diff --git a/dndwiki/backgrounds/background-doctor.xml b/dndwiki/backgrounds/background-doctor.xml new file mode 100644 index 0000000..e0ac943 --- /dev/null +++ b/dndwiki/backgrounds/background-doctor.xml @@ -0,0 +1,193 @@ + + + + Doctor + Doctor Background + D&D Wiki + + + + + + + +

The world's doctors come in many shapes and sizes. There are apothecaries, shamans, field medics; a lot more variety exists beyond the standard cleric healer of faith. These doctors are better known for their additional social aspect of communicating with patients as well as often treating their ailments through an accessible and nonmagical procedure. Doctors also perform invasive procedures to save lives, like conducting surgeries or helping induce birth. For the most part, doctors are expected to be paragons of good. They are beholden to a code that ensures they do no harm and try their very best to help patients. As such, it should come as no surprise that they often encounter the worst in humanity. Moral issues tail them around as purveyors of a limited good. Temptations can lead a doctor astray and easily make them into a monster.

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When creating your doctor character, consider what sort of doctor they are. Traveling doctors are not unheard of and welcomed often as a benign sight. Of course, there lie rotten apples with every orchard, and your character could very well be a false doctor who extorts money from their patients. Or are you perhaps a grizzled veteran who has seen and treated many, vowing only to go further? Do you discriminate between patients, choosing only to treat certain races or groups? Do you have more knowledge treating individuals of these specific races over other races? What is your special doctor touch? There are the diné, medicine men who specialize in warding off evil spirits, as well as the alchemists of the east who craft potions of alleged immortality.

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What drives your doctor? Money? Fame? Doctors are generally recognized one way or another within communities where they practice as figures of authority. Have they maybe experienced crippling illness themselves, spurring them into this field? Due to the strain of the work, doctors may disassociate themselves from patients or choose to treat everyone professionally. Consider how your character deals with all the death they may have seen, as well as any miracles of medicine they may have witnessed. They, above all others, know the fragility of life and how easily it can be forgotten. In a world where everyone can not pay for resurrection spells or even minor curative magic, a doctor can be the final arbiter between who lives and who dies.

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  • Skill Proficiencies:Investigation, Medicine
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  • Tool Proficiencies:Herbalism kit
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  • Languages:Two of your choice
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  • Equipment:A bedroll, blanket, 2-man tent, doctoral notes on your area of specialization, doctor's certification, a set of common clothes, and a belt pouch containing 5 gp. You also gain one additional piece of equipment based on your specialization below.
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FEILD OF PRACTICE
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Doctors vary widely based on their specialized treatment options. Some take care of specific age groups while others focus on general, minor treatment of everyday aches and pains. Stranger still are those who practice native medicinal techniques that are anachronisms.

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d6Field of Practice
1Shaman. You use a variety of ancient ancestral techniques that use a range of remedies from plants to inhalation agents. You have an herbalism kit.
2Modern. You have an understanding of basic family medicine to keep people healthy after years of studying. You have a set of doctor's tools.
3Plague. Using your old and time-tested techniques of humorism and knowledge of bodily fluid, you use things like leeches and perform minor surgeries. You have a plague doctor's case.
4Holistic. Home care remedies are trusted by many, no matter how it cannot be explained, including acupuncture and cupping. You have a case of home remedies like needles, glass cups, and oils.
5Cosmic. Doctors who know of the energies in the universe and their interactions with the body understand there are materials that can balance and imbalance the body to cause illness, including lapidary practices and meditation. You have a case of up to 10 gemstones of your choice, each one worth no more than 5 gp.
6Folk. Old folk remedies include poultices and brews that passed through stories and local history, like a stone soup or octane-rating toddy. You have a satchel of remedy ingredients including sachet cloth, onions, and containers of crushed herbs and a flask of honey.
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SUGGESTED CHARACTERISTICS
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Doctors come from many walks of life. Some may be well educated while others may have learned how to be a doctor through the passing down of knowledge from one generation to another, while others may have had to start from scratch and have had to learn as they doctored. Regardless, many doctors are troubled by harrowing events they bore witness to. Some are shockingly pragmatic, with an "it may not be pretty, but you'll live" approach to problems. Many are seemingly tireless, hard-working individuals. Some can be inspiring souls, with a deep appreciation, not only for life, but for the person who is alive as well.

+ + + Investigation, Medicine, Herbalism Kit, 2 Languages + + + + + + + + Shaman + Modern + Plague + Holistic + Cosmic + Folk + + + + + + + + + + Background Feature + +

However you may have earned your prestige or title as a doctor, you are now known to be a person who has sworn to do their very best to save lives. Your certification as a doctor makes others see you as a nonpartisan who often does what is right, no matter the case. In instances where there may be fractious conflict between neighbors or borders, you, as a doctor, may be the ideal figure to ask to mediate. If you require crossing into dangerous territory, like one of war or feud, authorities will be more lenient on your plea due to your profession providing ample reason in their eyes. This is not to say you will always get a free pass, as the respect owed to doctors is not always a given in society. Additionally, if your plea contradicts the role of a doctor, you may arouse more suspicion than usual.

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Choose a creature type besides humanoid to be a specialized doctor of. You are generally aware of what substances are helpful or harmful to members within the species of that type. If you encounter new species, you can put together a rough idea of how old knowledge affects new and fascinating creatures. Spending time to study a creature lets you get a better and more accurate idea of minute details to treat issues that might ail them, as well as what ailments can develop. Other doctors may not take you as seriously, but anyone who has an important animal, such as a knight's steed or a caster's familiar, will have deep respect for you, for acknowledging that their creature is worth saving.

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Your studies have all channeled into a single, great project. This project could be of a weapon, a magic item or something related to your studies. Ask your DM if they are ok with your project. During a Long Rest, you can progress your studies. Roll a DC10 Intelligence check with an ability related to your studies ( Poisoner's kit/Nature for poisons, Alchemist's supplies for potions, History for lore, and Arcana for magic). Every time you succeed, your project is a step closer to completion. The DM decides how many rolls you have to do before the project is complete. Also, your DM can change the DC to better reflect what it is you are trying to accomplish.

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You have some renown as a researcher in your field of study, whatever that may be. When traveling from town to town, you can find sanctuary in a library or the lab or home of another researcher in that town. You can also receive help and ask for information from said researcher or librarian, and they will be much more likely to help you, if they can.

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+ \ No newline at end of file diff --git a/dndwiki/classes/class-demon-hunter.xml b/dndwiki/classes/class-demon-hunter.xml new file mode 100644 index 0000000..d1ea8c3 --- /dev/null +++ b/dndwiki/classes/class-demon-hunter.xml @@ -0,0 +1,1270 @@ + + + + Demon Hunter + The Demon Hunter class from the D&D Wiki + D&D Wiki + + + + + + + +

"For generations, our village has had to live under the constant threat of possible invasion from demonic entities. That was until they arrived. A figure glowing with energy told us not to worry, as they would take care of the menace that we faced. Although we are unsure of what became of that individual, after they left, there hasn't been a demon sighting in these parts for years. -Yadris, Village Mayor"

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On one normally quiet and tranquil day, a figure moves through the dried husk of a forest with a letter in hand. The charred and blacked ground crunches between their feet as they move onwards towards their target. Soon they spot their target in the distance, an impressive city with massive gray walls adorned with guard towers. As the figure approaches, the walls seem to almost crumble to dust before him as the sight of the broken and crumbled wall seem to break the figure's trance of imagining the once majestic walls that once guarded this town. Stepping inside, the figure sees burnt and dilapidated houses stretching as far as the eye can see. The figure smiles, as he notices the hulking figure of a demon covered in a multitude of boils, horns, appendages. Undeterred, the figure charges the demon ready to slay their mark. This individual is a demon hunter.

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Demon hunters are individuals who have chosen to make a pact with a vengeful angel or a devil in order to exterminate demons. A demon hunter's pact can take many forms, it may be a brand on their skin, it may allow the demon hunter to glow with white or black energy, or it may even affect the very way a demon hunter thinks and speaks. Even so, through this pact, demon hunters gain the ability to harness magic as well as the power to feel the life essences of fiends and undead. Their tenacity in combat, along with their effective use of finesse and magic allows them to adapt to a variety of circumstances both in and out of combat.

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Those who choose this path tend to crave battle and power, and at times, are often known to enter a trance where they kill their targets with no remorse. By choosing to become a demon hunter, these individuals have chosen to a life of killing as they know their job doesn't stop with the death of one demon, it only ends with either the extermination of all demons or their death. Many demon hunters therefore choose to travel with others, as alone, demon hunters often fall into an endless cycle of killing with no remorse.

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CREATING A DEMON HUNTER

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As you are creating a demon hunter, keep in mind how your character relates to society and why they took up monster hunting. Why are you devoted to a cause of killing demons? Why did you decide to make a deal with your patron? Was it for revenge, power, or does it serve some other purpose? Is your patron an angel or a devil? Why would your character decide to group up with others? Do you have another goal besides the killing of demon's? Typically, a demon hunter without a goal or cause is lost.

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QUICK BUILD
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You can make a demon hunter quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score followed by Wisdom then Constitution. Second, choose the Faction Agent background. Third, choose the leather armor, a rapier for the martial weapon and a shield, the arcane focus, and the dungeoneer's pack.

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CLASS FEATURES

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As a demon hunter, you gain the following class features.

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HIT POINTS
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  • Hit Dice: 1d10 per demon hunter level
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  • Hit Points at 1st Level: 10 + your Constitution modifier
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  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per demon hunter level after 1st
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PROFICIENCIES
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  • Armor: Light armor, medium armor, shields
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  • Weapons: Simple weapons, martial weapons
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  • Tools: None
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  • Saving Throws: Strength, Wisdom
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  • Skills: Choose two from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Medicine, Perception, Religion, Stealth, and Survival.
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EQUIPMENT
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You start with the following equipment, in addition to the equipment granted by your background:

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  • (a) leather armor or (b) hide armor
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  • (a) a martial weapon and a shield or (b) two martial weapons
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  • (a) an arcane focus or (b) a component pouch
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  • (a) a explorer's pack or (b) a dungeoneer's pack
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THE DEMON HUNTER
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LevelFeaturesCantrips KnownSpells KnownSpell SlotsSlot LevelBonus Weapon Damage
1stPact Magic, Hunter's Bane2211st
2ndCoalesced Power, Preferred Weapons2321st+2
3rdHunter Order2421st+2
4thAbility Score Improvement3521st+2
5thExtra Attack3622nd+3
6thHunter's Bane Improvement3722nd+3
7thHunter Order feature3822nd+3
8thAbility Score Improvement3922nd+4
9thGilded Eyes31023rd+4
10thPreferred Weapons (2)41023rd+4
11thSheer Skill41133rd+5
12thAbility Score Improvement41133rd+5
13th41234th+5
14thHunter Order feature41234th+6
15thCombat Style41334th+6
16thAbility Score Improvement41334th+6
17th41445th+7
18thHunter Order feature41445th+7
19thAbility Score Improvement41545th+7
20thResilience41545th+8
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+ + + d10 + A demon hunter is one who has made a pact with a devil or vengeful angel to exterminate demons. + + + + + + + + + + + + + + + + + + + + + + + + +

Beginning 1st level, you have advantage on Wisdom (Survival) checks to track undead and fiends, as well as on Intelligence checks to recall information about them. Upon reaching 6th level, you have advantage on Wisdom (Insight) checks and Wisdom saving throws against undead and fiends.

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+ + You have advantage on Wisdom (Survival) checks to track undead and fiends, as well as on Intelligence checks to recall information about them. + +
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Beginning at 2nd level, when you cast eldritch blast, you may add your Wisdom modifier to the damage it deals on a hit if you do not already add an ability modifier to the spell's damage.

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+ + + When you cast eldritch blast, add {{coalesced power:damage}} to the damage it deals on a hit. + + + + + + + +

Beginning at 2nd level, you have trained for years with two weapons of your choice that have become your preferred weapons. Choose a martial melee weapon and a martial ranged weapon. You have a +2 bonus to damage rolls with these weapons. The amount of bonus damage increases as you gain levels, as shown in the Bonus Weapon Damage column of the Demon Hunter table.

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At 10th level, you may also choose another martial melee weapon and martial ranged weapon to also gain this benefit.

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+ + When you attack with a chosen preferred weapon, add {{preferred weapon:damage}} to the damage it deals on a hit. + + + + + + + + + + + + +
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Beginning at 3rd level, you choose a subclass that you emulate in the exercise of your hunter abilities: Deathblade, Power Fiend, or Arcane Devastator, all detailed at the end of the class description. Your subclass choice grants you features at 3rd level and again at levels 7th, 14th, and 18th.

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+ + You choose a subclass that you emulate in the exercise of your hunter abilities. + + + + + + +
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Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

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+ + You can attack twice, instead of once, whenever you take the Attack action on your turn. + + + + +
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Beginning at 9th level, you gain darkvision for 60 feet. If you already have darkvision, the range is instead increased by an additional 30 feet.

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+ + You gain darkvision for 60 feet. If you already have darkvision, the range is instead increased by an additional 30 feet. + +
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Starting at 11th level, before the results of a roll have been announced, you may add 1d6 to any roll you make. You may not use Sheer Skill more than once on any roll you make. You may use this feature an amount of times equal to your proficiency bonus and you regain all uses of this feature after you finish a short or long rest.

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+ + Before the results of a roll have been announced, you may add 1d6 to any roll you make. You may not use Sheer Skill more than once on any roll you make. You may use this feature an amount of times equal to your proficiency bonus and you regain all uses of this feature after you finish a short or long rest. + +
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Beginning at 15th level, you may choose a combat style that emphasizes your specialty in combat.

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DEXTROUS EVADER
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Through practice, you have learned how to anticipate upcoming attacks in order to dodge them. You may take a specialized Dodge action as a bonus action, which gives you the effects of the Dodge action and advantage on Dexterity saving throws until the start of your next turn. You may use this feature a number of times equal to your half your Dexterity modifier rounded up (minimum of one), and you regain all uses of this feature after you finish a long rest.

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PRECISION CASTER
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You have focused all your training efforts into learning how to properly connect with your spells and cantrips. You have a +1 bonus to your spell attack rolls and spell save DC.

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SPECIALIZED HUNTER
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You have spent ages learning how to effectively kill your hated enemies. You have advantage on your first weapon attack roll each turn when targeting a demon or undead, and deal additional damage equal to your proficiency bonus on that attack.

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SPEEDY HANDS
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You have trained your hands at the point of mastery at handling of crossbows. You ignore the loading property of crossbows with which you are proficient and being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with crossbows.

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Beginning at 3rd level, when you make an ability check or a saving throw and have disadvantage on the roll, you can cancel the disadvantage for that roll. Alternatively, before you make an ability check or a saving throw, you may add your proficiency bonus to the roll regardless of whether you are proficiency in the check or not. Once you use this feature, you may not use it again until you finish a long rest.

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+ + When you make an ability check or a saving throw and have disadvantage on the roll, you can cancel the disadvantage for that roll. Alternatively, before you make an ability check or a saving throw, you may add your proficiency bonus to the roll regardless of whether you are proficiency in the check or not. Once you use this feature, you may not use it again until you finish a long rest. + +
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Beginning at 7th level, when you cast a spell that deals damage, you deal 1 additional point of damage per damage die. This bonus damage is the same damage type as the damage from the spell.

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+ + When you cast a spell that deals damage, you deal 1 additional point of damage per damage die. This bonus damage is the same damage type as the damage from the spell. + +
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Beginning at 14th level, you have learned how to reach into your inner most depths of your pact for more magic. You gain an additional demon hunter spell slot.

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+ + You have learned how to reach into your inner most depths of your pact for more magic. You gain an additional demon hunter spell slot. + + + + +
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Beginning at 18th level, your pact can now further enhance your spellcasting capabilities. You may cast any 5th level or lower spell from the demon hunter spell list once. Once you use this feature, you may not use it again until you finish a long rest.

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+ + Your pact can now further enhance your spellcasting capabilities. You may cast any 5th level or lower spell from the demon hunter spell list once. Once you use this feature, you may not use it again until you finish a long rest. + +
+ + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + DNDWIKI_DEMON_HUNTER + + + + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_INTERNAL_WEAPON_PROPERTY_LIGHT, ID_INTERNAL_WEAPON_PROPERTY_THROWN, ID_INTERNAL_WEAPON_PROPERTY_FINESSE, ID_INTERNAL_WEAPON_PROPERTY_SPECIAL_CHAKRAM + +

This bladed circular disc is an unusual thrown weapon. It glides through the air, slicing through anything in its path. Warriors who specialize with the chakram can learn to throw it in such a way that it returns to them after cutting the enemy.

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+ + + Weapons + 10 + 2 lb. + onehand + 60/120 + 1d6 + ID_AW_OOTD_WEAPON_PROFICIENCY_CHAKRAM + + + + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_INTERNAL_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_PROPERTY_SPECIAL, ID_WOTC_WGTE_INTERNAL_WEAPON_PROPERTY_SPECIAL_DOUBLE_BLADED_SCIMITAR + +

The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it.

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+ + + Weapons + 100 + 6 lb. + twohand + 2d4 + ID_WOTC_WGTE_WEAPON_PROFICIENCY_DOUBLE_BLADED_SCIMITAR + + + + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_INTERNAL_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_PROPERTY_SPECIAL, ID_WOTC_ERLW_INTERNAL_WEAPON_PROPERTY_SPECIAL_DOUBLE_BLADED_SCIMITAR + +

The double-bladed scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long, curving blade on either end. Forged with techniques honed over centuries, these blades are strong, sharp, and remarkably light.

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+ + + Weapons + 100 + 6 lb. + twohand + 2d4 + ID_WOTC_ERLW_WEAPON_PROFICIENCY_DOUBLE_BLADED_SCIMITAR + + + + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_INTERNAL_WEAPON_PROPERTY_VERSATILE, ID_INTERNAL_WEAPON_GROUP_AXES + +

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+ + Weapons + 10 + 4 lb. + onehand + 1d8 + 1d10 + ID_PROFICIENCY_WEAPON_PROFICIENCY_BATTLEAXE + +
+ + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_BLUDGEONING + +

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+ + Weapons + 10 + 2 lb. + onehand + 1d8 + ID_PROFICIENCY_WEAPON_PROFICIENCY_FLAIL + +
+ + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_INTERNAL_WEAPON_PROPERTY_HEAVY, ID_INTERNAL_WEAPON_PROPERTY_REACH, ID_INTERNAL_WEAPON_PROPERTY_TWOHANDED + +

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+ + Weapons + 20 + 6 lb. + twohand + 1d10 + ID_PROFICIENCY_WEAPON_PROFICIENCY_GLAIVE + +
+ + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_INTERNAL_WEAPON_PROPERTY_HEAVY, ID_INTERNAL_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_AXES + +

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+ + Weapons + 30 + 7 lb. + twohand + 1d12 + ID_PROFICIENCY_WEAPON_PROFICIENCY_GREATAXE + +
+ + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_INTERNAL_WEAPON_PROPERTY_HEAVY, ID_INTERNAL_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_SWORDS + +

+
+ + Weapons + 50 + 6 lb. + twohand + 2d6 + ID_PROFICIENCY_WEAPON_PROFICIENCY_GREATSWORD + +
+ + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_INTERNAL_WEAPON_PROPERTY_HEAVY, ID_INTERNAL_WEAPON_PROPERTY_REACH, ID_INTERNAL_WEAPON_PROPERTY_TWOHANDED + +

+
+ + Weapons + 20 + 6 lb. + twohand + 1d10 + ID_PROFICIENCY_WEAPON_PROFICIENCY_HALBERD + +
+ + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_INTERNAL_WEAPON_PROPERTY_REACH, ID_INTERNAL_WEAPON_PROPERTY_SPECIAL, ID_INTERNAL_WEAPON_PROPERTY_SPECIAL_LANCE + +

+
+ + + Weapons + 10 + 6 lb. + onehand + 1d12 + 1d12 + ID_PROFICIENCY_WEAPON_PROFICIENCY_LANCE + + + + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_INTERNAL_WEAPON_PROPERTY_VERSATILE, ID_INTERNAL_WEAPON_GROUP_SWORDS + +

+
+ + Weapons + 15 + 3 lb. + onehand + 1d8 + 1d10 + ID_PROFICIENCY_WEAPON_PROFICIENCY_LONGSWORD + +
+ + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_BLUDGEONING, ID_INTERNAL_WEAPON_PROPERTY_HEAVY, ID_INTERNAL_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_MAULS + +

+
+ + Weapons + 10 + 10 lb. + twohand + 2d6 + ID_PROFICIENCY_WEAPON_PROFICIENCY_MAUL + +
+ + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING + +

+
+ + Weapons + 15 + 4 lb. + onehand + 1d8 + ID_PROFICIENCY_WEAPON_PROFICIENCY_MORNINGSTAR + +
+ + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_INTERNAL_WEAPON_PROPERTY_HEAVY, ID_INTERNAL_WEAPON_PROPERTY_REACH, ID_INTERNAL_WEAPON_PROPERTY_TWOHANDED + +

+
+ + Weapons + 5 + 18 lb. + twohand + 1d10 + ID_PROFICIENCY_WEAPON_PROFICIENCY_PIKE + +
+ + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_INTERNAL_WEAPON_PROPERTY_FINESSE, ID_INTERNAL_WEAPON_GROUP_SWORDS + +

+
+ + Weapons + 25 + 2 lb. + onehand + 1d8 + ID_PROFICIENCY_WEAPON_PROFICIENCY_RAPIER + +
+ + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_INTERNAL_WEAPON_PROPERTY_FINESSE, ID_INTERNAL_WEAPON_PROPERTY_LIGHT, ID_INTERNAL_WEAPON_GROUP_SWORDS + +

+
+ + Weapons + 25 + 3 lb. + onehand + 1d6 + ID_PROFICIENCY_WEAPON_PROFICIENCY_SCIMITAR + +
+ + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_INTERNAL_WEAPON_PROPERTY_FINESSE, ID_INTERNAL_WEAPON_PROPERTY_LIGHT, ID_INTERNAL_WEAPON_GROUP_SWORDS + +

+
+ + Weapons + 10 + 2 lb. + onehand + 1d6 + ID_PROFICIENCY_WEAPON_PROFICIENCY_SHORTSWORD + +
+ + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_INTERNAL_WEAPON_PROPERTY_THROWN, ID_INTERNAL_WEAPON_PROPERTY_VERSATILE + +

+
+ + Weapons + 5 + 4 lb. + onehand + 20/60 + 1d6 + 1d8 + ID_PROFICIENCY_WEAPON_PROFICIENCY_TRIDENT + +
+ + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING + +

+
+ + Weapons + 5 + 2 lb. + onehand + 1d8 + ID_PROFICIENCY_WEAPON_PROFICIENCY_WAR_PICK + +
+ + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_BLUDGEONING, ID_INTERNAL_WEAPON_PROPERTY_VERSATILE, ID_INTERNAL_WEAPON_GROUP_HAMMERS + +

+
+ + Weapons + 15 + 2 lb. + onehand + 1d8 + 1d10 + ID_PROFICIENCY_WEAPON_PROFICIENCY_WARHAMMER + +
+ + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_INTERNAL_WEAPON_PROPERTY_FINESSE, ID_INTERNAL_WEAPON_PROPERTY_REACH + +

+
+ + Weapons + 2 + 3 lb. + onehand + 1d4 + ID_PROFICIENCY_WEAPON_PROFICIENCY_WHIP + +
+ + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_RANGED, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_INTERNAL_WEAPON_PROPERTY_AMMUNITION, ID_INTERNAL_WEAPON_PROPERTY_LOADING + +

+
+ + Weapons + 10 + 1 lb. + onehand + 25/100 + 1 + ID_PROFICIENCY_WEAPON_PROFICIENCY_BLOWGUN + +
+ + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_RANGED,ID_INTERNAL_DAMAGE_TYPE_PIERCING,ID_INTERNAL_WEAPON_PROPERTY_AMMUNITION,ID_INTERNAL_WEAPON_PROPERTY_LIGHT,ID_INTERNAL_WEAPON_PROPERTY_LOADING, ID_INTERNAL_WEAPON_GROUP_CROSSBOWS + +

+
+ + Weapons + 75 + 3 lb. + onehand + 30/120 + 1d6 + ID_PROFICIENCY_WEAPON_PROFICIENCY_CROSSBOW_HAND + +
+ + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_RANGED, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_INTERNAL_WEAPON_PROPERTY_AMMUNITION, ID_INTERNAL_WEAPON_PROPERTY_HEAVY, ID_INTERNAL_WEAPON_PROPERTY_LOADING, ID_INTERNAL_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_CROSSBOWS + +

+
+ + Weapons + 50 + 18 lb. + twohand + 100/400 + 1d10 + ID_PROFICIENCY_WEAPON_PROFICIENCY_CROSSBOW_HEAVY + +
+ + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_RANGED, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_INTERNAL_WEAPON_PROPERTY_AMMUNITION, ID_INTERNAL_WEAPON_PROPERTY_HEAVY, ID_INTERNAL_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_BOWS + +

+
+ + Weapons + 50 + 2 lb. + twohand + 150/600 + 1d8 + ID_PROFICIENCY_WEAPON_PROFICIENCY_LONGBOW + +
+ + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_RANGED, ID_INTERNAL_WEAPON_PROPERTY_SPECIAL, ID_INTERNAL_WEAPON_PROPERTY_SPECIAL_NET, ID_INTERNAL_WEAPON_PROPERTY_THROWN + +

+
+ + + Weapons + 1 + 3 lb. + onehand + 5/15 + + ID_PROFICIENCY_WEAPON_PROFICIENCY_NET + + + + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_RANGED, ID_INTERNAL_WEAPON_PROPERTY_THROWN, ID_INTERNAL_WEAPON_PROPERTY_SPECIAL, ID_DMSG_MUSG_WEAPON_PROPERTY_SPECIAL_LASSO + +

An ordinary rope may be turned into a lasso.

+

A Large or smaller creature hit by a lasso is Restrained until it is freed. A lasso has no effect on creatures that are formless, or creatures that are Huge or larger. Treat a completely stationary target as having AC 10.

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A creature caught by a lasso can use its action to make a DC 10 Dexterity check, freeing itself or another creature within its reach on a success. Dealing 3 slashing damage to the lasso (AC 10) also frees the creature without harming it, ending the effect and turning the lasso into a cut rope.

+
+ + Weapons + 5 + 2 lb. + onehand + 10/20 + + ID_DMSG_MUSG_WEAPON_PROFICIENCY_LASSO + +
+ \ No newline at end of file diff --git a/dndwiki/classes/class-fateweaver.xml b/dndwiki/classes/class-fateweaver.xml new file mode 100644 index 0000000..a6505aa --- /dev/null +++ b/dndwiki/classes/class-fateweaver.xml @@ -0,0 +1,786 @@ + + + + Fateweaver + The Fateweaver class from the D&D Wiki + D&D Wiki + + + + + + + +

A human holding a quarterstaff puts a hand on the shoulder of a bulky paladin whose armour starts to glow as he breathes a word of gratitude before charging back into the fray. Darkness clouds the eyes of an elf who steps over the body of a fallen friend and with a single touch of a finger makes the culprit crumble to the ground. Rushing past the legs of enemies and allies a halfling comes to the aid of a fallen friend and with gentle attention helps them back to their feet. A Fateweaver has learned the secrets of life and holds the scales of fate in their hand. With or without magic they tip the scales of fate to their will and determine whether a creature lives or dies. Their magic has roots in the very fabric of creation bringing them to the crossroads of destiny.

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Guardians of Life

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Through study and training a fateweaver has refined their magical skills to be able to aid those in need better than anyone. Drawing from a pool of healing magic fateweavers can channel life through their touch. With powerful wards they can spare their friends, with quick hands they can patch up those in need, with blades they bring enemies to their ends, with a touch they can knock someone off their feet. They train to overcome death or bring it if they so wish. Angels of Death, fateweavers are also adapt melee fighters who can tip the scales in their favour with magic blades and crippling blows.

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Balanced Duality

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Dealing with these dual forces of life and death fateweavers can be found on every end of the spectrum involved in the circle of life. The very best and the very worst can come from their capabilities and with little but themselves to govern them it is their personality that fully drives them to make the decisions that lie within their powers. Their reputation is one of wisdom and where they arrive they are often perceived with a mixture of respect and fear. Though they are few, their ability is well known and revered. Where a fateweaver goes rumors can be expected to trail behind them and linger long after they have gone.

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CREATING A FATEWEAVER

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When you create a Fateweaver, it is most important to consider how you obtained your skills. Is it through magical predisposition or through rigorous study of the human body? Did you want to help those in need of those in need of your skills or are you simply doing it because you can. Secondly the knowledge you have can be used for healing, but also for harming. What focus do you have and how do you deal with people requiring your services?

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QUICK BUILD
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You can make a Fateweaver quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Dexterity. Second, choose the Sage background.

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CLASS FEATURES

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As a Fateweaver you gain the following class features.

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HIT POINTS
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  • Hit Dice: 1d8 per fateweaver level
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  • Hit Points at 1st Level: 8 + your Constitution modifier
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  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per fateweaver level after 1st
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PROFICIENCIES
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  • Armor: Light Armor and Shields
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  • Weapons: Simple melee weapons, martial melee weapons
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  • Tools: Healer's Kit
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  • Saving Throws: Wisdom, Intelligence
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  • Skills: Medicine and choose 1 from Animal Handling, Investigation, Nature, Perception, Survival
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EQUIPMENT
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You start with the following equipment, in addition to the equipment granted by your background:

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    +
  • (a) a shortsword or (b) a warpick or (c) a morningstar
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  • (a) a component pouch or (b) an arcane focus
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  • (a) explorer's pack or (b) priest's pack
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  • leather armour, a shield, a healer’s kit and a dagger
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THE FATEWEAVER
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LevelFeaturesCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
1stSpellcasting, Healing Points222--------
2ndPatching233--------
3rdFoundation of Fate2442-------
4thAbility Score Improvement3543-------
5thSuperior Stabilisation36432------
6thSoothing Presence, Saved From Death37433------
7thFoundation of Fate feature384331-----
8thAbility Score Improvement, Sanctified Healing394332-----
9th-31043331----
10thRadiant Flare, Foundation of Fate feature41143332----
11thHealthy Body412433321---
12thAbility Score Improvement412433321---
13th-4134333211--
14thFoundation of Fate feature4134333211--
15thShield Ward41443332111-
16thAbility Score Improvement41443332111-
17th-415433321111
18thMedical Accuracy415433331111
19thAbility Score Improvement415433332111
20thTouch of Life415433332211
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+ + + d8 + A melee spellcaster whose study of medicine allows arcane healing abilities. + + + + + + + + + + + + + + + + + + + + + + + +

You can channel the energy and magic of life through the touch of your fingers, magically healing them. You have a pool of healing points that replenishes when you take a long rest. This pool of healing points is equal to your Fateweaver level x 10. This pool increases to 12 x your level at 5th level, 15 x your level at 9th level, 18 x your level at 13th level and 20 x your level at 18th level As an action, you can touch a creature and channel energy from a pool of healing points into the creature you touch to restore the same number of hitpoints, up to the maximum amount remaining in your pool. Alternatively, you can spend 5 hit points from your pool of healing to cure the target of one disease or neutralise one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of your Healing points, provided you spend the cost for each disease or poison in the total you spend. Fateweavers can spend 10 healing points to restore a spell slot, in order to restore higher spell slots 10 healing points per level will be spent, no action required. This feature has no effect on constructs.

+
+ + You can touch a creature and draw power from the pool to restore a number of hp to that creature, up to the maximum amount remaining in your pool. + You can expend 5 hp from your pool of healing to cure the target of one disease or neutralize one poison affecting it. + This feature has no effect on undead and constructs. + + + + + + + + + + + + + + + + + + + + + + + +
+ + +

From 2nd level, your medical expertise can aid your recuperating allies. During a short rest you can spend 10 healing points or one use of the healer’s kit to restore extra hitpoints to every ally recovering health during the rest. The number of extra hitpoints to each ally is equal to your wisdom modifier, (minimum of 1).

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+ + +

Your medical expertise can aid your recuperating allies. During a short rest you can spend 10 healing points or one use of the healer’s kit to restore extra hitpoints to every ally recovering health during the rest. The number of extra hitpoints to each ally is equal to your wisdom modifier, (minimum of 1).

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When you reach 3rd level, you determine your own path by choosing in which way you wish to influence the strings of fate. Tapping for the first time into deeper wells of knowledge and magic you choose foundation in Energy, Force or Medicine. Your choice will grant you new skills at 3rd, 7th, 10th and 14th level.

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+ + You determine your own path by choosing in which way you wish to influence the strings of fate. Tapping for the first time into deeper wells of knowledge and magic you choose foundation in Energy, Force or Medicine. + + + + + + +
+ + +

Your training has given you a better understanding than anyone at how to save someone from the approaching claws of death. From 5th level on, you can instead medicine check as a bonus action and when you stabilize a person through a medicine check or use of the healing kit, they are not only stable, but awake with 5 hitpoints. The creature can't gain HP again from this feature until it finishes a short or long rest.

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+ + Your training has given you a better understanding than anyone at how to save someone from the approaching claws of death. You can instead medicine check as a bonus action and when you stabilize a person through a medicine check or use of the healing kit, they are not only stable, but awake with 5 hitpoints. The creature can't gain HP again from this feature until it finishes a short or long rest. + +
+ + +

From level 6 your ability becomes visible in the way your carry yourself. The very presence of you is a comfort to your allies and instills them with a profound confidence. Allies within 15 feet of you have advantage on saving throws against being frightened and on saving throws to recover from being frightened. Additionally when frightened, allies can move closer to the source of their fear as long as they are moving in a straight line towards you.

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+ + Your ability becomes visible in the way your carry yourself. The very presence of you is a comfort to your allies and instills them with a profound confidence. Allies within 15 feet of you have advantage on saving throws against being frightened and on saving throws to recover from being frightened. Additionally when frightened, allies can move closer to the source of their fear as long as they are moving in a straight line towards you. + +
+ + +

Upon reaching level 6 You can use revivify once without any material components. You can only do this once every long rest.

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+ + You can use revivify once without any material components. You can only do this once every long rest. + + + + +
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Starting at level 8, you may spend 10 healing points to add 3d6 to any healing spell, attack spell or check. Every 5 extra healing points used after adds another 1d6 to the action.

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+ + You may spend 10 healing points to add 3d6 to any healing spell, attack spell or check. Every 5 extra healing points used after adds another 1d6 to the action. + +
+ + +

You've become so attuned to the arcane energies of healing, that you channel this into the very air around you to aid your allies. At level 10, up to as many times equal to your Wisdom modifier per long rest, you may use your reaction to channel a burst of energy when an ally within 10ft takes damage. This burst spreads in a 30ft radius and can do either 4d8 healing to living creatures or damage to undead. May choose number of targets up to 3 + Wisdom modifier. Each use must either heal or damage, but not both at once. If choosing to damage, target must make a Constitution save. If successful, target takes half damage.

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+ + You've become so attuned to the arcane energies of healing, that you channel this into the very air around you to aid your allies. Up to as many times equal to your Wisdom modifier per long rest, you may use your reaction to channel a burst of energy when an ally within 10ft takes damage. This burst spreads in a 30ft radius and can do either 4d8 healing to living creatures or damage to undead. May choose number of targets up to 3 + Wisdom modifier. Each use must either heal or damage, but not both at once. If choosing to damage, target must make a Constitution save. If successful, target takes half damage. + +
+ + +

The use of your abilities is having long lasting effects on you yourself. Beginning at level 11 you can use your reaction to give yourself advantage on attack rolls, ability checks, saving throws for one round. You can only use this ability once per long rest.

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+ + The use of your abilities is having long lasting effects on you yourself. You can use your reaction to give yourself advantage on attack rolls, ability checks, saving throws for one round. You can only use this ability once per long rest. + +
+ + +

From level 15 on, As many times as your spell modifier, while wielding your shield, you can use your reaction to cast a magical shield of 10 ft radius around yourself. This shield prevents any creature within its protection from dropping to 0 hitpoints, instead letting them drop to a minimum of 1 hitpoint. The shield disappears immediately.

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+ + As many times as your spell modifier, while wielding your shield, you can use your reaction to cast a magical shield of 10 ft radius around yourself. This shield prevents any creature within its protection from dropping to 0 hitpoints, instead letting them drop to a minimum of 1 hitpoint. The shield disappears immediately. + +
+ + +

At 18th level your knowledge of creatures is so thoroughly refined that you can find the softspots in a split second. An attack roll scores a critical hit on a roll of 19 or 20.

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+ + Your knowledge of creatures is so thoroughly refined that you can find the softspots in a split second. An attack roll scores a critical hit on a roll of 19 or 20. + +
+ + +

At level 20 you are so well versed in commanding the strings of fate that you have learned to save yourself from the brink of death. If you would die while you are at zero hitpoints, you magically cling to life, as long as you still have a spell slot and/or healing point and come back to life conscious, with 1 hitpoint, no healing points and no spell slots available. You can perform this impressive feat only once per day.

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+ + You are so well versed in commanding the strings of fate that you have learned to save yourself from the brink of death. If you would die while you are at zero hitpoints, you magically cling to life, as long as you still have a spell slot and/or healing point and come back to life conscious, with 1 hitpoint, no healing points and no spell slots available. You can perform this impressive feat only once per day. + +
+ + Foundation of Fate + +

You choose to focus your training on the exchange of energy between creatures. You embrace necrotic energy that can drain the life force of your enemies and enhance yourself with this very same energy. While some may consider it a dark path, it is a natural way of being that can aid you and your allies in staying on your feet longer than anyone.

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When you choose this foundation at level 3 you learn how to draw energy through your weapon strikes. Every time you roll a critical hit on an attack roll with a melee weapon you are proficient with, you regain 1d4 + your wisdom modifier in hit points.

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+ + You learn how to draw energy through your weapon strikes. Every time you roll a critical hit on an attack roll with a melee weapon you are proficient with, you regain 1d4 + your wisdom modifier in hit points. + +
+ + +

At level 7 A number of times equal to your wisdom modifier, after you spend healing points on someone or stabilised them any creature successfully making an attack against the target before the end of the target’s next turn takes 1d6 necrotic damage.

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+ + A number of times equal to your wisdom modifier, after you spend healing points on someone or stabilised them any creature successfully making an attack against the target before the end of the target’s next turn takes 1d6 necrotic damage. + +
+ + +

From level 10 your energy control becomes even greater. A 19 now also triggers the draining weapon and the weapon restores 2d4 + your wisdom modifier hit points. Any excess is transferred to temporary hit points.

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+ + Your energy control becomes even greater. A 19 now also triggers the draining weapon and the weapon restores 2d4 + your wisdom modifier hit points. Any excess is transferred to temporary hit points. + +
+ + +

When you reach level 14, you can draw on the very edges of your powers to save you when you are in a pinch. You can use your action to try to touch a creature and do 5d8 necrotic damage, which you will regain as hit points. After this both you and the target must make a Constitution saving throw against your spell save DC or suffer two levels of exhaustion each.

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+ + You can draw on the very edges of your powers to save you when you are in a pinch. You can use your action to try to touch a creature and do 5d8 necrotic damage, which you will regain as hit points. After this both you and the target must make a Constitution saving throw against your spell save DC or suffer two levels of exhaustion each. + +
+ + Foundation of Fate + +

Your training continues your study into deep magic where you learn to shield your allies before anything can harm them by conjuring wards of force. You will allow your allies stand tall no matter what they will be facing. By applying your magic you can take control over the battlefield and ensure you will never stand alone.

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Upon choosing this foundation at level 3 you gain the ability to lay strong wards over your allies. You can use your action to touch an ally and lay a protective ward over them that absorbs all of the damage from the first hit they take, even if they are immune. The ward lasts 1 minute or until the target takes damage. You can use this feature an equal amount to your spell modifier.

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+ + You gain the ability to lay strong wards over your allies. You can use your action to touch an ally and lay a protective ward over them that absorbs all of the damage from the first hit they take, even if they are immune. The ward lasts 1 minute or until the target takes damage. You can use this feature an equal amount to your spell modifier. + +
+ + +

At 7th level you learn to infuse your healing magic with warding charms. A number of times equal to your wisdom modifier, after you spend healing points on someone or stabilised them they gain resistance against bludgeoning, slashing and piercing damage until the end of their next turn.

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+ + You learn to infuse your healing magic with warding charms. A number of times equal to your wisdom modifier, after you spend healing points on someone or stabilised them they gain resistance against bludgeoning, slashing and piercing damage until the end of their next turn. + +
+ + +

From level 10, If struck, the ward now also returns 2d8 worth of damage back at the attacker.

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+ + If struck, the ward now also returns 2d8 worth of damage back at the attacker. + +
+ + +

When you reach level 14 you can draw upon the utmost of your magic in time of need. You can use your reaction to create a ward protecting up to 8 creatures of your choice within 120 feet of you that you can see from falling below 1 for one round. The ward immediately disappears and you suffer a level of exhaustion for every 4 creatures your ward protected, rounded up. You may use this reaction twice.

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+ + You can draw upon the utmost of your magic in time of need. You can use your reaction to create a ward protecting up to 8 creatures of your choice within 120 feet of you that you can see from falling below 1 for one round. The ward immediately disappears and you suffer a level of exhaustion for every 4 creatures your ward protected, rounded up. You may use this reaction twice. + +
+ + Foundation of Fate + +

Instead of depending on magic you continue to train your skills in medicine to aid your allies more efficiently. You will fling across the battlefield working your skilled hands in saving lives when times are at their most desperate. Your skills and knowledge will be there whenever they are called for and you can choose exactly where to use them.

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When you choose this foundation at level 3, you learn to push yourself further when necessary. Up to a number of times equal to your Wisdom modifier (minimum once), you can take the Dash action as a bonus action. You regain all spent uses upon finishing a long rest.

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+ + You learn to push yourself further when necessary. Up to a number of times equal to your Wisdom modifier (minimum once), you can take the Dash action as a bonus action. You regain all spent uses upon finishing a long rest. + +
+ + +

Starting at level 7 you have become so adept at what you do it takes you less time to do so. Spending healing points and stabilising someone only costs you a bonus action.

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+ + You have become so adept at what you do it takes you less time to do so. Spending healing points and stabilising someone only costs you a bonus action. + +
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At level 10 you can use your Desperate Dash one more time (one use higher than your Wisdom modifier), and you regain spent uses upon finishing a short or long rest. Also doesn't provoke attack of opportunity if used to move away from a creature.

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+ + You can use your Desperate Dash one more time (one use higher than your Wisdom modifier), and you regain spent uses upon finishing a short or long rest. Also doesn't provoke attack of opportunity if used to move away from a creature. + +
+ + +

When you reach level 14 you can fashion medicine under pressure unlike anyone else to get out of a pinch. You use an action to restore half an ally’s hitpoints in temporary hit points until the next short or long rest. These hit points cannot be recovered during the next long rest or by spending hit dice and require a second long rest or magical healing to be actually regained.

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+ + You can fashion medicine under pressure unlike anyone else to get out of a pinch. You use an action to restore half an ally’s hitpoints in temporary hit points until the next short or long rest. These hit points cannot be recovered during the next long rest or by spending hit dice and require a second long rest or magical healing to be actually regained. + +
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A man flips his knife, over and over again. Suddenly it disappears, and a purple blade appears in the stomach of the man behind him. Someone grabs the dagger, thinking the man to be vulnerable, but the knife disappears in his hand. As the glowing weapon is stabbed through his skull, he realizes who he was dealing with as the world goes black.

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Psychic Combatant

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The psiblade is a warrior who specializes in a martial method that combine one's natural psychic abilities with fighting training to create a unique and unpredictable technique. A psychic combatant usually is member of a race that have already natural predisposition to develop psychic abilities, being psiblades very common between giths for example. However, anyone with enough mental prowess can learn the secrets of psionics and learn how to fight with them becoming a psiblade, with the proper training.

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CREATING A PSIBLADE

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When creating a psiblade, answer a few questions: how did you discovered your psychic abilities? Did you have been trained by someone or they have awakened spontaneously as you grew older? Why did you become a psychic warrior? To protect yourself using your new found powers and as means to survival, or are you follower of a long forgotten martial tradition?

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What's your place in the world, and why did you become an adventurer? You want just to discover and hone more and more your powers, or do you have a bigger goal in mind?

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QUICK BUILD
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You can make a Psiblade quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity or Strength, depending on the type of weapon you intend to choose. Finally, a good Constitution score can grant you more durability in combat. Second, choose the hermit background. Third, choose the rapier, longbow with a quiver of 20 arrows, and a explorer's pack this also include two daggers.

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CLASS FEATURES

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As a psiblade, you gain the following class features.

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HIT POINTS
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  • Hit Dice: 1d8 per psiblade level
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  • Hit Points at 1st Level: 8 + your Constitution modifier
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  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per psiblade level after 1st
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PROFICIENCIES
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  • Armor: None
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  • Weapons: Simple weapons, martial weapons
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  • Tools: None
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  • Saving Throws: Intelligence, Wisdom
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  • Skills: Insight and choose two from Acrobatics, Athletics, Investigation, Perception, Sleight of Hand, Stealth
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EQUIPMENT
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You start with the following equipment, in addition to the equipment granted by your background:

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  • (a) a rapier or (b) any martial weapon
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  • (a) a longbow and quiver of 20 arrows or (b) any martial weapon
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  • (a) a dungeoneer's pack or (b) an explorer's pack
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  • two daggers
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THE PSIBLADE
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LevelFeaturesPsychic Damage
1stPsiblade Discipline, Unarmored Defense-
2ndMindspy, Psychic Channeling1d4
3rdSixth Sense, Psiblade Discipline Feature1d4
4thAbility Score Improvement1d4
5thExtra Attack, Psychic Channeling Improvement1d6
6thMental Barriers1d6
7thPsiblade Discipline Feature1d6
8thAbility Score Improvement1d6
9thTelekinesis1d8
10thResilience1d8
11thPsiblade Discipline Feature1d8
12thAbility Score Improvement1d8
13thTelekinesis Improvement1d10
14thResilience Improvement1d10
15thPsiblade Discipline Feature1d10
16thAbility Score Improvement1d10
17thTelekinesis Improvement1d12
18thResilience Improvement1d12
19thAbility Score Improvement1d12
20thPsiblade Discipline Feature1d12
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+ + + d8 + A warrior with the mind awakened for his innate psychic powers, and who uses this power to boost their martial capabilities + + + + + + + + + + + + + +

Starting at 2nd level, you can channel your psychic energy into your attacks. You gain the following benefits:

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Psi blade. As a bonus action before making an attack roll, you can infuse a strike with psychic energy. As a part of the Attack action, You can add your Intelligence, instead of Strength or Dexterity, to the attack and damage roll on a hit. On a success, you deal additional damage equal to your psychic damage die, as shown on the Psychic Damage column on the Psiblade table. This damage is psychic. When you reach the 5th level, you can roll one additional psychic damage die to the damage roll on a hit.

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Telekinetic Push. When you take the Attack action on your turn, you can push an opponent with your mind. You can use this push as part of your Attack action, if you are able to make multiple attacks. Make a melee weapon attack, using your Intelligence modifier, against a target within 5 feet. On a hit, you deal damage equal to the damage shown on the Psychic Damage column on the Psiblade table and push the target 5 feet away for each Proficiency Bonus point you have.

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You can channel your psychic energy into your attacks.

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Psi blade. As a bonus action before making an attack roll, you can infuse a strike with psychic energy. As a part of the Attack action, You can add your Intelligence, instead of Strength or Dexterity, to the attack and damage roll on a hit. On a success, you deal additional damage equal to your psychic damage die, as shown on the Psychic Damage column on the Psiblade table. This damage is psychic. When you reach the 5th level, you can roll one additional psychic damage die to the damage roll on a hit.

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Telekinetic Push. When you take the Attack action on your turn, you can push an opponent with your mind. You can use this push as part of your Attack action, if you are able to make multiple attacks. Make a melee weapon attack, using your Intelligence modifier, against a target within 5 feet. On a hit, you deal damage equal to the damage shown on the Psychic Damage column on the Psiblade table and push the target 5 feet away for each Proficiency Bonus point you have.

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When you reach the 2nd level, you can sense thoughts of creatures around you. You have advantage on all Wisdom checks made to perceive intentions, emotions and feelings of any creature you can see within 30 feet, that has Intelligence score bellow your Wisdom score, but higher than 3.

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In addition, you can make Wisdom (Perception) checks as a bonus action.

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+ + you can sense thoughts of creatures around you. You have advantage on all Wisdom checks made to perceive intentions, emotions and feelings of any creature you can see within 30 feet, that has Intelligence score bellow your Wisdom score, but higher than 3. In addition, you can make Wisdom (Perception) checks as a bonus action. + +
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At 3rd level, you develop a deep awareness to perceive threats with your thoughts. You can sense any creature with Intelligence score of 7 or higher, without relying on sight, up to a range of 20 feet. If the creature is a hostile creature you have seen before within the last 7 days, this sense increases to 60 feet.

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+ + You develop a deep awareness to perceive threats with your thoughts. You can sense any creature with Intelligence score of 7 or higher, without relying on sight, up to a range of 20 feet. If the creature is a hostile creature you have seen before within the last 7 days, this sense increases to 60 feet. + +
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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.

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Your claws can deliver a nasty slash when traditional weaponry can't. Your claws are natural weapons with which you are proficient in and deal 1d6 + your strength modifier of slashing damage.

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+ + Your claws can deliver a nasty slash when traditional weaponry can't. Your claws are natural weapons with which you are proficient in and deal 1d6 + {{strength:modifier}} slashing damage. + +
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You count as one size larger when determining the weight you are able to carry, lift, push, or pull.

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+ + You count as one size larger when determining the weight you are able to carry, lift, push, or pull. + + + + +
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Your natural AC is 13 + your dexterity modifier. This natural armor is lost if you don armor.

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You are vulnerable to silvered weapons.

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You have advantage on nature and perception checks made track and locate others of your kind or allies.

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Your Strength increases by 1.

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Your Dexterity increases by 1.

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Your Intelligence increases by 1.

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Your Wisdom increases by 1.

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Your Charisma increases by 1.

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