The Line (5e Subclass)

This page may resemble content endorsed by, sponsored by, and/or affiliated with the Furi franchise, and/or include content directly affiliated with and/or owned by The Game Bakers. D&D Wiki neither claims nor implies any rights to Furi copyrights, trademarks, or logos, nor any owned by The Game Bakers. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.

The Line

The Line is one of twelve closely-guarded fighting style, known as the Zodiac Of Pain. The Line focuses on manipulating time and space to the practicioner's advantage. They also gain glimpses into the future. Originally, the Zodiac Of Pain referred to twelve adventurers who used dark magic to slaughter the forces of darkness. They each founded thier own school of combat, and they each chose twelve others to lead thier school. The hierarchy of a Zodiac Of Pain school is twelve ranks, each containing twelve students who are sub-ranked within that rank. When a student feels ready, they can challenge the one from the rank above that corresponds to thier sub-rank to a duel. If the challenger wins, they swap places. If they lose, they decrease in the standings of thier rank. When a student is in the twelfth rank, they can challenge a master. If they win, they become a master too and the school searches for a new recruit.


2nd level
Zodiac Of Pain Induction:

You gain a Zodiac Of Pain charge. You can use it to fuel your Zodiac Of Pain abilities. Your Zodiac Of Pain charges are refilled after you finish a long rest. At 10th level, you gain a second Zodiac Of Pain charge. At 15th level, you regain one at the end of a short rest. At 20th level, you gain a third Zodiac Of Pain charge.


2nd level
Portent:

When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can only be used once. When you finish a long rest, you lose any unused foretelling rolls.


2nd level
Focus:


When you reduce an enemy to 0 HP with a spell, you automatically succeed on your next concentration save in the next hour.


6th level
Alter Time:

When you are reduced to 0HP but not killed instantly, you can take a reaction and expend a Zodiac Of Pain charge to regain HP equal to half of your hit point maximum.

10th level
Improved Portent:

You can roll 3 d20s instead of 2 when you finish a long rest.

14th level
All is One:

You can use your Intelligence modifier for attack and damage rolls and also the calculation of your AC.



Back to Main Page 5e Homebrew Character Options Subclasses

gollark: Well, less data collection than Turkey itself, presumably.
gollark: Oh, cool, you can stretch it into an ellipse too.
gollark: ```x^2+y^2=4```
gollark: ```y =x-16y```???
gollark: We need to use VIRTUAL CLOUD BLOCKCHAIN MACHINE AI SERVERLESS LEARNING to figure out how fast his homework will be done.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.