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Theril Worldbook Stuff

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Theril Worldbook Stuff - Page 2 Empty The Rouge

Post  Genisisect Mon Jul 11, 2016 12:05 pm

Level Proficiency Bonus Sneak Attack Damage Features
1st +2 1d6 Expertise, Sneak Attack, Thieves’ Cant
2nd +2 1d6 Cunning Action
3nd +2 2d6 Roguish Archetype
4th +2 2d6 Ability Score Improvement
5th +3 3d6 Uncanny Dodge
6th +3 3d6 Expertise
7th +3 4d6 Evasion
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Roguish Archetype feature
10th +4 5d6 Ability Score Improvement
11th +4 6d6 Reliable Talent
12th +4 6d6 Ability Score Improvement
13th +5 7d6 Roguish Archetype feature
14th +5 7d6 Blindsense
15th +5 8d6 Slippery Mind
16th +5 8d6 Ability Score Improvement
17th +6 9d6 Roguish Archetype feature
18th +6 9d6 Elusive
19th +6 10d6 Ability Score Improvement
20th +6 10d6 Stroke of Luck
Class Features
As a rogue, you have the following class features.
Hit Points
Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a rapier or (b) a shortsword
(a) a shortbow and quiver of 20 arrows or (b) a shortsword
(a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
(a) Leather armor, two daggers, and thieves’ tools
Class Abilities
Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t Incapacitated, and you don’t have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Thieves’ Cant
During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages,
such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Roguish Archetype
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities, such as Thief. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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.
Uncanny Dodge
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm 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.
Reliable Talent
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Blindsense
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or Invisible creature within 10 feet of you.
Slippery Mind
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
Elusive
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t Incapacitated.
Stroke of Luck
At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Roguish Archetype
Aether Wanderer
Aether Step
Beginning at 3rd level, as a bonus action, you can become invisible until the beginning of your next turn. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Mist Sight
At 9th level, you gain the effects of see invisibility at all times.
Ethereal Jaunt
Starting at 13th level, as a bonus action, you can step into the Border Ethereal until the beginning of your next turn. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away.
While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.
When the duration ends, you return to the plane you originated from having moved the same distance as you did in the Border Ethereal. If this would return you to the same spot as a solid object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. After you use this ability, you must complete a short or long rest before using it again.
Aetherclone
Beginning at 17th level, once per day for 1 minute, you can create a projection of yourself made of aetherstuff. The projection is a medium creature, can perform any action you can except for casting spells, and has the same ability scores, saving throws, and nonmagical equipment you have but only one fourth the total hit points, rounded down. While your projection has physical form, it only vanishes if it is reduced to 0 hit points.
Shadow Zealot
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.
Cantrips. You learn two cantrips: true strike and one cantrip of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.
Spell Slots. The Shadow Zealot 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 expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the evcation and illusion spells on the wizard spell list. The Spells Known column of the Shadow Zeaot Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an evocation or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or transmutation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence 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 Intelligence modifier.
Spell attack modifier = your proficiency bonus + your Intelligence modifier.
Shadow Zealot Spellcasting Table
Rouge Level Cantrips Known Spells Known 1st Level Spell Slots 2nd Level Spell Slots 3rd Level Spell Slots 4th Level Spell Slots
3nd 3 3 2 - - -
4th 3 4 3 - - -
5th 3 4 3 - - -
6th 3 4 3 - - -
7th 3 5 4 2 - -
8th 3 6 4 2 - -
9th 3 6 4 2 - -
10th 4 7 4 3 - -
11th 4 8 4 3 - -
12th 4 8 4 3 2 -
13th 4 9 4 3 2 -
14th 4 10 4 3 2 -
15th 4 10 4 3 3 -
16th 4 11 4 3 3 -
17th 4 11 4 3 3 -
18th 4 11 4 3 3 -
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Imbue Dagger
At 3rd level, you can imbue your daggers with magical energies. As a bonus action you may imbue a dagger you are holding with a spell you know of first level or higher, expending a spell slot and spell components as though you cast the spell normally. You may only imbue spells with a duration of instantaneous. This dagger remains imbued so long as you maintain concentration on it.
When making an attack with an imbued dagger, treat it as a normal attack. If the attack successfully hits a creature, the spell is cast centred on your target or targeting only the creature hit by the dagger, as appropriate. Spells requiring spell attacks automatically hit, since the dagger has already struck the target. Line and cone spells are cast in the direction of the attack.
When using an imbued dagger to make a Sneak Attack, you may only apply half the number of d6 listed on the Sneak Attack table, rounded down, to the attack.
Fanaticism
At 9th level, your faith and purpose is unshakable. You add your proficiency bonus on saving throws against being charmed, frightened, or possessed. Upon gaining the Slippery Mind ability, you instead gain advantage on Wisdom saving throws against being charmed, frightened, or possessed.
Silent Spell
At 13th level, when you cast a spell, you can cast it without any somatic or verbal components. After using this ability, you cannot use it again until you complete a short or long rest.
Greater Imbue Dagger
At 17th level, you may now imbue two held daggers instead of one as a bonus action, expending spell slots for each separately, and concentrate on two imbued daggers at once
Masterful Thief
Fast Hands
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
Second-Story Work
When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.
In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Supreme Sneak
Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
Use Magic Device
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.
Thief’s Reflexes
When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.
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Theril Worldbook Stuff - Page 2 Empty The Paladin

Post  Genisisect Tue Jul 12, 2016 2:37 pm

Level Proficiency Bonus 1st 2nd 3rd 4th 5th Features
1st +2 - - - - - Divine Sense, Lay on Hands
2nd +2 2 - - - - Fighting Style, Spellcasting, Divine Smite
3rd +2 3 - - - - Divine Health, Sacred Oath
4th +2 3 - - - - Ability Score Improvement
5th +3 4 2 - - - Extra Attack
6th +3 4 2 - - - Aura of Protection
7th +3 4 3 - - - Sacred Oath feature
8th +3 4 3 - - - Ability Score Improvement
9th +4 4 3 2 - - -
10th +4 4 3 2 - - Aura of Courage
11th +4 4 3 3 - - Improved Divine Smite
12th +4 4 3 3 - - Ability Score Improvement
13th +5 4 3 3 1 - -
14th +5 4 3 3 1 - Cleansing Touch
15th +5 4 3 3 2 - Sacred Oath feature
16th +5 4 3 3 2 - Ability Score Improvement
17th +6 4 3 3 3 1 -
18th +6 4 3 3 3 1 Aura improvements
19th +6 4 3 3 3 2 Ability Score Improvement
20th +6 4 3 3 3 2 Sacred Oath feature
Class Features
As a paladin, you gain the following class features.
Hit Points
Hit Dice: 1d10 per paladin level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None 
Saving Throws: Wisdom, Charisma 
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a martial weapon and a shield or (b) two martial weapons
(a) five javelins or (b) any simple melee weapon
(a) a priest's pack or (b) an explorer's pack
Chain mail and a holy symbol
Divine Sense
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. 
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Lay on Hands
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. 
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. 
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. 
This feature has no effect on undead and constructs.
Fighting Style
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Spellcasting
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.
Preparing and Casting Spells
The Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, 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 paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. 
For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four 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 a 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 paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. 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 paladin 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 a holy symbol as a spellcasting focus for your paladin spells.
Divine Smite
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
Divine Health
By 3rd level, the divine magic flowing through you makes you immune to disease.
Sacred Oath
When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance, all detailed at the end of the class description. 
Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.
Oath Spells
Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day. 
If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.
Channel Divinity
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. 
When you use your Channel Divinity, you choose which option to use. 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 paladin spell save DC.
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.
Aura of Protection
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. 
At 18th level, the range of this aura increases to 30 feet.
Aura of Courage
Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious. 
At 18th level, the range of this aura increases to 30 feet.
Improved Divine Smite
By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.
Cleansing Touch
Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. 
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
Sacred Oaths
Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin's training. Some characters with this class don't consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin's heart.
Oath of the Light
Tenets of the Light
Carry the Light. You are charged to bear the light into the dark places. Like a light source your presence must bring hope, faith and safety wherever you go.
Drive away the Dark. Agents of the dark are to be sought out and destroyed. The shadow pantheon is subversive and strive to destroy Theril, they must be stopped.
The Mercy of the Right. Not all light must burn, your furry must be quenched and mercy shine through when it is needed.
Oath Spells
You gain oath spells at the paladin levels listed.
Paladin Level Spells
3rd burning hands, sanctuary
5th lesser restoration, scorching ray
9th daylight, spirit guardians
13th fire shield, guardian of faith
17th hallow, immolation
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Radiant Light. As an action, you can emit a blinding flash of light. When you do so, all creatures you choose within 20 feet of you must make a Dexterity saving throw or be blinded for 1 minute. An affected creature may make a Constitution saving throw at the end of each of its turns to end the effect.
Turn the Shadow. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each shadow creature or 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 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.
Aura of Devotion
Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. 
At 18th level, the range of this aura increases to 30 feet.
Incandescent Fury
At 15th level, the damage die for your Improved Divine Smite becomes a d10.
Holy Nimbus
At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. 
Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. 
In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. 
Once you use this feature, you can't use it again until you finish a long rest.
Oath of the Antitheist
Tenets of the Antitheist
The Gods are Dead. All the divine beings have perished in the Breaking of the World. Prayer to them is without point and belief in the mere folly.
The Gods were Destructive. The pantheons brought about nothing but suffering for mortals, culminating in the breaking of the world itself.
The Gods Legacy must be Destroyed. It is through mortal solidarity that we will reforge the world anew. The relics of the age of Gods; Magic, Idols, Traditions, these are all evil and have no place in this world.
Oath Spells
You gain oath spells at the paladin levels listed.
Paladin Level Spells
3rd command, shield
5th detect thoughts, hold person
9th counterspell, dispel magic
13th compulsion, locate creature
17th dominate person, scrying
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Spell Turning. As a reaction when a spell is cast within 60 feet of you, you can expend your Channel Divinity to reflect that spell upon its caster. The caster must make a saving throw using its spellcasting ability. On a failed save, the spell is instead targeted at the caster, centred on the caster, or dispelled if neither of these apply.
Anti-Faith. You speak words of disbelief, profound statements which shake the room. Each unfriendly creature within 30 feet must make a Charisma saving throw. On a failed save, the creature us unable to magically regain hit points for 24 hours. 
Aura of Unbelief 
At 7th level, your iconoclasm disempowers the servants of the gods. You and all friendly creatures within 10 feet of you have advantage on saves against divine spells, those cast by clerics, paladins, druids, rangers, and other sources the DM deems appropriate.
At 18th level, the range of this aura increases to 30 feet.
Mind Over Magic 
At 15th level, you have advantage on saving throws against magical effects.
Breaking the Weave
By 20th level, as an action on your turn, you can warp the Weave around yourself to better slay mages. For 1 minute, the spell antimagic field is centred on yourself, requiring no concentration. During this time, you deal maximum damage on attacks against creatures which can cast arcane or divine magic.
Oath of the Bloody
Tenets of the Bloody
War
Waar
WAAAAAAAR
Oath Spells
You gain oath spells at the paladin levels listed.
Paladin Level Spells
3rd bane, false life
5th spiritual weapon, warding bond
9th fear, haste
13th death ward, stoneskin
17th cloudkill, flame strike
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Spell Turning. As a reaction when a spell is cast within 60 feet of you, you can expend your Channel Divinity to reflect that spell upon its caster. The caster must make a saving throw using its spellcasting ability. On a failed save, the spell is instead targeted at the caster, centred on the caster, or dispelled if neither of these apply.
Anti-Faith. You speak words of disbelief, profound statements which shake the room. Each unfriendly creature within 30 feet must make a Charisma saving throw. On a failed save, the creature us unable to magically regain hit points for 24 hours. 
Aura of Bloodlust
Starting at 7th level, you and friendly creatures within 10 feet of you score critical hits with melee weapons on a roll of 18 and above. 
At 18th level, the range of this aura increases to 30 feet.
Driving Strike
At 15 level, you can exploit a creature's weakness. As a bonus action, choose one creature you can see within 30 feet. Until the end of your turn, the creature is considered to have Vulnerability to your weapon damage. You must complete a short or long rest before using this ability again.
Avatar of War
At 20th level, you can become imbued with the terrifying power of Orgrum as an action. For the next minute, you have resistance to all damage, cannot be moved against your will, and your attacks deal an additional 1d8 damage. After using this ability, you must complete a long rest before using it again.
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Theril Worldbook Stuff - Page 2 Empty The Sorcerer

Post  Genisisect Thu Jul 14, 2016 10:33 am

Level Proficiency Bonus Sorcery Points Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Features
1st +2 - 4 2 2 - - - - - - - - Spellcasting, Sorcerous Origin
2nd +2 2 4 3 3 - - - - - - - - Font of Magic
3nd +2 3 4 4 4 2 - - - - - - - Metamagic
4th +2 4 5 5 4 3 - - - - - - - Ability Score Improvement
5th +3 5 5 6 4 3 2 - - - - - - -
6th +3 6 5 7 4 3 3 - - - - - - Sorcerous Origin feature
7th +3 7 5 8 4 3 3 1 - - - - - -
8th +3 8 5 9 4 3 3 2 - - - - - Ability Score Improvement
9th +4 9 5 10 4 3 3 3 1 - - - - -
10th +4 10 6 11 4 3 3 3 2 - - - - Metamagic
11th +4 11 6 12 4 3 3 3 2 1 - - - -
12th +4 12 6 12 4 3 3 3 2 1 - - - Ability Score Improvement
13th +5 13 6 13 4 3 3 3 2 1 1 - - -
14th +5 14 6 13 4 3 3 3 2 1 1 - - Sorcerous Origin feature
15th +5 15 6 14 4 3 3 3 2 1 1 1 - -
16th +5 16 6 14 4 3 3 3 2 1 1 1 - Ability Score Improvement
17th +6 17 6 15 4 3 3 3 2 1 1 1 1 Metamagic
18th +6 18 6 15 4 3 3 3 3 1 1 1 1 Sorcerous Origin feature
19th +6 19 6 15 4 3 3 3 3 2 1 1 1 Ability Score Improvement
20th +6 20 6 15 4 3 3 3 3 2 2 1 1 Sorcerous Restoration
Class Features
As a sorcerer, you gain the following class features.
Hit Points
Hit Dice: 1d6 per sorcerer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st
Proficiencies
Armor: None 
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows 
Tools: None 
Saving Throws: Constitution, Charisma 
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, 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 dungeoneer's pack or (b) an explorer's pack
• Two daggers
Spellcasting
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.
Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.
Spell Slots
The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer 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 burning hands and have a 1st-level and a 2nd-level spell slot available, you can castburning hands using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list. 
The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. 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 sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. 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 sorcerer 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 sorcerer spells.
Divine Inheritance
Choose a divine inheritance, which describes the source of your demi-divinity: Dragonborn, Natureborn, or Luckborn, all are detailed at the end of the class description. 
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
Font of Magic
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
Sorcery Points
You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
Flexible Casting
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. 
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. 
Any spell slot you create with this feature vanishes when you finish a long rest.
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
Metamagic
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. 
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. 
When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. 
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Twinned Spell
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). 
To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.
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.
Sorcerous Restoration
At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
Divine Inheritance
Dragonborn
Aspect of the Dragon
At 1st level, you choose one type of dragon as your aspect. The damage type associated with each dragon is used by features you gain later.
Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
Draconic Resilience
As power flows through your body, it causes physical traits of your dragon aspect to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. 
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armour, your AC equals 13 + your Dexterity modifier.
Elemental Affinity
Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
Dragon Wings
At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. 
You can't manifest your wings while wearing armour unless the armour is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Draconic Presence
Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Feyborn
Feyborn Expanded Spell List
The power you command is attuned to the magic of nature. You can speak, read and write fey. You learn additional spells at the levels specified below. These spells don't count against your total number of spells known.
Sorcerer Level Expanded Spells
1st faerie fire, sleep
3rd calm emotions, phantasmal force
5th blink, plant growth
7th dominate beast, greater invisibility
9th dominate person, seeming
Fey Essence
Starting at 1st level, you ca project your divinity as an aura of fear or beauty. As an action, you can cause all creatures adjacent to you to make a wisdom saving throw against your sorcerer spell save DC. The all the creatures that fail their saving throws are either charmed or frightened (your choice ) by you until the end of your next turn.
Once you use this feature you, you can't use it again until you finish a short or long rest.
Vaporous Step
Starting at 6th level, when you take damage you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.
Once you use this power you cannot use it again until you complete a short or long rest.
Call the Wild Things
At 14th level, you gain the ability to summon lesser fey creatures. As an action you can cast Summon Woodland Being without expending a spell slot. Once you use this power, you can't use it again until you finish a short or long rest.
In addition to this, you can cast speak with animals as a free action without expending a spell slot.
Form of Bewildering Beauty
At 18th level, as a bonus action expending 3 sorcery points, you can unleash your divine power and take on a terribly beautiful visage. Until you choose to end this effect or lose concentration on it, you have resistance to piercing, slashing, and bludgeoning damage from nonmagical weapons. Each round you begin in this form you expend 3 additional sorcery points.
In addition, creatures who look upon this form become frozen in sublime rapture. Each creature within 30 feet, except for allies, must make a Wisdom saving throw. On a failed save, the creature is paralysed while you maintain the visage. At the end of each of its turns, affected creatures can make another Wisdom saving throw. On a success, the effect ends for that creature. After your use this ability, you must complete a long rest before using it again.
Luckborn
Luckborn Expanded Spell List
You learn additional spells at the levels specified below. These spells don't count against your total number of spells known.
Sorcerer Level Expanded Spells
1st Divine Favor, Bless
3rd Aid, Enhance Ability
5th Bestow Curse, Protection from Energy
7th Death Ward, Guardian of Faith
9th Antilife Shell, Legend Lore
Fortune's Friend
Beginning at 1st level, you are unnaturally good at things in which you are not skilled. Once per turn when you roll an ability check for a skill you are not proficient in, you can choose to roll 2d10s in place of 1d20 and use the result. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Lucky Dodge
Starting at 6th level, as a reaction when an attack roll is made against you or a friendly creature within 30 feet, or when you or a friendly creature within 30 feet must make a saving throw, by expending two sorcery points you can roll an additional d20 and choose which of the d20s is used. If the attack lands or the saving throw is failed and take damage, reroll any dice that rolled their highest possible number and use those results instead.
Wild Spell
After you hit a creature with a spell attack, as well as rolling damage normally you can choose to roll a d8 and apply the corresponding effect.
d8 Effect
Roll Effect
1 You take damage equal to half the damage you dealt to the creature.
2 You are slowed until the end of your next turn and cannot take reactions.
3 You fall prone.
4 No additional effect.
5 You gain advantage on your next attack roll against the target.
6 You deal extra damage to the target equal to your Charisma modifier.
7 You can immediately cast a cantrip against the target with advantage on any attack roll made as part of that spell.
8 The target is paralysed until the beginning of your next turn.
Fateful Save
Starting at 18th level, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You may also, as a reaction, move up to twice your speed without provoking opportunity attacks. You can’t use this feature again until you finish a long rest.
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Theril Worldbook Stuff - Page 2 Empty The Wizard

Post  Genisisect Sun Jul 31, 2016 2:48 pm

Level Proficiency Bonus Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Features
1st +2 3 2 - - - - - - - - Spellcasting, Arcane Recovery
2nd +2 3 3 - - - - - - - - Arcane Tradition
3nd +2 3 4 2 - - - - - - - -
4th +2 4 4 3 - - - - - - - Ability Score Improvement
5th +3 4 4 3 2 - - - - - - -
6th +3 4 4 3 3 - - - - - - Arcane Tradition feature
7th +3 4 4 3 3 1 - - - - - -
8th +3 4 4 3 3 2 - - - - - Ability Score Improvement
9th +4 4 4 3 3 3 1 - - - - -
10th +4 5 4 3 3 3 2 - - - - Arcane Tradition feature
11th +4 5 4 3 3 3 2 1 - - - -
12th +4 5 4 3 3 3 2 1 - - - Ability Score Improvement
13th +5 5 4 3 3 3 2 1 1 - - -
14th +5 5 4 3 3 3 2 1 1 - - Arcane Tradition feature
15th +5 5 4 3 3 3 2 1 1 1 - -
16th +5 5 4 3 3 3 2 1 1 1 - Ability Score Improvement
17th +6 5 4 3 3 3 2 1 1 1 1 -
18th +6 5 4 3 3 3 3 1 1 1 1 Spell Mastery
19th +6 5 4 3 3 3 3 2 1 1 1 Ability Score Improvement
20th +6 5 4 3 3 3 3 2 2 1 1 Signature Spell
Class Features
As a wizard, you gain the following class features.
Hit Points
Hit Dice: 1d6 per wizard level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st
Proficiencies
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows 
Tools: None 
Saving Throws: Intelligence, Wisdom 
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background: (a) a quarterstaff or (b) a dagger(a) a component pouch or (b) an arcane focus (a) a scholar's pack or (b) an explorer's pack A spellbook
Spellcasting
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.
Cantrips
At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.
Spellbook
At 1st level, you have a spellbook containing six 1st- level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.
Preparing and Casting Spells
The Wizard 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 wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. 
For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 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 wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence 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 Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your wizard spells.
Learning Spells of 1st Level and Higher
Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.
Arcane Recovery
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. 
For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Arcane Tradition
When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of three schools: School of Artificy, School of Knowledge, or School of Shadows, all detailed at the end of the class description. 
Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
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.
Spell Mastery
At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. 
By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.
Signature Spells
When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest. 
If you want to cast either spell at a higher level, you must expend a spell slot as normal.
Arcane Traditions
School of Artificer
Arcane Engineering
Beginning at 2nd level, you can create constructs that you can command. You gain proficiency in Tinker's Tools. You also have a total number of Construct points equal to your proficiency modifier. Creating a construct requires using your Tinker's tools and a supply of mundane parts (kept with your tools) to build the mechanical body of the construct, investing the required number of construct points in it, and expending a spell slot to transform it from mundane parts into an obedient construct. Once you have expended a spell slot to make a construct, you may not regain that slot until the construct is disassembled or destroyed. You can fully repair all your constructs to full hit points using your Tinker Tools during a short rest.
Your constructs act on your turn, though they don't take actions unless you command them to. You may expend your move or action to mentally command one or all of your constructs to move or act in a way in which they are capable. You may expend your reaction to allow one of your constructs to make a reaction if is capable.
The connection to your constructs is taxing, and you cannot maintain concentration on spells while they are active.
Mechanical Spider
You can create mechanical spiders at 2nd level, requiring expending a spell slot. You can create any number of mechanical spiders in a short rest. Each mechanical spider requires 1 Construct Point.
When you cast a spell with a range of touch, any one of your spiders can deliver the spell as if it had cast the spell. Your spider must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your spell attack modifier for the roll.
Small Construct, unaligned
Armor Class 10
Hit Points 1
Speed 20ft., climb 20ft.
STR 6 (-2), DEX 10 (+0), CON 12 (+1), INT 2 (-4), WIS 10 (+0), CHA 4 (-3)
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
Senses blindsight 60ft. (blind beyond this radius), passive Perception 7
Languages-
Spider Climb. The mechanical spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Carry. The spider can pick up and carry or drop a single object weighing no more than 5 pounds.

Automaton
You can create weaponized automatons at 6th level, requiring 1 hour of work and expending a spell slot. When you expend a spell slot of 2nd level or higher to create your automaton, its maximum hit points increase by 10, its armour class increases by 1, and it gains a +2 bonus to damage on its attacks, for each slot level above 1st. You must supply a simple, mundane, light weapon or a light crossbow to construct this construct. Each automaton requires 2 Construct Points.
Small Construct, unaligned
Armor Class 12
Hit Points 12
Speed 20ft.
STR 14 (+2), DEX 10 (+0), CON 12 (+1), INT 2 (-4), WIS 10 (+0), CHA 4 (-3)
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
Senses blindsight 60ft. (blind beyond this radius), passive Perception 7
Languages-
Actions
Weapon attack. Melee Weapon Attack:  its creator's spell attack bonus to hit, reach 5 ft., one creature. Hit: damage dice and type as appropriate to the weapon with which the automaton was built + 2.

Clockwork Knight
You may create a humanoid clockwork knight at 14th level, which can walk and wield weapons as humans do, requiring 6 hours of work and expending a spell slot. When you expend a spell slot of 2nd level or higher to create your clockwork knight, its maximum hit points increase by 10, its armour class increases by 1, and it gains a +2 bonus to damage on its attacks, for each slot level above 1st. Each clockwork knight requires 4 Construct Points.
Medium construct, unaligned
Armor Class 12
Hit Points 20
Speed 30ft.
STR 18 (+4), DEX 14 (+2), CON 12 (+1), INT 10 (+0), WIS 10 (+0), CHA 10 (+0)
Damage Immunities necrotic, poison
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
Senses blind sight 60ft. (blind beyond this radius), passive Perception 14
Languages -
Spell Immunity. The clockwork knight is immune to three spells chosen by its creator. Typical immunities include fireball, heat metal, and lightning bolt.
Actions
Multiattack. The clockwork knight makes two longsword attacks.
Longsword. Melee Weapon Attack: Its creator's spell attack bonus to hit, reach 5 ft., one target. Hit: 16 (2d10 + 4) slashing damage.
Thunderwave. The clockwork knight can cast thunderwave as a 4th level using its creator's spell save DC.
Wandcraft
Starting at 2nd level, you learn how to craft temporary wands to channel your arcane power. You can fashion a number of empty wands equal to your Intelligence modifier.
When you prepare spells following a long rest, you can expend a spell slot to imbue an empty wand with magic. The wand becomes capable of casting a single 1st level spell from your spellbook for 1 charge. This wand has a maximum number of charges equal to twice the level of the spell slot expended. For example, a 5th level wand wizard can expend a 3rd level spell slot to craft a burning hands wand with 6 charges. When you take a long rest, your wands revert to empty wands and lose all unused charges.
As a bonus action, you can expend a spell slot and convert it into charges for a wand that you are holding. The wand regains charges equal to the level of the spell expended, up to its charge maximum.
Because your wands are powered by your magic, only you can use them. Additionally, a wand can't hold a spell that requires material components which have a cost. A created wand counts against the number of spells you can prepare.
At 10th level, you can make wands capable of casting 2nd level spells, which cost 2 charges, if you create it by expending a spell slot of 2nd level or higher. At 14th level, you can make wands capable of casting 3rd level spells, which cost 3 charges, if you create it by expending a spell slot of 3rd level or higher.
Improved Cantrips
At 10th level, you can add your Intelligence modifier to the damage you deal with any wizard cantrip.
Item Mastery
By 14th level, you have learned how to wield a wand in each hand, casting one as an action, and the other as a bonus action, consuming 2 charges instead of 1. You can only use 1st level wands in this fashion.
Further every wand you make gains an additional charge, and spells cast from them are cast as if using a spell slot 1 higher than normal.
School of Knowledge
Well of Knowledge
When you join the School of Knowledge at 2nd level, you are granted a special arcane focus that allows you to call spells from the common source of guild members: the Well of Knowledge. When you prepare spells following a long rest, you can choose to prepare two 1st level wizard spells of your choice from the Well, even if the spells haven't been copied into your spellbook. These spells do not count against the total number of spells you can prepare.
The number and level of wizard spells you can prepare from the Well increases as you grow in level and rank within the school, as shown in the Well Bonus Spell Table.
If your arcane focus is lost or destroyed you cannot access the Well. You can replace your arcane focus for 100 gp.
Table: Well Bonus Spell
Wizard Level   Spells Prepared   Spell Level
2nd 2 1st
6th 3 2nd
10th 4 3rd
14th 5 4th
Community Spellcasting 
Starting at 6th level, you can bolster your spellcaster allies. Whenever you cast a spell, each creature you choose adjacent to you has advantage on the next spell attack roll it makes before the beginning of your next turn.
Drinking from the Well
At 10th level, when you recover spell slots using Arcane Recovery on a short rest, you can also re-prepare the spells you have prepared from the Well.
Professor of the Well
At 14th level, you are awarded the title of regent within the School. When you prepare your spells following a long rest, choose one spell you have prepared from the Well of 1st or 2nd level. You can cast this spell without expending a spell slot until you take a long rest again.
School of Shadows
Shadow Magic 
Beginning when you select this tradition at 2nd level, the exotic nature of the Shadow Weave makes your spells difficult to resist. The saving throw DC for wizard spells you cast increases by 1.
Additionally, your affinity for the dark can shy away lit flames and fireflies. As a bonus action, you can extinguish any number of non-magical sources of illumination within 60 feet of you which can fit in a 5-foot cube.
Darkvision
At 2nd level, 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. If you already possess darkvision, its range increases by 30 feet.
Starting at 10th level, you can see through magical, as well as nonmagical, darkness.
Shield of Shadows
Starting at 6th level, you can surround yourself with a globe of purple-black force as a bonus action, which lasts for 1 minute. This shield of shadows absorbs magic missiles, and causes disadvantage to ranged weapon and ranged spell attacks against you. You can see and reach through the shield, so provides neither cover nor concealment to your opponents. After using this ability, you must complete a short or long rest before using it again.
Consuming Darkness
At 10th level, as a bonus action when you cast a cantrip, you can shroud a 5-foot cube of space that you can see in 60 feet with enervating shadows. A creature which enters this darkness or begins its turn inside it must make a Constitution saving throw. On a failed save the creature take 2d8 necrotic damage, or half as much on a successful save.
You can have a number of shadowed areas up to your Intelligence modifier at one time. Each shadow vanishes after 1 minute.
Insidious Magic
Starting at 14th level, when you cast a spell which requires a saving throw, you can give one target of the spell disadvantage on their first saving throw made against the spell. You can use this ability 3 times and you regain all expended uses when you take a long rest.
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Theril Worldbook Stuff - Page 2 Empty The Fighter

Post  Genisisect Mon Aug 01, 2016 7:52 pm

Level Proficiency Bonus Features
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge (one use)
3rd +2 Martial Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Martial Archetype feature
8th +3 Ability Score Improvement
9th +4 Indomitable (one use)
10th +4 Martial Archetype feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Indomitable (two uses)
14th +5 Ability Score Improvement
15th +5 Martial Archetype feature
16th +5 Ability Score Improvement
17th +6 Action Surge (two uses), Indomitable (three uses)
18th +6 Martial Archetype Feature
19th +6 Ability Score Improvement
20th +6 Extra Attach (3)
Class Features
As a fighter, you gain the following class features.
Hit Points
Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) chain mail or (b) leather armor, longbow, and 20 arrows
• (a) a martial weapon and a shield or (b) two martial weapons
• (a) a light crossbow and 20 bolts or (b) two handaxes
• (a) a dungeoneer's pack or (b) and explorer's pack
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons
Defense
While you are wearing armor, you gain a +1 bonus to AC
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier.
Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Martial Archetype
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose
Gadgeteer, Juggernaut, or Skirmisher, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Martial Archetypes
Gadgeteer
Skilled Craftsman
When you select this archetype at 3rd level, you gain proficiency in Tinker's tools and Smith's Tools. Your studies as a warrior-craftsmen begin to come to fruition, you learn any 3 Basic Creations.
At 7th level you can learn Journeyman Creations, at 10th level you can learn Master Creations, at 15th level you can learn Epic Creations, and at 18th level you can learn Legendary Creations . Further at 7th, 10th, 15th and 18th level you learn two new Creations of a level you are able to learn.
Whenever you learn a new Creation through gaining a level you produce one of those creations immediately, at no cost other then any described in the Creation description. Any further creations require though requires an amount of time and components as described in the table of creation costs.
Creations that cast spells have no verbal, or somatic or material components unless specified by the creation. If any of your creations requires a saving throw, the DC is equal to 8 + your proficiency bonus + your Intelligence bonus. You are considered proficient in the use of any of tour creations.
Table: Creation Costs
Component Cost Crafting Time
Basic 100 gp 1 day of work
Apprentice 200 gp 3 days of work
Journeyman 300 gp 5 days of work
Master 400 gp 1 week of work
Epic 500 gp 2 weeks of work
Legendary 600 gp 3 weeks of work

Basic Creations
Armour Spikes
Armour spikes are small metal studs that attach to armour and as such do not require you to hold them. Armour equipped with spikes automatically deals 1d4 piercing damage each turn to grappled creatures and creatures who successfully grapple you. It also deals 1d4 piercing damage to the target of a successful shove attack.
Armoured Stability
While you wear your armour, you have advantage on ability checks and saving throws against being moved or knocked prone.
Boot Springs 
You install a pair of high-tension springs in the boots of your armour. While wearing your well-fitted suit, you may use a bonus action to triple your Jump distance for that turn, and your jump distance is not limited to your movement speed. Your suit must be light or medium armour to accept Boot Springs.
Chain, spiked
The spiked chain is length of heavy metal chain with spiked heads on either end. You may use a bonus action on your turn to make an additional attack with the other end of a spiked chain. Spiked chains deals 2d4 piercing damage and has the finesse, reach, and two-handed properties.
Crossbow, repeating
A repeating crossbow has a hopper attached to its top which holds multiple bolts, as well as a lever action to assist in rapid reloading. Unlike a standard crossbow, the repeating crossbow does not have the loading property. You can use a bonus action on your turn to make an additional attack using this weapon. Repeating crossbows deals 1d8 piercing damage, has a range 80/320, requires crossbow bolts as ammunition and has the two-handed property.
Gauntlet, spiked
You may hold or otherwise manipulate a weapon, shield, or other object with the same arm as this gauntlet, though you may not attack with the gauntlet and use an object or weapon held in that hand on the same turn. Spiked gauntlets deal 1d4 piercing damage and have the light property.
Hooked Armour
You add a series of discrete, retractable hooks to the gauntlets and boots of your armour. While wearing your armour, You gain a climb speed equal to your movement speed. Your suit must be light or medium armour to accept this upgrade.
Imposing Armour
Your armour is so imposing that enemies cannot ignore your presence. Any space that you occupy blocks the line of sight and line of effect of any enemy attack on the same or lower level of elevation as you. Thus this gives objects and creatures total cover from effects that require a straight line of effect through your square. Friendly creatures that are familiar with your presence may target others through your square normally. Enemies on higher elevation then you ignore this effect, as do enemies that are larger then you.
Modular Armour
You alter your armour to be adjustable on the fly. As an action, you may readjust, remove, or attach parts of your armour; doing so allows you to shift your suit between light (studded leather), medium (half plate), or heavy (full plate) armour forms.
You may apply additional crafting techniques to a modular suit. One of the forms maintains this technique, and the other forms are upgraded as if they were separate suits. Applying this technique to any type of armour other than Full Plate requires additional materials: 1500 GP if the suit is Light armour, 1000 GP if the suit is medium, and 500 GP if the suit is heavy.
Shield, sharpened
This weapon is simply a metal shield whose edges have been sharpened to a bladelike edge. It provides the normal benefits to Armor Class of an ordinary shield. Sharpened shields deal 1d4 slashing damage and have the finesse and light properties.
Spider Climb
While you are in your armour, you gain the effects of spider climb.
Apprentice Creations
Burrow
While you wear your armour, you gain a burrow speed equal to half your base movement speed.
Energy Shield
You can cast shield. You can use this ability again after taking a short or long rest.
Flame Thrower
You can fire a stream of flame at your foes as an action. Each creature in a 15-foot cone must make Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, and half as much damage on a successful one. You must complete a short or long rest before using this feature again.
Frost Missile
As an action, you may fire a Frost Missile. The missile has a range of 5 feet times your fighter level. Make a ranged attack. If it hits, the missile deals 2d8 points of Cold damage, and the target is can move only half its maximum speed until the beginning of your next turn.
Great Strength
Your armour assists you in physical exertion. While you are wearing your armour, increase your Strength score by 1, to a maximum of 20. In addition, your lifting and carrying capacity is doubled.
Light Beams
As a bonus action, you may fire beams of light from your eyes. The light beams have a range of 5 times your fighter level (max 60 feet). Make a ranged attack. If it hits, it deals 2d4 points of Fire damage. After you use this ability you may not use it again for 1d4+1 rounds.
Power Fist
Your armour has a Power Fist built into one of its arms, which is a one handed melee weapon that deals 1d8 bludgeoning damage, and cannot be disarmed. You are proficient with the Power Fist. You may hold or otherwise manipulate a weapon, shield, or other object on the same arm as your Power Fist, though you may not attack with your Power Fist and use an object or weapon held in that hand on the same turn.
Retractable Shield
You install a retractable shield into one of your bracers. As a bonus action, you may deploy or retract your shield. You may enchant this shield or install any other magic shield in its place. Your suit must be medium or heavy armour to accept this upgrade.
Speed
Your base speed increases by 10 feet.
Webbing
You can cast web. You cannot use this feature again until you take a short or long rest.
Well-Fitted Suit
You can convert a medium or heavy suit of armour into a Well-Fitted Suit of armour. This particular suit of armour is fitted to your exact specifications, and can only be worn proficiently by you. Your Well-Fitted Suit gains a +1 magical bonus to AC (or increases it's bonus by +1, to a maximum of +3), and the armour's Strength requirement is lowered by 1. Additionally, a Well-Fitted Suit of armour may be donned and doffed in 1/10 of the time.
Journeyman Creations
Adamantine Plating
Your Well-Fitted Suit gains the abilities of a suit of adamantine armour. You may not apply this and the Mithral Plating technique to the same suit. Your suit must be medium or heavy armour to accept Adamantine Plating.
Armoured Sense
Your armour gains a limited sentience and may alert you early to threats. You gain darkvision and the effects of see invisibility with a range of 30 feet while you wear your armour. You may add double your proficiency bonus to Investigation and Perception checks (including Passive Perception checks.)
Damage Reduction
Prerequisite: Energy Shield
You may cast protection from energy. You must complete a short or long rest before using this feature again.
Flask Launcher
The flask launcher is a basic light crossbow design fitted with a slotted tube along the top, designed to shoot tiny 4 ounce vials instead of bolts. Vials of holy water, acid, oil, alchemist's fire, poison, or any other substance may be shot from a flask launcher. A launched vial shatters on impact with a target, dealing 1d4 slashing damage in addition to the effects of the vial's contents. A vial that misses its target continues along its trajectory until stopped by an obstacle. Depending on the firing angle, this may cause it to land and break in the target's space or fly past, out to its maximum range. Flask launchers deal 1d4 slashing damage, have a range of 60/200, require vials as ammunition and have the two-handed property.
Hidden Blade
Prized by assassins, the hidden blade is a spring-loaded dagger that straps onto the wrist. You have advantage on Dexterity (Sleight of Hand) checks made to hide this weapon. If a creature is unaware of the blade’s presence, you gain the Sneak Attack feature on attacks with this weapon as a Rogue of half your level and automatically gain advantage on your first attack roll with it against that creature. Hidden blades deal 1d4 piercing damage damage and have the finesse and light properties.
Juggernaut Plating 
You install a set of heavy shoulder plates and a reinforced helmet on your armour, turning you into a veritable battering ram. While wearing your Well-Fitted Suit, you may, as an action, move up to your speed towards an inanimate object (this includes buildings, walls, gates, etc.). At the end of this movement, you hit the object, dealing 3d6 + twice your level bludgeoning damage, and you ignore the object's damage threshold. Your suit must be heavy armour to accept Juggernaut Plating.
Mithral Plating
Your well fitted suit gains the abilities of a suit of mithral armour. You may not apply this and the Adamatine Plating technique to the same suit. Your suit must be medium or heavy armour to accept Mithral Plating.
Propulsion
Prerequisite: Speed
While you wear your armour, you gain a fly speed equal to your base movement speed. You may not take the Dash or Disengage actions while flying. Flying for more than 1 minute at a time drains your suit of power, after which you fall and can take no actions nor move for 1d4 rounds.
Reinforced
You learn how to increase the toughness of your steel. While wearing your Well-Fitted Suit, you reduce all non-magical slashing, piercing, or bludgeoning damage by 2 points. This reduction does not stack with any other form of damage reduction, including resistance. You suit must be medium or Heavy armour to accept this upgrade.
Repulsion Rays
You fire a number of rays equal to your proficiency bonus. Make a ranged attack for each ray. These rays each have a range equal to 5 feet times you fighter level. If hit, a creature takes 1d6 plus your Intelligence modifier force damage. In addition, creatures hit by rays must make a Strength saving throw with a DC equal to 5 times the number of rays that hit them. Each creature hit makes only 1 saving throw. On a failed save, a creature is pushed back 10 feet.
Stealth
While you wear your armour, suffer no disadvantage on stealth checks due to it and you may add double your proficiency bonus to Dexterity (Stealth) checks. You may also cast invisibility. After using this, you cannot cast invisibility again until you complete a long rest.
Master Creations
Darksteel Plating 
You learn how to blend darkstone, stone infused with necrotic energy, into your steel. You gain resistance to necrotic and radiant damage while wearing your well fitted suit. Your suit must be heavy armour to accept Darksteel Plating.
Deep Crystal Studding 
You learn how to stud your underlying leather with deep crystal, crystal infused with latent psychic energy. You gain resistance to force and psychic damage while wearing your well fitted suit. Your suit must be light or medium armour to accept Deep Crystal studding.
Durable Plating 
The magical AC bonus of your Well-Fitted Suit increases by 1, to a maximum of +3.
Evasion
Prerequisite: Stealth
You gain the Rogue Evasion and Uncanny Dodge features.
Grapple Blade
This small blade resembles a bulky shortsword with a barbed piercing blade attached to a length of thin chain and a long hilt. When you take the Attack action on your turn, you may press a button on the hilt as part of one of your attacks and shoot the spring-loaded blade at a target no more than 20 feet away. If the attack hits, the target is impaled on the blade's barbed tip and cannot move farther than 20 feet away from you unless it uses its action to attempt to free itself by making a DC 15 Strength (Athletics) check. You may then use a bonus action to attempt to pull the target toward you by making a Strength (Athletics) check opposed by the target's Strength (Athletics) check. If you succeed, the target is pulled into the nearest space adjacent to you and knocked prone. After being used in this way, the grapple blade is useless until you use an action to reel the blade back in. Grapple blades deal 1d6 damage and have the finesse and light properties.
Greatbow
The greatbow is a marvel of engineering. It is an 8 foot long compound bow which uses a system of pulleys to propel javelins with the same amount of effort as the smaller longbow. An opponent hit by such a projectile must make a Constitution saving throw, taking an additional 2d6 piercing damage on a failed save. When not in use, the greatbow folds to a less awkward length. Due to its large size, you have disadvantage on Dexterity-based checks while carrying an unfolded greatbow. If you have the Extra Attack feature, you can’t make more than two attacks with this weapon. Greatbows deal 2d10, have a range of 200/650, require ammunition, and have the heavy and two-handed properties.
Installed Crossbow 
You attach a hand crossbow and loading mechanism to a gauntlet on your well-fitted suit. This hand crossbow deals 1d6 damage, and ignores the loading property, allowing you to make as many attacks as you have with it each turn. You have advantage on Sleight of Hand checks to conceal this crossbow. Should you wish to, you may replace this installed crossbow with any magical light or hand crossbow, or you may have it enchanted. You may hold or otherwise manipulate a weapon, shield, or other object on the same arm as your Installed Crossbow, though you may not attack with your Installed Crossbow and use an object or weapon held in that hand on the same turn.
Installed Wand 
With a bit of assistance, you learn how to install a functional wand in one of the arms or in a special casing on the shoulder of your armour. While wearing your well fitted suit, you gain access to two cantrips. These may be selected from either the wizard, sorcerer, or warlock spell list, and your spellcasting modifier for these cantrips is Intelligence. You may replace this wand with another magic wand of any sort.
You may apply this technique to a single suit multiple times, up to three.
Magnetic Plating
You learn to blend lodestone into your armour plating, all the better to draw enemy attacks to your impenetrable shell. While wearing your well-fitted suit, any ranged weapon attacks made with metallic ammo (arrowheads, metallic sling bullets, javelins, etc.) or melee weapon attacks that target a creature within 10 feet of you instead target you. A creature wielding a metallic weapon may make a Strength save to target someone else. Your own attacks are not affected by your Magnetic Plating. Your suit must be heavy armour to accept Magnetic Plating.
Restorative Armour
Prerequisite: Energy Shield, Damage Reduction
At the beginning of your turn, you heal a number of health points equal to your proficiency bonus if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
Torchspear
This long metal pipe has an affixed canister on one end filled with a highly combustible alchemical substance behind a maze of regulators and valves. When ignited, the tip of this weapon burns in a white-hot flame which casts bright light in a 30 foot radius and dim light for an additional 30 feet. Torch spears deal 2s6 fire damage and have the finesse and two-handed properties.
Epic Creations
Aquatic Plating 
You learn how to blend water elemental essence into your armour, allowing your armour to move effortlessly in the water. While wearing your Well-Fitted Suit, you gain a swim speed equal to your movement speed, you gain resistance to cold damage, and you can breathe underwater.
Dive Attack
Prerequisite: Speed, Propulsion
If you move at least 10 feet downward before making a melee attack against a creature, you have advantage on your first attack against that creature and may add your proficiency bonus to that attack's damage.
Cushioning Underlay 
You learn to pad your armour with owlbear down in just the right spots to resist damage from falling. While wearing your Well-Fitted Suit, you are immune to falling damage, and you gain resistance to bludgeoning damage.
Dragon Scale Underlay
You learn how to best utilize dragon scale in the production of heavier armours. Select two damage types (acid, fire, lightning, poison, thunder): While wearing your Well Fitted Suit, you gain resistance to each of those damage types.
Living Wood Underlay
You apply a thin layer of living wood to the underside of your armour's plating. This wood seeps a restorative sap into your skin. As long as you are wearing your Well-Fitted Suit, while you are below half your HP maximum and you have at least 1 HP, you gain 1 HP at the start of each of your turns. 
Molten Plating
You learn how to blend fire elemental essence into your steel, seeping heat into your attacks and providing you protection from the same. While wearing your Well-Fitted Suit, you gain resistance to fire damage, and your attached weapons deal an additional 1d6 fire damage per strike.
Second Skin 
You learn how to craft your armour to be breathable, light, and flexible, without compromising its protective ability. Your well-fitted suit's maximum Dexterity bonus increases by 1, it no longer applies disadvantage on skill checks, and no longer imposes any penalty for sleeping in it. You suit must be medium armour to benefit from this upgrade.
Sonic Hammer
Resembling a long, heavy mace with a rounded, over-sized head, the Auto Hammer is a brutal mechanized weapon. Thrusting the head of the weapon at a creature triggers the head to shoot forward and backward in rapid succession, perhaps striking another time. Once per turn when you roll to attack with the Auto Hammer, you can attack two additional times. However, the bulky form and disorienting recoil of this weapon makes is impossible to deal additional damage from critical hits, though you still automatically hit as normal. Sonic hammers deal 2d6 sonic damage and have the heavy and two-handed properties
Windswept Plating
You learn to blend air elemental essence into your steel, allowing your armour to nearly float in the air and move swifter than the wind. While wearing your Well-Fitted Suit, your base speed increases by 10 feet, and you gain the ability to fly at your normal movement speed. You must start and end your flight on solid ground; otherwise, you immediately fall. You suit must be light or medium armour to accept Windswept Plating.
Legendary Creations
Armor Sentience
Prerequisite: Armoured Sense
Your armour gains a more complete sentience and gains the ability to transfer some if its magical power into spells. Your armour has 6 charges. You can use an action and expend 1 or more charges to cast one of the following spells from it: lightning bolt (4 charges), magic missile (1 charge),protection from energy (2 charges), or thunderwave (1 charge). If you expend the armour's last charge, you may take no actions and can't move for 1d4 rounds, after which the armour regains 1 charge. Your armour regains 1d4 + 2 expended charges daily at dawn.
Chainsword
The chainsword is a complex weapon, roughly the same size and shape as a longsword, which employs a clockwork mechanism to drive a belt of blades around a wide, grooved blade. When you hit a target with an attack using the chainsword, you may use your bonus action to rev the blade, potentially cutting deeper into the target. To do this, roll a d6. On a roll of 6, the hit becomes a critical hit and deals extra damage as a critical hit normally would. Chainswords deal 1d10 slashing damage and have the versatile (1d12) property.
Explosive Energy
Prerequisite: Repulsion Rays
As an action, you can channel all of the energy of your armour into an explosive electrical attack. Each creature within a 30 feet of you must make a Dexterity save. On a failed save a creature takes 3d6 points of lightning damage for each point of your proficiency bonus, or half as much on a successful one. After you use this ability you can take no actions and can't move for 1d4 rounds. You must complete a short or long rest before using this feature again.
Immortal Plating 
You learn how to blend celestial essence into your steel; this essence knits your wounds back together, at a very alarming rate. While wearing your Well-Fitted Suit, while you are below half health and you have at least 1 HP, you heal 4 HP at the beginning of each of your turns. This stacks with the bonus from Living Wood underlay.
Impenetrable Plating 
The magical AC bonus of your Well-Fitted Suit increases by 1, to a maximum of +3.
Invincible Plating
You learn how to blend in Earth Elemental essence into your steel, making your armour nigh indestructible to certain forms of strikes. Select either bludgeoning, piercing, or slashing damage. While wearing your Well-Fitted Suit, you are immune to that type of damage. You suit must be heavy armour to accept Invincible Plating.
Rail Gun
The rail gun is a small, man-portable ballista that shoots sharpened metal rods at extremely high speeds. The rods pierce right through multiple targets and continue flying, making them extremely effective against enemies who tend to stand in lines. It owes its sheer deadliness to a light enchantment put on it, either by the creator or a hired mage. As an action on your turn, you may shoot this weapon in a 250 foot line originating from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 piercing damage on a failed save and half as much on a successful one. You may not make attack rolls with this weapon. Projectiles for this weapon cost 5 sp each. Railguns deal 4d8 piercing damage, require custom bolts ammunition, and have the heavy, loading, and two-handed properties.
Juggernaut
Fighting Style
Beginning when you select this archetype at 3rd level, you gain the following fighting style:
Shield Fighting. You can bash enemies with your shield. If you hold a shield, you can treat it as a light melee weapon dealing 1d6 bludgeoning damage on a hit. You are proficient in using your shield as a weapon.
Hearty Constitution
At 3rd level, you regain your total number of hit dice when you finish a long rest.
Strong Flesh
At 3rd level, your begin to be able to shrug of more damage. At the beginning of your turn you gain a number of temporary hit points equal to your proficiency bonus + your constitution bonus.
Impose
Starting at 10th level, when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to change the target of that attack to yourself. This attack has advantage against you.
Ironclad Defence
At 15th level, when you take damage from an attack or spell that you can see while you are holding a shield, you can use your reaction to halve the attack or spell's damage against you.
Dual Shields 
Starting at 18th level, you can hold two shields at one time and gain the Armor Class benefits of each.
Skirmisher
Polearm Specialty
Beginning when you select this archetype at 3rd level, when you wield a reach weapon they count as finesse weapons if they were not already. Further you do not suffer disadvantage when attacking creatures within 5 feet of you when attacking with a lance.
While wielding a weapon with the reach property, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.
Leaping Strike
At 3rd level, you can leap to incredible heights. You can expend your entire movement to leap into the air, up to a height of 10 feet per two fighter levels you possess, and land within 20 feet of where you originated.
Additionally, as long as you are conscious and wielding a reach weapon, all damage taken from falling is halved and you always land on your feet.
While falling to a location adjacent to a target, make a melee weapon attack with advantage against it. On a hit, the target takes an additional 1d6 damage of the same type as your weapon for every 10 feet you fall. Additionally, if you hit, you take no falling damage.
 Once you use this feature, you must finish a short or long rest before you can use it again. You can use this feature twice between rests starting at 5th level, three times between rests starting at 10th level, and four times between rests starting at 15th level.
Double Time 
Starting at 7th level, you are no longer hindered by rough terrain, and you may travel overland at twice the normal speed without suffering any ill effects. Any allies traveling with you for greater than 1 hour also gain these benefits.
Additionally, you gain proficiency in the Survival skill. If you are already proficient in Survival, you add twice your proficiency bonus on all survival checks.
Lightning Step
Starting at 10th level, on your turn, you may take the Dash or Disengage actions as a bonus action.
Terminal Velocity
Beginning at 15th level, as long as you are conscious and wielding a weapon with the reach property, you cannot take damage as a result of falling.
Execution
At 18th level, when you hit with a melee attack, you can deal maximum damage in addition to the damage roll. This attack ignores damage resistance. After using this ability, you must complete a short or long rest before using it again.
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Theril Worldbook Stuff - Page 2 Empty The Druid

Post  Genisisect Thu Aug 04, 2016 1:44 pm

Level Proficiency Bonus Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Features
1st +2 2 2 - - - - - - - - Druidic, Spellcasting
2nd +2 2 3 - - - - - - - - Wild Shape, Druid Circle
3nd +2 2 4 2 - - - - - - - -
4th +2 3 4 3 - - - - - - - Wild Shape Improvement, Ability Score Improvement
5th +3 3 4 3 2 - - - - - - -
6th +3 3 4 3 3 - - - - - - Druid Circle feature
7th +3 3 4 3 3 1 - - - - - -
8th +3 3 4 3 3 2 - - - - - Wild Shape Improvement, Ability Score Improvement
9th +4 3 4 3 3 3 1 - - - - -
10th +4 4 4 3 3 3 2 - - - - Druid Circle feature
11th +4 4 4 3 3 3 2 1 - - - -
12th +4 4 4 3 3 3 2 1 - - - Ability Score Improvement
13th +5 4 4 3 3 3 2 1 1 - - -
14th +5 4 4 3 3 3 2 1 1 - - Druid Circle feature
15th +5 4 4 3 3 3 2 1 1 1 - -
16th +5 4 4 3 3 3 2 1 1 1 - Ability Score Improvement
17th +6 4 4 3 3 3 2 1 1 1 1 -
18th +6 4 4 3 3 3 3 1 1 1 1 Timeless Body, Beast Spells
19th +6 4 4 3 3 3 3 2 1 1 1 Ability Score Improvement
20th +6 4 4 3 3 3 3 2 2 1 1 Archdruid
Class Features
As a druid, you gain the following class features.
Hit Points
Hit Dice: 1d8 per druid level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st
Proficiencies
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears 
Tools: Herbalism kit 
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a wooden shield or (b) any simple weapon
• (a) a scimitar or (b) any simple melee weapon
• Leather armor, an explorer's pack, and a druidic focus
Druidic
You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.
Spellcasting
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.
Cantrips
At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.
Preparing and Casting Spells
The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid 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 druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid 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 druid, 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 also change your list of prepared spells when you finish a long rest. Preparing a new list of druid 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 druid spells, since your magic draws upon your devotion and attunement to nature. 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 druid 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 druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a druidic focus (see chapter 5, “Equip- ment”) as a spellcasting focus for your druid spells.
Wild Shape
Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. 
Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
Beast Shapes
Level Max. CR Limitations Example
2nd 1/4 No flying or swimming speed Wolf
4th 1/2 No flying speed Crocodile
8th 1 - Giant Eagle
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. 
While you are transformed, the following rules apply:
• Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
• When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
• You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.
• You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
• You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Druid Circle
At 2nd level, you choose to identify with a circle of druids: the Circle of the Beasts, the Circle of Plants, or the Circle of Water, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
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.
Timeless Body
Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.
Beast Spells
Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.
Archdruid
At 20th level, you can use your Wild Shape an unlimited number of times. 
Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.
Druid Circles
Circle of Beasts
Untamed Strike
At 2nd level, you fight with the strength of a feral beast. While you are unarmed and you aren’t wearing armour or wielding a shield, you gain the following benefits:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain druid levels, as shown in the Untamed Strike table. If the weapon die of your beast form is less than your Untamed Strike die, you can use this die instead while in your beast form.
When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action. 
Starting at 10th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Table: Untamed Strike
Druid Level  Damage
3rd 1d4
8th 1d6
14th 1d8
20th 1d10
Scent
By 7th level, you can hunt by scent, much like the beasts of the forest. You have advantage on Wisdom (Perception) and Wisdom (Survival) checks that rely on smell.
Primal Defence
At 10th level, while you are wearing no armour and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Feral Trance
Starting at 14th level, you can fall into a primal battle trance as a bonus action. While in your trance, you gain the following benefits if you aren’t wearing heavy armour:
You have advantage on Strength checks and Strength saving throws.
You have resistance to bludgeoning, piercing, and slashing damage.
When you use the Attack action with an unarmed strike on your turn, you can make two unarmed strikes as a bonus action.
Your trace 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 trance on your turn as a bonus action.
You can use this ability twice and regain all expended uses when you take a long rest.
Circle of Plants
Circle Spells
Beginning when you select this circle at 2nd level, your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected with the plant life.
Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
Druid Level  Spells
3rd:  entangle, goodberry
5th: protection from poison, spike growth
 7th: plant growth, speak with plants
9th:  grasping vine
Forrest's Armour
At 2nd level, your body is has been enveloped by a thick mass of leaves and vines, an embodiment of the woods, that moves with you as a second skin. Your Armor Class while unarmoured is equal to 10 + your Dexterity modifier + your Wisdom modifier. Additionally, you have advantage on Dexterity (Stealth) checks made to hide among vegetation of any sort.
Plant Empathy
Starting at 6th level, you know any language necessary to communicate with plant creatures, and have advantage on Persuasion checks with them.
Green Magic
At 10th level, when you cast a spell granted to you by your Circle Spells, you may cast it as a bonus action. After using this ability, you must complete a short or long rest before using it again.
Guardian Form
Beginning at 14th level, you can Wild Shape into a treant for 1 minute. After using this ability, you must complete a long rest before using it again.
Circle of Water
Element's Wrath
When you choose this circle at 2nd level, you gain the ability to call upon waters wrath. As an action, you can take control of the domains of Water to effect a 5 foot square of ground within 20 feet of ground. Each creature which enters an affected space or begins their turn in one must make a Dexterity saving throw. On a failed saving throw, a target takes 1d8 points of damage, of a type determined below.
If the ground or target is wet the damage you deal is cold damage, as you freeze the target. If there are clouds in the sky you deal lightning damage, as you call down lightning on the area. If both conditions are met you may choose between the two damage types. If neither are met you deal Necrotic Damage as you draw water out of the target, this damage Necrotic damage does not affect Non-living creatures. When you deal necrotic damage with this power, water is spread across the area of effect.
The number of adjacent squares you may affect and fire damage increases as you gain levels in the druid class as follows: 5th level (2 squares / 2d8 damage), 11th level (2 squares / 3d8 damage), and 17th level (3 squares 4d8 damage).
Dew of Sustenance
At 2nd level, you learn to draw sustenance from the water around you. Additionally, as an action on your turn, you can draw in some of the water around you, destroying up to 10 gallons of water in an open container within 20 feet of yourself, and restoring hit points equal to 1d8 + your druid level. After using this feature, you can't use it again until you finish a long rest.
Rain Stride
Starting at 6th level, you can pass through water without being slowed or buffered by it in any way. You gain a swim speed equal to your base speed and can breathe water as if it were air. In addition, you have advantage on saving throws against attempts to impede movement, as your body is constantly coated in a thin film of water.
Storm Call
Starting at 10th level, you can cast Call Lightning or Control Water without expending a spell slot. While either of these effects are active you gain the ability to enter into any body of water and step out of another body of water with 500 feet. Doing so immediately ends the effect of the spell.
After using this ability, you must complete a long rest before using it again. 
Cloud Form
Beginning at 14th level, as an action on your turn, you transform, along with everything it's wearing and carrying, into a misty cloud for 1 minute. While in this form, your only method of movement is a flying speed of 10 feet. You take up an area as large as a 20 foot sphere, which can include the space of another creature. The area you occupy is heavily obscured. You gain resistance to nonmagical damage. You can pass through small holes, narrow openings, and even mere cracks. 
While in the form of a misty cloud, the you can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells, but you can still use your element's wrath ability. For the purposes of this ability you count as a cloud and cause all creatures within your area to be wet.
All enemies that start their turn within your area must make a constitution saving through or 4d6 points of necrotic damage as you draw the moisture from their form to sustain your cloud.
After using this ability, you cannot use it again until you complete a long rest.
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Theril Worldbook Stuff - Page 2 Empty The Ranger

Post  Genisisect Thu Aug 04, 2016 1:45 pm

Level Proficiency Bonus Spells Known 1st 2nd 3rd 4th 5th Features
1st +2 - - - - - - Favored Enemy, Natural Explorer
2nd +2 2 2 - - - - Fighting Style, Spellcasting
3rd +2 3 3 - - - - Ranger Archetype, Primeval Awareness
4th +2 3 3 - - - - Ability Score Improvement
5th +3 4 4 2 - - - Extra Attack
6th +3 4 4 2 - - - Favored Enemy and Natural Explorer improvements
7th +3 5 4 3 - - - Ranger Archetype feature
8th +3 5 4 3 - - - Ability Score Improvement, Land's Stride
9th +4 6 4 3 2 - - -
10th +4 6 4 3 2 - - Natural Explorer Improvement, Hide in Plain Sight
11th +4 7 4 3 3 - - Ranger Archetype feature
12th +4 7 4 3 3 - - Ability Score Improvement
13th +5 8 4 3 3 1 - -
14th +5 8 4 3 3 1 - Favored Enemy improvement, Vanish
15th +5 9 4 3 3 2 - Ranger Archetype feature
16th +5 9 4 3 3 2 - Ability Score Improvement
17th +6 10 4 3 3 3 1 -
18th +6 10 4 3 3 3 1 Feral Senses
19th +6 11 4 3 3 3 2 Ability Score Improvement
20th +6 11 4 3 3 3 2 Foe Slayer
Class Features
As a ranger, you gain the following class features.
Hit Points
Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st
Proficiencies
Armor: Light armor, medium armor, shields 
Weapons: Simple weapons, martial weapons 
Tools: None 
Saving Throws: Strength, Dexterity 
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) scale mail or (b) leather armor
• (a) two shortswords or (b) two simple melee weapons
• (a) a dungeoneer's pack or (b) an explorer's pack
• A longbow and a quiver of 20 arrows
Favoured Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. 
Choose a type of favored enemy: aberrations, beasts, constructs, dragons, elementals, fey, giants, monstrosities, oozes, plants, shades, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. 
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. 
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. 
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Natural Explorer
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. 
While traveling for an hour or more in your favored terrain, you gain the following benefits:
• Difficult terrain doesn't slow your group's travel.
• Your group can't become lost except by magical means.
• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
• If you are traveling alone, you can move stealthily at a normal pace.
• When you forage, you find twice as much food as you normally would.
• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You choose additional favored terrain types at 6th and 10th level.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.
Spell Slots
The Ranger 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 animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the ranger spell list. 
The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th 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 ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. 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 ranger 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
Ranger Archetype
At 3rd level, you choose an archetype that you strive to emulate: Bow of the Wilderness, Staff of the open road, or Swords of the Badlands, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Primeval Awareness
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.
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.
Land's Stride
Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. 
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Hide in Plain Sight
Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. 
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
Vanish
Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.
Feral Senses
At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. 
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
Foe Slayer
At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Ranger Archetypes
Bow of the Wilderness
Hunter's Prey
At 3rd level, you gain one of the following features of your choice.
Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn. 
Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. 
Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
Defensive Tactics
At 7th level, you gain one of the following features of your choice.
Escape the Horde. Opportunity attacks against you are made with disadvantage. 
Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. 
Steel Will. You have advantage on saving throws against being frightened.
Multiattack
At 11th level, you gain one of the following features of your choice.
Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. 
Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
Superior Hunter's Defense
At 15th level, you gain one of the following features of your choice.
Evasion. When you are subjected to an effect, such as a red dragon's fiery breath or a lightning bolt spell, 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. 
Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. 
Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Staff of the Open Road
Distance Runner
Beginning when you select this archetype at 3rd level, your base walking speed increases by 5 feet. At 7th level, this movement speed bonus increases to 10 feet, and at 15th level it increases to 15 feet.
Additionally, you can perform a Forced March for twice as long before suffering levels of exhaustion.
Skirmish Strike
At 3rd level, once on each of your turns, when you attack immediately after moving at least 10 feet, you can deal an additional 1d8 damage on a hit. At 11th level, this bonus damage increases to 2d8.
Vigilant Scout
Starting at 7th level, you can make an initiative roll with advantage. After doing so, you must complete a short or long rest before doing so again.
Swiftblade
At 11th level, when you use your action to Dash or Disengage, you can make an attack against a creature within reach.
Sprinting Dodge
At 15th level, when you use your action to Dash, attacks against you have disadvantage until the start of your next turn.
Swords of the Badlands
Blasted Sprinter
Beginning when you select this archetype at 3rd level, moving through sand, crag, thorns and similar materials cost you no extra movement.
Dervish Dance
At 3rd level, you can use your Dexterity modifier instead of your Strength modifier for attack and damage rolls you make with light melee weapons. Additionally, if you have moved at least 10 feet on your turn, you can attack twice instead of once when you use your bonus action to engage in two-weapon fighting using two light weapons. 
Sandstorm
Starting at 7th level, you learn to kick up an obscuring cloud of sand around yourself while you move. When you move more than 15 feet on your turn, you can use an action to cause your space to become heavily obscured until the start of your next turn. Your ability to see is unhindered by this effect.
Windstrike
Starting at 11th level, while wielding a light melee weapon in each hand, you can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
Additionally, the damage die of any light melee weapon you wield increases by one step (d4 -> d6 -> d8) to a maximum of 1d8.
Dune Tunneler
At 15th level, you learn the secret of moving through the dunes. You gain a burrow speed in sand and similar materials equal to your walking speed. While burrowing, you gain tremorsense out to 30 feet, and you can breathe while submerged. Once per turn, if you exit the sand next to a foe on your turn, you gain advantage on your first attack against that creature.
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