< User:Yanied

User:Yanied/Workstation

Xargenz (5e Setting)

The twelve Celestial Arms were lost into the hands of 12 gods, who slew their arch deity and claimed the world in their image. In the distance, the rumbling and rattling chains constraining the horror Between the Spaces is crumbling as the 12 indulge in revelry among their subjects.

Races: Stormcutter
Classes: Vorpal Follower, Godslayer, Apocalypto, Gier, Sacred Artist
Factions: Void Society (VF), White Tree, Four Riders, Gier Society, Essence Scholars
R'Leth: The City of Ashes
Rabinswald: Ravenwood
M'aiq the Liar

Opposing Ability Scores

From Das Schwarze Auge: Aberglaube (superstition), Höhenangst (acrophobia), Raumangst (claustrophobia), Goldgier (avarice), Totenangst (necrophobia), Neugier (curiosity) and Jähzorn (violent temper)

Stats
Positive AbilityNegative
StrengthFrailty, Atychiphobia
DexterityClumsiness, Greed
ConstitutionHypochondria
WisdomSuperstition, Curiosity
IntelligenceRashness, Violent Temper
CharismaCowardice? Depression?

Images For Use

Level 1

Early on the road, alchemical weaponmasters separate themselves from the rest of the flock based on their unique style of resourcefulness. Having no direct magic, they rely on other things that put them over the top, even when they have yet to be accomplished. You gain class features, racial traits, 1 Feats, starting skills, 2 at-will powers, 1 encounter power, and 1 daily power


Level 1 At-Will Powers

Get Over Here! Alchemical Weaponmaster 4e Power Type::Attack 1
You change your weapon composition to become a lasso which yanks an enemy off their feet
4e Power Usage::At-Will  Arcane, Implement
4e Power Action Type::Standard Action Ranged 3
Target: One creature
Attack: Intelligence Vs. Fortitude
Hit: 1[W] + Intelligence modifier damage
Effect: You slide the target 2 squares
Special: Increase damage to 2d6 + Intelligence modifier at 21st level.

Elemental Strike Alchemist Expertise 4e Power Type::Attack 1
Using your powers of transmutation, you can shift elements to suit your needs in battle by changing the properties of your weapon and striking.
4e Power Usage::At-Will  Arcane, Weapon
4e Power Action Type::Standard Action Weapon
Target: One creature
Attack: Intelligence Vs. AC
Hit: 1[W]
Effect: You deal 1 extra damage to this creature with whatever element is on the weapon it's hit with (including physical, your choice). Allies within 2 squares of you gain resist 5 to that damage type until the end of your next turn.
Level 20: 2[W]. 2x effect.
Special: These effects last throughout the encounter and do not stack.

Transmute Length Alchemical Weaponmaster 4e Power Type::Attack 1
By changing the structure of a weapon, you can elongate it, allowing it to shoot out and hit from afar, albeit with some detriment to accuracy.
4e Power Usage::At-Will  Weapon
4e Power Action Type::Standard Action Ranged 10
Requirement: melee weapon
Target: One square
Attack: Dexterity Vs. AC
Hit: 1[W]
Effect: You can hit something/one up to 10 squares away if there's nothing in the way of a direct straight line and with a -1 to attack for every 2 squares.

Jarring Strike Alchemical Weaponmaster 4e Power Type::Attack 1
Your expert strike generates an extra effect of rattling those unfortunate enough to be hit.
4e Power Usage::At-Will  Weapon, Martial
4e Power Action Type::Standard Action Weapon
Target: One creature
Attack: Intelligence Vs. AC
Hit: 1 [W] + Intelligence modifier damage, and the next ally to attack the target before the end of your next turn gains a +2 power bonus to the attack roll.
Special: Level 21 : 2[W] + Intelligence modifier damage.

Level 1 Encounter Powers

Alchemystical Rend Alchemical Weaponmaster 4e Power Type::Attack 1
By warping the alchemical make-up of an enemy, you force parts of themselves to die in cellular death, simultaneously crippling them.
4e Power Usage::Encounter  Arcane
4e Power Action Type::Standard Action Ranged 15
Target: One creature within range
Attack: Intelligence Vs. Will
Hit: The target takes 2d6 + Intelligence modifier necrotic damage. Until the end of their next turn they suffer -2 to attack rolls.
  Level 10: 4d6 + Intelligence modifier necrotic damage

Mind Warp Alchemical Weaponmaster 4e Power Type::Attack 1
Using your superior intelligence, you dwarf another being's will and assault their mental faculties with mental alchemy
4e Power Usage::Encounter  Arcane, Psychic
4e Power Action Type::Standard Action Ranged 10
Target: One creature
Attack: Intelligence Vs. Will
Hit: 2d10 + Intelligence modifier psychic damage

Battle Step Alchemical Weaponmaster 4e Power Type::Attack 1
Efficiency dictates that you move to your next foe as quickly as possible
4e Power Usage::Encounter  Martial, Weapon
4e Power Action Type::Standard Action Melee weapon
Target: One creature
Attack: Dexterity Vs. AC
Hit: 1[W] + 1d6 + Dexterity modifier damage and you can shift 2 squares after the first attack

Chain Pull Alchemical Weaponmaster 4e Power Type::Attack 1
With a little alchemy, you extend a chain from your weapon to harpoon and yank an enemy closer to you
4e Power Usage::Encounter  Arcane, Weapon
4e Power Action Type::Standard Action Ranged 5
Target: One creature
Attack: Dexterity Vs. AC
Hit: 1[W], you pull the target 3 squares and the target is immobilized

Level 1 Daily Powers

Alchemic Ripple Alchemical Weaponmaster 4e Power Type::Attack 1
You compress and twist space, forcing the pressure of the changing dimension onto an enemy in a series of bombarding ripples.
4e Power Usage::Daily  Arcane, Implement, Force
4e Power Action Type::Standard Action Ranged 3
Target: One Creature
Attack: Intelligence Vs. Fortitude
Hit: 2[W] + Intelligence modifier damage
Effect: Each enemy adjacent to you gains ongoing 5 force damage (save ends)

Muscle Alchemy Alchemical Weaponmaster 4e Power Type::Attack 1
Using your knowledge of your own anatomy, you transmute your muscles into overdrive and deliver a particularly crushing blow.
4e Power Usage::Daily  Arcane, Weapon, Alchemy
4e Power Action Type::Standard Action Melee weapon
Target: One creature
Attack: Intelligence Vs. AC
Hit: 2[W] + Intelligence modifier damage
Effect: Until the end of your next turn, your melee weapon attacks deal extra damage equal to your Intelligence modifier

Skirmisher's Mimic Alchemical Weaponmaster 4e Power Type::Attack 1
You move and weave your weapon through enemies, copying that of skirmishing monsters.
4e Power Usage::Daily  Martial
4e Power Action Type::Standard Action Melee 1
Target: One enemy
Attack: Dexterity Vs. Reflex
Hit: 3d8 + Dexterity modifier damage.
Miss: Half damage
Effect: You shift your speed and can make the following attack once against each enemy that you move adjacent to during the shift.

Weapon Burst Alchemical Weaponmaster 4e Power Type::Attack 1
Charging your weapon with arcane energies, you release them when cornered to stall enemies who surround you by momentarily paralyzing them
4e Power Usage::Daily  Arcane, Implement
4e Power Action Type::Standard Action Close Burst 2
Requirement: Weapon
Target: Each creature in burst
Attack: Intelligence Vs. Fortitude
Hit: 1d10 + Intelligence modifier lightning damage
Miss: Half damage, targets are dazed until the end of your next turn.
Effect: Targets are paralyzed (save ends)

Level 2

You expand your repertoire of tricks. Beyond just hitting enemies head-on, you have ways of controlling the field and maneuvering pieces around.
You gain 1 Feats and 1 utility power

Level 2 Utility Powers

Daily

Potion of Endurance[1] Alchemical Weaponmaster 4e Power Type::Utility 2
You create an alchemic essence of replenishment which you then ingest and gain temporary succor.
4e Power Usage::Daily  Arcane
4e Power Action Type::Minor Action Personal
Effect: You gain temporary hit points equal to 2 + your Wisdom Modifier.
Unwarranted Side Effects: Gain additional temporary hit points equal to your Intelligence Modifier.

Brew of Fortitude Alchemical Weaponmaster 4e Power Type::Utility 2
By transmuting minute parts of the body and/or armor, you make your party significantly harder to damage.
4e Power Usage::Daily  Arcane
4e Power Action Type::Standard Action Close Burst 1
Target: Allies within range
Effect: Targets gain a +2 power bonus to AC and a +2 to Fortitude defense until the end of the encounter.
Encounter

Transmute Snare Alchemical Weaponmaster 4e Power Type::Utility 2
With some alchemy, you change the medium of a nearby hard material into a trap that snaps shut on enemies, restraining them entirely.
4e Power Usage::Encounter  Arcane
4e Power Action Type::Standard Action Ranged 5
Target: One square
Effect: Any creature which steps on the square is stunned for 3 turns after which the magic loses hold and the prison collapses. They cannot be attacked as they are surrounded by hard material. This trap can be destroyed from the outside with physical damage at the DM's discretion depending on the material.

Poison Enhancement Alchemical Weaponmaster 4e Power Type::Utility 2
Using a weapon enhancement, you coat your weapon with a poisonous substance to destroy your enemy's health.
4e Power Usage::Encounter  Arcane, Weapon, Alchemy
4e Power Action Type::Minor Action Melee touch
Target: One weapon or implement
Effect: Until the end of the encounter, Creatures hit with this weapon suffer from poison effects taking a -3 to all rolls.
Level 10: -4

Level 20: -6

Level 3

Alchemy is all around us. As you gain expertise in your craft, you can manipulate the different substances in the environment to your advantage. You gain 1 encounter power.

Level 3 Encounter Powers

Blasting Zone Alchemical Weaponmaster 4e Power Type::Attack 3
You splash some reagent on a spot. All who step on it face the consequences of the chemical hazard.
4e Power Usage::Encounter  Arcane, Implement, Alchemy, Zone
4e Power Action Type::Minor Action Ranged 10
Target: one creature
Attack: Intelligence Vs. Reflex
Hit: 1d6 + Intelligence modifier fire damage
Effect: Choose a square in the target's space. That square becomes a zone that lasts until the end of your next turn. Any creature that enters the zone, starts its turn there, or starts its turn adjacent to it takes fire damage equal to your Intelligence modifier.

Perilous Spires Alchemical Weaponmaster 4e Power Type::Attack 3
You manipulate the surroundings of earth with magic and drive them up at your enemies like spears to impale them
4e Power Usage::Encounter  arcane
4e Power Action Type::Standard Action Ranged 6
Target: one creature
Attack: Intelligence Vs. Reflex
Hit: 1d6 + Intelligence modifier magical piercing damage
Effect: Target is immobilized until the end of their next turn

Laser Snipe Alchemical Weaponmaster 4e Power Type::Attack 3
You basically conjure momentary harmful rays from your weapon to pierce and enemy like a laser beam.
4e Power Usage::Encounter  Arcane, Weapon
4e Power Action Type::Standard Action Weapon
Requirement: Ranged weapon
Target: One creature
Attack: Intelligence Vs. Fortitude
Hit: 3d10 + Intelligence modifier piercing damage

Flash Potion Alchemical Weaponmaster 4e Power Type::Attack 3
With a volatile concoction, you create a reactionary compound that explodes into a burst of blinding light, possibly burning creatures adverse to lumination.
4e Power Usage::Encounter  Arcane, Alchemy, Radiant
4e Power Action Type::Standard Action Close Blast 3
Target: All creatures in Blast
Attack: Intelligence Vs. Reflex
Hit: 1d10 radiant damage
Effect: All targets are blinded until the start of your next turn.
Special: Undead targets take extra damage equivalent to your Intelligence modifier.

Level 4

As a hero, you have definitely made a headway in what you sought to accomplish. Your reflexive tactics in battle have gained you new skill and expertise. You gain 1 Feats and +1 to 2 ability scores.

Level 5

The elements and substances used by an alchemist are able to change in surprising ways. One growing in skill as you learns to harness their capricious natures to your advantage, taking enemies unawares with surprising effects. You gain 1 daily power.

Level 5 Daily Powers

Conditional Exacerbation Alchemical Weaponmaster 4e Power Type::Attack 5
Those who are already afflicted suffer greater pains under a strike from your alchemy weapon that makes their flesh acidify.
4e Power Usage::Daily  Arcane, Weapon, Acid, Alchemy
4e Power Action Type::Standard Action Melee or Ranged weapon
Target: One creature
Attack: Intelligence Vs. AC
Hit: 2d10 + Intelligence modifier acid damage
Effect: If the target has any conditions, they take an extra 2d10 acid damage.

Gumming Arc Alchemical Weaponmaster 4e Power Type::Attack 5
With a little bit of alchemist ingenuity, you shoot a burst of gluey liquid at an enemy, effectively rendering them unable to attack
4e Power Usage::Daily  Arcane, Weapon, Alchemy
4e Power Action Type::Standard Action Ranged weapon
Target: One creature
Attack: Intelligence or Dexterity Vs. AC
Hit: 1[W] + Dexterity modifier damage and the target cannot attack (save ends)

Graviton Crush Alchemical Weaponmaster 4e Power Type::Attack 5
By augmenting the force of gravity in an area with some magic, you can crush enemies into a paste.
4e Power Usage::Daily  Arcane, Zone, Force
4e Power Action Type::Standard Action Close blast 3
Target: Creatures within blast
Attack: Intelligence Vs. Constitution
Hit: 1d6 + your Intelligence modifier force damage
Effect: The blast creates a zone of crushing gravity that lasts until the end of your next turn. You can move the origin square of the zone 3 squares as a move action. Enemies that end their turns within the zone take 1d6 + your Intelligence modifier force damage
Sustain Minor: The zone persists

Counter Flurry Alchemical Weaponmaster 4e Power Type::Attack 5
When those who try to take advantage of you miss, you can strike them with a devastating amount of force due to their own openings.
4e Power Usage::Daily  Martial
4e Power Action Type::Immediate Reaction Melee weapon
Trigger: A melee attack against you misses
Target: Attacking creature
Attack: Dexterity Vs. AC
Hit: 2[W] + Dexterity modifier damage

Level 6

You gain 1 utility power and 1 Feats.

Level 6 Utility Powers

Height Reacher Alchemical Weaponmaster 4e Power Type::Utility 6
With alchemy, you enhance your jumps by leaps and bounds.
4e Power Usage::At-Will  Arcane, Alchemy
4e Power Action Type::Move Action Personal
Effect: You make an Athletics check to jump with a +5 class bonus.

Alter Weight Alchemical Weaponmaster 4e Power Type::Utility 6
You make weight malleable to help change ones' carrying and their speed.
4e Power Usage::Encounter  Arcane
4e Power Action Type::Minor Action Melee touch
Target: You or one creature
Effect: The creature's speed increases by 2 squares and their weight is halved. This effect lasts for 1 hour but you can only have one alter weight effect active at a time.

Alchemist Ooze Alchemical Weaponmaster 4e Power Type::Utility 5
By transmuting your own form, you can basically change into an amorphous material to better bypass obstacles.
4e Power Usage::Daily  Arcane, Alchemy
4e Power Action Type::Standard Action Personal
Effect: You can squeeze through openings as if you were a Tiny creature. This effect lasts for 24 hours.

Preemption Alchemical Weaponmaster 4e Power Type::Utility 5
You tense yourself and make your senses peak to be aware of all dangers that may befall you in combat.
4e Power Usage::Daily  Martial
4e Power Action Type::Minor Action Personal
Effect: You gain a +5 class bonus to all defenses equal to your Intelligence modifier until the end of your next turn.

Level 7

You gain 1 encounter power

Level 7 Encounter Powers

Potion of Death Alchemical Weaponmaster 4e Power Type::Attack 7
As you develop skills, you learn to make a toxic brew to splash on enemies.
4e Power Usage::Encounter  Arcane, Alchemy, Necrotic
4e Power Action Type::Standard Action Ranged 5
Requirement: Free hand to throw the potion
Target: One creature
Attack: Intelligence Vs. Fortitude
Hit: 2d10 necrotic damage
Special: If the target is 2 levels or less than the user, they die at the start of the user's next turn.

Reagent Armor Alchemical Weaponmaster 4e Power Type::Attack 7
You alchemically alter your armor to melt through enemy offenses.
4e Power Usage::Encounter  Arcane, Acid, Alchemy
4e Power Action Type::Immediate Reaction Melee
Trigger: You are successfully attacked by a melee attack
Requirement: Armor
Target: Attacking creature
Attack: Intelligence Vs. Fortitude
Hit: 1d10 acid damage
Effect: The creature has a -5 penalty to their attack rolls for the rest of the encounter

Reactant Armor Alchemical Weaponmaster 4e Power Type::Attack 7
You alchemically alter your armor to make any attack on you backfire.
4e Power Usage::Encounter  Arcane, Force, Alchemy
4e Power Action Type::Immediate Reaction Melee
Trigger: You are successfully attacked by a melee attack
Requirement: Armor
Target: Attacking creature
Attack: Intelligence Vs. Reflex
Hit: 3d10 force damage

Weapon Frenzy Alchemical Weaponmaster 4e Power Type::Attack 7
You strike at your surrounding enemies like a whirlwind of weapons, blurring as you furiously swap between arms in your arsenal.
4e Power Usage::Encounter  Martial, Weapon
4e Power Action Type::Standard Action Melee Aura 1
Requirement: Must have at least three weapons either on hand or in inventory
Target: All creatures within Aura
Attack: Intelligence Vs. AC
Hit: 1[W] per weapon + Intelligence Modifier damage + Alchemical Weaponmaster level.

Level 8

Nearing the first pinnacle of heroism, your mind and body are both sharpened. You gain 1 Feats and +1 to 2 ability scores

Level 9

You gain 1 daily power.

Level 9 Daily Powers

Shrapanel Spur Alchemical Weaponmaster 4e Power Type::Attack 9
You smash apart an expendable weapon on an enemy, giving them painful wounds.
4e Power Usage::Daily  Martial, Weapon
4e Power Action Type::Standard Action Melee weapon
Target: one creature
Attack: Strength Vs. AC
Hit: 2[W] + Strength modifier damage, and the target takes a -2 penalty to speed and attack rolls.
Your weapon is destroyed.

Control Field Alchemical Weaponmaster 4e Power Type::Utility 9
You construct an alchemical circle which messes with the movement of foes that dare to step foot near you.
4e Power Usage::Daily  Arcane, Aura
4e Power Action Type::Standard Action Aura 3
Target: All creatures within Aura
Effect: Enemies entering the aura or starting their turn within the aura have a penalty to their movement, saving throws and attack rolls equal to your Intelligence modifier until the end of the encounter.

Rending Circle Alchemical Weaponmaster 4e Power Type::Attack 9
You make an alchemy circle appear under an area that thoroughly twists the very souls of those within, breaking their spirit and body.
4e Power Usage::Daily  Arcane, Necrotic
4e Power Action Type::Standard Action Close Blast 4
Target: All creatures within Burst
Attack: Intelligence vs. Will or Fortitude (you pick)
Hit: 2d6 + Intelligence modifier necrotic damage, and the targets are stunned for 2 turns
Miss: Half damage and not stunned

Aimed Force Alchemical Weaponmaster 4e Power Type::Utility 9
Taking on a stance mimicking an occular enhancement rune of alchemy, you observe for weak points and moments of opportunity to evade attacks
4e Power Usage::Daily  Martial, Stance
4e Power Action Type::Minor Action Personal
Target: Self
Effect: Until the stance ends, you gain a +2 bonus to damage rolls and a +5 bonus to Reflex saves

Level 10

You gain 1 Feats and 1 utility power.

Level 10 Utility Powers

Fire Enhancement Alchemical Weaponmaster 4e Power Type::Utility 10
Using a weapon enhancement, you coat your weapon with a substance that sets enemies aflame.
4e Power Usage::Encounter  Arcane, Alchemy, Implement, Weapon
4e Power Action Type::Minor Action Melee touch
Target: One weapon or implement
Effect: Until the end of the encounter, Creatures hit with this weapon take an ongoing 4 fire damage until the creature succeeds a DC 20 nature check.
Level 20: 6 damage

Acid Enhancement Alchemical Weaponmaster 4e Power Type::Utility 10
Using a weapon enhancement, you coat your weapon with a substance that corrodes their armor and defenses.
4e Power Usage::Daily  Arcane, Alchemy, Implement, Weapon
4e Power Action Type::Minor Action Melee touch
Target: One weapon or implement
Effect: Creatures hit with this weapon have 3 turns to succeed a DC 20 nature check. Unless the check is made, both before and after the 3 turns, this creature's armor class is reduced to 10 until the end of the encounter.
Level 20: The creature only has 2 turns to succeed the check

Cold Enhancement Alchemical Weaponmaster 4e Power Type::Utility 10
Using a weapon enhancement, you coat your weapon with a substance that freezes and slows their movements.
4e Power Usage::Daily  Arcane, Alchemy, Weapon, Implement
4e Power Action Type::Minor Action Melee touch
Target: One weapon or implement
Effect: Creatures hit with this weapon are moved to the bottom of the initiative order, and have a -3 to movement speed and -1 to attacks for 4 turns.
Level 20: -4 to attacks for duration

Lightning Enhancement Alchemical Weaponmaster 4e Power Type::Utility 10
Using a weapon enhancement, you add an electrifying component to your arm of choice.
4e Power Usage::Daily  Arcane, Alchemy, Weapon, Implement
4e Power Action Type::Minor Action Melee touch
Target: One weapon or implement
Effect: Until the end of the encounter, lightning chains to other creatures based off the creature hit with the enhanced weapon. For every creature within 3 squares of the creature hit, that creature makes a Fortitude save. if they fail, they take half of the weapons original output damage as lightning damage inflicted on the source creature.
Level 20: Creatures within range take equal damage to source

Level 11

You gain +1 to all ability scores, a Feats, as well as paragon path features and a paragon encounter power from the one of the Paragon Paths you choose to fulfill your calling as a paragon of heroes.

Level 12

You gain 1 Feats and one paragon utility power

Level 13

You replace 1 encounter power

Level 13 Encounter Powers

Barraging Rain Alchemical Weaponmaster 4e Power Type::Attack 13
You wail on an enemy within reach of your weaponry, becoming a dexterous hurricane of blows.
4e Power Usage::Encounter  Martial, Weapon
4e Power Action Type::Standard Action Melee weapon
Target: One creature
Attack: Dexterity Vs. AC, three attacks
Hit: 1[W] + Dexterity modifier damage per attack
Miss: half damage
Effect: You can shift up to 1 square between each attack to target another creature.
Weapon: If you are wielding a light blade, spear or flail, and have Dexterity 15 or higher, you gain a bonus to the attack and damage roll equal to your intelligence modifier.

Leaden Anchor Alchemical Weaponmaster 4e Power Type::Attack 13
Your strike becomes imbued with the alchemical element of lead, slowing all who it hits and crushing them under its weight.
4e Power Usage::Encounter  Arcane, Alchemy, Weapon
4e Power Action Type::Standard Action Melee or Ranged weapon
Target: One creature
Attack: Intelligence Vs. AC
Hit: 2[W] + Intelligence modifier damage and target is slowed and ongoing 1 force damage (save ends both)
Miss: Half damage and target takes no ongoing damage and is not slowed

Mercuric Hail Alchemical Weaponmaster 4e Power Type::Attack 13
An alchemy circle appears over your foes and slathers them in toxic substances.
4e Power Usage::Encounter  Arcane, Zone, Acid
4e Power Action Type::Standard Action Close blast 3
Target: Creatures in blast
Effect: The blast creates a zone of sanctified ground that lasts until the end of your next turn. You can move the origin square of the zone 3 squares as a move action. Enemies that start their turns within the zone take 2d6 + Intelligence modifier acid damage.
Sustain standard: The zone persists.

Blood Alchemy Alchemical Weaponmaster 4e Power Type::Attack 13
You engage in bloodletting on an enemy and use this grotesque alchemy to restore you or an ally.
4e Power Usage::Encounter  Arcane, Healing, Weapon
4e Power Action Type::Standard Action Melee weapon
Target: One Creature
Attack: Intelligence Vs. AC
Hit: 2[W] + Intelligence modifier damage, and you or an ally within 5 squares regains hit points equal to 15 + your Intelligence modifier.

Level 14

You gain 1 Feats and +1 to two ability scores

Level 15

You replace one daily power

Level 15 Daily Powers

Ouroboros Vengeance Alchemical Weaponmaster 4e Power Type::Attack 15
You strike back from the brink of death with a powerful blow, channeling alchemical infinity.
4e Power Usage::Daily  Martial, Weapon
4e Power Action Type::Immediate Reaction Melee weapon
Trigger: You are reduced to 0 hit points from an enemy attack
Target: Attacking enemy
Attack: Intelligence Vs. AC
Hit: 2[W] + Intelligence modifier damage
Miss: No damage, but you are still left with 1 hit point
Effect: You are left with 1 hit point instead.

Summon Launcher Alchemical Weaponmaster 4e Power Type::Attack 15
You quickly pull up a launcher from the arcane weave and power it with your alchemical knowledge, decimating enemies.
4e Power Usage::Daily  Arcane, Conjuration, Force
4e Power Action Type::Standard Action Close blast 9
Target: Creatures in blast
Attack: Intelligence Vs. Reflex
Hit: 4d10 + Intelligence modifier force damage
Miss: Half damage

Umbral Pentagram Alchemical Weaponmaster 4e Power Type::Attack 15
The alchemical symbol of the pentagram shines down on you and your foes, using your energy to drain theirs in exchange.
4e Power Usage::Daily  Arcane, Implement, Necrotic, Alchemy
4e Power Action Type::Standard Action Close burst 1
Target: Creatures in burst
Effect: You take 10 damage, and the target creatures each take 3d10 + Intelligence modifier necrotic damage

Gravity Gate Alchemical Weaponmaster 4e Power Type::Attack 15
Using the calling of the alchemic gate, your enemy is forcefully pulled to you by black, spectral hands
4e Power Usage::Daily  Arcane, Implement, Teleportation, Alchemy
4e Power Action Type::Standard Action Ranged 10
Target: One creature
Attack: Intelligence Vs. Reflex
Hit: 4d10 + Intelligence modifier damage and you teleport the target to a square adjacent to you. The target is immobilized (save ends)
Miss: Half damage, and you pull the target up to 5 squares. The target is slowed (save ends).

Level 16

You gain a Feats, a utility power, and a paragon path feature <-link paragon paths below->

Level 16 Utility Powers

Weapon Warp Alchemical Weaponmaster 4e Power Type::Utility 3
In a pinch, you utilize a quick burst of alchemy to warp and twist a weapon that is about to hit you, slowing its attack.
4e Power Usage::Encounter  Arcane, Teleportation
4e Power Action Type::Immediate Interrupt Personal
Trigger: You are about to take damage from an attack
Effect: The attacker rerolls the attack roll with a penalty equal to your Intelligence Modifier.

Ouroboros Cycle Alchemical Weaponmaster 4e Power Type::Utility 16
Like the snake of infinity, you gain a penchant for eluding death and extending your lifespan beyond danger.
4e Power Usage::Daily  Arcane, Implement, Alchemy
4e Power Action Type::Immediate Reaction Personal
Trigger: You drop to 0 hit points
Effect: You are left with 1 hit point instead.

Bolstering Reagent Alchemical Weaponmaster 4e Power Type::Utility 1
'
4e Power Usage::Daily  Arcane, Alchemy, Implement
4e Power Action Type::Minor Action Personal
Effect: If your next attack hits, the damage is double the rolled result.
  Level 10: All modifiers to damage are doubled.

Calculation Alchemical Weaponmaster 4e Power Type::Utility 1
As one used to fighting from a range, you alter your weapon strikes with minor alchemy so it coordinates with your own sight and your strikes are made with guided precision.
4e Power Usage::Daily  Arcane
4e Power Action Type::Standard Action Close Burst 5
Requirement: Ranged weapon
Target: Each creature in burst
Effect: Roll 1d4. Until the end of the encounter, you gain that as a bonus to all attack rolls against each target with your weapon.

Level 17

You replace 1 encounter power

Level 17 Encounter Powers

<-need 4->

Artery Pierce Alchemical Weaponmaster 4e Power Type::Attack 17
With your battle expertise, you aim and strike a vital point, making your opponent bleed.
4e Power Usage::Encounter  Martial, Weapon
4e Power Action Type::Standard Action Weapon
Target: One creature
Attack: Strength/Dexterity Vs. AC
Hit: 1[W] + Strength/Dexterity damage and target takes ongoing 10 damage.

Level 18

You gain 1 Feats and +1 to 2 ability scores

Level 19

You replace 1 daily power

Level 19 Daily Powers

<-need 4->

Level 20

You gain 1 paragon daily power and 1 Feats. <-link paragon paths below->

Level 21

You gain 1 epic destiny feature, 1 Feats and +1 to all ability scores <-link epic destinies below->

Level 22

You gain 1 utility power and 1 Feats.

Level 22 Utility Powers

<-need 4 daily->

Level 23

You replace 1 encounter power

Level 23 Encounter Powers

<-need 4->

Level 24

You gain 1 Feats, 1 epic destiny feature, and +1 to 2 ability scores

Level 25

You replace 1 daily power

Level 25 Daily Powers

<-need 4->

Level 26

You gain 1 Feats and 1 epic destiny utility power <-link epic destinies below->

Level 27

You replace 1 encounter power

Level 27 Encounter Powers

<-need 4->

Level 28

You gain 1 Feats and +1 to 2 ability scores

Level 29

You replace 1 daily power

Level 29 Daily Powers

<-need 2->

Level 30: Epic Destiny Feature

It is time to prepare for your final challenge. Will you go down a legend, or rise up as a god. You gain 1 epic destiny feature and 1 Feats. <-link epic destinies below->


Grim Reaper

The limp body of a child floats along the reeds of a marsh. A dark hooded figure in flowing black robes descends on the tiny body and reveals a wicked curved scythe. With a single slice, the body yields a small soul. The hooded figure can be heard inhaling deeply, and the soul is sucked beneath the hood, into darkness. As silent as it came, the reaper is gone.

On a local village lit ablaze, a small unit of several hooded reapers, armed with scythes descend to collect their bounty...

Death's Representative

People think it's so simple. Just one Death right? Wrong. That'd be your boss. You are one among many who are either blessed or cursed to become a grim reaper and collect the souls of those who die in turn. Death selected you to be one to bear the scythe in his name, to go forth and seek ripe souls for the taking.

Creating a Grim Reaper

The wings of a reaper show, unrobed, from the "Violent Shadows" album by Blind Guardian

When you were granted this power, what was the reason? How do you plan to wield this power? How has this power changed your life? What have you lost as a result but gained with power? Do you relish swinging with savage abandon, or are you simply doing your job? Do you loathe yourself for your job, or do you do so with honor and a just way?

Quick Build

You can make a grim reaper quickly by following these suggestions. First, Strength should be your highest ability score, followed by Wisdom. Second, for background, go for something that boosts either your game-playing capabilities or an artisanal job in which you can make a living. Third, choose Insight and Perception for skills and the Explorer's Pack for equipment.

Class Features

As a Grim Reaper you gain the following class features.

Hit Points

Hit Dice: 1d10 per Grim Reaper level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Grim Reaper level after 1st

Proficiencies

Armor: none
Weapons: Scythes, simple ranged weapons
Tools: A game set of your choice AND one of your choice from Artisan's tools or Musical instruments
Saving Throws: Strength and Wisdom
Skills: Choose two from Arcana, Insight, Perception, Religion, Intimidation, and Athletics

Equipment

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

  • Scythe
  • Fine clothes (dark-colored)
  • Light Crossbow and 20 bolts
  • (a) Dungeoneer's Pack or (b) Explorer's Pack
  • If you are using starting wealth, you have 2d4x10 gp in funds.

Table: The Grim Reaper

LevelProficiency
Bonus
Cantrips KnownSpells KnownFeatures—Spell Slots per Spell Level—
1st2nd3rd4th5th
1st+200Grim Feast, Grim Reaver, Death's Raiment, Ageless Death
2nd+211Spellcasting2
3rd+211Language of the Dead, Necrotic Healing3
4th+211Ability Score Improvement3
5th+32242
6th+322On a Pale Horse42
7th+322Extra Attack43
8th+322Ability Score Improvement43
9th+423432
10th+433Eyes of the Rich One432
11th+433Scarce Presence433
12th+433Ability Score Improvement433
13th+5344331
14th+534Death's Door4331
15th+544Eternity4332
16th+544Ability Score Improvement4332
17th+64543331
18th+645Stench of Death43331
19th+645Ability Score Improvement43332
20th+656Wither43332

Design Note: This class does not have archetypes, and was not created with archetypes in mind.

Grim Feast

Death comes to all, inevitably, no creature is truly immune to death. Starting from 1st level, you can consume souls of the recently departed for your benefit. Types of creatures that can be eaten are as per DM's discretion. The only beings that cannot be devoured under any circumstances are Undead beings of any kind, and Constructs; they are filled with an essence that mocks life and are not "truly alive." You can use a bonus action to eat the life essences of the recently deceased. The creature must have died in the past hour for the essence to be consumed, and the Soul Reaper must be within 10 feet of the creature whose soul is to be consumed. When consumed, the Grim Reaper gains hitpoints equal to the CR of the soul consumed (minimum of 1). If at maximum hitpoints the character receives temporary hitpoints equal to the creature's CR. You can use this ability equal to your Wisdom Modifier, regaining use after you finish a long rest. Since you eat the life essence, it makes the soul consumed unable to be revived in any way other than the Wish spell.

Grim Reaver

Beginning at 1st Level, you are able to amplify the weapon you are using. As an action, you have your weapon burst with a flame from death's energy. Your next attack with your weapon inflicts an extra Xd10 necrotic damage, where X equals one-quarter your reaper level (rounded down minimum of 1), on a hit. You can use this feature a number of times equal to your Wisdom modifier, regaining all use when you finish a short or long rest.

A reaper must spend one hour to bond in ritual to the weapon in order to empower it. A reaper may only have one such weapon at a time. If the reaper bonds with another weapon, then the original bond is lost. This weapon counts as magical for overcoming immunity/resistance. It can be dropped or set down, but cannot be lost or permanently destroyed for any reason. Should it go more than 30 feet from your person, it will appear back in your hands unless taken to another plane. If it manages to be destroyed, it will reappear in your hands after you conduct a ritual as part of a short rest, for a price of 100 gp. Your weapon gains the additional following properties at the following later levels:

  • Starting at 5th Level: Reaver gains +1 to attack and damage rolls. This has no effect if the weapon bound is already of +1 or greater.
  • Starting at 9th Level: Reaver now inflicts one additional die of weapon damage on a critical hit.
  • Starting at 11th Level: Reaver now adds +2 instead of +1 to attack and damage rolls. This has no effect if the weapon bound is +2 or higher.
  • Starting at 13th Level: Reaver now inflicts two additional die of weapon damage on a critical hit.
  • Starting at 15th Level: Reaver now has a critical range of 19-20.
  • Starting at 17th Level: Reaver now adds +3 instead of +2 to attack and damage rolls. This has no effect if the weapon bound is +3.

Death's Raiment

Your clothes may have been considered many things: emo, unfashionable, and uncomfortable under strong heat. But that all stops now. Beginning at 1st level, an ethereal robe of Death has been bestowed upon you. It materializes as a regular black frayed cloak draped around your person with flowing sleeves and coattails. Your AC becomes equal to [10 + Constitution modifier + Wisdom modifier]. It can be taken off, but cannot be lost or permanently destroyed for any reason. Should it go more than 30 feet from your person, it will appear back around your shoulders; if it manages to be destroyed, it will reappear around your shoulders after a Short Rest. These qualities are permanent. Your garb gains the additional following properties at the following later levels:

  • Beginning at 3rd Level: Your Cloak now has a hood. It now grants Superior Darkvision out to 120 ft. You have advantage on all intimidation rolls against any creature that can see your face.
  • Beginning at 6th Level: The cloak now seems more well-kept. It now grants proficiency in Stealth checks.
  • Beginning at 7th Level: Your cloak has now become imbued with shielding magic. Once per Short Rest, you may cast the Shield spell as a reaction.
  • Beginning at 10th Level: From now on whenever Death’s Cloak is worn, you are able to comfortably tolerate Extreme Cold and Extreme Heat environments as per the DMG. This confers complete protection in these environments resulting in no Constitution save for these environments. You now have disadvantage on savings throws against spells that inflict radiant damage.
  • Beginning at 15th Level: The cloak now seems almost-new. Your cloak now provides resistance to the following types of damage: slashing, piercing, or bludgeoning.
  • Beginning at 17th level: The hood now grants you truesight out to 30 ft.
  • Beginning at 20th Level: Regardless of what you are wearing, you will always appear to be wearing a black, hooded, simple robe that looks rather unusually pristine. The cloak now provides resistance to one type of magical damage of your choice.

Ageless Death

Death will call you home when he is ready to and not before. After being imbued with Death’s power at 1st level you become ageless. You no longer can be aged by natural, magical or any other means. You also no longer need food or water to survive.

Spellcasting

Beginning at 2nd level, Death sees it fit to equip you with the power to utilize magic in your endeavors.

Spellcasting Ability

Starting at 2nd Level, you know a number of cantrips equal to the Cantrips known on the table above, as well as spells equal to the Spells Known list on the same table. These and further spells are chosen from the Grim Reaper Spell List. At each level you may change out spells from the list to spells known.

Wisdom is your Spellcasting Ability for casting Soul Reaper spells.

Spell Attack Modifier: Your Proficiency Bonus + Your Wisdom Modifier

Spell Save DC: 8 + Your Proficiency Bonus + Your Wisdom Modifier

Language of the Dead

The dead speak a tongue understood by all. At 3rd level, you learn a language of your choice.

Necrotic Healing

Starting at the 3rd level, you've become used to death. You are now immune to necrotic damage.

  • Starting at 5th Level: Whenever you successfully deal necrotic damage to a creature, you may gain half the amount of damage as temporary hitpoints.
  • Starting at 8th Level: If you are successfully hit by any attack dealing necrotic damage, you not only take no damage but may regain half of the damage as temporary hitpoints.
  • Starting at 12th Level: Any necrotic attack that successfully hits you instead heals you by the amount of damage it would have dealt fully.
  • Starting at 17th Level: By expending your reaction, if any ally within 30 feet of you is targeted with any attack or spell that deals necrotic damage, you can choose to direct the flow of the attack's energies at yourself instead. You may also utilize the energy and direct it at another target within 30 feet of you.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 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.

Life Detection

Upon reaching 5th level, Death grants you the ability to locate life. Grim Reapers may use their inner sight to find a creature on the same plane of existence. This functions the same as the 4th level spell locate creature except the range is the same plane of existence and there is no limitation for it.

Death's Influence

After reaching the 5th level, when you cast a spell that deals damage to a creature, you can choose to change its damage type to deal necrotic damage.

  • Starting at 15th Level:You can now use this influence to change the damage type of a spell used against you to necrotic damage. This feature can only be used a number of times equal to you Wisdom Modifier per short or long rest.

On a Pale Horse

Beginning at 6th level the Grim Reaper truly becomes a Horseman of the Apocalypse. After a one hour ritual, a Pale Horse is summoned that the Reaper may use as a mount.

Extra Attack

Beginning at 7th level, you can attack twice, instead of once, whenever you take the Attack Action on your turn.

Protection by Thanatos

Death is undeterred by conditions of the flesh. Beginning at 9th level, you gain advantage on saving throws that attempt to give you the poisoned, petrified, and blinded conditions.

Eyes of The Rich One

Hades isn't called "rich" for nothing. Reapers can find valuables among the bodies they sift through every now and then. Beginning at 10th level, you gain proficiency in the Investigation skill. If you already have proficiency in it, you can double your proficiency bonus.

Scarce Presence

Death moves in and out quickly, doing work unnoticed. Beginning at 11th level, you are now considered to be under the effects of nondetection spell at all times.

Wings of a Reaper

Most people don't know that Reapers can fly. Beginning at 13th level, you gain the ability to summon and dismiss black feathered wings as a bonus action, gaining a flight speed of 30 feet. If you already had flight speed, your flying speed is instead increased by 10 feet when this feature is activated. You cannot use this feature if you are wearing anything clothing or armor other than Death's Raiment.

Death's Door

Death has a grand and spacious house. You, as a servant, can summon the part which you have leased your soul to. Beginning at 14th level, you are able to summon a piece of Death’s domicile for the next twenty-four (24) hours. This domicile mimics the 7th level spell Mordenkainen's Magnificent Mansion.

Eternity

Death is hard to kill. Beginning at 15th level, when you drop down to 0 hit points, you can instead choose to drop down to 1 hit point. You may use this feature twice, regaining all uses after you finish a long rest

Funeral Bells

Beginning at 17th level, you cannot be surprised and no attack roll has advantage against you while you aren’t incapacitated. Whenever an attack is attempted by a creature, you hear what seems to be a deep-toned church bell.

Stench of Death

This whole Reaper business comes with natural repellant. Beginning at 18th level, you may spend an action to cause creatures of your choice within a 30 foot radius of you to make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Wisdom modifier. The creatures that fail their saving throws are all frightened by you for 1 minute. They may repeat this saving throw at the end of each of their turns, ending the effect on a success. Once you use this feature, you can not use it again until you finish a short or long rest.

Wither

You now have the power to greatly cripple the life force of those you deem to die. Beginning at 20th level, you gain Mass Life Fades (5e Spell) as a bonus spell which you may cast without using a spell slot. You can cast the spell twice, regaining all uses when you finish a long rest.

Grim Reaper Spell List

Death gives you only what you need to get the job done, and does not bestow any further. You know all of the spells on the basic Grim Reaper spell list below:

Cantrips

Chill Touch, Guidance, Light, Mage Hand, Message, Resistance, Spare the Dying, Thaumaturgy, True Strike, Spectral Scythe

1st Level

Alarm, Armor of Agathys, Arms of Hadar, Bane, Bless, Command, Comprehend Languages, Cure Wounds, Detect Evil and Good, Detect Poison and Disease, Disguise Self, False Life, Healing Word, Hellish Rebuke, Hex, Inflict Wounds, Protection from Evil and Good, Ray of Sickness, Silent Image, Sleep, Unseen Servant

2nd Level

Aid, Blindness/Deafness, Blur, Calm Emotions, Crown of Madness, Darkness, Detect Thoughts, Enhance Ability, Gentle Repose, Hold Person, Invisibility, Lesser Restoration, Misty Step, Pass without Trace, Phantasmal Force, Prayer of Healing, Protection from Poison, Ray of Enfeeblement, See Invisibility, Silence, Suggestion, Zone of Truth

3rd Level

Animate Dead, Aura of Vitality, Beacon of Hope, Bestow Curse, Blink, Clairvoyance, Fear, Gaseous Form, Haste, Hunger of Hadar, Mass Healing Word, Nondetection, Protection from Energy, Remove Curse, Revivify, Speak with Dead, Tongues, Vampiric Touch

4th Level

Aura of Life, Aura of Purity, Banishment, Blight, Compulsion, confusion, Death Ward, Dimension Door, Freedom of Movement, Greater Invisibility, Guardian of Faith, Phantasmal Killer

5th Level

Antilife Shell, Commune, Contact Other Plane, Contagion, Dispel Evil and Good, Dominate Person, Dream, Geas, Greater Restoration, Hallow, Mass Cure Wounds, Raise Dead, Reincarnate

Multiclassing

Prerequisites. To qualify for multiclassing into the Grim Reaper class, you must meet these prerequisites: Strength 15, Wisdom 15

Proficiencies. When you multiclass into the Grim Reaper class, you gain the following proficiencies: Scythe, one gaming set of your choice, one skill of your choice from the class list

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