User:Anastacio

OP Articles

Subclasses

Way of the Cobra Kai

Way of the Miyagi Do Karate

Way of the Forge

Way of the Kensei, Variant

Lycan Bloodline

Spells

Arcane Battery

Rescued From Abandonment

Classes

Abyss Knight (5e Class)

Blade Master (5e Class)

Blood Mystic (5e Class)

Bowmaster (5e Class)

Caster Wielder

Combat Butler

Corsair

Dark Vessel (5e Class)

Dragon Knight (5e Class)

Dragon Mage (5e Class)

Energy Mage

Evolved

Fanatic (5e Class)

Gem Knight (5e Class)

Gunfighter (5e Class)

Hallowed Hunter (5e Class)

Hurricane Knight (5e Class)

Master of the Arcane Sword (5e Class)

Mercenary (5e Class)

Psiblade (5e Class)

Runic Knight (5e Class)

Samurai Warden (5e Class)

Siege Warrior (5e Class)

Sigil Necromancer

Speedster (5e Class)

Sword Saint (5e Class)

Swordsman (5e Class)

True Vampire Lancer (5e Class)

Umbrablade

Unarmed Brawler (5e Class)

Weapon Summoner

Werewolf (5e Class)

Wyvern Rider

Subclasses

Anti-Magic Warrior (5e Subclass)

Circle of Mutation (5e Subclass)

Circle of the Elemental Warrior (5e Subclass)

Giantslayer (5e Subclass)

Hellraiser (5e Subclass)

Ki Domain (5e Subclass)

Oath of the Deep (5e Subclass)

Pact Warrior (5e Subclass)

Path of the Abyssal Rage (5e Subclass)

Snake Dagger (5e Subclass)

Street Brawler (5e Subclass)

Way of the Blade Thrower (5e Subclass)

Way of the Forge (5e Subclass)

Way of the Inner Light (5e Subclass)

Way of the Kakusareta shōheki (5e Subclass)

Way of the Spirit Fighter (5e Subclass)

Way of the Tengoku no ken (5e Subclass)

Special Classes

Lich (5e Prestige Class)

Subclasses

Tactician (5e Subclass)

My Projects in Progress

Eldritch Hunter

Werewolf

Umbra Walker

A Cortina Carmesin

Martial Artist

Ranger

Eldritch Hunter

Class Features

As a Eldritch Hunter you gain the following class features.

Hit Points

Hit Dice: 1d8 per Eldritch Hunter level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Eldritch Hunter level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple Weapons
Tools: Chose any two
Saving Throws: Intelligence and Wisdom
Skills: Choose three from Arcana, History, Insight, Investigation, Nature, Perception, Religion, and Stealth.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Eldritch Hunter

LevelProficiency
Bonus
FeaturesRituals KnownRelics DiscoveredSanity
1st+2114
2nd+2114
3rd+2126
4th+2Ability Score Improvement126
5th+32314
6th+32314
7th+32417
8th+3Ability Score Improvement2417
9th+42527
10th+43527
11th+43632
12th+4Ability Score Improvement3632
13th+53738
14th+53738
15th+53744
16th+5Ability Score Improvement3744
17th+64857
18th+64857
19th+6Ability Score Improvement4864
20th+64864

Explorer of the Unknown

Starting at 1st level, you can recall information about eldritch lore and forgotten occult knowledge. You gain a bonus equal to your Intelligence modifier to any check made to recall any type of information about aberrations, fiends, undead, organizations devoted to worship or serve those beings, magical objects related to those creatures and sites or structures related to them.

In addition, you can use this knowledge to remember traits of those creatures. As a bonus action, you can make an Intelligence (Arcana) against a DC equal 10 + the creature CR. On a success, you can chose one of the following benefits:

  • You learn the weaknesses and vulnerabilities of the creature
  • You discover one of the Actions on the creature's statblock
  • You can grant advantage to all attacks made against that creature until the beginning of your next turn.

Once you have succeeded in using this feature, you can't use it again on the same creature until 1 minute has passed.

Uncovered Artifact

Starting at 1st level, your researches into the occult and nightmares with the far realm have lead you to unearth ancient objects of great power, related with ancient beings, and sometimes, to recreate some of those objects yourself.

The Silver Key

Wondrous Item, legendary, attunement A well made and decorated key made of silver, that allow its owner to travel to the land of dreams. When attuned to it, the owner can use an action to travel to the astral plane, as the spell astral projection, but leaving no body behind. If you use your action to dismiss the astral projection, you return to the same place you have activated the key.

This key have one charge, and after used, regain its charge on the next dawn.

Occult Knowledge

When you reach the 2nd level, your knowledge about the cosmic horrors deepens, allowing you to use a type of occult knowledge against your foes.

Dark Rituals
Xenophagia
Eldritch Science

Unnerving Feeling

Beginning at 2nd level, as an action, you can use your instincts to feel the presence of some unnatural being in the near terrain. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any aberration, fiend or undead are present within 1 mile of you. You can also feel the presence of spells cast by those creatures in the area, or any creature controlled by a spell or effect by those creatures.

You cannot sense the exact location of those creatures, nor the type of creatures.

Hunter's Archetype

At 3rd level, you can chose one of the following hunter's archetypes:

Stalker
Track and kill eldritch beings with mundane means.
Psychic
Uses psionics to defeat eldritch beings

You gain class features at 3rd level, and again at 6th, 15th and 20th level.

Haunted Dreams

At 3rd level, you can let your mind open to vivid nightmares of creatures from the far realm. When you complete a long rest, you may choose to discover some hidden truth in your dreams as per the augury spell. Whenever you do this, you must roll on the short term madness table.

Use Magic Device

Starting at 10th level, you ignore all class, race, and level requirement on the use of magic items.

Psychic Rebuke

At 18th level, your mind can reflect the maddening horrors of aberrant monsters against them. When you succed on a saving throw against an effect or spell, targeting only you, that deals psychic damage or causes either the charmed or frightened conditions, the creature must make a saving throw against a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed save, the creature suffers the effect targeted against you.

Uncovered Artifact List

The artifacts on the list bellow are separated in three catteries: grafts, relics and books.

Books

Lighting Gun

A unique device created by an advanced alien race, appears to be long and ovoid bottle-shaped metal object, with a handle not made to human hands.

The lighting gun is a ranged weapon, and you are considered proficient with it. Its range is 100/400 and deals 1d10 lighting damage.

You can use your Intelligence modifier, instead of your Dexterity, for attacks and damage rolls with it.

The number of attacks you can make with it increases, as you gain levels in this class. 2 at 5th level, 3 at 11th level and 4 at 17th level.

Brain Cylinder

Pre-requisite 6th level

A glass cylinder filled with a otherworldly fluid, capable of extracting and storing a brain from a recently deceased body of a creature death within the last minute.

As an action, you attach the object to the head of a body of a creature with a small or medium size, pulling the brain into the cylinder after 1 minute. A brain contained inside the cylinder lasts for 24 hours, decomposing after that. The cylinder can contain one brain at time.

Once the brain is extracted, you can try to communicate with the brain, as an use of the spell speak with dead. After each question, roll a percentile die. There's 20 % of chance after each question that the trauma of this experience will result in a confused and bumbling brain, incapable of answering more questions.

The fluid spent with the brain is magically refueled on the next dawn.

Uncanny Idol

Pre-requisite 14th level, requires attunement

The uncanny idol is a small figurine with a sculpted body of a forgotten and alien god. This item has 3 charges.

You can meditate in front of the idol for 1 minute, in order to contact the elder god the statue is meant to represent, casting contact other plane.

The idol regains its charge at dawn.

Deep One's Obelisk Fragment

Give some gold in exchange of favors

Necklace from The Mound

It's magnetic (1) But it also protects you from some of the ghosts of the Mound from the underground city, who use metal of the same material (2)

for research: https://www.hplovecraft.com/writings/texts/fiction/mo.aspx https://www.dandwiki.com/wiki/Nyarlathotep,_The_Crawling_Chaos_(5e_Creature)

Atom-powered tools
Disintegrating ray
Psychich Powers

psionic powers are like the k'n-yan for example, who got tired of speaking, so they use only telepathy they use this telepathy to control lower-will beings like the y'm-bhi (who are undead contructs)


Spells



Werewolf

Hit Die d8

Armor Light armor

Weapons Simple weapons

Saving Throws Strength, Constitution

Tools None

Skills Chose two from Animal Handling, Athletics, Acrobatics, Intimidation, Perception, Stealth and Survival

Lycan Breed

Your lycan breed determines the origin of your curse, each one with its own unique aspects. Regardless of origin, you have advantage on Wisdom (Perception) checks that rely on hearing or smell.

At 1st level, you can chose one of the following breeds:

Pure-blood

You have been born with the curse, manifesting it with the passing of time. You can use your bonus action to assume the shape of a wolf, as a bonus action on your turn. You maintain your Intelligence, Wisdom and Charisma scores, Hit Dies, hit points and proficiency bonuses, but assume all the other traits of the wolf statblock. You can return to your humanoid shape as a bonus action.

Cursed

You have the curse been inflicted upon you and can manifest the lycanthropy traits when in danger. When you are reduced to 0 hit points, you can use your reaction to regain 1d8 hit points + your Constitution modifier, and your body becomes stronger. For 1 minute, you deal +1d4 damage with your melee attack rolls. Once you use this feature, you can't do it again until you complete a long rest.

Abomination

You have been born from the union between a human and a werewolf, manifesting deformities derived from your lycan heritage. You have disadvantage on all your Charisma (Persuasion) and (Deception) checks with any creature, except wolfs and other lycantropes. However, you have advantage on your Charisma (Intimidation) checks.

Some parts of your body are covered in fur and hide, giving you an AC equal 13 + your Constitution modifier while not wearing armor. Your hands are deformed into claws, and your unarmed strikes with it deal 1d6 slashing damage.

Primal Rage

With the curse, you have also been tainted by a ever consuming rage. At 2nd level, you have a number of rage points shown in the Primal Rage column on the Werewolf table. Once you spend all your rage points, you regain them on the end of a long rest.

You can use your rage in the following ways:

Bestial Reflexes

You can spend 1 point of rage to take another reaction on your round.

Ignore Pain

When reduced to 0 hit points, 1 point of rage to end the unconscious condition. You still must make death saving throws as normal.

Regain Control

As an action on your turn, you can spend 1 point of rage to end a charmed, frightened or stunned condition.

Fast Healing

Werewolf heal at an incredible pace. At 2nd level, while outside combat or not engaged in any physically demanding or stressful activity (like activities that require ability checks), you regain a number of hit points equal to your proficiency bonus each hour. Anything more intense than light activity interrupt the process of healing.

In addition, you can try to focus your attention and accelerate the process of healing. As a bonus action, roll your hit die. At the end of your next turn, you regain a number of hit points equal to the number rolled and the hit die is spent. This requires concentration, as if you were concentrating on a spell. If you lose concentration, you don't regain hit points and your hit die is spent.

Shapeshifting

At 2nd level, you gain enough control over your lycanthropy to change shapes. As a bonus action, you can assume one of the three forms following forms: feral, hybrid and great wolf.

The transformation always happen in steps: you must be in feral form to become a hybrid, and a hybrid to become a great wolf. The transformation lasts for 1 hour, and you can end it earlier with a bonus action on your turn. The benefits given by the transformations are cumulative.

To shapeshift, you need to spend 2 rage points and be of the appropriated level.

2nd level. Feral. In this form, your shape is humanoid still, but a taller, with slim and strong muscles, elongated face and a thick and long hair. You gain the following traits:

  • You can speak in this form, but is unable to cast spells that require a verbal component, and have disadvantage in any ability check that require your voice.
  • Your hands grow into powerful claws. Your unarmed strikes deal 1d6 slashing damage. When you make a unarmed strike, you can use your bonus action to make another one.

9th level. Hybrid. In this form you become the perfect hybrid of your humanoid form and a wolf. You cannot speak while in this form, nor cast spells that require concentration. You gain all the benefits of the glabrous form an the following:

  • You gain a bite attack, dealing 1d8 piercing damage on a hit.
  • Your regeneration becomes even faster. You gain a number of temporary hit points equal to your Constitution modifier in each of your turns.
  • Your size becomes Large, and you add 1d6 to the damage of your unarmed strikes.

13th level. Great Wolf. This form is the transcendence of the curse, transforming you into the ancient giant wolf. You become incapable of casting spells or using weapons. All your equipment fall to the ground and you gain the benefits of the previous forms and the following:

  • Your hide thickens, and you gain resistance to bludgeoning, piercing and slashing damage from nonmagical and non silvered attacks.
  • When you hit a creature with a bite attack, it must make a Strength saving throw against a DC of 8 + your proficiency bonus + your Strength modifier or be knocked prone.
  • You can Dash as a bonus action.

Werewolf Pack

At 3rd level, you can chose one pack to be part of. You can chose between the Moon Wardens and the Crimson Maws. Your choice of subclass give you features at 3rd level, and again at 7th, 10th, 15th and 18th level.

Pack Feature

At 3rd level:

  • (Moon Warden) Spellcasting feature (druid spells); Can cast non concentration spells while transformed.
  • (Moon Warden) Gain proficiency in nature and can freely talk to animals.
  • (Crimson Maws)

Alpha Wolf

At 3rd level, you gain advantage on all your Charisma and Wisdom checks when interacting with wolfs.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn

Primal Claws

At 6th level, your unarmed attacks count as magical for the purposes of ignoring resistances and immunities to non-magical damage.

Pack Tactics

At 9th level, you have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Curse

At 11th level, when you hit a humanoid creature with your bite attack, you can chose to impose the curse on it. The creature must make a Constitution saving throw against your rage DC. On a failed save, the creature is cursed with lycanthropy. A creature can chose to fail the check and embrace the curse.

Whenever a creature is cursed, you can use your action and spend 1 rage point to deliver a commanding howl. Any cursed creature within 60 feet that can hear you must make a Wisdom saving throw against your rage DC, or will use its reaction to be transformed into a feral, and automatically affected by the confusion spell, for the duration of the transformation. The save DC for this spell is your rage save DC. On a successful save against the spell, the transformation also ends.

As an action, you can spend another rage point to further the transformation of the creature into hybrid.

Pack Leader

At 15th level, you can try to exert control over the creatures you curse. When you can chose one creature affected by your curse and spend 2 rage points to take control over that creature, as the dominate monster spell.

Immortal Predator

At 20th level, your transformation make your hide almost impenetrable. While in your hybrid or dire wolf form, you become immune to bludgeoning, piercing and slashing damage from nonmagical attacks not made with silvered weapons.

You can keep your hardened hide for 10 minutes, and once you do this, you cannot do it again until you complete a long rest.

Umbra Walker

Umbra Walkers are spellcasters who can move to the transitive planes - ethereal and astral - to summon misterious entities and travel trough worlds and planes. There are three types of Umbra Walkers:

Body Snatchers

These walkers are able to split their existence between the material and the ethereal plane, and use this ability to take control over other creatures of the material plane. They are usually divided by the type of creatures they have more domain over: possessors of animals are usually called "wargs", and possessors of humans are called "ghosts".

Plane Hopper

The plane hoppers use the transitive planes mostly as a way to move between spaces and planes. They are hard targets in combat, being able to literally jump to another plane in the moment of a strike.

Gatekeepers

Gatekeepers usually protect the material plane from extra-planar menaces. They are specialized in closing portals and severing connections of extraplanr creatures with our plane.

Summoners

Gatekeepers specialized in opening gates to our world, bringing creatures from the planes through it.

https://forgottenrealms.fandom.com/wiki/Afterlife

https://forgottenrealms.fandom.com/wiki/Fugue_Plane

A Cortina Carmesin

Antecedente da Campanha

Sinopse

Á gerações atrás, um terrível culto, conhecidos apenas como "Filhos do Sussurro" tentou trazer uma terrível e antiga entidade para esse mundo. Várias abominações extra-planares foram libertadas ao redor do mundo e, para impedi-los, um grupo chamado de "Guardiões do Portão" foi formado. Esse grupo era devotado a criar rituais que aprisionassem essas criaturas. Para isso, três livros de rituais foram escritos, cada um servindo como a chave para derrotar algumas das criaturas. Juntos, eles possuem um poderoso ritual que serve para abrir um portal, a "Cortina Carmesin", que pode ser usado tanto para enviar a entidade maligna de volta a sua própria dimensão, quanto para trazê-lo para essa.

Após uma grande batalha e muito sacrifício, todas as abominações foram banidas para além da cortina carmesin, mas os Filhos do Sussuro aguardam sua chance de trazê-los de volta.

Objetivo da Campanha

Durante a campanha, os jogadores se depararão com várias oportunidades de deter os Filhos do Sussuro em sua busca pelos três livros, e poderão escolher entre as três rotas abaixo:

1. Opor-se aos Filhos do Sussuro: Aliando-se aos membros remanescentes dos Guardiões do Portal, diante do risco do fim do mundo que a abertura do portão pode trazer.

2. Aliar-se aos Filhos do Sussuro: Aliar-se aos filhos do sussurro em troca das promessas de ouro e poder.

3. Ignorar Completamente o Apocalipse: Ignorando o apocalipse, eles podem focar em atuar como aventureiros e mercenários, sendo eventualmente empregados por um lado ou pelo outro.

Capítulos da Campanha


Fases da Campanha

O plano dos Filhos do Sussuro é abrir um portal para um local específico no Abismo, a fortaleza carmim. Para isso, eles precisam destravar as três fechaduras criadas pelos rituais em cada um dos três livros, bem como uma quarta, que só pode ser aberta quando os três livros estiverem reunidos.

A cada portal aberto, o mundo sofrerá algumas mudanças significativas, que continuarão aumentando a menos que os jogadores decidam intervir.

Fase 1
Viagens em regiões selvagens se tornam perigosas e o comércio em regiões próximas do primeiro portal se tornam escassas.
  • Capítulo 1 - O roubo. Uma jovem bruxa chamada Eandil busca vingança pela morte de seus pais, usa seus poderes e planeja um ataque a uma cidade, como distração para se apoderar do primeiro dos Livros. Ela vem sendo manipulada por uma entidade bem mais poderosa e sinistra.
  • Capítulo 2a - A Perseguição. Caso o roubo seja bem sucedido, os heróis poderão tentar recuperar o livro com a ajuda da guarda da cidade em uma caçada pela região.
  • Capítulo 2b - Conhecimento Perdido. Caso eles impeçam o roubo, eles podem buscar respostas junto ao templo selado dos Guardiões do Portão, com a ajuda do antigo conselheiro.
  • Capítulo 3a - O primeiro portal Caso o livro seja perdido, eles ainda podem encontrar o local do ritual e tentar impedi-lo.
  • Capítulo 3b - Caso eles recuperem o livro, Capítulo 2b.
  • Capítulo 3c -
Fase 2
Fase 3
Fase 4
Se a campanha chegar na fase 4, significa que todos os portais foram abertos. A guerra acabou e os reinos fecham suas principais cidades e buscam se proteger dos terrores do Abismo. Qualquer lugar que não é uma cidade murada é um risco, e a influência do abismo se espalha pouco a pouco.

https://www.dandwiki.com/wiki/Tremorsense_(5e_Spell)

https://www.dandwiki.com/wiki/Lucas_the_Spider_(5e_Creature)

https://www.dandwiki.com/wiki/Randomon_(5e_Creature)

https://www.dandwiki.com/wiki/Kirre_(5e_Creature)

Mageborn

Ability Score Increase. Your Charisma score increase in 2. In addition, one ability score of your choice increase by 1.

Shadowborn.

Chaosborn.

Stormborn.

Martial Artist

Rogue Archetype

Precise Strikes

Sneak attack as unarmed strike damage, adding ability modifier once.

In addition, you can use your sneak strike against objects.

Hard Blocks

When an enemy misses you with an attack while you are dodging, you can deal your sneak strike damage against the attacker as a reaction.

Traditional Forms

You can train using traditional forms that compound your style. During a short or a long rest, you can perform one of your forms, gaining a particular benefit depending on the chosen form.

The benefit lasts until your next rest.

Grandmaster

Ranger

Spellcasting

Druid List, 1/3 caster

Favored Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.

Choose one of the favorite creatures as your favorite enemy. You can use your bonus action to give yourself advantage on attacks against these creatures

Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

You can choose another favored enemy at 9th, 13th and 17th levels.

Four Elements Monk - Anastacio Edition

Elemental Attunement

At 3rd level, you develop a strong connection to the elements. You can choose one of the following elements: air, earth, water and fire. Your chosen element will reflect on how some of your other class features work. You learn one of the following cantrips, depending on the chosen element: gust (air), shape water (water), control flames (fire), mold earth (earth).

You can choose one additional element to attune at 6th, 11th and 17th levels.

In addition, you can read, write and speak in primordial.

Primordial Flurry

Starting at 3rd level, when you take the Attack action, you can imbue your fists with elemental energy. Choose one of the following damage types, depending on the elemental attunement element you have: cold (water), fire (fire), lightning or thunder (air), bludgeoning (earth). You can choose to deal damage from the chosen type until the end of your turn.

In addition, if you use your flurry of blows, you can enhance your attacks with ki infused elemental energy. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals additional damage from the chosen type, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 damage from the chosen type.

Elemental Control

Starting at 3rd level, you can control the air, fire, earth or water around the target to control your target in the space. As an action, you can spend 1 ki point and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 damage from the chosen type for each additional ki point you spend, and you can generate one of the following effects, depending on the chosen element:

Fire. Push the target up to 30 feet away from you.

Water. Push the creature up to 20 feet away from you and knock it prone

Air. Fly 30 feet until the end of your turn, without provoking opportunity attacks. You must end your movement on the ground, or fall.

Earth. Pull it up to 25 feet close to you

On a successful save, the creature takes half as much damage, and you don't push it pull it or knock it prone.

Four Elements Discipline

Starting at 6th level, you gain access to elemental disciplines. To cast one of your elemental discipline spells, you must spend a number of ki points equal to the level of the spell. You gain one additional four elements discipline. You learn one additional four elements discipline at 11th and at 17th levels.

In addition, whenever you use a elemental cantrip, four elements discipline or your elemental control as an action, you can make a unarmed strike as a bonus action.

Elemental Rebuke

At 11th level, whenever a creature moves within 5 feet of you or hit you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw, or take damage equal to your martial arts die. The damage type is any you have access to due to your Elemental Attunement feature.

If the creature fail the saving throw, you can also spend 1 ki point to knock that creature 5 feet back.

Avatar State

Starting at 17th level, you can use your bonus action to unleash the full power of the four elements. As a bonus action, you enter in this elemental state, for 1 minute. While in this state, you gain the following benefits:

  • You gain resistance to cold, fire, lightning, thunder and bludgeoning, piercing and slashing damage from non-magical weapons.
  • You gain fly, burrow and swim speed equal to your movement speed.
  • You don't need to breath for the duration.
  • You can use your Elemental Flurry without needing to use your flurry of blows.
  • You can use your Elemental Control without spending ki points.

Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 4 points to use it again.

Combat Techniques

Combat techniques are combat abilities that heighten your ability with weapons, armor, shields and unarmed combat, allowing you to perform special maneuvers in combat.

The combat techniques usually deals damage equal to your weapon's damage, unless otherwise stated. When using a combat techniques, you don't add your ability modifier to the damage roll of that attack.

The amount of damage you deal depends on your roll on the combat skill. When you take the Attack action, you can replace one of your attacks with a Combat Technique.

A skill proficiency grants you access to a certain list of combat skills. You can choose your combat skills from the list related to a single skill. For example, Athletics proficiency give you access to Joint Lock, Shoulder Throw and Cleave techniques.

Techniques Known

The number of combat techniques equals the number of weapon and armor proficiencies you have + the number of attacks you are able to make as part of the Attack action. To gain a combat skill for armor proficiency, you must be proficient in all weapons or armor of a single list (all light armor, all martial weapons and so on). For example, a 5th level fighter have 8 combat techniques.

Technique Success and Damage

The damage of the technique depend on how successful your technique check was. When you use a technique, you need to make the Ability (Skill) check related to the technique, against a DC of 8 + the creature's Dexterity saving throw bonus, AC (whichever is higher) or a Contested check if the creature is also proficient.

1 to 5 above the opponent - one damage die

6 to 10 above the opponent - two damage dices

11 to 15 above the opponent - three damage dices

16 to 20 above the opponent - four damage dices

20 to 25 above the opponent - five damage dices

  • Cleave [Strength (Athletics)]: You can make a Cleave check to hit two targets at the same time with a melee weapon. Choose one creature within 5 feet as a primary target. This target takes the total damage from the technique and the secondary target takes half that damage.
  • Iaijutsu [Wisdom (Perception)]: You can make a Iaijutsu check on the first turn of combat only. On a success, you deal additional damage equal to the number of dice rolled. In addition, if you know the Iaijutsu technique, you can make a Iaijutsu roll, instead of a initiative roll.
  • Jousting [Dexterity (Animal Handling)]: You can make a Jousting check while mounted and wielding any type of weapon with any type of polearm or lance, and you must move at least 20 feet towards your opponent. On a success, you deal the additional damage and the opponent is knocked prone.
  • Joint Lock [Strength (Athletics)]: You need be grappling an opponent to use a joint lock. On a success, you roll your unarmed strike damage die a number of times equal to your success margin. In addition, if the target fails its next check to end the grapple, it takes the same amount of damage again.
  • Shoulder Throw [Strength (Athletics)]: You need be grappling an opponent to use a shoulder throw. On a success, you roll your unarmed strike damage die a number of times equal to your success margin. In addition, the target is knocked prone.

Balancing Weapons

Simple Weapons: maximum of 4,5 points

Martial Weapons: 5 to 7 points

4,5 points

Ammunition (100-150/400-600)

4 points

Ammunition (80/320)

3 points

Reach, Ammunition (25-30/100-120), Light

2 points

Finesse

1 point

Versatile

0,5 points

Thrown

0 points

Heavy

-2 points

Two-Handed - Ranged Weapons, Loading

-3 points

Two-Handed - Melee Weapons

Damage Dice

1 point of damage (-4 points) d4 (0 points) d6 (2 points), d8 (4 points), d10 (6 points), d12 (8 points), 2d6 (9 points)

Simple Weapons

Greatclub: 1 points (two handed [-3], max damage d8 [4])

Club, Sickle: 2 points (light [2])

Mace: 2 points (max damage d6 [2])

Light Hammer: 2,5 points (light [2], thrown [0,5])

Javelin: 2,5 points (damage d6 [2], thrown [0,5])

Dart: 2,5 points (thrown [0,5], finesse [2])

Sling: 3 points (ammunition (30/120) [3])

Quarterstaff: 3 points (versatile [1], max damage d6 [2])

Light Crossbow: 3 points (damage d8 [4], ammunition (80/320) [4], loading [-2], two handed [-3])

Spear: 3,5 points (versatile [1], max damage d6 [2], thrown [0,5])

Shortbow: 4 points (damage 6 [2], ammunition (80/320) [4], two handed - ranged [-2])

Dagger: 4,5 points (light [2], finesse [2], thrown [0,5])

Handaxe: 4,5 points (light [2], thrown [0,5], max damage d6 [2])

Martial Weapons

Whip: 5 points (reach [3], finesse [2])

Greataxe: 5 points (damage d12 [8], two handed [-3])

Battleaxe, Longsword, Warhammer: 5 points (damage d8 [6], versatile [1])

Rapier: 6 points (damage d8 [4], finesse [2])

Glaive, Halberd, Pike: 6 points (damage d10 [6], reach [3], two handed [-3])

Hand Crossbow: 5 points (ammunition [4], damage d6 [2], light [1], loading [-2])

Maul, Greatsword: 6 points (damage 2d6 [9 points], two handed [-3])

Heavy Crossbow: 6,5 points (damage d10 [6], two handed - ranged [-2], ammunition (100/400) [4,5], loading [-2])

Longbow: 6 ,5 points (damage d8 [4], two handed - ranged [-2], ammunition (150/600) [4,5])

Scimitar, Shortsword: 7 points (damage d6 [2], light [3], finesse [2])

Blowgun: -1 point (damage 1 [-4], ammunition (25/100) [3])

Learning Magic

Under this variant rule, any character can learn magic by dedicating himself to the study of the occult. To learn the spell, you must spend 450 gp for a 1st level spell, 2475 gp for a 2nd level spell, 4500 gp for a 3rd level spell or 45.000 gp for a 4th level spell.

The time taken to learn the spell is equal to 20 days for a 1st level spell, 50 days for a 2nd level spell, 100 days for a 3rd level spell or 1000 days for a 4th level spell.

You can cast any spell you know a number of times equal to 1 + half your spellcasting ability (rounded up). Alternatively, you can choose to spend one or more uses of any spell you know to cast that spell at a higher level. For example, a Fighter that learns burning hands and have a Intelligence modifier of +3 could cast this spell 2 times, or once at a 2nd level. Once you spend all your uses of the spell, you can't cast it again until you finish a long rest.

A character with the spellcasting or pact magic feature can't learn how to cast a spell that already is part of its spell list.

To cast a spell you know, you must attune to it. To attune with the spell, you must spend 1 hour studying it, memorizing its words, gestures and patterns. If you learn a spell with the ritual tag, you can cast that spell as a ritual, as long as your are attuned to the spell.

The list of available spells depends on the proficiencies you have, as shown bellow:

Ranger Spell List: Nature and Survival

Paladin Spell List: Religion and Persuasion

Bard: History and one musical instrument or Performance

Warlock: Arcana

Wizard: Arcana and Caligrapher's Tools

Druid: Nature and Herbalist tools

Sorcerer: Arcana

Cleric: Religion

Minor Spells

Minor Hex

Cantrip

Casting Time: 1 bonus action

Range: 30 feet

Components: V, S, M (the petrified eye of a newt)

Duration: Concentration, up to 1 round

You place a curse on a creature that you can see within range. Until the spell ends, the first successful attack you make deal additional 1 necrotic damage to the target, ending the spell. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

The additional damage increases to 2 at 5th level, 3 at 11th level and 4 at 17th level.

Minor Hunter's Mark

Cantrip

Casting Time: 1 bonus action

Range: 30 feet

Components: V

Duration: Concentration, up to 1 round

You place a curse on a creature that you can see within range. Until the spell ends, the first successful attack you make deal additional 1d4 damage to the target, ending the spell.

The additional damage increases to 1d6 at 5th level, 1d8 at 11th level and 1d10 at 17th level.

Minor Armor of Agathys

Cantrip

Casting Time: 1 action

Range: Self

Components: V, S, M (a cup of water)

Duration: 1 round

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 1d4 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 1d4 cold damage.

The temporary hit points and cold damage increases to 2d4 at 5th level, 3d4 at 11th level and 4d4 at 17th level.

Minor Guiding Bolt

Cantrip

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: 1 round

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

The radiant damage increases to 2d6 at 5th level, 3d6 at 11th level and 4d6 at 17th level.

gollark: How will you remember the color spectrum without this?
gollark: no.
gollark: ~s
gollark: ~q
gollark: ~s
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