Thursday, April 16, 2015

Class Customization Options.

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This article contains additional options for class customization, including new archetypes, and modifications to existing ones.


Barbarian_______________________________________________
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Barbarians of Autica often turn to the spirits of the wild for guidance, attuning with spirits more varied than the warriors of other lands. Add the following two options to the Totem Spirit, Aspect of the Beast, and Totemic Attunement feature of the Path of the Totem Warrior.

Totem Spirit__________________
Boar: While raging, whenever you take damage, you may spend your reaction to take the Attack action, targeted against the attacker. The fury of the boar spirit prompts you to lash out violently at your foes.
Crocodile: While raging, creatures have disadvantage on checks made to escape your grapple. The spirit of the crocodile inspires your vice-like grip, making escape incredibly difficult.
Great Cat: While raging, add your Dexterity bonus to your damage rolls. The precision of the Great Cats guides your blows.

Aspect of the Beast____________
Boar: Your gain the nose of the Boar. You can track creatures by scent alone. Double your proficiency bonus when you make perception checks to nearby creatures. You can tell if the space you are in has held other creatures in the last hour, and a successful perception check reveals how many, and the species they were. The DC = 8 + However many creatures have passed through the area in the last hour.
Crocodile: You gain the aquatic ability of the Crocodile. You have a swim speed equal to your walking speed, and you can hold your breath for 15 minutes at a time.
Great Cat: You gain the silent prowl of the Great Cat. You gain proficiency in Stealth, if you did not already have it. Double your proficiency bonus when making stealth checks. When you only move equal to, or less than, half your speed, you move silently. Creatures that rely on hearing for their perception cannot detect you.

Totemic Attunement_____________
Boar: While raging you strike with such force that whenever you hit with a melee attack, the target suffers disadvantage on all attacks until the end of your next turn. If you move more than 20ft in a straight line before hitting with a melee attack, the target must make a Constitution saving throw. The DC = 10 + Your Strength Modifier. If they fail, they are Stunned until the end of your next turn.
Crocodile: While raging, you have advantage on Grapple checks and can grapple a target up to two sizes larger that you.
Great Cat: While raging, you double your movement, and you automatically succeed on Dexterity saving throws. If an effect would cause you to take half damage on a successful save, you instead take no damage.
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Bard_____________________________________________________________
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Long lost to most of Autica's inhabitants, the College of Verse seeks to resurrect the fabled art of Spell-singing.
This entry adds to the list of available Colleges for the Bard College feature.

College of Verse______________________
The Bards of the College of Verse strive to learn the lost art of the First, Spell-singing. Compared to the other Colleges, the College of Verse is much smaller, but it's members are unflinching in their devotion to this ancient technique. Most members will go their entire lives mastering only a tiny fraction on the vocabulary, struggling to sing even the most rudimentary of spell effects, while the exceptional few will take to the Song as a natural language, and the power these Bards wield is impressive. Together, all the Bards of the College of Verse boast the largest collection of Spell-singing knowledge in Autica.

Arcane Voice________
When you join the College at 3rd level, you treat your singing voice as a musical instrument, that you can use as a spellcasting focus. Spells with verbal components can still be cast, as long as you sing those components.

Bonus Cantrips______
When you join the College at 3rd level, choose two cantrips from any spell list, and add them to your known cantrips.

Blanket of Song_____
Beginning at 3rd level, when you select this College, whenever you use your Bardic Inspiration feature to grant an ally a Bardic Inspiration die, choose a second friendly creature within 60ft that can hear you. Grant the second creature a Bardic Inspiration die as well.

The Long Hymn_____
Starting at 6th level, you can cast any Bard spell as a ritual, even if it does not have the ritual tag. Spells cast in this way have a ritual time of 10 minutes, during which you must sing uninterrupted

Mutable Verse_______
At 14th level, you can infuse your song with enough power to overwhelm all but the strongest defenses, while sheltering allies from harm. Whenever you cast a spell that forces any number of targets to make a saving throw, you may use a bonus action to consume one of your uses of Bardic Inspiration to give a target disadvantage or advantage on it's saving throw. You may expend as many uses of Bardic Inspiration in this action as you wish, granting disadvantage or advantage to a different target with each use expended.
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Cleric_____________________________________________________________
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The holy men and women of Autica worship many of the same concepts as other worlds, with the notable exception of those domains presided over by the New Gods, beings alien to any other world but Autica. This entry adds another domain to the Domain list for the Cleric's Divine Domain feature.

Technology Domain_______________________
The New Gods, Ito and Bismuth preside over the Technology domain. Separate from the Knowledge domain, these gods value those who assist in the unending march of progress. Creations of metal and stone given life are valued and celebrated, along with innovators and mechanical geniuses. Clerics of Technology are no mere engineers however. They venerate the creative process, and the mechanical elements, with a piety as strong as any other man of God.

Technology Domain Spells_______

Cleric
Level
Spells
1stComprehend Languages,
Thunderous Smite.
3rdMagic Weapon, Shatter.
5thLeomund's Tiny Hut,
Lightning Bolt.
7thArcane Eye, Stoneskin.
9thAnimate Objects, Creation.

Bonus Proficiencies:
When you select this domain at 1st level, you gain proficiency with Artisan's Tools (Tinker's Tools) and the Arcana Skill. You can add your proficiency bonus to any check to determine the workings of a mechanical object.

Homunculus__________
Starting at 1st level, you gain the ability to cast Find Familiar as a ritual, with the following alterations:
- The familiar takes the form of any tiny creature, made of clockwork or out of any mechanical compilation of wood or other inorganic material.
-The familiar's type is always Construct.
- As long as your familiar is within 100ft, and it can see and hear you, your familiar can deliver any spell you cast, not just touch, as if the familiar had cast the spell. The familiar must use its reaction to cast the spell.

Channel Divinity: Wondrous Augmentation__
Starting at 2nd level, you can use your Channel Divinity to temporarily augment a piece of equipment with divine improvements. Choose creature that you (or your Homunculus) can touch, and grant them one of the following effects for 1d4 minutes.
(a) The target's armor gains additional reinforcements that shift and shape with the wearers body. Increase their AC by +2.
(b) The target's weapon thrums with electricity. Whenever they hit with a melee attack, they deal an extra 1d8 + (your Cleric level) lightning damage.
(c) The target is surround by a field of spell dampening energy. Whenever a magical effect forces them to make a saving throw, they can add 1d6 to the roll.

Channel Divinity: Feedback__
Beginning at 6th level, you can use your Channel Divinity to punish those who would attack your allies. Whenever a creature within 100ft of you (or your Homunculus) makes an attack against you or an ally, you can spend your Channel Divinity and your reaction to call down a bolt of electrical energy. They must make a Constitution save against your spell DC. If they succeed, they have disadvantage on the attack. If they fail, they are Stunned. They can make another save at the end of each of their turns, ending the effect on a success.

Divine Strike___________
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 lightning damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Ultimate Creation________
When you reach 17th level, you are blessed with visions of the infinite machinations that make up the universe, from which you are able to pull the knowledge of a fabulous creation, that becomes your magnum opus. Choose one of the following features.
(a) Shifting Sentinel: You build a wondrous set of armor than can shift and settle to protect your body from any type of punishment. After every long rest, choose (3) damage types, other than psychic. You have resistance to those types of damage.
(b) Healing Drones: You create a set of tiny, insectile drones that fly around the battlefield, treating the wounds of your allies. Whenever you (or your Homunculus) restore health to a friendly creature, the healing is assisted by your drones, and they regain an extra 2d8 + your Wisdom Modifier.
(c) Thundering Fists: You make a set of immense gauntlets that release peals of thunder as you attack. Whenever you hit with a melee attack, you may cause the gauntlets to emit a damaging 15ft cone, centered on, and including, the original target. All creatures in the cone must succeed on a Constitution saving throw against your spell DC, or take 4d8 + your Wisdom modifier thunder damage, taking half as much damage on a failed save.

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Druid______________________________________________________________

Autica is a land with plentiful wild expanses, and the Druids to match. While all Druids are aware of, and venerate to an extent, the natural circle of life, most focus on the brighter part of that circle, the birth, rebirth and life of the land. The Druids who call the frozen continent of Weawica home, however, have a very different outlook. Schooled by the Goddess Ishtu, they worship the natural process of decay, and death. This entry adds an option for a "Land" under the Circle Spells feature of the Circle of the Land Druid Circle.

Weawica__________
Druids who originate from Weawica are innately in-tune with the darker side of the circle of life, mastering magic others may consider unnatural.

Druid
Level
Circle Spells
3rdMisty Step, Ray of Enfeeblement.
5thAnimate Dead, Feign Death.
7thBlight, Death Ward.
9thAntilife Shell, Contagion.
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Fighter____________________________________________________________
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Autica's seas are a dangerous place, fraught with intense storms, leviathan beasts and roving pirates. While most seek to limit their time in this dangerous environment, select few revel in it. This entry adds a new option for the Martial Archetype feature of the Fighter class.

Swashbuckler___________________
Nimble fighters of the high seas, Swashbucklers prefer precise weapons and light armor to make the most of their acrobatic fighting style. Speed and precision are the weapons of the Swashbuckler. Their battles are often full of daring feats of acrobatics, and plenty of showmanship.

Agile Fighter_______
Starting at 3rd level when you select this archetype, you gain a +1 bonus to AC whenever you are not wearing Medium or Heavy armor. This bonus increases to +2 at 9th level, and +3 at 16th level.

Corsair's Panache___
Beginning at 3rd level, your become a dervish of daring, flamboyant acts of martial prowess. You gain a number of "Panache Points" equal to your Charisma modifier (minimum 1). This pool of points refills at the end of every long rest, and certain acts (see below) can cause you to regain points, though you can never have more than your Charisma modifier (minimum 1). You can spend panache points to accomplish different deeds (See list of Deeds below). You must be wielding a finesse weapon in one hand, and cannot be wearing medium or heavy armor to spend or regain Panache Points.

Whenever you score a critical strike with a melee attack, or whenever you land a killing blow on a creature, you regain 1 Panache Point.

Precision Strike____
At 3th level, your strikes weave through your opponents defenses, striking them in vulnerable areas. As long as you are wielding a finesse weapon in one hand, and your other hand is free, you add your Fighter level to the damage of your melee weapon attacks. Once per turn, whenever you make an attack, you may spend a Panache Point to double this damage bonus on your next attack.

Nimble__________
When you reach 7th level, you gain proficiency in Dexterity Saving throws.

Evasion__________
Beginning at 10th 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.

Charmed Life_____
Starting at 14th level, you gain a knack for getting out of impossible situations. Twice per day, you may add your Charisma modifier to the result of any Dexterity Saving throw, Acrobatics Ability check, or your AC when targeted by an attack of opportunity you provoke. You must decide to use this feature before rolling.

Blur of Steel______
At 18th level, your ability to target the weak points in an enemies defenses becomes almost supernatural. Whenever you make an attack with a finesse weapon in one hand, and nothing in the other, you may spend a Panache Point to add your Charisma Modifier to the attack roll.

Deeds____________
Below are the list of Deeds you have access to by spending Panache points.

Artful Dodger: As a bonus action, you can spend 1 panache point to take the Disengage action.

Cheat Death: Whenever an attack or spell would reduce you to 0 or fewer hit points, you may spend all of your remaining panache points to be reduced to 1 instead.
  
Feint: When you make a melee attack with a finesse weapon, you may spend 1 panache point. If you do, the attack deals no damage, but all allies have advantage on attack rolls until the start of your next turn. 

Kip Up: As a bonus action, you can spend 1 panache point to leap up from prone, costing no movement, and to move 5 feet in any direction without provoking opportunity attacks.

Master Acrobat: Whenever you make an Acrobatics ability check, you can spend 1 panache point to add 1d6 to the roll.

Parry: When you are hit by a melee attack, you may use your reaction to spend 1 panache point, and add your Charisma modifier to your AC for this attack. If this bonus brings your total AC above the roll, the hit becomes a miss.

Targeted Strike: As an action on your turn, you may spend 1 panache point to make a crippling strike against a chosen body part with a finesse weapon. If the attack succeeds, in addition to the attacks normal damage, the target suffers one of the following effects based on the part of the body targeted. If a creature doesn't have one of the listed body locations, that body part cannot be targeted. Creatures that are immune to sneak attacks are also immune to targeted strikes. Items or abilities that protect a creature from critical hits also protect a creature from targeted strikes.
-- Arms: The target takes no damage from the attack, but drops one item it is carrying in it's hands, of the Swashbuckler's choice.
-- Head: The target must succeed a Constitution saving throw (DC = 8 + Your proficiency bonus + your Dex Modifier) or be stunned until the end of your next turn.
-- Legs: The target is knocked prone. Creatures with four or more legs are immune to this effect.
-- Torso: The target is knocked off balance, and suffers disadvantage on the next attack it makes.
-- Wings: The target's fly speed is reduced to 0 for 1 round. If it is already in the air, unless it has some ability to hover that does not use it's wings, it falls.

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Monk_____________________________________________________________
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Situated high atop the storm beaten cliffs of a small seaward isle in Autica's northern sea, lies the monastery of those few monks who practice the Way of the Shining Mirror. This entry provides a new option for the Monk feature, Monastic Traditions.

Way of the Shining Mirror________________
Monks that follow the Way of the Shining Mirror are masters of total self-control. They gird both body and mind with iron discipline, never breaking their calm and collected countenance, even in the face of extreme peril. This level of rigor is required, however, for the techniques they practice. Splitting the spirit from their being, they leave their body to be piloted purely by muscle memory, and the mental commands of the monk.

Spirit Mirror_______________
When you select this tradition at 3rd level, you gain the ability to split your spirit from your physical body, while still maintaining life and action in it. As an action, you may spend 1 Ki point to teleport your spirit up to 30ft independent of your body, creating a spiritual double that mirrors the appearance of your body. You gain direct control over the spiritual version of yourself, all actions you take originate in this body, and any effect or feature that specifies "You" refers to this spiritual version of yourself. You can remain split in this way (Hereafter referred to as Mirrored) for up to 10 minutes, as long as you concentrate, as if concentrating on a spell. As a bonus action, you can end the Mirrored state, merging you back with your body.

While Mirrored, you have the following traits:
- You are Incorporeal, you can move through creatures and objects, but not walls. You take 1d10 force damage if you end your turn inside an object.
- You have resistance to non-magical bludgeoning, slashing, and piercing damage.
- You have no health pool of your own.
- Whenever you take damage, your body takes an equal amount of psychic damage. This damage cannot be resisted or negated in any way.
- You gain all beneficial effects that were present on your body before the split. As long as your body remains effected, so do you. Reversely, ending a magical effect on your body removes it from your spiritual form as well.
- Any feature that would allow you to target yourself with an effect (such as the Monk feature, Stillness of Mind) allows you to target either yourself or your body.

As long as the Mirrored state lasts, your body also acts on your initiative. During your turn, you can mentally command your body to take a move action. In addition, Whenever you make a melee attack, as long as your body is not incapacitated and is within striking range of a creature, you can choose to have your body also make an equal number of attacks against a target within range of your body. These attacks are rolled as normal, and deal damage equal to your Dexterity Modifier, of the same type as the attacks that triggered them.

While Mirrored, your body has disadvantage against Charm, or similar effects. When an effect would strike both you and your body, you both must make an individual saving throw. If your body dies, or becomes incapacitated, the Mirrored state ends, and you return to your body.

Inner Peace_______
Starting at 6th level, you gain the following features while Mirrored.
- Whenever an effect would cause both you and your body to make a saving throw, roll both saving throws, and take the highest total for both you and your body.
- You and your body have advantage on attack rolls when you are both within 5 feet of the same hostile creature.
- You have advantage on Concentration checks.

River of Ki_______
Beginning at 11th level, whenever you spend Ki points to use the Flurry of Blows, Patient Defense, Step of the Wind, or Stunning Strike Monk feature, you can spend your reaction to have your body mimic the use of whichever feature triggered this effect. (In the case of Stunning Strike, your body must also hit with an attack)

Perfect Form_____
At 17th level, while Mirrored, increase the damage your body deals to 1d8 + Your Dexterity Modifier and whenever you hit with a melee attack, add your Wisdom modifier to the damage.

In addition, you can make your spiritual self appear solid, and indistinguishable from your body. To spot the difference, a creature must make a Insight check, against a DC equal to 10 + Your proficiency bonus + Your Wisdom modifier.

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Paladin____________________________________________________________
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Among those dedicated to life in the service of the divine is the Order of the Pious, a group of fanatical warriors who live to serve Nobodai, jilted God of the Sun. This entry provides an additional option for the Paladin feature, "Sacred Oath".

Oath of the Pious_____________________
The Oath of the Pious is a lifelong commitment to the Order of the Pious. Paladins who take this oath are sworn to the protection of all light-dwelling creatures, to hold Nobodai and his teachings above all else, and most importantly, to answer the call of the Order whenever called upon.

These holy warriors give their eyes as part of the initiation ritual, and are gifted with supernatural sight in return. Without need for visors, their helmets are often solid pieces of work, adorned with the symbols of their faith. Their armor is decorated in a similar fashion, using ursine forms and sun motifs to express their devotion.

Tenets of the Pious_______
  .  Preserve my Life:    Take no life in vain, and punish those who would.
  .  Protect my Light:    Fight for those who need protecting, never abandon 
                                      those with good in their hearts.
  .  Worship my Form: Hold no other God above the Golden Bear, let your faith be
                                     resolute.
  .  Spread my Word:   Let all know of your faith, teach the unbeliever, and
                                    denounce the False Star.
  .  Answer my Call:   When the Golden Bear calls, let nothing slow my return to
                                    Him.

Oath Spells______________
You gain oath spells at the paladin levels listed.

Paladin
Level
Spells
3rdCure Wounds, Sanctuary.
5thHeat Metal, Prayer of Healing.
9thBlinding Smite, Daylight.
13thDivination, Guardian of Faith.
17thGreater Restoration, Circle of Power.

Glorious Visage___________
When you take this Oath at 3rd level, you lose your eyes as part of the initiation ritual. Lose all vision you had before. You gain Blindsight out to 125ft. This sense manifests itself as a combination of finely tuned hearing, smell, tremorsense and a divine "radar". You are able to make out fine details of any object in your Blindsight radius, and have advantage on Perception (Wisdom) checks made to identify anomalies, traps, or secret passages in the surrounding terrain.

Past your Blindsight radius you can still hear creatures and movement with exceptional accuracy. You have advantage on any Perception (Wisdom) checks made to listen.

Channel Divinity___________
When you take this Oath at 3rd level, you gain the following two Channel Divinity options.

Nobodai's Grace. As an action, you shield one creature of your choice within 50ft with divine radiance, using your Channel Divinity. Until the end of your next turn, that creature has immunity to all damage, magical or non-magical.

For 1 minute afterward, until you lose concentration, or until you do not use this feature on your turn, you can use your action on your turn to give the same creature resistance to all damage until the start of your next turn, and grant them temporary hit points equal to your Charisma modifier. If you do not use this feature on each successive turn after using your Channel Divinity, the effect ends.

Abjure Violence. As an action, you present your holy symbol and utter a prayer of protection, using your Channel Divinity. Choose a creature within 100ft of you. The next time the creature targets a friendly creature within 100ft of you with an attack or a spell, they must succeed on a Wisdom saving throw or be turned for 1 minute or until they take damage. Celestials, Fiends and Undead make this saving throw with disadvantage.

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 Warmth____________
Starting at 7th level, you exude a solar warmth around you. You and friendly creatures within 10ft of you have resistance to cold damage, and whenever they regain hit points, they add your Charisma modifier to the amount gained. In addition, you and any friendly creature within this aura are immune to any cold weather effect that would cause you to gain exhaustion.

At 18th level, the range of this aura increases to 30ft.

Shining Protector___________
Once you reach 15th level, whenever you use your action to continue the effects of your Channel Divinity: Nobodai's grace, you may use a bonus action to make a melee weapon attack.

Golden Centurion__________
At 20th level, you can assume the form of divine warrior. Holy light surrounds you, and you gain the following benefits.
 . At the start of your turn, choose a friendly creature within 60ft of you. They have advantage on all weapon attacks until the start of your next turn. Their weapon attacks deal an extra 1 die of radiant damage.

 . You gain 1 extra use of your Channel Divinity feature. If this is not used before this form ends, it is lost.

 . You can target up to 5 creatures with your Nobodai's Grace or Abjure Violence Channel Divinity features. When you use an action to continue the effect of Nobodai's Grace, you can continue it on all targets.

 . Your size becomes Large.

This form lasts for 1 minute, after which you return to your regular size in a square that you previously occupied. You lose concentration on all Channel Divinity effects when this form ends.
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Ranger____________________________________________________________

In the wild places of Autica live the Wardens, a loose society of rangers dedicated above all else to the preservation and protection of the natural world. This entry adds a new option for the Ranger feature, "Ranger Archetype"

Warden_____________________________
Becoming a Warden means placing yourself at the forefront of the fight for the preservation of the wild places of the world. You develop a deep connection to the natural world, learning ancient techniques of magic lost to other rangers.

Expanded Spell List______________
When you become a Warden at 3rd level you choose from an expanded list of spells whenever you learn a Ranger spell. The following spells are added to the Ranger spell list for you.

Warden Expanded Spells.
Spell
Level
Spells
1stFaerie Fire, Thunderwave.
2ndGust of Wind, Moonbeam.
3rdMeld into Stone, Sleet Storm.
4thGiant Insect, Hallucinatory Terrain.
5thAwaken, Insect Plague.

In addition, whenever you learn a Ranger spell, you may learn 1 additional spell from the Ranger spell list. You learn the Druidcraft,  and one other cantrip of your choice from the Druid spell list.

Wild Body______________________
At 7th level, the channeling of nature magic becomes an integral part of you, the intricate motions weaving themselves into your muscle memory. You may use either your Wisdom or Dexterity as your spellcasting ability when casting Ranger Spells.

In addition, you do not suffer disadvantage when making a ranged spell attack in melee range.

Forked River____________________
Starting at 11th level, you can weave the casting of spells into the motions of battle expertly. Whenever you cast a Ranger spell, you may make a single weapon attack as part of the same action. This attack may come before or after the casting of the spell, rangers choice.

Fury of the Wilds_________________
Beginning at 15th level, you unleash flurries of magic and martial attacks, beating down your foes defenses.

Whenever a creature fails a saving throw against one of your spells, your next weapon attack has advantage and deals extra damage equal to your half your ranger level.

Additionally, whenever a creature is struck by a weapon attack you make, the target has disadvantage on the next saving throw it makes against one of your Ranger spells. If the spell deals damage, it deals extra damage equal to your Dexterity modifier, of the same type as the spell.
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Rogue_____________________________________________________________

The dark underbellies of Autica's city are a dangerous place. Syndicates and crime families lord over large swathes of city that the traditional law enforcement is either too frightened to, or paid not to, enter. In those regions, the only protection you get is that you make yourself. This entry adds a new option to the rogue feature, "Roguish Archetypes".

Enforcer__________________________
Not all rogues are shadowy sneaks, striking from the cover of darkness or leaping upon unsuspecting quarry. You prefer the controlled chaos of an open fight, perfectly adapting your fighting style to the close quarters of urban environments. You learn how to hold your own in a straight up fight, and how to use your muscle to grease the wheels in social situations.

Bonus Proficiencies____________
When you choose this archetype at 3rd level, you gain proficiency in all martial melee weapons, and if you did not already have proficiency, you gain proficiency in the Intimidation skill, and proficiency in Strength saving throws.

Brawler_____________________
Starting at 3rd level, you train your body how to best absorb punishment, increasing the amount you can withstand. Increase your maximum hit points by an amount equal to your Strength modifier. Each time you gain a Rogue level, add half your Strength modifier (minimum of 1) to your maximum hit points.

You may use your Sneak Attack feature even when not wielding a light or finesse weapon.

Tit for Tat____________________
Starting at 9th level, you are able to size up your opponent, watching the way they move when they strike. Whenever a creature within 5ft of you makes a melee attack, you can see any vulnerable points. Until the end of your next turn, you can use Sneak Attack against that target regardless of if you have advantage, or an ally within 5ft of the target.

You have advantage on Insight checks made to determine the health status of a creature.

Inquiring Minds_______________
At 13th level, intimidation and coercion come naturally to you. You know just where to hit to "encourage" people to give up their secrets.

Whenever you make an Strength (Intimidation) check, you may make an unarmed strike as a bonus action, if you have a free hand. If the attack is successful, and you would normally gain your Sneak Attack against the target, you may instead force them to divulge the truthful answer to a question. The answer must be something they know.

Successive uses of this feature allow the target to make a Wisdom saving throw against a DC = 10 + (Your Strength Mod  - Number of Successive Uses). If they succeed, they are not compelled to tell the truth, and can lie or refuse to answer.

Headcrack____________________
When you reach 17th level, your strikes carry extra weight. Whenever you have advantage on a melee attack and use your Sneak Attack, change the damage die from a d6 to a d8.
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Sorcerer___________________________________________________________
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Long ago, the verdant plains of Hiplea and it's mountainous aeries were decimated in the blast that slew Roc, turning the lush landscape into a wind blasted desert, beaten down by scorching rays. The power that created the Rocfell still lingers, and it seeps into it's inhabitants, sometimes manifesting as magical mastery. These sorcerers are called Dervishes, and they command the fearsome power of the sands. This entry provides a new option for the sorcerer feature, "Sorcerous Origins".

Dervish_______________________
Your innate magic comes from the residual magic that suffuses the Rocfell desert. You may have been born there, absorbing it throughout your life, or perhaps you were caught in a sandstorm of supernatural origin. Regardless of where you acquired this power, it is now an essential part of your being. You have the power of the Rocfell inside you, and it yearns to be unleashed.

Soul of the Desert______
When you select this origin, your body begins to reflect your affinity with the desert. Your skin hardens and develops a rough texture. A light wind blows through you, leaving your clothes and hair in constant motion.

You can withstand temperatures that would bake the flesh of a normal man. You are immune to any negative effects that you would incur by being exposed to (naturally) high temperatures, such as a deserts baking sun, and have resistance to fire damage. Increase your AC by +1 while you are wearing light or no armor.

Your body is adept at storing what little moisture it requires. You can survive for up to a month without drinking, as long as you consumed at least 1 litre of water at your last drink. You are never in danger of dehydration from over-heating.

Lashing Sands__________
Starting at 1st level when you select this origin, when you are the target of a melee attack, you may spend your reaction to send a violent blast of sand at the attackers eyes. Force the attacker to make a Dexterity saving throw. On a failure, the target has disadvantage on the attack roll. If the saving throw fails by 5 or more, the target is instead blinded until the start of it's next turn.

Fray the Flesh__________
When you reach 6th level, your spells carry with them a fierce storm of biting sand. This storm whips around the targets, grinding down their armor and shredding their flesh. Whenever a creature fails a saving throw against, or is struck by, one of your non-cantrip spells, you may reduce their AC by 2 until the start of your next turn, and deal damage equal to your Charisma modifier.

Desiccate_____________
At 14th level, your spells suck the moisture from their victims. When a creature fails a saving throw against one of your spells by 5 or more, they start to turn to stone. They must make a Constitution saving throw against your Spell DC. On a failure, they are restrained as their flesh starts to harden. At the end of their next turn, they must make another Constitution saving throw. On a success, the effect ends. On a failure, they are Petrified. This effect can only be reversed by a Greater Restoration spell, or similar magic.

Shroud of the Desert_____
Beginning at 18th level, you are surrounded by a perpetual sandstorm. Creatures that start their turn within, or move within, 10ft of you are battered by the storm. They take 4d8 slashing damage, and creatures that are Large or smaller must succeed a Strength saving throw or be knocked prone. Ranged attacks made against you have disadvantage.

As a bonus action, you can suppress the sandstorm, relegating it to a small gust around you, and nullifying these effects until you use another bonus action to unleash it again.
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Warlock___________________________________________________________

When Mot strode on to the material plane, he breached a major barrier, allowing the divine energy of creation to flood across Autica. After his transformation into Benedictum, he created the Shining Legion, a branch of his angelic forces dedicated specifically to seeking and eradicating any divine "accidents" that occurred because of this influx of energy.

Some mortals made pacts with powerful angels in the Shining Legion, gaining power in exchange for hunting down and turning over any celestials they were able to find. These God-Hunters were often outcasts or betrayers, vilified for selling their souls to the Golden tyrant and turning their backs on their communities.

With the Golden Tyranny over, the Shining Legion is a shadow of what it used to be. Some veteran angels still hold to Benedictum's edicts, and as long as they continue the hunt, there will be mortals seeking power to aid them.

This entry adds a new option for the Warlock feature, Otherworldly Patrons.

The Shining Legion_____________________
Your patron is a high ranking angel of the Shining Legion, Benedictum's elite force dedicated to hunting down any divine being who gained their power through the upwelling of divine energy in Autica. These beings desire divine "purity", and expect those they make pacts with to report any breaches of these laws in exchange for some of their radiant power.

Expanded spell list__________
The Shining Legion lets you choose from an expanded list of spells when you learn a Warlock spell. The following spells are added to the Warlock spell list for you.

Shining Legion Expanded Spells.
Spell
Level
Spells
1stBane, Command.
2ndBranding Smite, Hold Person.
3rdDaylight, Crusader's Mantle.
4thDivination, Dominate Beast.
5thDispel Evil and Good, Flame Strike.

God-Hunter________________________
Starting at 1st level when you choose this patron, you become aware of all Celestial beings near you, as if constantly affected by the Detect Evil and Good spell, only targeting Celestials, or areas consecrated or desecrated by Celestials.

Once a day, you may expand this awareness to a 5km sphere around you. This lasts 10 minutes, or until you lose concentration. You can concentrate on this effect while concentrating on other spells.

Pure Body_________________________
When you take this patron at 1st level, you are imbued with Angelic energy. Whenever you regain hit points, add your Charisma modifier to the health regained.

Armor of the Angels_________________
Starting at 6th level, when you are targeted by a ranged or melee attack, you can use your reaction to gird yourself with angelic armor. Increase your AC by +2 for 1 minute.

While the Armor persists, you shed bright light in a 50ft radius, and dim light out to 100ft.

Once you use this feature, you can't use it again until you finish a short or long rest.

Radiant Defense_____________________
By 10th level, fighting Gods and their progeny has given you a natural resistance to their magical effects. You have advantage on Wisdom saving throws, and against any spell that would deal radiant damage.

Never-ending Hunt____________________
At 10th level, whenever you hit a creature with an attack, deal radiant damage equal to your charisma modifier. If the creature is a celestial, double this bonus.

Glorious Wings_______________________
When you reach 14th level, you manifest a pair of angelic wings from your back, gaining a flying speed equal to your walking speed. You can suppress these wings as a bonus action on your turn, losing your flying speed and causing the wings to disappear until you use another bonus action to re-summon them.
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Wizard____________________________________________________________
Picture credit: Time Warp, by Jon Foster.


While most Wizards prefer to pull directly from the arcane, manifesting their effects from thin air, some choose to harness the immense energy generated by Autica's magic-infused natural world. Those who follow this path call themselves Elementalists, and they are a force to behold. This entry adds a separate School for the Wizard feature Arcane Tradition.

School of Elementalism______________
Through exhaustive study, you have mastered the art of shaping the elements around you. You wield the power to level the battlefield with damaging elemental effects, and the flexibility to punch through any resistance. Whether laying low entire battalions with waves of flame, knocking the earth from below a foes' feet, or pummeling your enemies with crashing waves, you are limited only by the resources available to you.

Evocation Savant_______
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.

Eye of the Elements_____
Beginning at 2nd level, you are able to pull directly from the environmental forces around you to fuel your spells. Whenever you cast an Evocation spell that targets another creature, or creates a damaging area of effect, you may choose to pull the energy from a natural source of air, water, earth or fire elemental energy within 100ft of you. If you do so, remove the material components from the spell (if any), and the damage type changes depending on the type of element used to fuel it. Consult the following for list of damage types and other effects.

(Some spells may be limited in the damage types they can use, or some effects of the spell may be nullified by your choice, if the element you chose could not possibly create that effect. For example, casting the spell "Cone of Cold" with a fire source would create a flaming cone, but the section of the spell that states "A creature killed by this spell becomes a frozen statue until it thaws." would be nullified. Your DM could rule that a creature killed in that manner is incinerated instead, but the DM has final discretion when it comes to these rulings.)

Eye of the Elements Damage Types:

Fire: To fuel a spell with the Fire Element, there must be a source of flame within 100ft of you that is at least as large as a brightly burning torch, or an active storm cloud (Only for Lightning damage). Any source smaller than a medium sized campfire is extinguished when used in this way. Flammable objects that aren't be worn or carried in the spells area of effect are set ablaze.

Evocation spells that use Fire as a source can be shaped into the following damage types:
- Fire Damage: Fire damage is caused by lashing tongues of fire, explosive impacts and scorching areas of ground. 
- Lightning Damage: You can use the energy of the fire to supercharge the air around you, triggering an electrical reaction. Lightning damage is dealt by direct, or forking bolts, and lingering electrical charges.

Earth: To fuel a spell with the Earth element, there must be a source of natural earth (Rocks, dirt, crystal) within 100ft of you that takes up at least 1 cubic foot per spell level of the spell being cast. Material used as a source in this way is displaced, becoming part of the spell effect. If the earth is drawn from the surface, it creates difficult terrain in the area it was taken from for medium or smaller creatures.

Evocation spells that use Earth as a source can be shaped into the following damage types:
- Bludgeoning Damage: Bludgeoning damage is caused by blunt impacts by hard rocks or earth.
- Piercing Damage: Rocks shaped into points can cause piercing damage.
- Slashing: Small particles propelled at high speeds (Ex. Sand whipped at high speeds at a target) can cause slashing damage.

Water: To fuel a spell with the Water element, there must be a source of water, in any state, within 100ft of you that measures at least 1 liter per spell level of the spell being cast. Any material used as source in this way is displaced, becoming part of the spell effect. Any exposed fire within the spells area of effect is extinguished.

Evocation spells that use Water as a source can be shaped into the following damage types:
- Cold: Ice, or water that drenches or covers can deal Cold damage.
- Bludgeoning: Torrents of tightly focused water, or being tossed and turned by waves, can cause bludgeoning damage.

Air: To fuel a spell with the Air element, there must  be a source of breathable air within 100ft of you that takes up at least 1 cubic foot per spell level of the spell being cast. Any fog, steam, or other gaseous effect in the area of effect of the spell is dissipated if the spell being cast is equal to or greater than the spell that caused the gaseous effect (natural effects are automatically dissipated).

Evocation spells that use Air as a source can be shaped into the following damage types:
- Force: Blasts of wind, or the buffeting of a storm can cause Force damage.
- Thunder: Creating sonic compressions using the air can cause Thunder damage.

(While you are encouraged to be creative in the shaping of your spells to achieve a variety of goals, the DM has final say on if that course of action is a valid one.)

Elemental Shield______________ 
Starting at 6th level, when you are targeted by an attack, or a spell effect that targets your AC or forces you to make a Dexterity saving throw, as long as you are within 100ft of an Elemental source (See the list above for criteria) you can use your reaction to expend a spell slot of 1st level or higher to craft a shield of elemental energy. Add your Intelligence modifier to your AC until the end of the turn, and any time you would take half damage after a successful save against an effect that forces you to make a Dexterity saving throw, you instead take no damage.

You can use this feature twice before needing to recharge it with a long rest.

Storm of Power________________
At 10th level, you have become a master of elemental shaping. When you cast a spell using an Elemental focus, you may add one of the following effects, corresponding to whatever Elemental source you used to cast the spell. Once you use this feature, you can't use it again until you finish a short or long rest.

Fire: The spell ignites the target, dealing an extra damage equal to your Intelligence modifier at the end of each of their turns for 1d6 rounds.

Earth: The target must make a Strength saving throw or be knocked prone.

Water: The target must make a Strength saving throw or be restrained by twisting ropes of water until the end of your next turn.

Air: The target is pushed 10ft in any direction (other than up).

Tempestuous Conduit___________
Beginning at 14th level, you are able to shape any elemental magic, regardless of it's origin. Whenever you are targeted by a magical effect that deals any of the following damage types (Bludgeoning, Cold, Fire, Lightning, Thunder) you may use your reaction to expend a spell slot no less than 1 level below that of the spell being cast to give yourself resistance against whatever damage type the spell deals. In addition, you can redirect the spell towards another creature, or area. Duplicate the spells effect, as if you were the original caster, but halve it's range, area (if any) and the damage it deals.
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