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Greywinds Guide to Tharador - Digital

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Published by necron43, 2024-06-01 09:35:33

Greywinds Guide to Tharador

Greywinds Guide to Tharador - Digital

142 Aspect’s Reclamation Using your innate force of personality, you can seize control over a spell when its caster falters in their concentration. As a reaction, when you see a creature within 30 feet of you or your Aspect make a concentration check for a spell, you can spend sorcery points equal to the spell’s level. The creature must then make a Charisma saving throw against your spell save DC. On a failed save, your Aspect teleports to an unoccupied space within 5 feet of the creature and takes over the spell. For the remaining duration of the spell, it is as if your Aspect were the original caster. Your Aspect must maintain concentration on the spell as normal, following the standard rules for concentration. Once a creature fails its saving throw against this feature, you cannot use it again until you complete a short or long rest. 14th-level Aspect feature Perfected aspect When you summon your Aspect, you shed a portion of your living being and imbue your Aspect to become a true reflection of who you are. Your Aspect gains the following benefits while it is summoned: • It can use its action to cast one of your prepared spells that has a casting time of one action, up to 2nd level. This action expends your spell slot as usual. Your Aspect must follow concentration rules as normal when casting a spell that requires concentration. • Whenever you use Metamagic and deliver the spell through your Aspect, the sorcery point cost is reduced by 1 (to a minimum of 1). • If you lose concentration on a spell, your Aspect can use its reaction to take the spell. For the remaining duration of the spell, it is treated as if your Aspect had casted it. Your Aspect must follow concentration rules as normal. 18th-level Aspect feature CHA 14 (+2) ASPECT Medium Celestial Armor Class: 10 + PB Hit Points: 5 + 5 times your Sorcerer level Speed: Fly 30 ft. (hover) STR 12 (+1) DEX 14 (+2) CON 14 (+2) INT 10 (+0) WIS 13 (+1) Proficiency Bonus. Equal to your PB Saving Throws. Con +2 plus PB, Cha +3 plus PB Condition Immunities. Blinded, charmed, frightened, grappled, prone, restrained Senses. Passive Perception 10 + (PB x 2) Languages. Understands languages you speak Challenge. - CHA 16 (+3) Soul Anchor. At the start of its turn, if it is further than 30 ft. away from you, it instantly teleports back to a an empty space within 5 ft. of you. This range increases to 60 ft. when you reach level 11 in this class. ACTIONS Soul Strike. Your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: (1d8 + PB) force damage. REACTIONS Arcane Delivery. When you cast a spell with the casting time of one action or bonus action, you can choose to have the spell be delivered from your Aspect instead. Your Aspect must use its reaction to then deliver the spell on its turn. • Subtle Spell. After using Subtle Spell on your turn, your Aspect gains the effect of the invisibility spell until the end of its next turn. • Twinned Spell. After you use Twinned Spell on your turn, a copy of your Aspect is summoned next to one of your Twin Spell targets. It is an identical copy of your Aspect, but it can only move, take reactions, and take the dodge action. It lasts until the end of your next turn.


143 The Ascendant Once on the verge of achieving divine ascension, The Ascendant was a powerful being with vast knowledge and magical prowess. However, due to an unforeseen betrayal or a tragic twist of fate, their ascent was halted and they were stripped of their potential divinity. Bound to the mortal plane, they now seek to regain their lost power and status through the aid of ambitious Warlocks. As a Warlock bound to The Ascendant, you are granted access to arcane secrets and powerful spells that this patron has gleaned throughout their journey towards ascension. Fuelled by their desire for retribution and a return to glory, The Ascendant bestows upon you unique abilities that tap into their vast magical knowledge and the lingering remnants of their celestial potential. Embarking on this pact, you become an agent of your patron’s will, aiding them in their quest for redemption and playing a pivotal role in their pursuit of the heights they once nearly attained. As you grow in power, so too does the influence of The Ascendant, bringing them one step closer to reclaiming their rightful place among the divine. WARLOCK PACT The following option is available to warlocks upon reaching 1st level. Your patron allows you to choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you, and they are considered warlock spells for you. These spells do not count against the number of warlock spells you know. Spell Level Spells 1st: Detect Magic, Magic Missile 2nd: Scorching Ray, Levitate 3rd: Counterspell, Dispel Magic 4th: Greater Invisibility, Banishment 5th: Bigby’s Hand, Wall of Force Expanded Spell List Power Reclamation You can harness the vital energies of fallen creatures to replenish your arcane reserves. At 1st level, your patron grants you a special spell slot known as an Eldritch Reserve. This spell slot can be used to cast any Warlock spell you know. The level of the spell you can cast with it is determined by the maximum level of spells you can normally cast, as shown in the Warlock spellcasting table. Once expended, this spell slot is consumed. When a creature of CR 1 or higher is reduced to 0 hit points within 60 feet of you, you can use your reaction to absorb its essence and replenish your Eldritch Reserve. The level of the replenished Eldritch Reserve is equal to the CR of the absorbed creature, up to your maximum spell slot level as per the Warlock spellcasting table. You can use this feature once, and you regain the ability to do so after finishing a long rest. The number of times you can use this feature increases when you reach 6th, 10th, and 14th level in this class (up to a maximum of 4). Your Eldritch Reserve is fully replenished after a long rest. 1st-level Ascendant feature 1st-level Ascendant feature Your connection to your patron allows you to tap into the lingering energies of your spells, enabling you to cast them anew. As an action, you can choose one spell of 5th level or lower that you have cast within the last minute. You can cast that spell again using this action at its original level without using a spell slot. The spell bears a unique visual or auditory signature due to your patron’s influence, distinguishing it from typical castings of the same spell. Once you use this feature, you can’t use it again until you finish a short or long rest. Eldritch Resonance 10th-level Ascendant feature Your close ties with your patron enable you to bolster the power of your damaging spells. Once per long rest, when you cast a Warlock spell that deals damage, you can invoke your patron’s power to enhance its potency. When rolling damage for the spell, any dice that show a number less than or equal to half the die’s maximum (rounded down) are increased to that half-value. For example, if rolling 1d6, a result of 2 becomes 3. You regain the use of this feature after finishing a long rest, or you can expend a use of Eldritch Reserve to use it again. The Ascendant’s Conviction 14th-level Ascendant feature Spell Siphon Starting at 6th level, when you see a spell being cast within 60 ft. of you, you can use your reaction to temporarily learn that spell. The spell must be of a level you can cast, and once learned, it is added to your list of known spells for a duration of 1 hour. During this time, you can cast the spell using your Warlock spell slots or your Eldritch Reserve as if it were one of your known spells. After the duration expires, the spell is removed from your list of known spells. If you use this feature again while you still have a spell learned from a previous use of this feature, the new spell replaces the previous one. You can use this feature a number of times equal to your Charisma modifier (minimum of 1) and regain all expended uses when you finish a long rest. 6th-level Ascendant feature


145 Hemomancy Hemomancy Wizards draws power from their own life force, converting essence into magical might. Each spell inscribed in their spellbook is marked with their own blood, creating a potent reservoir of power. This subclass harnesses the life force of enemies to enhance their magic, making it a formidable force on the battlefield. When threatened, they can tap into their blood’s energy to strengthen their spells and quicken their pace. Control over life, power, and the battlefield characterizes their approach. They command the lifeblood of others as easily as their own, balancing the dance between sacrifice and gain. In their veins, the raw power of the arcane truly thrives. ARCANE TRADITION The following option is available to wizards upon reaching 2nd level. Your life essence powers your blood magic, setting a limit on how many hit dice you can use for such abilities each day. Your Lifeblood Reservoir is a pool of hit dice equal to your proficiency bonus plus your Constitution modifier. You can expend hit dice from this pool to use your blood magic abilities. This pool is not separate from your regular Wizard hit dice; it represents a daily limit on the hit dice you can use for blood magic. For example, if you have a proficiency bonus of +3 and a Constitution modifier of +2, your Lifeblood Reservoir would contain 5 hit dice, even if your total number of Wizard hit dice is higher. Your Lifeblood Reservoir replenishes its hit dice after you complete a long rest. Lifeblood Reservoir 2nd-level Hemomancy feature Your mastery over hemomancy allows you to channel your own life force to streamline your spellcasting. When you cast a spell, you can choose to expend one hit die from your Lifeblood Reservoir to remove the need for either the verbal or somatic components of the spell. If you expend an additional hit die, you can eliminate both the verbal and somatic components. Blood Rites 2nd-level Hemomancy feature Sanguine Resonance Your mastery of blood magic grants you heightened perception of life energies. As an action, you can expend one hit die from your Lifeblood Reservoir to activate this feature. For a number of minutes equal to your Intelligence modifier (minimum of 1), you gain the ability to sense the presence of creatures within 30 feet of you. This sense provides you with the following information: • The number of creatures within range. • Their general direction relative to you. • Information on if the creatures are paralyzed, petrified, or poisoned. • An estimation of their current hit points relative to their maximum hit points, categorized as Full, Above Half, Half, Below Half, or None. This sense can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. While this feature is active, you have advantage on Wisdom (Medicine) checks to assess or treat creatures within the detection radius and on Wisdom (Insight) checks, as you can gauge their intentions through their heartbeats. This feature only works on creatures that have blood. 2nd-level Hemomancy feature Your mastery over the essence of life enables you to draw vitality from fallen creatures. Once per long rest, you can spend 10 minutes performing a ritual over the corpses of creatures within a 15-foot radius of you. These creatures must have blood for the ritual to be effective. At the end of the ritual, you regain a number of hit dice equal to the combined total of the Challenge Rating (CR) or class levels (for creatures with class levels) of all affected creatures, up to a maximum determined by your Lifeblood Reservoir feature. 6th-level Hemomancy feature Siphon Vitality


146 Your mastery of blood magic allows you to dominate the will of others. As an action, you can compel a creature within 60 ft. that you can see to make a Constitution saving throw against your spell save DC. On a failed save, you establish a telepathic bond with the creature until the end of your next turn. You can issue commands (no action required) to the creature, which it strives to obey to the best of its ability. You can extend the duration of the bond by expending one hit dice from your Lifeblood Reservoir at the beginning of your turn, causing the bond to last an additional round. If the creature takes damage, it can repeat its saving throw, ending the effect on a success. You can use this feature once per long rest. However, you can choose to regain a use of this ability sooner by expending a number of hit dice from your Lifeblood Reservoir equal to your proficiency bonus. 10th-level Hemomancy feature Crimson Command Your mastery of blood magic enables you to share your vitality, even at death’s door. When you are reduced to 0 hit points but not killed outright, you can use your reaction to drop to 1 hit point instead. You may then expend any number of hit dice from your Lifeblood Reservoir. For each hit die expended, you gain temporary hit points equal to the roll and your speed increases by 10 feet until the end of your next turn. Alternatively, when an ally within 60 feet of you is reduced to 0 hit points, you can use your reaction to halve your current hit points (rounded up). Your ally then regains hit points equal to the hit points you lost. After using either option, you can’t use this feature again until you finish a long rest. 14th-level Hemomancy feature Resurgent Sacrifice


147 IX. Feats of Tharador A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite. For example, the Skill Feats provided here require you to be character level 4, and to have proficiency with a particular skill before it is available to be selected. Requires Level 4, and Proficiency in the Acrobatics skill. Increase your Dexterity score by 1, up to a maximum of 20. Your mastery of acrobatic movements and agility grants you the following benefits. • When jumping, you can use your Dexterity score in place of your Strength score when determining how far you can jump. Furthermore, any instance of an Strength (Athletics) check while jumping can be replaced with a Dexterity (Acrobatics) check. • When you fall from a height, you can use your Acrobatics skill to reduce the impact of the landing. As a reaction, you can make a DC (equal to half of the height you have fallen) Dexterity (Acrobatics) check. If you succeed, you can reduce the falling damage by an amount equal to your Dexterity modifier + your Proficiency Bonus (minimum 1), and you can land on your feet without falling prone. Acrobatics Mastery Requires Level 4, and Proficiency in the Animal Handling skill. Increase your Wisdom score by 1, up to a maximum of 20. Your innate ability to bond with animals grants you the following benefits. • You can spend 10 minutes with a beast to convert it to a Friendly disposition towards you. If it starts out as hostile, you must succeed on a DC equal to 10 + the creatures CR (rounded up) Wisdom (Animal Handling) check. This check is made with disadvantage if another hostile creature is within 30 ft. of it. • As a bonus action, you can give a command to one friendly beast within 60 ft. of you. The beast must be able to hear you, and cannot currently be following the command of another creature. You can command the friendly beast to use its movement, and take one basic action (such as attack, dodge, disengage, or dash). Alternatively, you can issue a general command that lasts for 1 minute, such as to guard a given area. Animal Handling Mastery Requires Level 4, and Proficiency in the Arcana skill. Increase your Intelligence score by 1, up to a maximum of 20. Your knowledge of arcane lore and magical principles grants you the following benefits. • You learn the Detect Magic spell, and it does not count against the number of spells you know or can prepare. You can cast it on yourself at will, without expending a spell slot or material components. Additionally, you can use your bonus action, instead of your action, to detect magical auras within range of the spell. • As a reaction when a creature that you can see and hear within 120 ft. casts a spell, you think quickly and recall on information regarding what it could be. Make an Intelligence (Arcana) check. The DC equals to 10 + the spells level. On a success, you learn what the spell is, and can ready yourself against the spells effects. If the spell requires a spell attack and it is made against you, it is made with disadvantage. If the spell forces you to make a saving throw, you do so with advantage. You can use this ability a number of times equal to your Proficiency Bonus, regaining all uses after a long rest. Arcana Mastery Requires Level 4, and Proficiency in the Athletics skill. Increase your Strength score by 1, up to a maximum of 20. Your exceptional physical prowess and strength grant you the following benefits. • When you take the Dash action, you are unaffected by nonmagical difficult terrain, and your jump distance is doubled until the end of your turn. • You have advantage on Strength (Athletics) checks make and to break free from a grapple. Furthermore, you can use a bonus action to attempt to shove a creature you are grappling, knocking them prone if they fail a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check. Athletics Mastery Requires Level 4, and Proficiency in the Deception skill. Increase your Charisma score by 1, up to a maximum of 20. Your silver tongue and clever guile grant you the following benefits. • When you successfully make a Charisma (Deception) check against a creature, your next Charisma (Deception) check made against the same creature within the next 1 minute is made with advantage. You cannot use this effect against the same creature for the next hour. • You can make a Charisma (Deception) check instead of a Wisdom (Insight) check to determine if a creature is not being truthful to you, by weaving up further lies and seeing if they get caught up in them. Deception Mastery


148 Requires Level 4, and Proficiency in the History skill. Increase your Intelligence score by 1, up to a maximum of 20. Your deep understanding of history and past events grants you the following benefits. • You learn two additional languages of your choice. • You have advantage on Intelligence (History) checks made to recall information about a culture if you know at least one of the languages spoken by that culture. This feature does not apply if you gained the ability to understand all languages through a spell or other ability. History Mastery Requires Level 4, and Proficiency in the Insight skill. Increase your Wisdom score by 1, up to a maximum of 20. Your keen insight into the motives, emotions, and intentions of others grants you the following benefits. • Your sharp insight allows you to read the intentions of others. When a creature makes an attack against you, you can use your reaction to make an Insight check contested by the attacker’s Deception check. On a success, you know how they will act, causing the attacker’s next attack against you before the end of their next turn to be at disadvantage. You can use this ability a number of times equal to your Proficiency Bonus, regaining all uses after a long rest. • After 1 minute of interacting with a creature, you can make a DC 15 Wisdom (Insight) check to determine if they are under any conditions that could alter their behaviour (such as charmed, or frightened). Insight Mastery Requires Level 4, and Proficiency in the Investigation skill. Increase your Intelligence score by 1, up to a maximum of 20. Your exceptional attention to detail and analytical skills grant you the following benefits. • As an action, you can study a creature within 30 ft. of you and make an Intelligence (Investigation) check contested by the target’s Charisma (Deception) check. On a success, you learn one of the target’s personality traits, ideals, bonds, or flaws, as well as any relevant information about their background, profession, or history. • Whenever you make an Intelligence (Investigation) check to search for hidden objects or clues, you can choose to take an additional 10 minutes to search more thoroughly. If you do, you gain advantage on the check and can uncover hidden or concealed objects that would normally require a passive Perception score of 25 or higher to detect. Investigation Mastery Requires Level 4, and Proficiency in the Medicine skill. Increase your Wisdom score by 1, up to a maximum of 20. Your mastery of medicinal practices and tools grants you the following benefits. • As a bonus action on your turn, you can expend one use from your Healer’s Kit to heal yourself or an ally within 5 ft. of you equal to 1d4 + your Proficiency Bonus. This healing increases to 2d4 upon reaching 11th level, and finally to 3d4 upon reaching 17th level. • As an action, you can expend one use from your Healer’s Kit to treat yourself or an ally within 5 ft. of you from the poisoned or paralysed conditions. Make a DC 15 Wisdom (Medicine) check, curing the conditions on a success. You can expend one more use of your Healer’s Kit to grant yourself advantage on the roll. Medicine Mastery Requires Level 4, and Proficiency in the Intimidation skill. Increase your Charisma score by 1, up to a maximum of 20. Your intimidating demeanour grants you the following benefits. • As a bonus action on your turn, you can attempt to intimidate a creature by hurling insults at them, or even just by giving them a terrifying glance. Roll a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. On a success, the creature must spend two feet for every one foot travelled towards you until the end of their next turn, as their body instinctually reacts to your intimidating demeanour. After a creature is subjected to this feature, they gain advantage against its effects for the next 24 hours. You can use this ability a number of times per day equal to your Proficiency bonus, regaining all uses on a short or long rest. • Once per day, when you roll initiative you can immediately let loose a terrifying battle cry, or exude your terrifying presence, causing your enemies to think twice about what they’re doing. Creatures of your choice (up to your Charisma modifier) within 60 ft. of you that can hear or see you have their initiative check reduced by 1d4. Intimidation Mastery


149 Requires Level 4, and Proficiency in the Perception skill. Increase your Wisdom score by 1, up to a maximum of 20. Your infallible senses grant you the following benefits. • Dim light no longer causes you to make your Wisdom (Perception) checks with disadvantage. • When you roll initiative, you can make a Wisdom (Perception) check to gather an understanding of the battlefield, including where potential enemies are, and if there are any traps. If creatures or traps are hidden, your Wisdom (Perception) check must meet or succeed their hide DC for you to see them. You cannot benefit from this ability if you are surprised. Perception Mastery Requires Level 4, and Proficiency in the Performance skill. Increase your Charisma score by 1, up to a maximum of 20. Your ability to perform is wonderous, granting you the following benefits. • If you have taken at least 1 minute to prepare, you can make a Charisma (Performance) in place of a Charisma (Deception) or Charisma (Persuasion) check. • When you are in a performance, you can attempt to distract certain audience members that can see and hear you with your mesmerising talent. Make a Charisma (Performance) check contested by the creature’s Wisdom (Insight) check. If your check succeeds, you grab the creatures attention thoroughly, causing them to make Intelligence (Investigation) and Wisdom (Perception) checks with disadvantage until you stop your performance (this will reduce their Passive Perception and Investigation scores by -5). Performance Mastery Requires Level 4, and Proficiency in the Sleight of Hand skill. Increase your Dexterity score by 1, up to a maximum of 20. Your dexterity and hand-eye coordination grant you the following benefits. • You have a knack for using misdirection to your advantage. When you make a Dexterity (Sleight of Hand) check to steal or manipulate an item, you can use your reaction to impose disadvantage on a creature’s Wisdom (Perception) check, provided that they are within 5 ft. of you (this will reduces their Passive Perception score by -5). • You have a talent for picking locks without attracting attention. When attempting to pick a lock using a Dexterity (Sleight of Hand) check, you can do so without making noise or drawing attention to yourself. Creatures in the area are unaware of your activity unless they are actively searching for you. Sleight Of Hand Mastery Requires Level 4, and Proficiency in the Stealth skill. Increase your Dexterity score by 1, up to a maximum of 20. You feel most comfortable when completely unseen, which grants you the following benefits. • While you are hidden, you can move up to 10 ft. into the open without immediately revealing yourself while moving. As soon as you end your movement in a position in which you would be visible, or you make an attack or cast a spell, you are immediately revealed. • You can make a Dexterity (Stealth) check to hide behind a creature that is the same size as you. Stealth Mastery Requires Level 4, and Proficiency in the Survival skill. Increase your Wisdom score by 1, up to a maximum of 20. Your mastery of the wilderness and what it takes to survive grants you the following benefits. • When you are in an area that you are familiar with, such as a region you have travelled through before, you make Wisdom (Survival) checks with advantage when finding your way, scavenging food, or finding a safe place to rest. • Your ability to scavenge is unmatched. When making a Wisdom (Survival) check to scavenge the body parts of a creature, you make the check with advantage if you’ve spent at least 1 minute analysing it while it was alive, or if you’ve scavenged parts from that species of creature before. Survival Mastery Requires Level 4, and Proficiency in the Persuasion skill. Increase your Charisma score by 1, up to a maximum of 20. Your gift of gab and charm grant you the following benefits. • You exude an aura of trust. When attempting a Charisma (Persuasion) check against a creature that you are friendly with, you can choose to give yourself advantage on the roll. A creature cannot be effected by this again for 24 hours. • When buying from a store that you have purchased items from before, the base price of items for you are reduced by 10%. Furthermore, when selling items to a store you have sold to before, you can sell it for an additional 10% of its value. Persuasion Mastery Requires Level 4, and Proficiency in the Religion skill. Increase your Intelligence score by 1, up to a maximum of 20. Your deep knowledge of religious practices and beliefs grants you the following benefits. • You gain the Thaumaturgy cantrip. • You can make an Intelligence (Religion) check in place of a Charisma (Persuasion) check when making a persuasion attempt with a creature who shares your religious beliefs. • Once per day, you can perform a 10-minute ritual focusing on a single creature of your choice within 5 ft. of you (including yourself). During the ritual, you ward off evil spirits and grant protection from malevolent deities. Make a DC 15 Intelligence (Religion) check. On a success, the target creature can add your proficiency bonus to any saving throws they make against spells and abilities from fiends or undead within the next 8 hours. Once you do this ritual, you must complete a long rest before being able to do it again. Religion Mastery Requires Level 4, and Proficiency in the Nature skill. Increase your Intelligence score by 1, up to a maximum of 20. Your affinity for the natural world and its creatures grants you the following benefits. • You learn the druidcraft cantrip. It doesn’t count against the number of cantrips you know. • As an action, you can make a DC 15 Intelligence (Nature) check to determine if a creature or object within 15 ft. of you is poisonous, is inflicted with the poisoned condition, or if it is diseased. • As an action, you can identify a plant or a beast’s vulnerabilities and resistances with a successful Intelligence (Nature) check. The DC is equal to 10 + the creature’s CR. On a success, you learn one type of damage that the creature is vulnerable to, and one type of damage that it is resistant to. Nature Mastery


150 The first time that you deal fire damage against a target on your turn, the target is burnt by your flames. They must succeed on a DC (8 + your Proficiency Bonus) Constitution saving throw, or any healing they receive is reduced by a number equal to your Proficiency Bonus (to a minimum of 0) until the end of their next turn. Furthermore, as a bonus action you can infuse yourself with flames, causing your next successful attack to deal an additional 1d6 fire damage. This damage increases to 1d8 upon reaching 11th level, and finally to 1d10 upon reaching 17th level. You can infuse yourself a number of times equal to your proficiency modifier per long rest. Flame Mastery The first time that you deal poison damage against a target on your turn, the poison enters the target’s system and hinders them. They must succeed on a DC (8 + your Proficiency Bonus) Constitution saving throw, or suffer disadvantage on their next Constitution saving throw or concentration check to maintain a spell, until the end of your next turn. Furthermore, as a bonus action you can infuse yourself with poison, causing your next successful attack to deal an additional 1d6 poison damage. This damage increases to 1d8 upon reaching 11th level, and finally to 1d10 upon reaching 17th level. You can infuse yourself a number of times equal to your proficiency modifier per long rest. Poison Mastery The first time that you deal cold damage against a target on your turn, the target is frosted by the blistering cold. They must succeed on a DC (8 + your Proficiency Bonus) Constitution saving throw, or their reaction is expended (if available). They regain the usage of their reaction at the start of your next turn. Furthermore, as a bonus action you can infuse yourself with frost, causing your next successful attack to deal an additional 1d6 cold damage. This damage increases to 1d8 upon reaching 11th level, and finally to 1d10 upon reaching 17th level. You can infuse yourself a number of times equal to your proficiency modifier per long rest. Frost Mastery The first time that you deal lightning damage against a target on your turn, the target is jolted by the electricity. A jolted creature must make a DC (8 + your Proficiency Bonus) Constitution saving throw at the beginning of their next turn. On a failure, the target can only use its Action, or its Bonus Action but not both, for the remainder of their turn. Furthermore, as a bonus action you can infuse yourself with lightning, causing your next successful attack to deal an additional 1d6 lightning damage. This damage increases to 1d8 upon reaching 11th level, and finally to 1d10 upon reaching 17th level. You can infuse yourself a number of times equal to your proficiency modifier per long rest. Lightning Mastery The first time that you deal acid damage against a target on your turn, the acid begins to eat away at your targets flesh. They must succeed on a DC (8 + your Proficiency Bonus) Constitution saving throw, or decrease their maximum hit points equal to the amount of acid damage taken until the end of their next turn. Furthermore, as a bonus action you can infuse yourself with acid, causing your next successful attack to deal an additional 1d6 acid damage. This damage increases to 1d8 upon reaching 11th level, and finally to 1d10 upon reaching 17th level. You can infuse yourself a number of times equal to your proficiency modifier per long rest. Acid Mastery Increase your Intelligence, Wisdom, or Charisma scores by 1, to a maximum of 20. • Choose a damage type from acid, cold, fire, lightning, poison, or thunder. When you make an attack or cast a spell that deals any of the damage listed above, you can change that damage to your chosen damage type. Elemental Mastery


151 Increase your Intelligence, Wisdom, or Charisma score by 1, up to a maximum of 20. You tap into the knowledge of your previous lives, gaining insight into new areas of expertise. • You gain proficiency in two skills that are associated with the chosen ability score. • During a long rest, you can switch one of your proficient skills associated with the chosen ability score to another skill that you are not proficient in. Ancient Memory Requires 15 Strength. Increase your Strength score by 1, up to a maximum of 20. Years of training and combat experience have honed your weapon techniques to a level of unparalleled skill and mastery. • When wielding a weapon with the versatile property, you gain the benefits of it being wielded with two hands when only wielding it in one hand. Versatility Expert Collaborating with allies comes naturally to you, as you offer your aid and expertise to bolster their abilities. • You gain an additional reaction. You can only use this reaction to cast the help action when an ally is making an attack against a creature within 5 ft. of you. • If you are proficient in a skill and using the Help action to aid an ally within 5 ft. of you in making an ability check with that skill, and the ally is not already proficient in that skill, the ally gains proficiency for that ability check. Expert Collaborator Increase your Strength, or Dexterity score by 1, up to a maximum of 20. You have learnt how to strike through the toughest defenses and shatter the strongest barriers. • When you attack a creature who is wielding a shield, you gain a +1 to your attack roll. Furthermore, when you deal damage to a creature with temporary hit points, you pierce through it, dealing the damage to their hit points instead. Shield Breaker Increase your Strength or Dexterity score by 1, up to a maximum of 20. The Mortal Wounds you inflict are not easily healed, and your critical strikes deal even more damage. • Whenever you damage a creature with a weapon attack, they are inflicted with Mortal Wounds, causing all healing they receive to be reduced by an amount equal to your Proficiency Bonus (to a minimum of 0) until the end of your next turn. • When a creature inflicted with Mortal Wounds is struck with a critical hit, they suffer additional damage from the weapons attack equal to the attacking creatures proficiency bonus (this bonus is not doubled for the purposes of the critical hit). Mortal Wounds Increase your Strength or Dexterity score by 1, up to a maximum of 20. With incredible agility and quick reflexes, you can swiftly navigate the battlefield and keep your foes in reach. • When a creature within your reach voluntarily moves out of your reach, you can use your reaction to move up to half of your movement speed directly towards them once they finish their movement. • When you are knocked prone, you can use your reaction to stand up immediately without spending any of your movement. Movement Master


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