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Information
Standard array for stats. No background, and the only race and class options are in this thread. The following are things you can learn with significant downtime: Weapon proficiency, Armor proficiency (not Shields, but if you do properly learn to wield a shield, it can be used with Unarmored Defense), Skill proficiency, Tool proficiency, Languages, Maneuvers. Many of the above can be learned from an expert in a reduced amount of time, and maneuvers can also be learned from scrolls. You can train to gain expertise in a skill you are already proficient in, it just takes an even more extended period of time. RACE Reborn lineage as only race for Risen - you are possessed by a god-spirit and returned to life mere moments after your death as an unspoken deal with the god-spirit. Other classes can only be variant or standard human. CLASS: Risen HP is 24+Con at 1st level, +8+Con each level after 1st. Hit dice are d10s. Proficiencies: light armor, a weapon of your choice, five skills of your choice, two tools and/or languages. Saving Throws: one of Dex, Con, or Wis, and one of Str, Int, or Cha. Equipment: your choice of clothing; an enchanted, rounded-edged glass slab acting as a smartphone; and an enchanted metal card with your name on it (a debit card). RISEN: SPELLCASTING Start with 30 sorcery points, which can be used to cast spells as normal. Gain 2 more sorcery points each level after 1st. Can only expend sorcery points up to a level you can cast. At 5th level, can expend hit dice in place of sorcery points, taking appropriate damage, as the god-spirit consumes your body for more power. Recover sorcery points on a long rest. Spells have no material components for you unless it is literally required for the spell to make sense. You begin play with the following three cantrips: druidcraft, prestidigitation, and thaumaturgy. Learn 2 metamagics at 3rd level to increase the sorcery point cost of spells for the appropriate effects. Can also expend hit dice in place of sorcery points, taking the appropriate amount of damage, at 5th level. Learn additional metamagics of your choice from shrines to your god-spirit located throughout the world. Start being able to prepare Spellcasting Mod + half level (rounded up) spells, chosen from any spell list. Spellcasting ability is Con, Int, Wis, or Cha, chosen at character creation. 3rd level unlocks 2nd level spells, 5th level - 3rd level spells, 7th level - 4th level spells, and 9th level - 5th level spells. Gain mystic arcana at 11th (6th level), 13th (7th level), 15th (8th level), and 17th level (9th level), and 19th level (Wish, now a 10th level spell), which do not expend sorcery points, but can only be used once per long rest. Can prepare spells from any level you can cast (up to 5th), cannot change mystic arcana, and cannot cast mystic arcana with sorcery points. RISEN: COMBAT Start with a fighting style of your choice or Expertise in two skills or tools, as well as Unarmored Defense (no shields, 10+Dex+any one ability score you can justify) Learn three maneuvers at 2nd level, with access to expanded maneuvers. These can be used at will, and the Superiority die is a d8. DC = 8 + prof + highest of Str, Dex, or Int. Superiority die upgrades to d10 at 10th and d12 at 18th. Learn 2 new maneuvers every 4 levels (6th, 10th, 14th, 18th). Can learn supernatural maneuvers at 6th level. Can use maneuvers with appropriate spell attacks starting at 10th level. Can only have a maximum number of maneuvers prepared equal to half your level, rounded down. Can change maneuvers prepared on a short rest. Extra Attack at 5th, 11th, and 20th RISEN: FEATS Feats as normal (4, 8, 12, 16, 19), but gain a feat and an ability score increase, instead of a choice of one or the other. Cannot gain two feats or two ability score increases in this way. You gain a bonus feat at 1st level, a gift from the god-spirit that is somehow related to their domain. (You do not and cannot take an ability score increase at 1st level). RISEN: INVOCATIONS AND OTHER FEATURES At 1st level, you start with Cunning Action. Gain an eldritch invocation at 2nd level (based on your god-spirit's domain), using your level as your warlock level for all future invocations. Gain a new invocation of your choice or possibly another ability at certain shrines your god-spirit wants to visit, invoking the powers of other god-spirits. RISEN: SIGNATURE SPELLS At 10th level, select a 1st level spell. That spell no longer costs sorcery points to cast at 1st level. At 15th level, the same is true of a 2nd level spell of your choice. Last edited by Ermine; Jan 14th, 2023 at 08:57 AM. |
#2
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ADDITIONAL MANEUVERS
Flying Dragon Leap (As a bonus action, you double your jump distance for one round, adding your superiority die roll to the total jump distance) Parkour Mastery (Superiority die added to an Athletics or Acrobatics check that involves moving from place to place (so not grapple checks, but climbing, jumping, rope swinging, swimming, wall running, etc)) Deflect Missiles (as monk ability with the following changes: doesn't cost ki, and uses your superiority die in place of a martial arts die) Slick Hands (adds to a Sleight of Hand check, Medicine check, check involving setting or disarming traps or other mechanical devices, or thieves' tools check) Ear to the Ground (adds your Superiority die roll to a Nature or Survival check) Master of Disguise (adds your Superiority die to a Deception or Performance check, or to a Disguise Kit check) Way of the Brush (adds your Superiority die to a Calligraphy Supplies or Forgery Kit check, or to the damage of an attack with a melee weapon with the finesse property) Master Craftsman (adds your Superiority die to any tool check involving creation or modification of an item) SUPERNATURAL MANEUVERS Astral Tether (As an action, pull a creature within 120 feet up to 120 feet closer to you, or you to it, in a straight line, dealing psychic damage to the creature equal to your Superiority die roll) Circle of Salt (As a Reaction to being attacked by a fey, fiend, or undead, reduce the attacker's attack roll by your superiority die roll) Close the Distance (Teleport up to 10 feet before making your attack, dealing additional damage equal to your superiority die roll if you teleport 5 feet or more) Death's Embrace (You deal necrotic or radiant damage (your choice) equal to your superiority die as part of starting or maintaining a grapple, or on failure to escape a grapple) Elemental Strike (You add your superiority die roll to the damage of your attack as acid, cold, fire, lightning, or thunder damage (your choice)) Enhance Sense (Add your superiority die to a Perception check, but you must choose a specific sense to perceive when using this maneuver: scent, sight, sound, taste, or touch) Jumping Strike (When you successfully hit a creature with an attack, another creature within 5 feet of it takes force damage equal to your superiority die roll) Lunar Calling (Add your superiority die roll to an Arcana or Religion check) Mark of Hexes (On a successful attack against a creature, you can spend a bonus action, and the target subtracts your superiority die roll from its next Int, Wis, or Cha saving throw you force on it until the end of your next turn) Psionic Rifling (On an attack with a firearm, you can double the range and deal extra damage equal to your superiority die roll) Reinvigorating Strike (On a successful attack, you or a creature within 30 feet regains HP equal to your superiority die roll. A creature only receives healing if the target of the attack has a CR equal to or higher than half your level.) Slow Fall (you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your level + your Superiority die roll) Stasis Strike (If the target of your attack moves or takes the Dash or Disengage action (or bonus action), they take psychic damage equal to your Superiority die roll) Stunning Strike (On a successful attack, spend a bonus action to stun the target until the end of their next turn on a failed Con save, dealing additional damage equal to your Superiority die roll) |
#3
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SETTING
Magic has advanced us to the equivalent of the modern age. Sending Stones have become smart phones, essentially, though are now made of glass and use illusion magic to show images and sounds; subways are a thing; so are corporations, some of which are run by dragons in human guise. Cars and planes exist as uncommon enchanted items. Even 3D printers exist, through clever use of the Fabricate spell (called simply Fabricators). The Eight Cities are run by wizards, after all, whether it's political or just wizards making the world go 'round. There are no racial languages, only Common and the languages of individual city-states, as well as planar languages and their dialects. Planar travel is the realm of gods (so you have access, but others do not, and most, if not all, you try to tell won't believe you), but spontaneous rifts are known to appear briefly in the material plane. There are sanctioned monster hunter groups dedicated to the culling of things that come through these rifts or from the world outside the Eight Cities. Plastic hasn't been invented, so everything is cloth, concrete, glass, leather, metal, or wood. Armor is almost culturally defunct, so nearly impossible to find, short of killing or joining the city guard, who wear leather armor, or the hunter groups, who typically wear heavier armor than you can wear without special training. Shields have been long abandoned, though no one knows why. Weapons, on the other hand, are considered a necessity, though most people rely on simple, easily concealable weapons, like daggers, as opposed to weapons like swords. People carrying swords or other big weapons are usually the ones people go to for help if there's a monster problem, after all. The rich or otherwise elite usually carry pistols for their defense, and their bodyguards typically carry a musket and some kind of melee weapon. Despite strides toward equality, there is still a huge gap in wealth; nearly 3/4 of the population of Great Uhl, for example, lives in the shanty town adjacent to the main city, which is protected by their own Neighborhood Watch - armed civilians trained by other armed civilians. Counterspell and Dispel Magic are very strictly regulated. You can still prepare them, but keep in mind how much trouble you could get in without a permit. THE EIGHT CITIES Akiitth, Atrekh, Great Uhl, Milien, Niesen, Paliesen, Qoru, and Zizhie, each named after their founding leaders, and each with their own unique languages, but each also sharing a single Common language used for trade and communication between city-states. They are also the only cities in the world you know that aren't the abandoned and decrepit ruins of an ancient civilization, most of which have been picked clean. PLOT Over a thousand years ago, a great calamity destroyed most of the life on the planet, and took a portion of the mostly argent glass moon with it. Most of these moon shards were destroyed on their way through the atmosphere, but rumor has it some survived, and indeed may have been what caused the extinguishing of so much life. What remained were pockets of people who lived far apart, spreading only a little, for fear that too far out were monsters beyond imagining. No cartographer worth their salt leaves that out of their maps. But that was the past. This is NB (New Birth) 1034, with years marked by the passing of the sun (an old tradition), starting upon the first new birth after The Moonshatter. Or at least, that's how the Eight Cities measure time. Supposedly, according to a huckster's tale, shards of the moon can grant wishes, only...no one knows if this is true or not. After all, even according to the tale, it's been centuries since one was found. But the Risen's god-spirit claims to know where one is, far away from the Eight Cities, if you dare venture forth, beyond the shanty town slums adjacent to Great Uhl that you're familiar with. FIREARMS OF THE EIGHT CITIES Flintlock Pistol (cost 250gp; 1d10 piercing damage; 3 lbs; Ammunition (Firearms), Range (30/90), Loading) Flintlock Musket (cost 500gp; 1d12 piercing damage; 10 lbs; Ammunition (Firearms), (Range 40/120), Loading, Two Handed) Bullets (5 bullets, 1gp, 1 lb) Powder, Packet (5 shots, 10gp, 0.5 lbs) Powder, Keg (500 shots, 250gp, 20 lbs) NOTES This is a very high power game, but only because you're alone. That's right, this is a SOLO GAME (until we reach a later point when you can group up. I'll tell you when). Combat will be theater of the mind, and not TOO common, but there is always that chance, depending where you go and what you do. Last edited by Ermine; Jan 22nd, 2023 at 11:13 PM. |
#4
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Last edited by Ermine; Jan 16th, 2023 at 05:16 AM. |
#5
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CLASS: Jaeger
HP is 26+Con at 1st level, +10+Con each level after 1st. Hit dice are d12s. Proficiencies: simple weapons, martial weapons, firearms, light armor, medium armor, heavy armor, shields, four skills of your choice, two tools and/or languages. Saving Throws: one of Dex, Con, or Wis, and one of Str, Int, or Cha. Equipment: your choice of clothing; an enchanted, rounded-edged glass slab acting as a smartphone; and an enchanted metal card with your name on it (a debit card), a simple or martial melee weapon, a simple or martial ranged weapon. JAEGER: COMBAT Start with a fighting style of your choice, as well as Unarmored Defense (works with shields, 10+Dex+any one ability score you can justify) Learn three maneuvers at 2nd level, with access to expanded maneuvers. These can be used at will, and the Superiority die is a d8. DC = 8 + prof + highest of Str, Dex, or Int. Superiority die upgrades to d10 at 10th and d12 at 18th. Learn 2 new maneuvers every 4 levels (6th, 10th, 14th, 18th). Can learn supernatural maneuvers at 6th level. Can only have a maximum number of maneuvers prepared equal to half your level, rounded down. Can change maneuvers prepared on a short rest. Extra Attack at 5th, 11th, and 20th JAEGER: FEATS Feats at expanded intervals (1, 2, 4, 6, 8, 12, 14, 16, 19), but gain a feat and an ability score increase, instead of a choice of one or the other. Cannot gain two feats or two ability score increases in this way. Your maximum in any given ability score increases to 24. JAEGER: OTHER FEATURES At 1st level, you start with Cunning Action. At 1st level, you can smite like a paladin by expending a hit die in place of a spell slot. Damage is 1d8 radiant or necrotic, +1d8 at 5th, 10th, 15th, and 20th level), dealing an extra 2d8 of damage to aberrations, dragons, and monstrosities. You can burn an extra hit die to smite with a ranged weapon. At 3rd, you are immune to all poisons (both poison damage and the poisoned condition) and diseases, including magical diseases. You gain more abilities by consuming the hearts of great beasts (that you will be guided to by your contact in the Malachite Vanguard). JAEGER: ADDENDUMS Last edited by Ermine; Feb 5th, 2023 at 05:28 AM. |
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CLASS: Synergist
HP is 24+Con at 1st level, +8+Con each level after 1st. Hit dice are d10s. Proficiencies: four skills of your choice, two tools and/or languages. Saving Throws: one of Dex, Con, or Wis, and one of Str, Int, or Cha. Equipment: your choice of clothing; an enchanted, rounded-edged glass slab acting as a smartphone; and an enchanted metal card with your name on it (a debit card) SYNERGIST: COMBAT Energy Blade at 1st level. Choose one element (acid, cold, fire, or lightning). You deal 1d6 damage of that type to a creature in melee range with a successful attack. You can choose an additional choice of damage type at 5th, 10th, and 15th, and can choose force or psychic damage at 20th level. The damage of this attack scales; at 5th level it increases to 2d4, at 11th level it increases to 1d10, and at 17th level it increases to 2d6. You also gain an additional attack with your energy blade at 5th, 11th, and 17th level. SYNERGIST: FEATS You gain feats at 4th, 8th, 10th, 12th, 16th, and 19th level, but gain a feat and an ability score increase instead of a choice between the two. You cannot gain two feats or two ability score increases in this way. SYNERGIST: EIDOLON At 1st level, you gain can cast the Find Familiar spell as a ritual with no components. Your familiar always takes the same form. It can use the Attack action. At 3rd level, it gains a mutation: either it gains +1 to all ability scores and AC, or it becomes one of the following creatures: blood hawk, imp, pseudodragon, quasit, or sprite. At 7th level, it changes again, either gaining a mutation granting +2 to all ability scores and AC or becoming a faerie dragon or will-o'-wisp. Beginning at first level, at will, you can fuse with your familiar, gaining features it possesses, in addition to all of its mutations. At 1st level, when you fuse with your familiar, you gain darkvision out to 60 feet and gain a slight glow to your eyes. At 4th level, you gain any claw or bite attacks it possesses, as well as any method of delivering poison it may have. At 8th level, you gain multiattack if it possesses it, along with all of its attack options that don't require a weapon. If it can fly, you can fly for a number of minutes per short rest equal to your level. You do not have to use all these minutes at once, but they must be spent in one minute increments. You also gain any non-traditional senses it may have, such as blindsight. At 12th level, if your familiar can fly, you gain the same method of flight. You can also burrow if it can. Finally, you gain any breath weapons it possesses. At 16th level, you gain any spells your familiar possesses while fused. SYNERGIST: LAY ON HANDS At 2nd level, you gain the Lay on Hands feature. You can use this feature a number of times per day equal to your Charisma modifier + half your level, rounded down. You heal 1d6 damage with a touch for each 2 levels you possess. Additionally, at 3rd, 6th, 9th, 12th, 15th, and 18th level, you gain choices of conditions that are automatically removed when you use this feature. At 3rd level, you can choose between removing the poisoned condition or a disease. At 6th level, you can remove 1 level of exhaustion (to a minimum of 1 level remaining) or confusion. At 9th level, you can remove the stunned or charmed conditions. At 12th level, you can remove the dominated condition or a choice you didn't choose before. At 15th and 18th level, choose an additional condition to remove that you didn't choose before. At 6th level, if you cannot remove any conditions with Lay on Hands, you instead heal an additional 1d6 damage. At 14th level, you can spend 10 uses of this feature to bring a creature back from the dead, as the Resurrection spell. SYNERGIST: OTHER FEATURES You gain Cunning Action at 5th level. You gain a utility talent of your choice at every odd level. When you take a long rest in a place of power (an area infused with magical radiation), you awaken with a level of exhaustion and either an additional use of Lay on Hands or an additional mutation for your familiar. Some utility talents allow you to modify the following features: Energy Blade, Lay on Hands, or Sneak Attack. Using these utility talents is optional, and each one you apply expends a hit die. You lose the benefits of all utility talents while you are fused with your familiar. SYNERGIST: UTILITY TALENTS Impaling Energy: You can expend a hit die to use your attack roll with Energy Blade to apply to two creatures instead of one. The creatures must be adjacent to ach other. Sneak Attack: You gain sneak attack as the rogue feature. This sneak attack deals 1d6 damage, +1d6 damage each additional time this talent is selected. This can be used with Energy Blade. SYNERGIST: MUTATIONS Ability Improvement: +1 to a random ability score (1d6). This cannot raise ability scores beyond 20, even while fused. Reroll if it would. Claws: Your familiar gains claws, and arms to hold them if it doesn't have arms. You do not gain these claws until 4th level while fused. These claws deal 1d6 damage, and add the familiar's Strength modifier to the damage they deal. When fused, you instead use your Strength or Dexterity modifier. Last edited by Ermine; Jan 21st, 2023 at 11:54 AM. |
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CLASS: Technokineticist
HP is 22+Con at 1st level, +6+Con each level after 1st. Hit dice are d8s. Proficiencies: six skills of your choice, two tools and/or languages. Saving Throws: one of Dex, Con, or Wis, and one of Str, Int, or Cha. Equipment: your choice of clothing; an enchanted, rounded-edged glass slab acting as a smartphone; and an enchanted metal card with your name on it (a debit card) TECHNOKINETICIST: BASIC PSIONICS You begin play with an invisible mage hand that is always active. It can lift up to 5 lbs, +5 lbs at every odd level. It can make attacks with lifted objects, dealing 3d8 bludgeoning, piercing, or slashing damage, as appropriate, to the object and the target, +1d8 damage for each 5 lb increment of the weight of the object, rounded down (so a 6 lb to 10 lb object would deal 4d8 damage, an 11 lb to 15 lb object deals 5d8, etc.). At 3rd level, you gain a Kinetic Die, which is used to determine two features: Additional cold, fire, or lightning damage that you deal with Catapult; and Kinetic Armor, a reduction to all damage you take, rolling each time you take damage. This die is a d6. It increases to a d8 at 9th level, a d10 at 13th level, and a d12 at 17th level) TECHNOKINETICIST: FEATS You gain feats at 4th, 8th, 12th, 16th, and 19th level, but gain a feat and an ability score increase instead of a choice between the two. You cannot gain two feats or two ability score increases in this way. TECHNOKINETICIST: HACKS At 3rd level, and every 4 levels thereafter, you learn a Hack. Hacks have different effects depending on whether you use them against a device or a creature. At 3rd level, you can use Hacks on a device, a humanoid, or a construct. All Hacks, unless stated otherwise, require a Charisma saving throw with a DC equal to 8 + your Charisma modifier + your proficiency bonus. You can use a Hack on any appropriate creature or device within 30 feet. Using a hack expends a charge from your nanite swarm. You have a number of charges equal to the total of all your mental ability score modifiers (minimum 3 charges). At 9th level, you can use Hacks on any creature or device. You can expend a hit die to recover 2 charges, or otherwise regain all uses at the end of a long rest. -Charm hack: 1 minute of charmed condition on a creature, and access to files on a device, per level. -Command Hack: Target does something asked for up to 1 round, 1 minute at 8th, and 10 minutes at 14th. -Damage Hack: Deals cold, fire, or lightning damage to devices or creatures equal to an attack with Basic Psionics, minus the bonus elemental damage gained at 3rd level. -Diagnosis Hack: Diagnoses any condition, including Charmed, as if you succeeded with a Medicine or Sense Motive check, as appropriate. -Haste Hack: As the spell Haste, except does not cause the target to slow at the end of the duration. -Overload Hack: Device ceases functioning for 1 minute, creature is paralyzed for 1 minute (save at end of every turn). -Psychometry Hack: Gives information about a device or creature. -Telepathy Hack: Sends message, as the cantrip, either text or verbal, to a device, or communicate telepathically with creatures. TECHNOKINETICIST: AURAS At 3rd level, you also gain an Aura, a special kind of Hack that does not cost a charge, does not require a saving throw, and affects all creatures you target in a radius around you equal to one third the range you can use Hacks (minimum 10 feet). You can activate or deactivate as many auras as you want with a single bonus action. -Filter Aura: You are immune to all airborne toxins, magical or otherwise, and all creatures you designate gain a +1 bonus on saving throws against airborne toxins, magical or otherwise. -Mirror Aura: Creatures you designate in the radius of the aura see multiple images of you, as the mirror image spell. -Stealth Aura: You and all creatures you designate in the range of the aura gain a +10 bonus on Stealth checks. TECHNOKINETICIST: MELDING You can gain additional abilities by melding with a sapient magical program. Doing so aids both you and the program. Abilitoes include additional Auras and Hacks, +15' range to your ability to Hack, or +1 to an ability score. TECHNOKINETICIST: OTHER ABILITIES At 7th level, you gain a "universal translator" ability that translates all of the Eight Cities' languages, including Common and sign languages, as well as any language you learn later, both ways - this functions as Comprehend Languages and Tongues, save that you must know any language not of the Eight Cities. At 11th level, you learn to overclock your nervous system. You add your Wisdom modifier to Initiative checks, gain Cunning Action, and gain Action Surge 1/short or long rest. You gain an additional use of Action Surge at 17th level. Last edited by Ermine; Jan 21st, 2023 at 11:56 AM. |
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