Theril Worldbook Stuff

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Theril Worldbook Stuff

Post  Genisisect on Sun Apr 03, 2016 8:42 pm

This thread will contain the content intended for the 5e Theril Setting. I was considering giving this it's own section of the forum, but I think that there's enough interaction between the two settings that they should be kept close together.
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Mirrorlings

Post  Genisisect on Sun Apr 03, 2016 8:42 pm

Ability Score Increase. Your Charisma score increases by 2
Age. Mirrorlings are considered adults at the age of 10 and generally lives for about 60 years.
Alignment. Mirrorlings focus on their own journey, making them strongly individual. They generally stand neutral on the issue of order and destruction.
Size. In their natural form all changelings are exactly 6 foot 9 inches and weigh 56 pounds, their size in this form is medium. Your height, weight and size vary as you transform.
Speed. Your base walking speed is 30 feet.
Glibness. You gain proficiency in either Diplomacy or Deception.
Sculpt Flesh. During a short or long rest, you can change your appearance as per the change appearance aspect of the Alter Self spell, with the following exceptions: You can only use this ability to transform into a PC race, but are not restricted to the size or general shape requirements. This effect is permanent.
Shapechanger. As an action, you can polymorph into any small or medium humanoid form you have already taken via your sculpt flesh ability.
Languages. You can speak, read and write Common and two extra languages of your choice.


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Naga

Post  Genisisect on Sun Apr 03, 2016 8:43 pm

Ability Score Increase. Your Constitution score increases by 2 and your Wisdom score increases by 1
Age. Naga are considered adults at about the age of 20 and generally lives well into their second century.
Alignment. Despite their lack of language, Naga lead highly ordered lives, and are opposed to individuals and those who bring about destruction.
Size. From head to tail Naga grow to be about 11 foot long, but rarely draw themselves above 6 feet off the ground. Your size is medium.
Speed. Your base walking speed is 25 feet.
Empathic Communication. You do not communicate using spoken words, instead communicating through body language and scent. You can communicate freely with other Naga within 30ft so long as you can see and smell them, but cannot be comprehended by Non-Naga. You are incapable of using spoken languages, though you can comprehend them. You have disadvantage on all Charisma checks that would normally require verbal communication.
Armoured Scales. You have natural armour +2 and you have resistance to piercing damage. You cannot where armour.
Languages. You can read and write Common and one extra language of your choice.

Subraces:

Jungle Naga
Tree-dwellers. You have a climb speed of 30ft and you roll with advantage on Acrobatics and Athletics checks to move through dense foliage or trees.
Hand Sign Language. In addition to any other modes of communication, you know and can communicate using a language composed of hand gestures.

Mangrove Naga
Sea Serpent. You have a swim speed of 30ft and can hold your breath for 15 minutes.
Clicking Language. In addition to any other modes of communication you, know and can communicate using a language composed of rapid clicks of varying rhythm.

Desert Naga
Sand Scavengers. You gain proficiency in Survival and you have advantage on all survival checks to forage for food and water.
Symbolic Language. In addition to any other modes of communication you know and can communicate using a language composed of three stroke symbols, both when written in the air or on a physical surface.

Mountain Naga
Durable. You have advantage on Death Saves.
Clicking Language. In addition to any other modes of communication, you know and can communicate using a language composed of tuned whistles.

Scaleless Naga
Scaleless. You do not gain the Armoured scale trait. In its stead you have resistance to slashing damage. Not only can you wear armour, you have proficiency with light armour.
Venomous. You can use your action to deliver a deadly bite. After making a successful unarmed strike against your target, they must make a Constitution Saving throw. The DC for this saving throw is your 8 + Constitution modifier + your proficiency bonus. The target takes 2d6 Poison Damage on a failed save, and half as much damage on a successful one. Further if the target fails their save they gain the Poisoned condition. The damage increases to 3d6 at 6th level, 4d6 at 11th level and 5d6 at 16th level.
Telepathy. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a common language with the creature for it to understand your telepathic utterance, but the creature must be able to understand at least one language.
Malignant. You have disadvantage on all Charisma (Deception), Charisma (Persuasion) or Charisma (Performance) checks against creatures without this trait.


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Humans

Post  Genisisect on Sun Apr 03, 2016 8:44 pm

Ability Score Increase: An ability score of your choice increases by 1.
Age. Humans reach adulthood in their late teens and live less than a century.
Alignment. Humans vary greatly on opinions of alignment.
Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, you size is medium.
Speed. Your base walking speed is 30 feet.
Languages. You can read and write Common and one extra language of your choice.

Subraces:

Therilian Human
Ability Score Increase. An ability score of your choice increases by 1.
Skilled. You gain proficiency in one skill of your choice.
Nation Trait. Choose one of the following traits, representative of the lands you grew up in:
Kelorian Horse Lord. While you are mounted and aren't incapacitated you have gain the following benefits: Advantage on all melee attack rolls on any unmounted creature who is smaller than your mount. You can force an attack targeted at your mount to target you. If your mount is subjected to an effect that allows it to take a Dexterity saving throw to only take half damage, it instead takes no damage if it succeeds it's saving throw or half damage if it fails.
Veran Antitheot. When a creature within 5 feet casts a spell, you can use your reaction to make a melee weapon attack against that creature. When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain concentration. You have advantage on saving throws against spells cast by creatures within 5 feet of you.
Phernian Combat Training. When you take an the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make an attack with the other end of the weapon. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage. While you are wielding glaive, halberd, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.
Masters of the Shallow Seas. You are proficient with Vehicle(Water). You can always determine the direction of north, the number of hours until the next sunrise or sunset and the time of the year by examining the sky.
Austrelan Education. You learn Illunian and 2 languages of your choice. You can ably create written cyphers. Others cannot decipher your code unless you teach them, they succeed on an Intelligence check (DC equal to your intelligence score + your proficiency bonus), or use magic to decipher it.
Karnolthian Infantry. Your Strength increases by 1 to a maximum of 20. While you are wearing heavy armour, bludgeoning, piercing and slashing damage that you take from non-magical weapons is reduced by 3.
Duellists of the Burning Coast. While wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss.
Resilience of Selnor. Your Constitution score increases by 1 to a maximum of 20. When your roll a hit die to gain hit points, the minimum number of hit points you regain from the roll is twice your constitution modifier (Minimum 2).


Xeph Human
Ability Score Increase. Your Dexterity score increases by 2 and your Constitution Score increases by 1.
Celerity. Your base walking speed increases to 35 feet. Once per long rest you may activate your celerity to take an additional action. This action can be used only to take the attack (one weapon attack only), Dash, Disengage, Hide or Use an Object action.
Mind Blade. As a bonus action you can summon a spectral weapon to your hand. This blade deals 1d4 + Dexterity Score Psychic damage. If the mind blade leaves your hand it immediately disappears.

Illun Human
Ability Score Increase. Your Intelligence score increases by 1.
Spirit Rune. Your head is surrounded by a series of glowing runes, which gives of illumination as if you were under the effect of a light spell. If the Liyun directly deals damage to a living creature these runes are dispelled, and will only appear after a long rest. You must choose one of the following to be your rune; Mind (Xian), Force (Lan), Health (Shi) or Tinker (Tao).
Rune Spell. Depending on your rune you gain the ability to cast a cantrip. Once you reach 3rd level you can cast your first spell once per long rest as a 2nd level spell. Once you reach 5th level you can also cast your second spell as a 3rd level spell. Intelligence is your spell casting ability for these spells. You cannot use this feature while your runes are dispelled.
Cantrip First Spell Second Spell
Xian Minor Illusion Charm Person Detect Thought
Lan Mage Hand Unseen Servant Hold Person
Shi Message Cure Wounds Lesser Restoration
Tao Mending Fog Cloud Knock

Burning Human
Ability Score Increase: Your Charisma score increases by 1.
Darkvision: Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.
Tainted Resistance: You have resistance to fire damage.
Malignant Power. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish burning hands as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Malignant. You have disadvantage on all Charisma (Deception), Charisma (Persuasion) or Charisma (Performance) checks against creatures without this trait.


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Dwarves

Post  Genisisect on Sun Apr 03, 2016 8:45 pm

Ability Score Increase. Your Constitution score increases by 2.
Age. Dwarves age at a similar rate to humans, but are considered adults at the age of 50 and generally live well into their fourth century.
Alignment. Dwarves value community above the self and tend towards order and away from individuality. They hold long grudges though and towards destruction.
Size. Standing between 4 and 5 feet, dwarves are much broader and dense then other races typically weighing about 150 pounds on average. Your size is medium.
Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armour.
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.
Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 each time you gain a level.
Languages. You can speak, read and write Common and Dwarvish.


Subraces:

True Dwarf
Ability Score Increase. Your Wisdom score increases by 1.
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
Tool Proficiency. You gain proficiency with the artisan's tool of your choice: smith's tools, brewer's supplies, tinker's tools, or mason's tools.
Stone Cunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

False Dwarf
Ability Score Increase. Your Charisma score increases by 1.
Flaming Skull. You give of illumination as if targeted by the Light spell and you have resistance to fire damage. The light cannot be concealed, you roll Dexterity (Stealth) checks with disadvantage.
Spit Fire. You can use your action to exhale fire in a 15 foot cone. When you spit fire, each creature in the affected area must make a Dexterity saving throw. The DC for this saving throw is equals 8 + your Charisma Modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use this ability, you can't use it again until you complete a short or long rest.
Malignant. You have disadvantage on all Charisma (Deception), Charisma (Persuasion) or Charisma (Performance) checks against creatures without this trait.


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Elves

Post  Genisisect on Sun Apr 03, 2016 8:46 pm

Ability Score Increase. Your Dexterity score increases by 2.
Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood at around the age of 100 and can expect to see the end of their 8th century.
Alignment. Elves believe that individuality is the greatest good. Each elf forges their own path in the world ant it is the role of others to pursue their own paths without inhibiting others. They see order and destruction as inherently wrong. The Fallen Elves are a subversion of these norms; forming highly regimented societies, with a burning intention to see the destruction of their kin.
Size. Elves range from under 5 to 0ver 6 feet tall, with slender builds. Your size is medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to twilight forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.
Keen Senses. You have proficiency in the Perception skill.
Blessings of Nyph. You have advantage on saving throws against being charmed, and magic cannot put you to sleep.
Languages. You can speak, read and write Common and Elvish.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

Subraces:

Arcane Elf
Ability Score Increase. Your Intelligence score increases by 1.
Chosen of Mysth. You know one cantrip of your choice from the wizards spell list. Intelligence is your spell casting ability for it.
Extra Language. You can speak, read, and write one extra language of your choice.

Guardian Elf
Ability Score Increase. Your Wisdom score increases by 1.
Children of Arbus. Whenever you make an Wisdom (Nature) check related to forests or woodlands, you are considered proficient in the Nature skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Sylvan Speed. Your base walking speed is increased to 35 feet instead of 30 feet.

Fallen Elves
Ability Score Increase. Your Charisma score increases by 1.
Malign Power. You know two cantrips of your choice from the Warlock spell list. Charisma is your spell casting ability for them.
Power Addiction. Unless you have cast or have been targeted by a spell since you last rested, you do not gain the benefits of a short or long rest.
Malignant. You have disadvantage on all Charisma (Deception), Charisma (Persuasion) or Charisma (Performance) checks against creatures without this trait.


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Gnomes

Post  Genisisect on Sun Apr 03, 2016 8:46 pm

Ability Score Increase. Your Intelligence score increases by 2.
Age. Gnomes mature at a similar rate to humans, but are not expected to be independent until the age of 40. They can live past their third century, but rarely reach their fourth.
Alignment. Gnomes are too absent minded for order and destruction, and tend towards individuality not by choice but by lack of concern.
Size. Standing between 3 and 4 feet tall and weigh 40 pounds on average, gnomes tend to have a more rounded build. Your size is small.
Speed. Your base walking speed is 25 feet.
Darkvision. Accustomed to dimly lit boroughs, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.
Gnomish Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Language. You can speak, read, and write Common and Smallfolk.

Subraces:

Brewer Gnome
Ability Score Increase. Your Wisdom score increases by 1.
Alchemy Lore. Whenever you make an Intelligence (History) related to potions or alchemical objects, you can add twice your proficiency bonus, instead of your normal proficiency bonus you normally apply.
Brew. You are proficient with artisan's tools (alchemist's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to brew a non-magical potion. These potions spoil after a tenday. You can have up to five such potions. When you create a potion, choose one of the following options:
Sticky Ichor: This brew is a viscous green fluid with a swampy aroma that when exposed to air expands. As an action you can splash this potion onto a creature within 5 feet of you, make a ranged touch attack against a creature, treating the potion as an improvised weapon. If hit the target is restrained by the fluid until they pass a DC 15 strength saving throw, or a minute passes and potion becomes ineffective.
Sleeping Fumes: This brew is a thin clear liquid with a faint floral fragrance, that quickly evaporates when exposed to air. As an action you can splash this potion onto a creature within 5 feet of you, make a ranged touch attack against a creature, treating the potion as an improvised weapon. Or can be administered more subtly be soaking a cloth in the potion and placing it over the creatures mouth which counts as a grapple check. If hit the target falls unconscious for 10 minutes, or until the creature takes damage or someone spends an action to slap or shake the creature. Undead, Constructs, and other creatures that do not sleep are immune to this effect.
Billowing Fluid: This brew is a murky white fluid that when exposed to air or water rapidly becomes a cloud of chalky fog. As an action you may pour out this potion creating a 10 foot radius sphere of fog (or 20 foot radius if poured directly onto water). The sphere spreads around corners, and it's area is heavily obscured. It lasts for 1 minute or until a wind of moderate to great speed (at least 10 miles per hour) disperses it.
Glowing Gel: This brew is faintly glowing clear yellow fluid that glows brightly when exposed to air. As an action you can apply this potion to any solid surface or object, which then sheds bright yellow light in a 20 foot radius. This effect lasts for 10 minutes or until the surface or object is washed with water.


Tinker Gnome
Ability Score Increase. Your Constitution score increases by 1.
Artificer Lore. Whenever you make an Intelligence (History) related to magic items or technological devices, you can add twice your proficiency bonus, instead of your normal proficiency bonus you normally apply.
Tinker: You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:
Clockwork Toy: This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
Fire Starter: The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
Music Box: When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.

Fester Gnome
Ability Score Increase. Your Charisma score increases by 1.
Poisonous. Anything that attacks you with an unarmed strike, natural attack, touch attack, or otherwise touches you must succeed a Constitution save with a DC equal to 8 + your Constitution bonus + your proficiency bonus. On a failed save they suffer the poisoned effect. Undead, Constructs or any other creature immune to poisons unaffected by this ability. You can spend an hour gathering the toxins off your skin to produce one vial of Common Poison, which loses its potency after 24 hours. You can only use this ability once per short rest. You are immune to the poison produced by Fester Gnomes, and resistant to Poison Damage.
Toxins Expert. You have proficiency with artisan’s tools (tinker’s tools). Whenever you make an Intelligence (History) related to poisonous materials or other toxic substances, you can add twice your proficiency bonus, instead of your normal proficiency bonus you normally apply.
Malign Power. You know the Acid Splash cantrip. Charisma is your spell casting ability for it.
Malignant. You have disadvantage on all Charisma (Deception), Charisma (Persuasion) or Charisma (Performance) checks against creatures without this trait.


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Ferals

Post  Genisisect on Sat Apr 09, 2016 1:06 pm

Ability Score Increase. Your Dexterity score increases by 1.
Age. Ferals reach adulthood in their early teens and are unlikely to live past a half century.
Alignment. Ferals tend towards individuality and destruction, they live in small tribes that roam the countryside fighting amongst themselves.
Size. Ferals vary widely in height and build depending on their animalistic nature, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, you size is medium.
Speed. Your base walking speed is 30 feet.
Bestial Nature. You gain a feature that depends on your subrace, described below.
Languages. You can read and write Common.

Subraces:

Bearhide Feral
Ability Score Increase. Your Constitution score increases by 1.
Bestial Trait. You have a +1 bonus to AC.

Ramhorn Feral
Ability Score Increase. Your Dexterity score increases by 1.
Bestial Trait. You have a climb speed of 30ft.

Elkstride Feral
Ability Score Increase. Your Dexterity score increases by 1.
Bestial Trait. Your base walking speed increases to 35 feet.

Wolfpack Feral
Ability Score Increase. Your Wisdom score increases by 1.
Bestial Trait. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Boartusk Feral
Ability Score Increase. Your Strength score increases by 1.
Bestial Trait. If you move at least 20 feet in a straight line and then hit a target with a melee attack on the same turn the target takes an extra 1d6 slashing damage from your tusks. If the target is a creature, it must succeed a saving throw with DC equal to 8 + your Strength Modifier + your proficiency bonus or be knocked prone.

Catclaw Feral
Ability Score Increase. Your Dexterity score increases by 1.
Bestial Trait. You can make an unarmed strike as a bonus action. You can use your Dexterity for its attack roll and damage bonus, and this attack deals slashing damage.

Sharkfin Feral
Ability Score Increase. Your Strength score increases by 1.
Bestial Trait. You have a swim speed of 30ft and can hold your breath for 10 minutes.


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Drow

Post  Genisisect on Sat Apr 09, 2016 9:15 pm

Ability Score Increase. Your Charisma score increases by 2.
Age. Although Drow reach physical maturity at about the same age as humans, the Drow understanding of adulthood goes beyond physical growth to encompass worldly experience. An Drow typically claims adulthood at around the age of 100 and can expect to see the end of their 8th century.
Alignment.
Size. Drow range from under 5 to 0ver 6 feet tall, with slender builds. Your size is medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Keen Senses. You have proficiency in the Perception skill.
Languages. You can speak, read and write Common and Elvish.

Subraces:

Cavern Drow
Ability Score Increase. Your Intelligence score increases by 1.
Belough's Favour. You have advantage on saving throws against being charmed, and magic cannot put you to sleep.
Extortionists. You are proficient with intimidation and deception skills.

Telor Val Drow
Ability Score Increase. Your Dexterity score increases by 1.
Mark of the Crescent Moon. You have immunity to Charm effects.
Shattered Soul. You must choose a flaw from the table of Indefinite Madness (or some equivalent effect) in addition the other flaw you take during character creation.
Daylight Adaptation. Your Darkvision is reduced to 60 feet but you are not effected by sunlight sensitivity unless the source of the light is magical.

Ter'Zarin Drow
Ability Score Increase. Your Wisdom score increases by 1.
Ter'Zarin Infused. You know the minor illusion Cantrip. When you reach 3rd level, you can cast the charm person spell once per day. When you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.
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Halflings

Post  Genisisect on Sun Apr 10, 2016 4:42 pm

Ability Score Increase. Your Dexterity score increases by 2.
Age. Halflings reach maturity at the age of 20 and generally live to see the half their second century.
Alignment. Halflings form small tight knit communities, and though they tend to be opposed to order they are more or less neutral on the issue of individuality. Halflings tend to be opposed to destruction, but this is not uniform across their population.
Size. Standing between 3 and 4 feet tall and weigh 40 pounds on average. Your size is small.
Speed. Your base walking speed is 25 feet.
Lucky. When you roll a 1 on the d20 for an attack roll, ability check or saving throw, you can reroll the die and must use the new roll.
Brave. You have advantage on saving throws against being frightened.
Halfling Nimbleness. You can move through the square of any creature that is of a size larger than yours.
Language. You can speak, read, and write Common and Smallfolk.

Subraces:

Dale Halflings
Ability Score Increase. Your Charisma score increases by 1.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

River Halflings
Ability Score Increase. Your Wisdom score increases by 1.
Waterborne. You are proficient with Vehicle(Water). You have advantage on Dexterity (Acrobatics) checks when on a ship.

Fetch Halflings
Ability Score Increase. Your Intelligence score increases by 1.
Fade. While standing in shadowy illumination you may use your bonus action to become invisible as per the spell. This effect ends if you take any action other than a move action, if you are no longer in shadowy illumination, or if 5 minutes have passed. After you use this ability, you can't use it again until you complete a short or long rest.
Malignant. You have disadvantage on all Charisma (Deception), Charisma (Persuasion) or Charisma (Performance) checks against creatures without this trait.
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Dragonkin

Post  Genisisect on Sun Apr 10, 2016 6:00 pm

Ability Score Increase. Your Charisma score increases by 2 and your Wisdom score increases by 1.
Age. Though the reach emotional maturity at about the age of 60, though dragonkin are incapable of having children until well into their second century. Unlike the other races of Theril, dragonkin do not die of old age.
Alignment. Dragonkin tend towards neutrality on all issues, younger dragonkin are more likely to deviate from neutrality then there elders.
Size. Dragonkin average 7 feet tall with some rare cases growing to 8 feet tall, typically falling into the range of 200 to 2500 pounds. Your size is medium.
Speed. Your base walking speed is 30 feet.
The True Tongue. If you choose to, when you speak, any creature that knows at least one language and can hear you understands what you are saying. When you speak such though you cannot speak falsely.
Natural Diplomat. You are proficient with the Diplomacy Skill
Neutrality. Irrespective to your true alignment you always appear neutral to spells which can determine your alignment.
Languages. You can speak, read and write Common, Draconic and two other languages of your choice.
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Goblins

Post  Genisisect on Sun Apr 10, 2016 8:54 pm

Ability Score Increase. Your Dexterity score increases by 2.
Age. Goblins reach maturity by their early teens, and tend to live less than a century.
Alignment. Goblins have little regard for sentient life, and so tend towards destruction. Goblin society is strictly controlled by the greyskins, so they tend towards order.
Size. Standing between 3 and 4 feet tall and weigh 40 pounds on average. Your size is small.
Speed. Your base walking speed is 25 feet.
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Nimble Escape. You can take the disengage or hide action as a bonus action.
Language. You can speak, read, and write Common and Undercommon.

Subraces:

Greenskin Goblin
Ability Score Increase. Your Constitution score increases by 1.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Trapsmith. You are proficient with Thieves Tools. You get to add twice your proficiency bonus when setting traps.

Greyskin Goblin
Ability Score Increase. Your Intelligence score increases by 1.
Master Surgeon. You are proficient with the Medicine skill.
Dissection. When you attack with any light piercing weapon you can use your Intelligence for its  attack roll. Further you get to add your Intelligence bonus to damage as well as Dexterity.
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Duergar

Post  Genisisect on Sun Apr 10, 2016 9:04 pm

Ability Score Increase. Your Constitution score increases by 2 and your Strength score increases by 1.
Age. Deurgars age at a similar rate to humans, but are considered adults at the age of 50 and generally live well into their fourth century.
Alignment. Duergar lead highly organised lives, with individuality being strongly supressed. Unlike many of the other Cavern races duergar tend to oppose destruction.
Size. Standing between 3 and 4 feet tall and weigh 40 pounds on average. Your size is small.
Speed. Your base walking speed is 25 feet.
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Mindbolt. You know the eldritch blast cantrip. Charisma is your spellcasting ability for these spells.
Broken Mind. You have disadvantage on all saving throws to resist charm and illusion spells.
Language. You can speak, read, and write Undercommon and Dwarven.
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Alternate Subraces Rule

Post  Genisisect on Tue Apr 26, 2016 5:20 pm

Irrespective of your choice of race, you are may take one of the alternative subrace described below. If you are an Arachne, Deurgar, Dragonkin, Feral or Mirrorling you must make the following modification to your base race before taking the alternative subrace:
Arachne:
Your ability score increase is replaced with "Your Dexterity score increases by 1" and you do not gain the Carriers of Ill Fate trait.

Deurgar:
Your ability score increase is replaced with "Your Constitution score increases by 2" and you do not gain the
Mindbolt and Broken Mind traits.

Dragonkin:
Your ability score increase is replaced with "Your Constitution score increases by 2" and you do not gain the
Natural Diplomat and Neutrality traits.

Feral:
You must choose one of the feral subraces to determine the feature you gain from the Bestial Nature trait.

Mirrorling:
Your ability score increase is replaced with "Your Charisma score increases by 1" and you do not gain the Glibness trait, when using your sculpt flesh ability, you can transform into any humanoid which shares your sub race.

When using an alternate subrace, you will need to choose one of the natural subraces (when applicable) to share cosmetic features with. Each alternate subrace may impose restrictions on this choice.


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Subrace: Attuned

Post  Genisisect on Tue Apr 26, 2016 9:46 pm

Jinn
Flame Friend. You have resistance to fire damage. You can use an action to make flames flicker, brighten, dim, or change colour for up to 1 minute.
Fire Channelling. When you reach 3rd level, you can cast the Burning Hands spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Continual Flame spell as a 3rd level spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Undine
Water Breathing. You can breathe in water as if it were air. You have advantage on all athletics and acrobatics checks to mauver in water.
Water Channelling. When you reach 3rd level, you can cast the Create/Destroy Water spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Fog Cloud spell as a 3rd level spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Oread
Stone Sense. You can detect and pinpoint the origin of vibrations within 30 feet provided that you and the source of the vibrations are on stone.
Earth Channelling. When you reach 3rd level, you can cast the Quake spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Shatter spell as a 3rd level spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Sylph
Mighty Leap. You can use your move action to fly a distance up to your base speed. If you are not on the ground at the end of your turn you begin to fall. You must be able to push off a solid surface to activate this ability.
Air Channelling. When you reach 3rd level, you can cast the Feather Fall spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Gust of Wind spell as a 3rd level spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Saryph
Luminescent. Your skin glows brightly as if under the effect of the Lights spell. You can supress or enable this trait at will.
Life Channelling. When you reach 3rd level, you can cast the Cure Wounds spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Lesser Restoration spell as a 3rd level spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Grymm
Touched By Death. You have resistance to necrotic damage. You can use an action to create the illusion of flickering shadows about your person or a sense of slight chills.
Death Channelling. When you reach 3rd level, you can cast the False Life spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell as a 3rd level spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
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Subrace: Enduring

Post  Genisisect on Thu Apr 28, 2016 8:47 pm

Harrowing. You cannot be knocked unconscious. Instead when you are reduced to 0 hit points you continue acting on your turn but can only take either a move action or a standard action, you can take a bonus action as normal. At the start of your turn you must make a death save as normal, except there is no penalty for rolling a 20 or penalty for rolling a 1. If you fail 5 death saves you become Harrowed, and the DM takes control of your character as a creature. Unlike living characters you must take a short rest before the death save counter returns to 0. Like living characters if you pass 3 death saves you become stabilized, you continue to be limited to either one movement or one standard action per turn until you are healed.
Necrotic Soul. You have weakness to radiant damage.
Undead. Cursed with eternal life as a being of undeath, you count as undead for all spells and abilities that target undead. You are immune to disease and treat exhaustion as one level less. You do not need to eat or breath, instead of sleeping you enter state for 4 hours each day. You do not dream in in this state and you are fully aware of your surrounds and notice any event of interest as normal.

Subraces:

Fetch
Etherealness. You have resistance to damage from non-magical attacks. You cannot affect or be affected by physical objects. Before using equipment of any type you must attune to it similar to attuning to magical items, once you are attuned to an item you can use it as if you were corporeal.
Incorporeal Movement. You can move thorough other creatures or objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside a creature or object.

Draug
Relentless Vigour. If you are below half your maximum health at the end of your turn, you regain 1 hit point.
Inertial Repose. You can regenerate any missing body-parts or remove the blinded, deafened, paralysed or poisoned condition. Using this ability requires you to expend a hit die.
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Subrace: Diseased

Post  Genisisect on Mon May 30, 2016 8:12 pm

Soulflame
Arcanist Scourge. Whenever you cast a spell, you take 1d3 + the spells level of fire damage. Further when you are the target of a spell you don't and the spell's caster both take half of 1d3 + the spells level of fire damage.
Burning Wounds. When damaged by a creature at melee range you can lash out with your inner flame. The creature must make a dexterity saving throw with difficulty 8 + your constitution bonus + your proficiency bonus. The creature takes 2d10 fire damage on a failed save or half as much damage on a successful one. You must take a long rest before using this ability again.

Faceless
Mouthless. Your normal mouth is replaced by a tangled mass of 6 to 12 tentacles and a beaked mouth. You lack a tongue and lower jaw and hence cannot speak normally. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a common language with the creature for it to understand your telepathic utterance, but the creature must be able to understand at least one language.
Scream. As an action you utter a telepathic scream. All creatures , including yourself, within 30ft must make a wisdom saving throw with difficulty 8 + your constitution bonus + your proficiency bonus. The creatures take 3d6 psychic damage on a failed save or half as much damage on a successful one. You must take a short rest before using this ability again.
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Subrace: Merging

Post  Genisisect on Mon May 30, 2016 8:42 pm

Elan
Soul Song. You have disadvantage on all stealth checks in quiet areas. When making persuasion, intimidation, or performance checks a being without this trait you add twice your proficiency bonus.
Siphon. During a long rest you may expend a hit die to remove the need to eat or drink this day.
Refresh. Once per long rest you can spend your action and a hit die to regain 1d12 + your proficiency bonus hit points.

Shardmind
Crystallized Memory. You gain proficient with one of the following; Arcana, History, Nature or Religion. Further when using any of the above skills you add twice your proficiency bonus.
Identity Consumed. When you attempt to recall details about your own life, you must make a difficulty 10 intelligence saving throw with disadvantage, or permanently loose this detail.

Wyrmflesh
Flesh Reknitted. As a reaction you can expend a hit die to gain a regeneration effect for 5 + your proficiency bonus rounds. Each round this effect persists, at the beginning of your turn you regain a number of hit points equal to your proficiency bonus.
Foul Diet. You become immune to the effects of eating spoiled or rotten food. In order to restore hit dice during a long rest you must consume a meal consisting entirely of spoiled food.


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Arachne

Post  Genisisect on Tue May 31, 2016 7:39 pm

Ability Score Increase. Your Dexterity score increases by 2.
Tremorsense. You can detect and pinpoint the origin of vibrations within 30ft, provided that you and the source of the vibrations are in contact with the same ground or substance.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Four Armed. You possess two pairs of arms. You can use this extra set of arms to equip an additional two handed weapon or two additional one handed weapons. You cannot use this ability to carry weapons with the heavy quality, or additional shields. You can duel wield on either or both pairs of arms but are subject to the usual penalties on each independent pair. Your unique body shape requires customisation in order for your to wear equipment.
Multiattack. You make two melee attacks when using the attack action, one for each pair of arms.
Strange Hands
Carreirs of Ill Fate. When a creature you sees suffers a critical success you gain advantage on your next roll or heal an additional hit die during your next rest, whichever comes first.
Strange Limbs. Unless the tool or weapon has been modified to suit your hands you gain disadvantage on all checks with that item.


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Orc

Post  Genisisect on Tue May 31, 2016 7:46 pm

Ability Score Increase. Your Strength score increases by 2.
Savage Attack. When you score a critical hit with a melee weapon attack you can roll one of the weapon's damage die one additional time and add it to the extra damage of the critical hit.
Warlike. You have advantage on all Intimidation checks, but you have disadvantage on all persuasion checks.

Subraces:

Gretch
Ability Score Increase. Your Dexterity score increases by 1.
Nimble Escape. You can take the disengage or hide action as a bonus action.
Deft Fingers. You gain proficiency in the Sleight of Hand skill.

Moruk
Ability Score Increase. Your Constitution score increases by 1.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright you can drop to one hitpoint instead. You cannot use this ability again until you finish a long rest.
Menacing. You gain proficiency in the Intimidation Skill.

Ogre
Ability Score Increase. Your Charisma score increases by 1.
Ogre Magic. You know two cantrips of your choice from the Warlock spell list. Charisma is your spell casting ability for them. You can complete all somatic spell components using one hand and ignore armour penalties for spell casting.
Two Headed. You have a second independent head. This head counts as a non-player character and controls all you your body except for one arm. The other head and rest of your body has its own proficiencies but use your ability scores and proficiency bonus.
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The Barbarian

Post  Genisisect on Thu Jun 16, 2016 7:51 pm

Level Proficiency Bonus Rages Rage Damage Features
1st +2 2 +2 Rage, Unarmored Defense
2nd +2 2 +2 Reckless Attack, Danger Sense
3rd +2 3 +2 Primal Path
4th +2 3 +2 Ability Score Improvement
5th +3 3 +2 Extra Attack, Fast Movement
6th +3 4 +2 Path feature
7th +3 4 +2 Feral Instinct
8th +3 4 +2 Ability Score Improvement
9th +4 4 +3 Brutal Critical (1 die)
10th +4 4 +3 Path feature
11th +4 4 +3 Relentless
12th +4 5 +3 Ability Score Improvement
13th +5 5 +3 Brutal Critical (2 dice)
14th +5 5 +3 Path Feature
15th +5 5 +3 Persistent Rage
16th +5 5 +4 Ability Score Improvement
17th +6 6 +4 Brutal Critical (3 dice)
18th +6 6 +4 Indomitable Might
19th +6 6 +4 Ability Score Improvement
20th +6 Unlimited +4 Primal Champion

Class Features
As a barbarian, you gain the following class features.

Hit Points
Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st

Proficiencies
Armor: Light armour, medium armour, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

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

(a) a greataxe or (b) any martial melee weapon
(a) two handaxes or (b) any simple weapon
An explorer's pack and four javelins
Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren't wearing heavy armour:

You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

Unarmoured Defence
While you are not wearing any armour, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Reckless Attack
Starting at 2nd level, you can throw aside all concern for defence to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Primal Path
At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker, Path of the Moon or the Path of the Shaman, which are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Ability Score Improvement
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.

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

Fast Movement
Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armour.

Feral Instinct
By 7th level, your instincts are so honed that you have advantage on initiative rolls.
Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Brutal Critical
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.

Relentless Rage
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Persistent Rage
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Indomitable Might
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Primal Champion
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

Path of the Berserker

Frenzy
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A).

Rage-Fuelled  Endurance
Beginning at 6th level, you may ignore the effects of one level of exhaustion. Should you continue to take levels of exhaustion, you begin to accrue penalties as normal, dying when you reach 7 levels of exhaustion. Starting at 10th level you can ignore 2 levels of exhaustion, and starting at 14th level you can ignore 3 levels of exhaustion.

Intimidating Presence
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

Retaliation
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

Path of the Moon

Animal Form
Barbarians of the path of the moon can gain control of their animal transformations by mastering their rage. You gain the ability to transform into one of the following; a bear, a boar, a dire rat, a shark, a tiger, or a wolf.  At the start of your rage, you may elect transform into your beast form instead of gaining the other benefits of your rage ability. At the end of your rage you return to your natural form.

Bestial Rage
Barbarians of the path of the moon undergo much in the way of physical transformation when they enter a rage, due to your lycanthropic nature. Starting at 3rd level, while raging, you gain a melee natural attack appropriate to your nature which deals 1d8 slashing damage on a hit. When you attack a living creature with this bite, you heal a number of hit points equal to half the damage dealt.

Keen Senses
Your animal senses and urges begin to carry over onto your human form. At 6th level, you gain an amazing sense of smell. You gain advantage on all Investigation and Perceptions rolls dealing with smell, you can automatically track a single living creature whose scent you know so long as the trail is no older than a week old. By spending a minute concentrating, you can detect the scents of all living creatures in a 100 yard radius.

Ferocious Attack
Starting at 10th level, your natural attack damage increases to 1d10, and a creature you attack in this way must make a Dexterity save (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.

Lycanthropic Control
At 14th level, you become a totally in control of your lycanthropic powers. You can use your action to shapechange between your natural form, your beast form and your hybrid form. In hybrid form you gain features like those of the beast you become, while remaining humanoid. Your base speed increases by 10 feet,  and your armour class increases by 2. Additionally, your bite damage increases to 1d12.

Path of the Shaman

Primal Spellcasting
Beginning at third level, you can cast spells while in a rage. Your rage damage applies only to damage from spells cast in a rage. If a spell cast damages more than one target, you may only apply extra rage damage to one of the targets. In addition, casting spells during rage counts as attacking for the purposes of ending rage. You can learn spells from the spell list below.

Spell Slots. The Path of the Shaman Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must be in a rage and expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a short rest.

Spells Known of 1st-Level and Higher. You know two 1st-level shaman spells of your choice. The Spells Known column of the Path of the Shaman Spellcasting table shows when you learn more shaman spells of 1st level or higher, and must be of a level for which you have spell slots.

Whenever you gain a level in this class, you can replace one of the shaman spells you know with another spell of your choice from the shaman spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your shaman spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a shaman spell you cast and when making an attack roll with one.

Shaman Focus. You can use a totem pendant as a spellcasting focus for your shaman spells.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier.

Barbarian Level Spells Known 1st Level Spell Slots 1st Level Spell Slots 1st Level Spell Slots 1st Level Spell Slots
3 1 1 - - -
4 1 2 - - -
5 1 2 - - -
6 2 2 - - -
7 2 3 1 - -
8 2 3 1 - -
9 2 3 2 - -
10 3 3 2 - -
11 3 3 2 - -
12 3 3 2 - -
13 3 3 2 1 -
14 4 3 2 1 -
15 4 3 2 2 -
16 4 3 2 2 -
17 4 3 2 2 -
18 5 3 2 2 -
19 5 3 2 2 1
20 5 3 2 2 1

Shaman Spell List:
1st Level. Burning Hands, Cure Wounds, Fog Cloud, Thunder Wave. 2nd Level. Acid Arrow, Scorching Ray. 3rd Level. Fireball, Lightning bolt. 4th Level. Fire Shield, Icestorm.

Totem Magic
Beginning at 3rd level, you can channel your rage to imbue your totem focus with power. As a ritual and by expending a rage, you can prepare one of the following effects. Activating the totem is a free action, and the totem effect lasts for a minute or until you use a free action to dispel it. You can only prepare on of these effects at a time, preparing another totem effect replaces the previous one. The magic fades from the totem at the end your next long rest.
- Protective Totem. Choose one of the following damage types: Bludgeoning, Piercing or Slashing. All creatures within 15 feet of the totem gain immunity to all non-magical damage of that type.
- Healing Totem. At the start of your turn, all creatures within 15 feet of the totem regain a number of hit points equal to your wisdom bonus (minimum of one).
- Poison Totem. All creatures within 15 feet of the totem must make a constitution saving throw at the start of their turn. The DC of the saving throw is equal to 8 + your wisdom bonus + your proficiency bonus. If the creature fails the save, the take 3d4 poison damage and become poisoned (see poisoned condition). If the creature passes the save, they become immune to the effects of this totem.
- Bloodlust Totem. All attacks that target creatures within 15 feet of the totem deal maximum damage.

Spirit Sight
At 10th level, your communion with the spirits make you aware of all magic auras. After you have been in the presence of a magic aura for 1 minute, you can sense its presence, though you cannot discern its origin or the school of magic to which it belongs.

Totemic Surge
Starting at 14th level, you can expel the power of your totem all at once to unleash a devastating blast of primal magic. When you end the totem effect early as an action while raging, all creatures within 15 feet of the totem must make a Dexterity saving throw. On a failed save, a creature takes 1d6 force damage for each round you've spent in rage, or half as much on a successful one. Using this power counts as an attack for the purpose of continuing your rage, and extends the maximum duration of your rage by a number of rounds equal to the number of rounds the totem effect had remaining. After you use this ability, you cannot use it again until you complete a short or long rest.


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The Warlock

Post  Genisisect on Tue Jun 21, 2016 9:09 am

Level Proficiency Bonus Cantrips Known Spells Known Spell Slots Slot Level Invocations Known Features
1st +2 2 2 1 1st - Unstable Source, Eldritch Magic
2nd +2 2 3 2 1st 2 Eldritch Invocations
3nd +2 2 4 2 2nd 2 Focusing Rite
4th +2 3 5 2 2nd 2 Ability Score Improvement
5th +3 3 6 2 3rd 3 -
6th +3 3 7 2 3rd 3 Unstable Source feature
7th +3 3 8 2 4th 4 -
8th +3 3 9 2 4th 4 Ability Score Improvement
9th +4 3 10 2 5th 5 -
10th +4 4 10 2 5th 5 Unstable Source feature
11th +4 4 11 3 5th 5 Mystic Arcanum (6th level)
12th +4 4 11 3 5th 6 Ability Score Improvement
13th +5 4 12 3 5th 6 Mystic Arcanum (7th level)
14th +5 4 12 3 5th 6 Unstable Source feature
15th +5 4 13 3 5th 7 Mystic Arcanum (8th level)
16th +5 4 13 3 5th 7 Ability Score Improvement
17th +6 4 14 4 5th 7 Mystic Arcanum (9th level)
18th +6 4 14 4 5th 8 -
19th +6 4 15 4 5th 8 Ability Score Improvement
20th +6 4 15 4 5th 8 Eldritch Master
Class Features
As a warlock, you gain the following class features.
Hit Points
Hit Dice: 1d8 per warlock level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st
Proficiencies
Armor: Light armor 
Weapons: Simple weapons 
Tools: None 
Saving Throws: Wisdom, Charisma 
Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background: (a) a light crossbow and 20 bolts or (b) any simple weapon (a) a component pouch or (b) an arcane focus (a) a scholar's pack or (b) a dungeoneer's pack Leather armor, any simple weapon, and two daggers
Unstable Source

At 1st level, you unlock the power of an unstable source of your choice: Anomalous Power, Malignant Power, Necrotic Power, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Eldritch Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells.
Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
Spell Slots
The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. 
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list. 
The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. 
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warlock spells.
Eldritch Invocations

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. 
At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. 
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
Focusing Rite

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.
Rite of Chains
You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. 
When you cast the spell, you can only choose one of the following special forms: kairn, aetherwyrm, season sprite, or psikeen. 
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.
Rite of Embers
You learn how to control the embers left over from the breaking. As a standard action, you can expend a 1st level spell slot to create one of the following effects. A creature you can touch heals 1d8 + your charisma modifier hit points this effect cannot be used on undead or constructs, or a creature within 15ft must make a dexterity save, the creature takes 1d8 + your charisma modifier fire damage on a failed save or half as much damage on a successful save. You can expend spell slots above first level to produce this effect, the effect increases by 1d8 for each slot level above 1st.
Rite of Tomes
You learn dangerous secrets about the nature of the magic you cast which threats the stability of your mind. You infuse a simple book with this dangerous knowledge, which becomes a Tome of Madness. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the Tome of Madness is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you. 
If you lose your Tome of Madness, you can perform a 1-hour ceremony to infuse a new one. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
Ability Score Improvement

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.
Mystic Arcanum

At 11th level, you discover a magical secret called an arcanum. Choose one 6th- level spell from the warlock spell list as this arcanum. 
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. 
At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th- level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
Eldritch Master

At 20th level, you can draw on the power of the world around you to regain expended spell slots. You can spend 1 minute attuning to the environment to regain all your expended spell slots from your Elderich Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
Eldritch Invocations
If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Agonizing Blast
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
Armour of Shadows
You can cast mage armor on yourself at will, without expending a spell slot or material components.
Ascendant Step
Prerequisite: 9th level
You can cast levitate on yourself at will, without expending a spell slot or material components.
Beast Speech
You can cast speak with animals at will, without expending a spell slot.
Beguiling Influence
You gain proficiency in the Deception and Persuasion skills.
Bewitching Whispers
Prerequisite: 7th level
You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.
Bonds of Attunement
Prerequisite: 15th level, Rite of Chains feature
You can cast hold monster at will—targeting an elemental - without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
Dreadful Word
Prerequisite: 7th level
You can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest.
Eldritch Sight
You can cast detect magic at will, without expending a spell slot.
Eldritch Lance
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, its range is 300 feet.
Eyes of the Rune Keeper
You can read all writing.
Fires of the Breaking
Prerequisite: 12th level, Life to Flames invocation
When you imbue a cantrip with fire, you can deal fire damage equal to twice the number of hit points sacrificed. After using this feature, you cannot use it again until you finish a short or long rest.
Further when you expend hit points to imbue your cantrip with fire damage, you can change the damage type of the cantrip to either fire or radiant damage.
Gaze of Two Minds
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
Life to Flame
Prerequisite: Rite of Embers feature.
When you cast a cantrip that deals damage on your turn, you can, as a bonus action, choose to lose a number of hit points, up to half your warlock level (maximum 5), to imbue this attack with fire. The cantrip deals an additional amount of fire damage on a hit equal to the number of hit points lost. You may not regain hit points lost with this ability with magic effects.
Mask of Many Faces
You can cast disguise self at will, without expending a spell slot.
Master of Myriad Forms
Prerequisite: 15th level
You can cast alter self at will, without expending a spell slot.
Mire the Mind
Prerequisite: 5th level
You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.
Misty Visions
You can cast silent image at will, without expending a spell slot or material components.
One with Shadows
Prerequisite: 5th level
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
Otherworldly Leap
Prerequisite: 9th level
You can cast jump on yourself at will, without expending a spell slot or material components.
Repelling Blast
Prerequisite: eldritch blast cantrip When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
Rituals of Madness
Prerequisite: Rite of Tomes feature
You can now inscribe magical rituals in your Tome of Madness. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two needn't be from the same list). The spells appear in the book and don't count against the number of spells you know. With your Tome of Madness in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. 
On your adventures, you can add other ritual spells to your Tome of Madness. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
Sculptor of Flesh
Prerequisite: 7th level
You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.
Shade's Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Shards of the Primordials
Prerequisite: 9th level
You can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest.
Sign of Ill Omen
Prerequisite: 5th level
You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.
Thief of Five Fates
You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.
Voice of the Chain Master
Prerequisite: Rite of Chains feature
You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
Whispers of the Grave
Prerequisite: 9th level
You can cast speak with dead at will, without expending a spell slot.
Witch Sight
Prerequisite: 15th level
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
World Ash Vigour
You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
Unstable Sources
Anomalous Power
When the world broke several strange anomalous beings came into existence. One of them have contacted you, they're formless being seeking you out and offering you great power. These anomalies seem to possess some knowledge of future events, though their foresight is not perfect.
Expanded Spell List
Using anomalous power lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell Level Spells
1st shield, detect magic
2nd locate object, misty step
3rd protection from energy, gaseous form
4th death ward, divination
5th legend lore, mislead
Reality Warp
Starting at 1st level, as an action on your turn, you can teleport a distance up to half your movement speed. If you teleport into an space that is occupied by an object or creature, you are shunted to the nearest unoccupied square and take force damage equal to the number of feet travelled.
Forewarning
At 6th level, your anomaly becomes more defined, appearing almost humanoid. It often warns you of particular attacks to watch out for. When you are targeted by an attack you can use your reaction to gain a +10 bonus to AC against that attack. After using this ability, you must take a short or long rest before doing so again.
Forewarning
At 10th level, your anomaly begins to appear vaguely familiar, like the spirit of some ancestor. It always warns you about potential ambushes. As a result, you cannot be surprised while you are conscious and have advantage on initiative rolls.
Paradox
At 14th level, your anomaly becomes fully resolved, it is recognisably you. As an action, you can cause a creature to make an Intelligence saving throw. On a failed save, you encase the creature in a paradox. For 1d6 rounds the creature is incapacitated, locked between two opposing states while the paradox sorts itself out. The creature is unaffected on a successful save. Once you use this feature, you can’t use it again until you finish a long rest.
Malignant Power
When the world was young it bathed in Silnai's light. Silnai though was under a curse that everything she created would destroy itself. The curse that caused Selus to tear herself apart still remains, soaked into the very fabric of creation. This terrible power corrupts all who are exposed to it, but you have learnt how to control it.
Expanded Spell List
Using malignant power lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell Level Spells
1st burning hands, command
2nd blindness/deafness, scorching ray
3rd fireball, stinking cloud
4th fire shield, wall of fire
5th flame strike, hallow
Consume Misfortune
Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).
Touch of the Malign
You become familiar with the malign power you yield. You count as having the malignant trait, though gain none of the penalties of this trait.
Twisted Fate
Starting at 6th level, you can draw upon your power to alter fate in your favour. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur. 
Once you use this feature, you can't use it again until you finish a short or long rest.
Malign Adaptability
Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.
Bathe in Corruption
Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly consume the target in corrupting flame. The creature is suspended in there square by the malign nether. 
At the end of your next turn, the target is released. If the target does not have the malignant trait, it takes 10d10 psychic damage as it reels from its horrific experience. 
Once you use this feature, you can't use it again until you finish a long rest.
Necrotic Power
When the world broke, the dead rose from their grave, fuelled by an abundance of wild necrotic energy. Though most consider the undead as an affront to nature you find them and the power that fuels them strangely attractive. This new power feared by all will make all fear you.
Expanded Spell List
Using anomalous power lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell Level Spells
1st fog cloud, inflict wounds
2nd alter self, spider climb
3rd bestow curse, conjure undead
4th blight, greater invisibility
5th contagion, immolation
Marked by Death
At 1st level, your necrotic affinity imbues you with the hardiness of the dead. You no longer require food or water, Further you treat fatigue as one level less. Your association with necrotic energies grants you resistance to necrotic damage.
Necrotic Hunger
At 1st level, you grow a sharp pair of retractable fangs, and gain a powerful thirst for blood. After reducing an enemy to 0 hp, as a bonus action, you may heal a number of HP equal to your Charisma modifier + your warlock level.
Undying Fortitude
At 10th level, your flesh and takes on a deathly pallor and your aging seems to stop altogether. After you take a short rest, select two damage types from the following list: bludgeoning, piercing, or slashing damage. You gain resistance to these two damage types until you take a short or long rest. This resistance does not affect damage from magical or silver weapons.
Additionally, you no longer age, do not suffer the effects of old age, cannot be magically aged, and cannot die from old age.
Dread Vigour
At 14th level, deathly might restores your frail flesh, closing your wounds as they open. At the beginning of your turn, if you have taken damage since the end of your last turn, you regain hit points equal to your proficiency bonus, to a maximum of the damage you took.
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The Monk

Post  Genisisect on Sun Jun 26, 2016 6:38 pm

Level Proficiency Bonus Martial Arts Ki Points Unarmored Movement Features
1st +2 1d4 — — Unarmored Defense, Martial Arts
2nd +2 1d4 2 +10 ft. Ki, Unarmored Movement
3rd +2 1d4 3 +10 ft. Monastic Tradition, Deflect Missiles
4th +2 1d4 4 +10 ft. Ability Score Improvement, Slow Fall
5th +3 1d6 5 +10 ft. Extra Attack, Stunning Strike
6th +3 1d6 6 +15 ft. Ki-­Empowered Strikes, Monastic Tradition feature
7th +3 1d6 7 +15 ft. Evasion, Stillness of Mind
8th +3 1d6 8 +15 ft. Ability Score Improvement
9th +4 1d6 9 +15 ft. Unarmored Movement improvement
10th +4 1d6 10 +20 ft. Purity of Body
11th +4 1d8 11 +20 ft. Monastic Tradition feature
12th +4 1d8 12 +20 ft. Ability Score Improvement
13th +5 1d8 13 +20 ft. Tongue of the Sun and Moon
14th +5 1d8 14 +25 ft. Diamond Soul
15th +5 1d8 15 +25 ft. Timeless Body
16th +5 1d8 16 +25 ft. Ability Score Improvement
17th +6 1d10 17 +25 ft. Monastic Tradition feature
18th +6 1d10 18 +30 ft. Empty Body
19th +6 1d10 19 +30 ft. Ability Score Improvement
20th +6 1d10 20 +30 ft. Perfect Self

Class Features
As a monk, you gain the following class features.
Hit Points
Hit Dice: 1d8 per monk level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st
Proficiencies
Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a shortsword or (b) any simple weapon
(a) a dungeoneer’s pack or (b) an explorer’s pack
10 darts
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Martial Arts
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two- handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of Table: The Monk.
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.
Ki
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column ofTable: The Monk.
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
Flurry of Blows
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defense
You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind
You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in Table: The Monk.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Monastic Tradition
When you reach 3rd level, you commit yourself to a monastic tradition: the Way of Elder Script, the Way of Good Human, or the Way of Sublime Souls, all detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
Deflect Missiles
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
Ability Score Improvement
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.
Slow Fall
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Stunning Strike
Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Ki-Empowered Strikes
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Stillness of Mind
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
Purity of Body
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.
Tongue of the Sun and Moon
Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.
Diamond Soul
Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
Timeless Body
At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.
Empty Body
Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.
Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.
Perfect Self
At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.
Monastic Traditions
Way of Elder Script
Ki Magic
Through your studies and meditations, you have learned to cast arcane magic by focusing your ki.
Ki Points. In lieu of spell slots, you cast your spells by focusing your ki. The Ki to Spell Slots table shows the ki point cost of casting a spell of a certain level. The highest spell level you can cast is indicated in the Highest Level column of the Enlightened Fist Spellcasting table.
Spells Known of 1st Level or Higher. You know three 1st-level spells wizard spells of your choice. The Spells Known column of the Enlightened Fist Spellcasting table shows when you learn more wizard spells of 1st level or higher, and the Highest Level column indicates the highest spell level you can learn.
Tattoos of Casting. Your skin is covered with ancient ruins and symbols, it is by reflecting and focusing on this tattoos that you can produce spells. Choose two 1st-level spells that have the ritual tag from any class’s spell list. They have been inscribed on your body and you can cast these spells as rituals. You can only cast these spells as rituals, unless you've learned them by some other means.
If you find another ritual spell on your travels, you can have add it to your body if its level is equal to or less than half your monk level (rounded up). For each level of the spell, inscribing the spell takes 2 hours and costs 50 gp for the rare inks needed to produce the tatoo.
Spellcasting Ability. Wisdom is your spellcasting ability for your wizard spells. The power of your spells comes from the focused power of you ki. You use your Wisdom whenever a wizard spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ki to Spell Slots
Spell Slot Level Ki Point Cost
1st 2
2nd 4
3rd 5
4th 7

Written Fist Spellcasting
Monk Level Spells Known Highest Level Known
3 3 1st
4 4 1st
5 4 1st
6 4 1st
7 5 2nd
8 6 2nd
9 6 2nd
10 7 2nd
11 8 2nd
12 8 2nd
13 9 3rd
14 10 3rd
15 10 3rd
16 11 3rd
17 11 4th
18 11 4th
19 12 4th
20 13 4th

Fist of Energy
Starting at 3rd level, when you hit a creature with one of the attacks granted by your Flurry of Blows, you can change the damage type to force, radiant, or sonic.
Ki Surge
Starting at 6th level, you can use your action to tap into a deep well of ki, regaining a number of expended ki points equal to your proficiency bonus. After using this ability, you must complete a long rest before using it again.
Arcane Sight
Starting at 11th level, you can innately detect magical auras. You can cast the spell detect magic as a bonus action without expending a spell slot.
Stunning Blast
Starting at 17th level, when you deliver a stunning strike, you can also cast a spell of 3rd level or lower targeting the same creature as a bonus action, provided the spell has a casting time of 1 action of lower.
Way of Good Humour
Tumbling Fool
At 3rd level, you master a variety of acrobatic techniques that allow you to evade danger. You take half damage from falling, and your speed increases by 10 feet when taking the dash action. Further as a bonus action, you can tumble. When you tumble, you gain the following benefits for the rest of your turn:
You gain the benefits of taking the Dash and Disengage actions.
You gain a climbing speed equal to your current speed.
Difficult terrain doesn’t cost you extra movement on that turn.
Environment as Weapon
At 6th level, a laughing Fist learns that the best weapon which is always at hand is your surroundings, and can re-direct damage dealt to them through creative use of random objects. When you are hit by a melee or ranged weapon attack which you can see that deals you damage, you may spend your reaction and a point of ki to redirect some of that damage, up to your level + your wisdom modifier. As part of the reaction you make a single melee attack, dealing force damage equal to the damage you ignored.
Your familiarity with this style of combat allows you to treat improvised weapons as if they were an unarmed strike.
At 11th level, you learn to take advantage of the redirected damage, to deal further damage. When redirect the damage you have taken into another target, you may spend an additional point of Ki to replace the deflected damage with a single attack action. This attack must be made with either a melee or thrown weapon. This attack deals bonus damage force damage equal to the amount of energy deflected.
Strike of Uncontrollable Laughter
At 11th level, your mastery over humour allows you to manipulate the Ki inside the creatures you strike to bring forth uncontrollable laughter. Whenever you strike an enemy, you may spend a point of Ki to to induce uncontrollable laughter on those around you. All enemies within 30 feet of the target and can see your attack must make a Wisdom saving throw with DC equal to 8+your proficiency bonus + your wisdom modifier. On a failed save they experience the effect of the hideous laughter spell. Targets affected by this ability have disadvantage on the saving throw if any other creatures it sees is under this effect.
Once per short rest, as a free action you can regain a number of spent Ki points equal to the number of enemies currently affected by this ability.
Fools Luck
Your training has become so rote, so ingrained, that you can almost fight in your sleep; your body reacts to danger almost before you even know you're even in danger. At 17th level, you no longer need to spend an additional point of Ki to redirect an attack (though you may choose not to do so), and Redirect Damage no longer uses your reaction. You may delay the damage from multiple attacks, provided you do not exceed your limit of Monk level + Wisdom modifier.
Way of Sublime Spirit
Siphon Soul
Starting at 3rd level, you can steal the ki of your foes. As a reaction when a hostile creature damages you with a melee attack, you can regain a number of expended ki points up to your ki point maximum equal half your proficiency bonus.
Wholeness of Body
Starting at 3rd level you can expend a number of ki points, to a maximum of half your monk level, rounded down, to charge a monk weapon with ki as a bonus action. Your next attack with such weapon deals an additional 1d6 radiant damage for each point spent. If you are fighting with multiple weapons, each weapons can be charged, expending ki points separately for each.
Armour of the Spirit
Starting at 6th level, you can raise a barrier of energy to protect yourself and your allies. As a bonus action, you and creatures you choose within a 5 feet radius of you regain hit points equal to your monk level. Additionally, you and all creatures within this radius also have resistance to nonmagical bludgeoning, piercing, and slashing damage until the beginning of your next turn while they remain in this radius. After using this ability, you must complete a short or long rest before using it again.
Explosion of Essence
Starting at 17th level, you can collect energy from the ambient ki of the world to unleash a single mighty attack. You may gather energy for up to 3 rounds, holding it what appears to be an orb of concentrated energy. During this time, you may take no actions or bonus actions and may only move at half speed. When you choose to unleash this energy, choose a location within 120 feet. Each creature within a 20 foot radius of this spot must make a Dexterity saving throw. On a failed save, the creature takes 8d6 force damage for each round spent gathering energy, or half as much on a successful save. After using this ability, you must complete a long rest before using it again.


Last edited by Genisisect on Mon Jul 11, 2016 11:13 pm; edited 1 time in total
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The Cleric

Post  Genisisect on Wed Jun 29, 2016 2:16 pm

Level Proficiency Bonus Features Cantrips Known Spell Slots per Spell Level
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Domain 3 2 - - - - - - - -
2nd +2 Channel Divinity (1/rest), Divine Domain feature 3 3 - - - - - - - -
3rd +2 - 3 4 2 - - - - - - -
4th +2 Ability Score Improvement 4 4 3 - - - - - - -
5th +3 Destroy Undead (CR 1/2) 4 4 3 2 - - - - - -
6th +3 Channel Divinity (2/rest), Divine Domain feature 4 4 3 3 - - - - - -
7th +3 - 4 4 3 3 1 - - - - -
8th +3 Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature 4 4 3 3 2 - - - - -
9th +4 - 4 4 3 3 3 1 - - - -
10th +4 Divine Intervention 5 4 3 3 3 2 - - - -
11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 - - -
13th +5 - 5 4 3 3 3 2 1 1 - -
14th +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1 - -
15th +5 - 5 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 -
17th +6 Destroy Undead (CR 4), Divine Domain feature 5 4 3 3 3 2 1 1 1 1
18th +6 Channel Divinity (3/rest) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention improvement 5 4 3 3 3 3 2 2 1 1
Class Features
As a cleric, you gain the following class features.
Hit Points
Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st
Proficiencies
Armor: Light armour, medium armour, shields
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a mace or (b) a warhammer (if proficient)
(a) scale mail, (b) leather armour, or (c) chain mail (if proficient)
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a priest’s pack or (b) an explorer’s pack
A shield and a holy symbol
Spellcasting
As a conduit for divine power, you can cast cleric spells.
Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.
Preparing and Casting Spells
The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a holy symbol (see Equipment) as a spellcasting focus for your cleric spells.
Divine Pantheons
Choose one pantheon which you are bound to: the Aesthetic Pantheon, the Innovative Pantheon or the Primordial Pantheon.
Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
Pantheon Spells
Each domain has a list of spells—its domain spells— that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Channel Divinity
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Ability Score Improvement
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.
Destroy Undead
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in Table: Destroy Undead.
Table: Destroy Undead
Cleric Level Destroys Undead of CR...
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower
Divine Intervention
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.
If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
At 20th level, your call for intervention succeeds automatically, no roll required.
Divine Pantheons
The Aesthetic Pantheon
Table: Aesthetic Pantheon Spells
Cleric Level Pantheon Spells
1st Divine Favour, Charm Person
3rd Detect Thoughts, Enhance Abilities
5th Hypnotic Pattern, Tongues
7th Confusion, Guardian of Faith
9th Dominate Person, Legend Lore
Bonus Proficiency
You gain proficiency in Persuasion
Lesser Arts
You learn the Message, Minor Illusion and Vicious Mockery cantrips. You treat these as cleric spells for the purpose of casting them.
Channel Divinity: Divine Inspiration
Starting as 2nd level, as an action you can inspire an ally. Choose an ally within 60ft that you can see. That creature gains one Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time. 
Your Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 10th level, a d10 at 14th level, and a d12 at 18th level.

Inspire Allies
Starting at 6th level, during a short or long rest, you can inspire your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier.
Greater Arts
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Invigorating Healing
Starting at 17th level, when you target an ally with a spell that restores health, the may immediately take an action.
The Innovative Pantheon
Table: Innovative Pantheon Spells
Cleric Level Pantheon Spells
1st Guiding Bolt, Thunderwave
3rd Barkskin, Heat Metal
5th Protection from Energy, Lightning Bolt
7th Dimension Door, Fabricate
9th Animate Object, Creation
Bonus Proficiency
You gain proficiency with Alchemist's supplies, Tinker's Tools and Smith's Tools.
Master of Machine
Starting at 1st level, any spell you cast that restores hit points affects constructs as it would living creatures.
Further your Turn Undead Channel Divinity and Destroy Undead features can now target constructs in addition to undead
Channel Divinity: Lock Mechanism
Starting at 2nd level, as an action on your turn, you can expend your Channel Divinity to magnetically lock construct, suit of armour or other machine of any kind within 80 feet of yourself for 1 minute. If the object cannot resist this effect, it ceases all motion and cannot function. If the target can oppose this effect the target must make a strength saving throw if possible or be rendered immobile. While immobile the target cannot move and is considered incapacitated. The target may repeat this saving throw at the end of each if its turns to end the effect early.
Prepare Bomb
Starting at 6th level, during a short or long rest, you can create volatile alchemical bombs using your alchemical supplies. The cost of materials necessary to create these bombs is negligible, but you must have some alchemical supplies on hand you can create a number of bombs equal to your proficiency bonus. After 24 hours, an unused bomb becomes inert.
You are proficient with your bombs and cannot throw more than 1 bomb per round. You do not have disadvantage when throwing a bomb while within 5 feet of a hostile creature. If you miss your attack roll with a bomb, the bomb does not explode. Creatures that are not proficient with bombs have disadvantage on attack rolls made with them, and there is a 50% chance that the bomb detonates before being thrown, dealing full damage to the creature.
Your bombs are finesse thrown weapons with a range of 30 feet / 60 feet that deal 1d10 fire damage. Unlike other thrown weapons, you add your Intelligence modifier to damage, rather than Strength or Dexterity. All creatures within a 5-foot radius must make a Dexterity saving throw with difficulty 8 + your proficiency bonus + your Intelligence modifier. On a failed save take half the damage dealt to the primary target  and none on a successful save. The amount of damage dealt by your bombs increases to 2d10 at 10th level, 3d10 at 14th level and 4d10 at 18th level.
Weapon Enhancement
At 8th level, you gain the ability to enhance weapons with gizmos, gadgets and minor enchantments. As a ritual you can add a +1 bonus to a weapon, this bonus fades after 24 hours but can be reapplied. Stating from 12th level, you can apply an addition +1 bonus, then again at 16th level and 20th level. These can either be to a weapon you have already improved, or to other weapons. This enhancement stacks with other bonuses.
Create Construct
Starting at 17th level, you can create a Shield Construct as a ritual. You can create one such shield guardian in this manner. If your shield guardian is destroyed, you can use this ritual to reanimate it.
The Primordial Pantheon
Table: Primordial Pantheon Spells
Cleric Level General Spells Firas Spells Wayith Spells Tersque Spells Auria Spells Kerthos Spells Silnai Spells
1st Find Familiar* Burning Hands Purify Food and Drink Quake Feather Fall Inflict Wounds Cure Wounds
3rd Spiritual Weapon Continual Flame Acid Arrow Barkskin Gust of Wind Ray of Enfeeblement Lesser Restoration
5th Protection From Energy Fireball Water Breathing Meld into Stone Fly Vampiric Touch Daylight
7th Banishment Wall of Fire Control Water Stone Shape Freedom of Movement Black Tentacles Death Ward
9th Conjure Elemental Flame Strike Cone of Cold Wall of Stone Cloud Kill Contagion Mass Cure Wounds
* This spell can only be used to summon the following depending on your deity: Firas; salamander, Wayith; frustzel, Tersque; terutle, Auria; burst hawk, Karthos; kairn, Silnai; brighting dove.
Bonus Proficiency
When you choose this domain at 1st level, you gain a proficiency depending on the god you worship: Worshipers of Firas grants proficiency with Martial Weapons, worshipers of Wayith grants proficiency with Navigator's tools and Vehicles (Water), worshipers of Tersque gain proficiency with Heavy Armour, worshipers of Auria gain proficiency in Acrobatics, worshipers of Kerthos gain proficiency with Thieves Tools and Poisoner's Kits, and worshipers of Silnai gain proficiency with Healer's Kits and Herbalist's Kits.
Disciple of the Elements
Also starting at 1st level, some of your spells are more effective.
Firas. Whenever you use a spell of 1st level or higher that deals fire damage to a creature, the creature takes an additional amount of fire damage equal to 2 + the spell's level.
Wayith. Whenever you use a spell of 1st level or higher that deals cold damage to a creature, the creature takes an additional amount of cold damage equal to 2 + the spell's level.
Tersque. Whenever you make a melee attack that deals bludgeoning damage to a creature, the creature takes an additional amount of bludgeoning damage equal to your proficiency bonus.
Auria. Whenever you use a spell of 1st level or higher that deals sonic damage to a creature, the creature takes an additional amount of sonic damage equal to 2 + the spell's level.
Karthos. Whenever you use a spell of 1st level or higher that deals necrotic damage to a creature, the creature takes an additional amount of necrotic damage equal to 2 + the spell's level.
Silnai. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
Further your Turn Undead Channel Divinity and Destroy Undead features can now target elementals in addition to undead
Channel Divinity: Elemental Smite
Starting at 2nd level, you can use your Channel Divinity to enhance your attacks. As an bonus action, you present your holy symbol and evoke elemental energy that infuses your weapon. The next attack that deals an number of extra d8s of damage equal to half your proficiency bonus. This damage is appropriate to your deity Fire for Firas, Frost for Wayith, Bludgeoning for Tersque, Sonic for Auria, Necrotic for Kerthos and Radiant for Silnai.
Elemental Healing
Starting at 6th level, you gain immunity to the damage type associated with your elemental smite ability, further when you are hit with that kind of damage you are healed by a number of hit points equal to half the damage you would have took.
Infuse Weapon
Starting at 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 to the target, of the type appropriate to your deity. When you reach 14th level, the extra damage increases to 2d8. This damage stacks with the bonus damage granted by your Elemental Smite
Supreme Elementalist

Starting at 17th level, your mastery over the elements are greatly improved. If you worship Tersque, when you attack with a bludgeoning melee weapon you do not need to roll for damage, instead you always deal maximum damage. If you worship Silnai, whenever you would normally roll one or more dice to restore hit points with a spell,  instead you always heal the maximum amount. Otherwise, whenever you cast a spell that deals damage of the type appropriate to your deity, that spell deals maximum damage.


Last edited by Genisisect on Mon Jul 11, 2016 11:14 pm; edited 1 time in total
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The Bard

Post  Genisisect on Sun Jul 03, 2016 1:33 pm

Level Proficiency Bonus Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Features
1st +2 2 4 2 - - - - - - - - Spellcasting, Bardic Inspiration (d6)
2nd +2 2 5 3 - - - - - - - - Jack of All Trades, Song of Rest (d6)
3nd +2 2 6 4 2 - - - - - - - Bard College, Expertise
4th +2 3 7 4 3 - - - - - - - Ability Score Improvement
5th +3 3 8 4 3 2 - - - - - - Bardic Inspiration (d8), Font of Inspiration
6th +3 3 9 4 3 3 - - - - - - Countercharm, Bard College feature
7th +3 3 10 4 3 3 1 - - - - - -
8th +3 3 11 4 3 3 2 - - - - - Ability Score Improvement
9th +4 3 12 4 3 3 3 1 - - - - Song of Rest (d8)
10th +4 4 14 4 3 3 3 2 - - - - Bardic Inspiration (d10), Expertise, Magical Secrets
11th +4 4 15 4 3 3 3 2 1 - - - -
12th +4 4 15 4 3 3 3 2 1 - - - Ability Score Improvement
13th +5 4 16 4 3 3 3 2 1 1 - - Song of Rest (d10)
14th +5 4 18 4 3 3 3 2 1 1 - - Magical Secrets, Bard College feature
15th +5 4 19 4 3 3 3 2 1 1 1 - Bardic Inspiration (d12)
16th +5 4 19 4 3 3 3 2 1 1 1 - Ability Score Improvement
17th +6 4 20 4 3 3 3 2 1 1 1 1 Song of Rest (d12)
18th +6 4 22 4 3 3 3 3 1 1 1 1 Magical Secrets
19th +6 4 22 4 3 3 3 3 2 1 1 1 Ability Score Improvement
20th +6 4 22 4 3 3 3 3 2 2 1 1 Superior Inspiration
Class Features
As a bard, you gain the following class features.
Hit Points
Hit Dice: 1d8 per bard level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st
Proficiencies
Armor: Light armour
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any three
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a rapier, (b) a longsword, or (c) any simple weapon
• (a) a diplomat’s pack or (b) an entertainer’s pack
• (a) a lute or (b) any other musical instrument
• Leather armour and a dagger
Spellcasting

You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations.
Cantrips
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.
Spell Slots
The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the bard spell list. 
The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. 
Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Ritual Casting
You can cast any bard spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You can use a musical instrument as a spellcasting focus for your bard spells.
Bardic Inspiration

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. 
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. 
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Jack of All Trades

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
Song of Rest

Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. 
The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Bard College

At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Relics, College of the Tongue, or the College of Trickery, each detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level.
Expertise

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.
Ability Score Improvement

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.
Font of Inspiration

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.
Countercharm

At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
Magical Secrets

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.
The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.
You learn two additional spells from any class at 14th level and again at 18th level.
Superior Inspiration

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.
College of Relics
Dungeoneering Skills
When you join the College of Relics at 3rd level, you gain proficiency with History and Investigation. If you have either skill already, you add twice your proficiency bonus when using these skills. You also become proficient with whips.
Tales of Adventures Past
Also at 3rd level, you can help your allies by informing them of your pass deeds. You can use your Bardic Inspiration to grant up to 6 allies that can hear you, including yourself, proficiency in one of the following: Acrobatics, Investigation, Perception or Sleight of Hand, and get to add twice their proficiency bonus to uses of that skill. Roll one of your bardic inspiration die, this effect lasts for a number of minutes equal to the value you rolled.
Whip Tricks
Starting at 9th level, you are a virtuoso of the whip. As a bonus action while you are holding a whip, you can pull an unattended object weighing under 10 pounds to your hand from up to 10 feet away. Further after successfully making an attack with a whip, you can perform one of the following actions as a bonus action. These actions all have a DC equal to 8 + your proficiency bonus + your Dexterity modifier.
Disarm. The target must pass a Dexterity save or drop the item in their hands.
Disorientate. The target must make a Constitution save or have disadvantage on all attack rolls until the start of their next turn.
Trip. The target must pass a Strength Save or be knocked prone.
Relic Mastery
By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.
College of the Tongue
Bonus Proficiencies
When you join the College of Lore at 3rd level, you gain proficiency with Persuasion and Performance. If you have either skill already, you add twice your proficiency bonus when using these skills. Further you become fluent in the true tongue. When you speak in the true tongue, any creature that knows at least one language and can hear you understands what you are saying. When you speak such though you cannot speak falsely.
Cutting Words
Also at 3rd level, you learn how to use your knowledge of the true tongue tear away at the resolve of your enemies. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.
Empowered Word
At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip, and must have a verbal component. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.
Trick of the Tongue
At 14th level, you can choose one of the following tricks. This selection can be changed when you take a short or long rest.
Word of Completion. You ignoring all material components under 100 gp, replacing them with a verbal component.
Word of Shifting. You can expend a Bardic Inspiration die to teleport 15 feet to a space that you can see, expending movement normally for this teleport.
Word of Calling. You can expend a Bardic Inspiration die to cast a modified version of the spell conjure ethereal being. You can cast this spell in an action, rather than a minute, and its duration is the number of rounds rolled on the Bardic Inspiration die.
College of the Trickery
Trickster's Skill
When you join the College of Trickery at 3rd level, you gain proficiency with sleight of hand. If you have either skill already, you add twice your proficiency bonus when using these skills. You also gain proficiency with thieves tools and learn the Mage Hand cantrip, if you have learnt it already, choose a different bard cantrip to learn instead.
Befuddling Dash
Also at 3rd level, you learn how to distract, confuse, and otherwise sap the confidence and competence of others with harmless tricks. As a move action, you can expend one of your uses of bardic inspiration to make a befuddling dash. While moving up to your normal movement speed, you cannot be target by attacks of opportunity and can move through squares controlled by enemies (though you may not end your turn occupying such a square). All enemies who's square you pass through must make a Dexterity save with DC equal to 8 + your proficiency bonus + your Dexterity modifier. On a failed save they become stunned until the end of your next turn.
Spectral Trickster
At 6th level, you learn to use your mage hand and unseen servant spells in a variety of new ways. You can use either spell to stow (or retrieve) objects into (or from) a container worn or carried by another creature. Further you can use this spell with thieves tools to pick locks and disarm traps at range. Finally as a bonus action you can use  either spell to distract an enemy adjacent to the mage hand or unseen servant, granting you advantage on all attacks against that creature until the end of your turn.
Pandemonium
Starting at 14th level, you learn how to spread chaos and discord. As an action by expending roll your bardic inspiration die you can teleport a number of creatures up to the rolled value. These creatures must be teleported to a place where another creature was when you began this effect. All teleported creatures must succeed a Wisdom saving throw with DC equal to 8 + your proficiency bonus + your Charisma modifier. If a creature fails, they must spend the entirety of their next turn attacking a random adjacent creature.


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