanically powered (ex: sword, axe, bow, crossbow, sling).
|
||||
- If the conjured weapon is ranged and uses ammunition, it is automatically conjured along with the weapon.
|
||||
- Used ammunition disappears after the attack is resolved.
|
||||
- If the conjured weapon is thrown, it reappears in the conjurer's hand after the attack is resolved.
|
||||
- Once conjured, the weapon remains for 1d6 turns or until it is dismissed by the conjurer, dispelled, or another weapon is conjured (whatever comes first).
|
||||
- From 2nd level, gains a bonus to attack and/or damage.
|
||||
- From 3rd level, the conjured weapon counts as a magic weapon.
|
||||
- From 7th level, up to 2 weapons may be conjured at one time.
|
||||
- If both are one-handed weapons, can be [dual-wielded](/rules/combat.html#dual-wielding) without a penalty to the second attack, regardless of Dexterity (DEX) score.
|
||||
- If a third weapon is conjured while the other two still exist, the oldest one is instantly dispelled.
|
||||
- From level 9, can conjure a weapon an unlimited number of times per day.
|
||||
|
||||
<div class="centered dividedTableWrapper">
|
||||
|
||||
| Min Level | Bonus |
|
||||
| :-------: | :------------------: |
|
||||
| 2 | +1 damage |
|
||||
| 3 | +1 attack |
|
||||
| 5 | +2 attack and damage |
|
||||
| 8 | +3 attack and damage |
|
||||
| 11 | +4 attack and damage |
|
||||
| 14 | +5 attack and damage |
|
||||
|
||||
[Conjured Weapon Bonus]
|
||||
|
||||
</div>
|
||||
|
||||
#### Power Attack
|
||||
|
||||
Before making an attack with a conjured weapon, can declare it to be a Power Attack which will deal maximum damage.
|
||||
|
||||
- Can be used a number of times per day equal to level.
|
||||
- Must be declared before dice are rolled.
|
||||
- Maximum damage applies to critical / fumble results as well.
|
||||
|
||||
#### Tornado Attack
|
||||
|
||||
From 10th level, can attack all enemies within 10' at once with a conjured weapon.
|
||||
|
||||
- Can be used once per day.
|
||||
|
||||
### Dextrous Defense
|
||||
|
||||
Base unarmored armor class equal to Dexterity (DEX) score - 2.
|
||||
|
||||
- From level 3, increases by +1 every 3 levels (+2 at level 6, +3 at level 9, etc.)
|
||||
|
||||
### Stronghold
|
||||
|
||||
- From 9th level, can establish or build a stronghold.
|
||||
- Once established, attracts 1d6 pupils (soulblades of level 1-2).
|
||||
+36
-35
@@ -13,18 +13,20 @@ Someone skilled at stealth-based retrieval.
|
||||
|
||||
<div class='headlessTableWrapper'>
|
||||
|
||||
| | |
|
||||
| ---------------- | -------------------------------- |
|
||||
| **Hit Dice** | 1d6 |
|
||||
| **Armor** | Leather or Studded, no shields |
|
||||
| **Weapons** | Any |
|
||||
| **Languages** | Alignment, Common, Thieves' Cant |
|
||||
| | |
|
||||
| ------------- | -------------------------------- |
|
||||
| **Hit Dice** | 1d6 |
|
||||
| **Armor** | Leather or Studded, no shields |
|
||||
| **Weapons** | Any |
|
||||
| **Languages** | Alignment, Common, Thieves' Cant |
|
||||
|
||||
</div>
|
||||
|
||||
### Core Features
|
||||
|
||||
- **Backstab**: When attacking an unaware opponent from behind with a one-handed weapon, the attack gets +4 and it deals double damage.
|
||||
- **Backstab**: When attacking an unaware opponent from behind with a one-handed weapon, the attack gets +4 and it deals double damage.
|
||||
- Starting at level 6, the attack deals triple damage instead.
|
||||
- Starting at level 11, the attack deals quadruple damage instead.
|
||||
|
||||
<div class="dividedTableWrapper levelTable">
|
||||
|
||||
@@ -51,39 +53,38 @@ Someone skilled at stealth-based retrieval.
|
||||
|
||||
#### Saving Throw Mods
|
||||
|
||||
- +2 to **Save vs Spells** (-2 overall)
|
||||
- +2 to **Save vs Spells** (-2 overall)
|
||||
|
||||
### Class Skills
|
||||
|
||||
- **Climb Sheer Surfaces**: Make a skilled DEX check at +4 for every 100' climbed.
|
||||
- Failure means falling from the halfway point (and taking fall damage).
|
||||
- **Cunning Attack**: Describe intended outcome, make a skilled check as indicated by GM.
|
||||
- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
|
||||
- On a complicated success, the attack roll is made as normal.
|
||||
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
|
||||
- May only be used successfully once per 10 minutes (1 turn).
|
||||
- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
|
||||
- **Hear Noise**: Make a skilled WIS check to use improved listening (at doors, etc.).
|
||||
- Only works in quiet areas (not in combat).
|
||||
- **Manipulate Traps**: Make a skilled DEX check to manipulate a trap.
|
||||
- Roll once to find and again to remove or avoid (leaving it in place for others).
|
||||
- On a fail, can't try again until next Thief level.
|
||||
- **Open Locks**: Make a skilled DEX check with thieves' tools.
|
||||
- On a fail, can't try again until next Thief level.
|
||||
- **Pick Pockets**: Make a skilled DEX check modified by -1 for each level target is above 5th.
|
||||
- On a fumble, the attempt is noticed.
|
||||
- **Read Languages**: After reaching 4th level, make a skilled INT or WIS check to read non-magical text in any language (including dead languages and basic codes).
|
||||
- On fail, can't try again until next Thief level.
|
||||
- **Read Scroll**: After reaching 10th level, make a skilled INT or WIS check to read and cast a spell from an arcane scroll.
|
||||
- On a fumble, a [blunder](/rules/magic.html#blunders) occurs.
|
||||
- **Sneak**: Make a skilled DEX check to hide in shadows or move silently, avoiding enemies.
|
||||
- **Thief Lore**: After reaching 3rd level, make a skilled INT check to recall lore pertaining to valuable items, security setups, and famous thieves or heists.
|
||||
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: sleight of hand).
|
||||
|
||||
- **Climb Sheer Surfaces**: Make a skilled DEX check at +4 for every 100' climbed.
|
||||
- Failure means falling from the halfway point (and taking fall damage).
|
||||
- **Cunning Attack**: Describe intended outcome, make a skilled check as indicated by GM.
|
||||
- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
|
||||
- On a complicated success, the attack roll is made as normal.
|
||||
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
|
||||
- May only be used successfully once per 10 minutes (1 turn).
|
||||
- ex: jump on a banquet table, kicking the drinks over the surprised guards, before making a leaping strike at the nearest opponent.
|
||||
- **Hear Noise**: Make a skilled WIS check to use improved listening (at doors, etc.).
|
||||
- Only works in quiet areas (not in combat).
|
||||
- **Manipulate Traps**: Make a skilled DEX check to manipulate a trap.
|
||||
- Roll once to find and again to remove or avoid (leaving it in place for others).
|
||||
- On a fail, can't try again until next Thief level.
|
||||
- **Open Locks**: Make a skilled DEX check with thieves' tools.
|
||||
- On a fail, can't try again until next Thief level.
|
||||
- **Pick Pockets**: Make a skilled DEX check modified by -1 for each level target is above 5th.
|
||||
- On a fumble, the attempt is noticed.
|
||||
- **Read Languages**: After reaching 4th level, make a skilled INT or WIS check to read non-magical text in any language (including dead languages and basic codes).
|
||||
- On fail, can't try again until next Thief level.
|
||||
- **Read Scroll**: After reaching 10th level, make a skilled INT or WIS check to read and cast a spell from an arcane scroll.
|
||||
- On a fumble, a [blunder](/rules/magic.html#blunders) occurs.
|
||||
- **Sneak**: Make a skilled DEX check to hide in shadows or move silently, avoiding enemies.
|
||||
- **Thief Lore**: After reaching 3rd level, make a skilled INT check to recall lore pertaining to valuable items, security setups, and famous thieves or heists.
|
||||
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: sleight of hand).
|
||||
|
||||
### Stronghold
|
||||
|
||||
After 9th level, may construct a stronghold (usually, a secret hideout).
|
||||
|
||||
- Attracts 2d6 (mostly loyal) apprentice thieves of 1st level (not automatically replaced if killed).
|
||||
- May be used to start a Thieves’ Guild.
|
||||
- Attracts 2d6 (mostly loyal) apprentice thieves of 1st level (not automatically replaced if killed).
|
||||
- May be used to start a Thieves’ Guild.
|
||||
|
||||
@@ -0,0 +1,284 @@
|
||||
---
|
||||
title: Eldritch Gifts
|
||||
description: Eldritch Gifts available to the Warlock class for OSR gaming.
|
||||
date_pub: 2026-09-01T16:02:32-04:00
|
||||
section: classes
|
||||
content_type: feature
|
||||
short_code: cweg
|
||||
---
|
||||
|
||||
Eldritch Gifts are additional features or abilities that can be gained by certain classes (typically Warlocks).
|
||||
|
||||
- 1st-level Warlocks can only choose from the list of Basic Gifts.
|
||||
- Warlocks of 2nd level and above can choose from either the Basic Gifts or Advanced Gifts.
|
||||
|
||||
### Basic Gifts
|
||||
|
||||
### Acid Splash
|
||||
|
||||
Can create an acidic bubble at a point within 60', where it explodes in a 10-foot-radius sphere.
|
||||
|
||||
- Must be declared at start of round, and can be interrupted as with a magic spell.
|
||||
- Each creature within sphere must **Save** or take 1d4 damage.
|
||||
- Damage increases by an additional 1d4 at Warlock level 5 (2d4) and every 5 levels thereafter.
|
||||
- May be used a number of times per day equal to 1/2 Warlock level (rounded up).
|
||||
|
||||
#### Chill Touch
|
||||
|
||||
Can channel the chill of the grave by making an unarmed attack against a target within reach.
|
||||
|
||||
- Must be declared at start of round, and can be interrupted as with a magic spell.
|
||||
- On a hit, target takes 1d8 damage and can't regain hit points until the end of the next round.
|
||||
- Damage increases by an additional 1d8 at Warlock level 5 (2d8) and every 5 levels thereafter.
|
||||
- May be used a number of times per day equal to 1/2 Warlock level (rounded up).
|
||||
|
||||
#### Curse of Confusion
|
||||
|
||||
Once per day, may force target humanoid within 60' to **Save vs Spells** or be affected as by the [Confusion spell](/spells/confusion.html).
|
||||
|
||||
- In subsequent rounds, an affected target must **Save vs Spells** before rolling for behavior to end the delusions.
|
||||
|
||||
#### Devil's Sight
|
||||
|
||||
Can see normally in dim light and darkness (magical and non-magical), up to a distance of 120'.
|
||||
|
||||
#### Eldritch Blast
|
||||
|
||||
Can fire a beam of magical energy at a target within 120'.
|
||||
|
||||
- Must be declared at start of combat round, and can be interrupted as with a magic spell.
|
||||
- Target must **Save vs Spells** or take 1d6 damage.
|
||||
- Damage increases by an additional 1d6 at Warlock level 5 (2d6) and every 5 levels thereafter.
|
||||
- May be used a number of times per day equal to 1/2 Warlock level (rounded up).
|
||||
|
||||
#### Eyes of Knowing
|
||||
|
||||
Can read all non-magical writing.
|
||||
|
||||
#### Fire Bolt
|
||||
|
||||
Can hurl a mote of fire at target within 120', making a ranged attack against it.
|
||||
|
||||
- Must be declared at start of combat round, and can be interrupted as with a magic spell.
|
||||
- On a hit, target takes 1d6 damage.
|
||||
- Damage increases by an additional 1d6 at Warlock level 5 (2d6) and every 5 levels thereafter.
|
||||
- A flammable object hit by this spell starts burning if it isn't being worn or carried.
|
||||
- May be used a number of times per day equal to 1/2 Warlock level (rounded up).
|
||||
|
||||
#### Mage Hand
|
||||
|
||||
Can manifest a spectral, floating hand, which appears at a point within 30'.
|
||||
|
||||
- When creating a hand during combat, must be declared at start of round, and can be interrupted as with a magic spell.
|
||||
- Manifested hand:
|
||||
- Must remain within 30'.
|
||||
- Lasts up to 1 minute (6 combat rounds) or until dismissed as a free action.
|
||||
- Can be move up to 30' per round.
|
||||
- Can be used to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.
|
||||
- Cannot attack, activate magic items, or carry more than 10 pounds.
|
||||
|
||||
#### Message
|
||||
|
||||
Can use a combat action to point toward a creature within 120' and whisper a message.
|
||||
|
||||
- The target (and only the target) hears the message and can reply in a whisper that only the Warlock can hear.
|
||||
- Message is blocked by magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead.
|
||||
- If Warlock is familiar with target, message can go through solid non-magical objects.
|
||||
|
||||
#### Minor Illusion
|
||||
|
||||
Can create a sound or an image of an object within 30' that lasts for up to 1 minute (6 combat rounds).
|
||||
|
||||
- When used during combat, must be declared at start of round, and can be interrupted as with a magic spell.
|
||||
- Illusion can be dismissed as a free action, and ends if another illusion is created.
|
||||
- A creature must spend at least 1 combat round examining the illusion and make a successful INT check to determine it is an illusion.
|
||||
- An illusory image become translucent (faint and see-through) to anyone who knows it is one.
|
||||
- For an illusory sound:
|
||||
- Its volume can range from a whisper to a scream.
|
||||
- It can be a voice, a lion's roar, a beating of drums, or any other sound known or remembered.
|
||||
- It can continue unabated throughout the duration, or discrete sounds can be made at different times before the spell ends.
|
||||
- It becomes faint to anyone who knows it is illusory.
|
||||
- For an illusory image:
|
||||
- It must be no larger than a 5-foot cube.
|
||||
- It cannot create sound, light, smell, or any other sensory effect
|
||||
- Physical interaction with the image reveals it to be an illusion, since things can pass through it.
|
||||
- An illusory image become translucent (faint and see-through) to anyone who knows it is one.
|
||||
|
||||
#### Produce Flame
|
||||
|
||||
Can make a flickering flame appear in hand as an action and remain there for up to 10 minutes (1 turn).
|
||||
|
||||
- When creating a flame during combat, it must be declared at start of round, and can be interrupted as with a magic spell.
|
||||
- Flame emits no heat and ignites nothing, but sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
|
||||
- Flame can be dismissed as a free action, and ends if another flame is created.
|
||||
- While the flame is in hand, can be hurled at target within 60', making a ranged attack against it.
|
||||
- On a hit, target takes 1d6 damage.
|
||||
- Damage increases by an additional 1d6 at Warlock level 5 (2d6) and every 5 levels thereafter.
|
||||
|
||||
#### Ray of Frost
|
||||
|
||||
Can create a frigid beam of blue-white light which streaks toward a creature within 60', making a ranged attack against it.
|
||||
|
||||
- Must be declared at start of combat round, and can be interrupted as with a magic spell.
|
||||
- On a hit, target takes 1d6 damage and its movement is reduced by 1/3 (rounded up) until the end of the next round.
|
||||
- Damage increases by an additional 1d6 at Warlock level 5 (2d6) and every 5 levels thereafter.
|
||||
|
||||
#### Shared Gaze
|
||||
|
||||
Can use a combat action to touch a willing humanoid and perceive through its senses until the end of the next combat round.
|
||||
|
||||
- As long as the creature remains on the same plane, can use a combat action to maintain the connection, extending it until the end of the next combat round.
|
||||
- While perceiving through the other creature's senses:
|
||||
- Can perceive any special senses possessed by that creature, and
|
||||
- Are blind and deaf to own surroundings.
|
||||
|
||||
#### Shocking Grasp
|
||||
|
||||
Can channel lightning by making an unarmed attack against a target within reach.
|
||||
|
||||
- Must be declared at start of round, and can be interrupted as with a magic spell.
|
||||
- On a hit, target takes 1d6 damage and its movement is reduced by 1/3 (rounded up) until the end of the next round.
|
||||
- Damage increases by an additional 1d6 at Warlock level 5 (2d6) and every 5 levels thereafter.
|
||||
- May be used a number of times per day equal to 1/2 Warlock level (rounded up).
|
||||
|
||||
#### Starry Wisp
|
||||
|
||||
Evocation Cantrip (Bard, Druid)
|
||||
|
||||
Casting Time: Action
|
||||
Range: 60 feet
|
||||
Components: V, S
|
||||
Duration: Instantaneous
|
||||
|
||||
Can launch a mote of light at target within 60', making a ranged attack against it.
|
||||
|
||||
- Must be declared at start of combat round, and can be interrupted as with a magic spell.
|
||||
- On a hit, target takes 1d6 damage and, until the end of the next round, it emits dim light in a 10' radius and can't become invisible.
|
||||
- Damage increases by an additional 1d6 at Warlock level 5 (2d6) and every 5 levels thereafter.
|
||||
|
||||
#### Supernatural Sneak
|
||||
|
||||
Gains the following feature:
|
||||
|
||||
- **Backstab**: When attacking an unaware opponent from behind with a one-handed weapon, the attack gets +4 and it deals double damage.
|
||||
- Starting at level 6, the attack deals triple damage instead.
|
||||
- Starting at level 11, the attack deals quadruple damage instead.
|
||||
|
||||
Also gains the following Warlock skill:
|
||||
|
||||
- **Sneak**: Make a skilled CHA check to hide in shadows or move silently, avoiding enemies.
|
||||
|
||||
#### Words of Confusion
|
||||
|
||||
Can unleash a string of words laced with subtle enchantments at one creature within 60' and sight or earshot.
|
||||
|
||||
- Must be declared at start of round, and can be interrupted as with a magic spell.
|
||||
- Words can be in any language known to caster, and can be insults, maddening whispers, or even just gibberish.
|
||||
- Target must **Save vs Spells** or take 1d4 damage and gain disadvantage on the next attack roll it makes before the end of the next round.
|
||||
- Damage increases by an additional 1d4 at Warlock level 5 (2d4) and every 5 levels thereafter (3d4 at 10, 4d4 at 15, etc).
|
||||
- May be used a number of times per day equal to 1/2 Warlock level (rounded up).
|
||||
|
||||
### Advanced Gifts
|
||||
|
||||
Warlocks beyond the 1st level can choose from the list above or the list below.
|
||||
|
||||
#### Agonizing Blast
|
||||
|
||||
_Prerequisite: Warlock level 2+, an Eldritch Gift that deals damage_
|
||||
|
||||
Can add a damage bonus when using another Eldritch Gift.
|
||||
|
||||
- Choose a known eldritch gift that deals damage, such as Acid Splash, Chill Touch, Eldritch Blast, Fire Bolt, Produce Flame, Ray of Frost, Shocking Grasp, Starry Wisp, or Vicious Mockery.
|
||||
- When rolling damage for the chosen gift, add an additional 1d4.
|
||||
- This gift may be chosen multiple times, but only once for each known eldritch gift that deals damage.
|
||||
|
||||
#### Armor of Shadow
|
||||
|
||||
Can cast [Mage Armor](/spells/mage-armor.html) at will, without it counting as a cast spell for the day.
|
||||
|
||||
#### Armorer's Blessing
|
||||
|
||||
Can wear magical chainmail armor and/or a magical helmet.
|
||||
|
||||
#### Ascendant Step
|
||||
|
||||
_Prerequisite: Warlock level 5+_
|
||||
|
||||
You can cast [Levitate](/spells/levitate.html) at will, without it counting as a cast spell for the day.
|
||||
|
||||
<!--
|
||||
|
||||
Devouring Blade
|
||||
|
||||
Prerequisite: Level 12+ Warlock, Thirsting Blade Invocation
|
||||
|
||||
The Extra Attack of your Thirsting Blade invocation confers two extra attacks rather than one.
|
||||
-->
|
||||
|
||||
#### Eldritch Mind
|
||||
|
||||
When rolling a CON or CHA check for [concentration](/rules/magic.html#concentration), gains advantage on the roll.
|
||||
|
||||
#### Eldritch Smite
|
||||
|
||||
_Prerequisite: Warlock level 5+, Pact of the Blade Gift_
|
||||
|
||||
- May use 1 Pact Magic Point to add 1d4 to the attack and damage of a single attack with a weapon bound by the Pact of the Blade.
|
||||
- May only be used once per attack.
|
||||
|
||||
Once per turn when you hit a creature with your pact weapon, you can expend a Pact Magic spell slot to deal an extra 1d8 Force damage to the target, plus another 1d8 per level of the spell slot, and you can give the target the Prone condition if it is Huge or smaller.
|
||||
|
||||
#### Eldritch Telepathy
|
||||
|
||||
Can speak telepathically to any creature within 40' and line-of-sight.
|
||||
|
||||
- Does not need to share a language with creature.
|
||||
- Creature must be able to speak at least one language.
|
||||
- Initially, communication is one-way.
|
||||
- After reach Warlock level 5, communication becomes two-way.
|
||||
- After reaching Warlock level 10, can enable "group communication" including a number of creatures (in range and sight) up to Warlock's INT score.
|
||||
|
||||
#### Pact of the Blade
|
||||
|
||||
Can create a bond with a specific weapon and make it appear in hand as a free action.
|
||||
|
||||
- Must spend at least 10 seconds (one combat round) to create bond with a weapon (magical or otherwise) being touched, after which the weapon disappears into a pocket dimension.
|
||||
- Cannot create bond with a weapon that is already bound to another Warlock (or similar entity).
|
||||
- Bound weapon can be dismissed as a free action.
|
||||
- Bound weapon can be used as spellcasting focus.
|
||||
- Bound weapon counts as a magical weapon when determining damage.
|
||||
- When attacking with bound weapon, can use Charisma modifier for attack and damage rolls (rather tha Strength or Dexterity).
|
||||
- Bond with weapon ends when a bond is created with another weapon, if bound weapon is more than 5' away for 1 minute (6 combat rounds) or more, or upon death (when the weapon reappears from pocket dimension within 10').
|
||||
|
||||
#### Pact of the Chain
|
||||
|
||||
Can learn the Find Familiar ritual and can use it to summon a specialized familiar provided by a Patron.
|
||||
|
||||
- Familiars summoned this way can be the types listed in the spell or one of the following, as appropriate: Imp, Pseudodragon, Quasit, Skeleton, Sphinx of Wonder, Sprite, or Venomous Snake.
|
||||
- Also: amoeba / gel-pod thing, flaming eye, shapechanger, any other weird ones?
|
||||
- If a normal familiar is chosen, it will often have traits based on or inspired by the Patron that provided it.
|
||||
|
||||
#### Pact of the Tome
|
||||
|
||||
Can conjure a book (or similar object) inscribed with eldritch magic that can only be accessed by the Warlock that conjured it.
|
||||
|
||||
- The book contains 3 ritual spells granted by the patron.
|
||||
- While holding the book, can cast the ritual spells.
|
||||
- The book can be dismissed to a pocket dimension as a free action.
|
||||
|
||||
#### Poison Spray
|
||||
|
||||
Can spray toxic mist at a creature within 30', making a ranged attack against it.
|
||||
|
||||
- Must be declared at start of round, and can be interrupted as with a magic spell.
|
||||
- On a hit, target takes 1d8 damage.
|
||||
- Damage increases by an additional 1d8 at Warlock level 5 (2d8) and every 5 levels thereafter.
|
||||
- May be used a number of times per day equal to 1/2 Warlock level (rounded up).
|
||||
|
||||
#### True Strike
|
||||
|
||||
Can use a combat action to gain a flash of magical insight about their next attack with a weapon in hand.
|
||||
|
||||
- Next attack made before the end of the next round uses CHA for attack and damage rolls.
|
||||
- Damage dealt counts as magical.
|
||||
- Damage increases by 1d6 at Warlock level 5 and every 5 levels thereafter.
|
||||
@@ -4,7 +4,7 @@ description: The Warlock class for OSR gaming.
|
||||
date_pub: 2023-02-17T00:26:00-05:00
|
||||
section: classes
|
||||
content_type: feature
|
||||
short_code: cw1
|
||||
short_code: cw10
|
||||
---
|
||||
|
||||
Warlocks are spellcasters that gain access to magic by making pacts with powerful, otherworldly beings.
|
||||
@@ -24,23 +24,23 @@ Warlocks are spellcasters that gain access to magic by making pacts with powerfu
|
||||
|
||||
### Eldritch Blast
|
||||
|
||||
- Use the power granted by their patron to fire a beam of magical energy.
|
||||
- Must be declared at start of round, and can be interrupted as with a magic spell.
|
||||
- Target must **Save vs Spells** or take 1d6 damage.
|
||||
- May be used a number of times per day equal to 1/2 level (rounded up).
|
||||
- Use the power granted by their patron to fire a beam of magical energy.
|
||||
- Must be declared at start of round, and can be interrupted as with a magic spell.
|
||||
- Target must **Save vs Spells** or take 1d6 damage.
|
||||
- May be used a number of times per day equal to 1/2 level (rounded up).
|
||||
|
||||
### Eldritch Magic
|
||||
|
||||
- Can cast memorized spells.
|
||||
- Number of memorized spells per day shown on Level Advancement chart.
|
||||
- Any spells of indicated level or lower may be memorized.
|
||||
- Can conduct magical research after reaching level 2.
|
||||
- [Warlock Spell List](./spell-list.html)
|
||||
- Can cast memorized spells.
|
||||
- Number of memorized spells per day shown on Level Advancement chart.
|
||||
- Any spells of indicated level or lower may be memorized.
|
||||
- Can conduct magical research after reaching level 2.
|
||||
- [Warlock Spell List](./spell-list.html)
|
||||
|
||||
### Stronghold
|
||||
|
||||
- After 11th level, may construct a stronghold (usually a tower).
|
||||
- 1d6 apprentices of levels 1–3 (who are also bound to the warlock's patron) will then arrive to study under them.
|
||||
- After 11th level, may construct a stronghold (usually a tower).
|
||||
- 1d6 apprentices of levels 1–3 (who are also bound to the warlock's patron) will then arrive to study under them.
|
||||
|
||||
### Advancement
|
||||
|
||||
@@ -69,4 +69,5 @@ Warlocks are spellcasters that gain access to magic by making pacts with powerfu
|
||||
</div>
|
||||
|
||||
[^spells]: Chosen spells can be of the indicated level or lower.
|
||||
|
||||
[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells
|
||||
|
||||
@@ -1,65 +1,109 @@
|
||||
---
|
||||
title: Warlock Spell List
|
||||
description: The list of spells that can be cast by a Warlock.
|
||||
date_pub: 2023-09-16T00:55:00-04:00
|
||||
date_pub: 2026-09-07T14:20:54-04:00
|
||||
section: classes
|
||||
subsection: Warlock
|
||||
content_type: feature
|
||||
short_code: cws
|
||||
---
|
||||
|
||||
[[toc]]
|
||||
|
||||
The following list of spells may be cast by Warlock characters.
|
||||
|
||||
### 1st Level
|
||||
|
||||
1. [Calm / Scare](/spells/calm.html)
|
||||
2. Charm Person
|
||||
3. [Light / Darkness](/spells/light.html)
|
||||
4. [Detect Magic](/spells/detect-magic.html)
|
||||
5. [Read Languages](/spells/read-languages.html)
|
||||
6. [Read Magic](/spells/read-magic.html)
|
||||
7. [Read Thoughts](/spells/read-thoughts.html)
|
||||
8. [Whisper](/spells/whisper.html)
|
||||
2. [Charm Person](/spells/charm-person.html)
|
||||
3. [Detect Magic](/spells/detect-magic.html)
|
||||
4. [Illusory Script](/spells/illusory-script.html)
|
||||
5. [Light / Darkness](/spells/light.html)
|
||||
6. [Protection from Extraplanar Entities](/spells/protection-from-extraplanar-entities.html)
|
||||
7. [Read Languages](/spells/read-languages.html)
|
||||
8. [Read Magic](/spells/read-magic.html)
|
||||
9. [Read Thoughts](/spells/read-thoughts.html)
|
||||
10. [Spirited Retreat](/spells/apirited-retreat.html)
|
||||
11. [Unseen Servant](/spells/unseen-servant.html)
|
||||
12. [Whisper](/spells/whisper.html)
|
||||
|
||||
### 2nd Level
|
||||
|
||||
1. ESP
|
||||
2. [Hidden Step](/spells/hidden-step.html)
|
||||
3. [Invisibility](/spells/invisibility.html)
|
||||
4. Levitate
|
||||
5. [Lock / Knock](/spells/lock.html)
|
||||
6. Mirror Image
|
||||
7. Phantasmal Force
|
||||
8. Resist Fire
|
||||
1. Bless / Undermine
|
||||
2. Enthrall
|
||||
3. ESP
|
||||
4. [Hidden Step](/spells/hidden-step.html)
|
||||
5. [Invisibility](/spells/invisibility.html)
|
||||
6. [Levitate](/spells/levitate.html)
|
||||
7. [Lock / Knock](/spells/lock.html)
|
||||
8. Mirror Image
|
||||
9. [Phantasmal Force](/spells/phantasmal-force.html)
|
||||
10. Shatter
|
||||
11. [Spider Climb](/spells/spider-climb.html)
|
||||
12. [Suggestion](/spells/suggestion.html)
|
||||
|
||||
### 3rd Level
|
||||
|
||||
1. Clairvoyance
|
||||
2. [Fly](/spells/fly.html)
|
||||
3. [Haste](/spells/haste.html)
|
||||
4. Infravision
|
||||
5. Lightning Bolt
|
||||
6. [Moonlight](/spells/moonlight.html)
|
||||
7. [Speak in Tongues](/spells/speak-in-tongues.html)
|
||||
8. Water Breathing
|
||||
1. Counterspell
|
||||
2. Curse / Remove Curse
|
||||
3. Dispel Magic
|
||||
4. Fear
|
||||
5. [Fly](/spells/fly.html)
|
||||
6. Gaseous Form
|
||||
7. [Haste](/spells/haste.html)
|
||||
8. Hold Person
|
||||
9. Hypnotic Pattern
|
||||
10. [Moonlight](/spells/moonlight.html)
|
||||
11. [Speak in Tongues](/spells/speak-in-tongues.html)
|
||||
12. Vampiric Touch
|
||||
|
||||
### 4th Level
|
||||
|
||||
1. [Black Tentacles](/spells/black-tentacles.html)
|
||||
1. Banish
|
||||
2. Charm Monster
|
||||
3. Confusion
|
||||
4. Curse
|
||||
5. Dimension Door
|
||||
6. Polymorph Self
|
||||
7. Wizard Eye
|
||||
4. Dimension Door
|
||||
5. Illusory Terrain
|
||||
6. Polymorph Others
|
||||
7. Polymorph Self
|
||||
8. Wizard Eye
|
||||
|
||||
### 5th Level
|
||||
|
||||
1. Contact Higher Plane
|
||||
2. Feeblemind
|
||||
3. Magic Jar
|
||||
4. Raise Dead (Finger of Death)
|
||||
5. Telekinesis
|
||||
2. Dream
|
||||
3. Feeblemind
|
||||
4. Hold Monster
|
||||
5. Scrying
|
||||
6. Teleport
|
||||
|
||||
6th Level
|
||||
|
||||
1. Anti-Magic Shell
|
||||
2. Disintegration
|
||||
3. Eyebite
|
||||
4. Flesh to Stone
|
||||
5. Mass Suggestion
|
||||
6. True Seeing
|
||||
|
||||
<!--
|
||||
|
||||
7th Level
|
||||
|
||||
1. Etherealness
|
||||
2. Forcecage
|
||||
3. Plane Shift
|
||||
|
||||
8th Level
|
||||
|
||||
1. Demiplane
|
||||
2. Dominate Monster
|
||||
3. Feeblemind
|
||||
4. Glibness
|
||||
5. Power Word Stun
|
||||
|
||||
9th Level
|
||||
|
||||
1. Astral Projection
|
||||
2. Foresight
|
||||
3. Imprisonment
|
||||
4. Power Word Kill
|
||||
5. True Polymorph
|
||||
|
||||
-->
|
||||
|
||||
@@ -0,0 +1,73 @@
|
||||
---
|
||||
title: Warrior
|
||||
description: The Warrior class for HOSR.
|
||||
date_pub: 2025-02-01T00:18:00.000-04:00
|
||||
section: classes
|
||||
content_type: feature
|
||||
short_code: cwr
|
||||
status: hidden
|
||||
---
|
||||
|
||||
An adventurer that specializes in battle and combat.
|
||||
|
||||
[[toc]]
|
||||
|
||||
<div class='headlessTableWrapper'>
|
||||
|
||||
| | |
|
||||
| ------------- | ----------------------- |
|
||||
| **Hit Dice** | 1d10 |
|
||||
| **Armor** | Any (including shields) |
|
||||
| **Weapons** | Any |
|
||||
| **Languages** | Alignment, Common |
|
||||
|
||||
</div>
|
||||
|
||||
### Core Features
|
||||
|
||||
<div class="dividedTableWrapper levelTable">
|
||||
|
||||
| Level | HD | Atk | Save |
|
||||
| :---: | :-----: | :-: | :--: |
|
||||
| 1 | 1d10 | 0 | 12 |
|
||||
| 2 | 2d10 | 0 | 12 |
|
||||
| 3 | 3d10 | 0 | 12 |
|
||||
| 4 | 4d10 | +2 | 10 |
|
||||
| 5 | 5d10 | +2 | 10 |
|
||||
| 6 | 6d10 | +2 | 10 |
|
||||
| 7 | 7d10 | +5 | 8 |
|
||||
| 8 | 9d10 | +5 | 8 |
|
||||
| 9 | 9d10 | +5 | 8 |
|
||||
| 10 | 9d10+2 | +7 | 6 |
|
||||
| 11 | 9d10+4 | +7 | 6 |
|
||||
| 12 | 9d10+6 | +7 | 6 |
|
||||
| 13 | 9d10+8 | +9 | 4 |
|
||||
| 14 | 9d10+10 | +9 | 4 |
|
||||
|
||||
[Warrior Features]
|
||||
|
||||
</div>
|
||||
|
||||
### Class Skills
|
||||
|
||||
- **Feat of Strength**: Make a skilled STR check to perform an extraordinary feat of strength (ex: bend iron bars, lift a steel gate, smash a door on the first try).
|
||||
- May only be used successfully once per 10 minutes (1 turn).
|
||||
- **Mighty Attack**: Describe intended outcome, make a skilled check as indicated by GM before making the attack roll.
|
||||
- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
|
||||
- On a complicated success, the attack roll is made as normal.
|
||||
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
|
||||
- May only be used successfully once per 10 minutes (1 turn).
|
||||
- ex: jump on a banquet table, kicking the drinks over the surprised guards, before making a leaping strike at the nearest opponent.
|
||||
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, stabilizing wounds).
|
||||
|
||||
### Combat Expertise
|
||||
|
||||
Gain one at 2nd, 6th, 10th, and 14th level.
|
||||
|
||||
!!!include(classes/combat-expertise.md)!!!
|
||||
|
||||
### Stronghold
|
||||
|
||||
Can buy or build a castle or stronghold (and control surrounding lands) at any time they can be afforded.
|
||||
|
||||
- Once established, attracts 5d4 x 10 apprentice fighters (level 1–2).
|
||||
+20
-19
@@ -49,36 +49,37 @@ A magic user who casts spells from a spellbook.
|
||||
|
||||
#### Saving Throw Mods
|
||||
|
||||
- +2 to **Save vs Spells** (-2 overall)
|
||||
- +2 to **Save vs Spells** (-2 overall)
|
||||
|
||||
### Arcane Magic
|
||||
|
||||
- Carries a spell book (or equivalent) with known spells in it.
|
||||
- Starts with [at least one spell](/rules/magic.html#starting-spells) in book.
|
||||
- Can cast any spell in book.
|
||||
- Can cast a number of spells per day equal to wizard level.
|
||||
- Can conduct magical research.
|
||||
- Gains a new spell every level, in addition to any found and added to spell book.
|
||||
- [Known arcane spells](./arcane-spellcasters/known-arcane-spells.html)
|
||||
- Carries a spell book (or equivalent) with known spells in it.
|
||||
- Starts with [at least one spell](/rules/magic.html#starting-spells) in book.
|
||||
- Can cast any spell in book.
|
||||
- Can cast a number of spells per day equal to wizard level.
|
||||
- Can conduct magical research.
|
||||
- Learns a new spell at each new level, in addition to any found and [added to spell book](/rules/magic.html#copying-spells).
|
||||
- Maximum spell level learned = Wizard level / 2 (round up)
|
||||
- [Known arcane spells](./arcane-spellcasters/known-arcane-spells.html)
|
||||
|
||||
#### Casting Spells
|
||||
|
||||
To cast a spell, make a [skilled INT check](/rules/adventuring.html#skilled-ability-checks) reduced by the level of the spell being attempted.
|
||||
|
||||
- On a fumble, a [blunder](/rules/magic.html#blunders) may occur, and the next attempt to cast a spell (before a long rest) gets -2.
|
||||
- On a failure, the spell fizzles, and nothing else happens (it doesn't count towards spells per day limit).
|
||||
- On a complicated success, the spell is cast, but something interesting (although not directly dangerous) may happen.
|
||||
- On a complete success, the spell is cast as desired.
|
||||
- On a critical success, the spell is cast in a notable manner as determined by GM (ex: double duration, range, or targets), and the next attempt to cast a spell (before a long rest) gets +2.
|
||||
- On a fumble, a [blunder](/rules/magic.html#blunders) may occur, and the next attempt to cast a spell (before a long rest) gets -2.
|
||||
- On a failure, the spell fizzles, and nothing else happens (it doesn't count towards spells per day limit).
|
||||
- On a complicated success, the spell is cast, but something interesting (although not directly dangerous) may happen.
|
||||
- On a complete success, the spell is cast as desired.
|
||||
- On a critical success, the spell is cast in a notable manner as determined by GM (ex: double duration, range, or targets), and the next attempt to cast a spell (before a long rest) gets +2.
|
||||
|
||||
### Class Skills
|
||||
|
||||
- **Arcane Lore**: Can make a skilled INT check to recall information about arcane magic or recognize a spell or magic item.
|
||||
- **Prestidigitation**: Can use a combat action to make a skilled INT check to create a small, instant, illusory effect that inflicts no damage.
|
||||
- **Ritual Casting**: Some rituals require a skilled check.
|
||||
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks.
|
||||
- **Arcane Lore**: Can make a skilled INT check to recall information about arcane magic or recognize a spell or magic item.
|
||||
- **Prestidigitation**: Can use a combat action to make a skilled INT check to create a small, instant, illusory effect that inflicts no damage.
|
||||
- **Ritual Casting**: Some rituals require a skilled check.
|
||||
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks.
|
||||
|
||||
### Stronghold
|
||||
|
||||
- After 9th level, may construct a stronghold (usually a tower).
|
||||
- 1d6 apprentices of levels 1–3 will then arrive to study under them.
|
||||
- After 9th level, may construct a stronghold (usually a tower).
|
||||
- 1d6 apprentices of levels 1–3 will then arrive to study under them.
|
||||
|
||||
Reference in New Issue
Block a user