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Crystalpunk Playtest 2 - Three Subclasses

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Published by Chara, 2021-02-07 13:45:57

Crystalpunk Playtest 2 - Three Subclasses

Crystalpunk Playtest 2 - Three Subclasses

Playtest 2: Three subclasses

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This playtest document features three new Crystalpunk
subclasses: the College of Momentum for the bard,
the Faith Domain for the cleric, and the Weaponforge
Archetype for the fighter.
Author: Zac Hussein
Editing: Scarlett Rogers, Sean "Perry" McGrory
Artwork: Filip Bazarewski
Version: 1.0
Copyright © 2021, Plus Three Press

M omenTU MCollege oF
Performers of the College of Momentum live for music - When you or a friendly creature within 30 feet of you
rhythmic beats, intense riffs, and powerful drops. These that can hear you deals damage with an attack or spell while
bards wield their songs as weapons, not only to entertain you are in your build up, you can use your reaction to end
their fans, but to change minds. your build up and your countercharm in a destructive drop.
Roll all of the dice in your build up pool, adding it as extra
Increasing the Tempo damage against one target of the attack or spell. When a
target takes this damage, it must succeed on a Strength
Starting at 3rd level, your walking speed increases by 10 feet saving throw against your bard spell save DC or be pushed
and your movement is unaffected by non-magical difficult 5 feet away from the attacker for each build up die rolled
terrain. Also, you gain proficiency all vehicles. and fall prone.
Once you end your build up in this way, you can’t start it
Mechanical Momentum again until you complete a long rest.

As a bard of the College of Momentum, your increased Exhilarating beats
speed may be a result of many different things - your
character could ride on a magnificent mechanical When you reach 14th level, you master the art of musical
hoverboard, wear magically enhanced roller skates, or momentum. Creatures affected by your countercharm gain
simply be invigorated by the power of their own beats. the ability to move along vertical surfaces and across liquids
on their turn without falling during the move.
Adrenaline Rush Also, when a creature rolls a Bardic Inspiration die you
granted to them, they can use their reaction to move up to
Also at 3rd level, you grow more aware of when a fight is half their speed without provoking opportunity attacks.
about to break out, starting your music at the perfect time.
When you roll for initiative and are not surprised, you can
expend one use of your Bardic Inspiration, rolling the die
and adding the result to your initiative roll and the initiative
roll of an ally that can hear you within 30 feet of you. You
can choose to use this feature after a creature makes its
roll, but you can use this feature only once per combat.

Melody of Momentum

Starting at 6th level, your powerful melodies keep your allies
focused on the fight and make them more agile. Creatures
affected by your countercharm have their speed increased
by 10 feet. Additionally, when you use your countercharm,
its range is 120 feet, and your performance lasts for 1
minute, instead of until the end of your next turn.

Beat Drop

Also at 6th level, your songs begin to grow and build to
climatic drops. When you use your countercharm, you can
choose to also start an instrumental build up, which lasts
until your countercharm ends. This build up, as well as your
countercharm, ends early if your turn starts and you or any
of your allies haven’t attacked a hostile creature since your
last turn or taken damage from a hostile creature since
then.
Your build up is represented by a pool of dice, each of
which having an equal size to your Bardic Inspiration die.
Your build up pool starts with two of such dice and gains
two more dice at the end of each of your turns.

FaiTh They are fearless. Affected creatures can’t be frightened
DOMAIN or charmed for the duration.

Clerics of the faith domain operate within a variety of Divine Missionary
different orders with have a diverse set of deities, but they
all have been granted the same purpose - spread the word Starting at 6th level, if you speak to a humanoid or group
of their god. For some this mission is a virtuous act, and for of humanoids for at least 1 minute and talk about your
others, it is simply one side of a deal for divine power. deity, you can attempt to magically infuse them with faith.
At the end of the conversation, the targets must succeed
Faith Domain Spells on a Wisdom saving throw against your cleric spell save DC
or have the thought of your deity linger in their mind for 1
Cleric Level Spells hour. Until then, you and allies you choose have advantage
on all Charisma checks directed at those creatures. Once
1st bless, charm person the effect ends, or if a creature succeeds on its saving throw
against the effect, a target has no hint that you tried to
3rd enthrall, suggestion magically influence it.
Once you use this feature, you can't use it again until you
5th beacon of hope, tongues finish a short or long rest.

7th compulsion, guardian of faith Potent Spellcasting

9th dominate person, modify memory Starting at 8th level, you add your Wisdom modifier to the
damage you deal with any cleric cantrip.
Bonus Proficiencies
Holy Emissary
At 1st level, you gain proficiency in the Deception,
Performance, or Persuasion skill (your choice). Starting at 17th level, you become a divine representative of
your god, inspiring your allies and terrifying your enemies.
Blessing of the Believer You can use your Sacred Words feature as a bonus action,
rather than an action. Additionally, at the end of each of
Also starting at 1st level, you can empower your allies in your turns while you are using the feature, you can cause all
exchange for their faith. When an ally within 30 feet of you affected creatures that can see you to either
makes an attack roll, ability check, or saving throw, you can take 10 psychic damage or gain 5 temporary
use your reaction to give them advantage on the roll. When hit points (your choice).
you do, the ally must proclaim the name of your deity or
receive no benefit.
You can use this feature a number of times equal to
your Wisdom modifier (a minimum of once). You regain all
expended uses when you finish a long rest.

Channel Divinity: Sacred Words

Starting at 2nd level, you can use your Channel Divinity to
alter the emotions of those around you.
As an action, you present your holy symbol, evoke
the name of your deity and say a few words about them,
choosing from one of the options below. Choose a number
of creatures within 30 feet of you that can hear you, up to
a number equal to your Wisdom modifier (minimum of
one) to be affected by your chosen words for 1 minute. An
unwilling creature must make a Wisdom saving throw to
resist this effect. If such a creature fails, it can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success.
They are mighty. Affected creatures are frightened of
you for the duration.
They are merciful. Affected creatures are charmed by
you for the duration.

WeapoNForger
ARCHETYPE

Weaponforgers are specially trained in modifying weapons • The damage type of the weapon changes to the damage
and using those weapons to their full potential. Often type indicated in the weapon mod's description.
soldiers on the front line, these versatile warriors keep an
arsenal of weapons, ready for anything they might face. • The weapon attack deals an extra 2d8 damage on a hit.
• An additional effect specified in the weapon mod's
Hot Swap
description.
At 3rd level, you are adept at quickly switching between
weapons. You can draw and stow any amount of weapons Saving Throws. Some of your weapon mods require a
on your turn, even when you would normally be able to target to make a saving throw to resist the mod's effects.
draw and stow one. The saving throw DC is calculated as follows.
Additionally, you gain proficiency in tinker's tools, or, if
you are already proficient, one other type of artisan's tools Weapon Mod save DC = 8 + your proficiency bonus +
of your choice. your Intelligence modifier

Martial Modification

When you choose this archetype at 3rd level, you learn to
infuse your weapons with arcane modifications that make
them more powerful and alter how they function.
Weapon Mods. You learn four weapon mods of your
choice, which are detailed under "Weapon Mods" at the end
of this subclass description.
You learn one additional weapon modification of your
choice at 7th, 10th, 15th and 18th level. Each time you learn
a new modification, you can also replace one modification
you know with a different one.
Applying Weapon Mods. When you finish a long rest,
you can choose three weapons and apply one of your
known weapon mods to each. You must apply a different
modification to each weapon, and each of the weapons
must be of a different type. For example, you could apply
one of your modifications to a warhammer and another to
a longsword, but not to two longswords. Once a weapon is
modded this way, only you are considered proficient in it.
You can choose one additional weapon when applying
weapon mods when you reach 7th level, and one more at
15th level. These must abide by the above prerequisites.
Charges. Each of your modified weapons has three
charges, and each regains all of their expended charges
when you finish a long rest. When you make a weapon
attack with one of your modified weapons, you can choose
to expend one of your weapon's charges to apply the
following effects for that attack only. You must choose to do
so before you make the attack roll.

Arcane Soldier Cloak. Your weapon is coated in darkness, dealing
necrotic damage. Immediately after making the attack,
At 7th level, you gain proficiency in the Arcana skill, or, if you you become invisible until the end of your next turn. The
are already proficient, one other skill of your choice. invisibility ends early if you make an attack or cast a spell.
Additionally, you count as one size larger when Confuse. Your weapon is imbued with a bizarre energy,
determining your carrying capacity and the weight you can dealing psychic damage. On a hit, a target must make a
push, drag, or lift, and while attacking with modded weapons, Wisdom saving throw or use all of their movement to move
you deal double damage to objects and structures. in a random direction at the start of their next turn. Roll a d8
and assign a direction to each dice face.
Lingering Magic Heal. Your weapon is infused with holy energy, dealing
radiant damage. Hit or miss, one creature of your choice,
At 10th level, when you make an attack and expend a charge other than you, regains a number of hit points equal to 1d4
on one of your modded weapons, some of its energy lingers. + your Intelligence modifier. The creature must be within 5
The next time you make an attack with a different modded feet of you or within 5 feet of the target of the attack.
weapon on the same turn and expend one of its charges, Infect. Your weapon infects the target with venom,
you have advantage on the attack roll. dealing poison damage. On a hit, a target must make a
Constitution saving throw or be poisoned until the end of
Backup Ammo their next turn.
Melt. Your weapon melts the target's armor, dealing acid
At 18th level, while holding one of your modded weapons, damage. On a hit, the target's AC is reduced by an amount
you can use your bonus action to reload it. It regains one of equal to 1d4 + your Intelligence modifier until the start of
its expended charges. your next turn.
You can use this feature three times. You regain all Pull (Melee Only). Your weapon is coated with magnetic
expended uses of it when you finish a long rest. energy, dealing lightning damage. Immediately before
making the attack, you can choose one target within 30 feet
Weapon Mods of you that is no more than one size larger than you. It must
make a Strength saving throw or be pulled towards you
The weapon mods are presented in alphabetical order. until it is within 5 feet of you.
Boost. Your weapon projects an echoing burst, dealing Safeguard. Your weapon pulses with protective energy,
thunder damage. Immediately before or after making the dealing radiant damage. Hit or miss, you gain temporary hit
attack, your weapon emits a jet that propels you up to 15 points equal to 1d4 + your Intelligence modifier.
feet in a direction of your choosing. This movement does Scope (Ranged Only). Your weapon morphs and sparks,
not provoke opportunity attacks. dealing lightning damage. Your range for the attack is
Bounce. Your weapon unleashes a propelling blast,, doubled, and you don't suffer disadvantage on the attack
dealing force damage. On a hit, a target must make a roll for being prone.
Strength saving throw or be pushed up to 15 feet in a Seek (Ranged Only). Your weapon locks onto your
direction of your choosing. It automatically succeeds on the target and curves to seek them, firing bolts that deal force
save if the target is more than one size larger than you. damage. If you have seen your target within the last minute,
Burn. Your weapon ignites, dealing fire damage. On a you can attack them even if you can't see them, and you
hit, choose a different creature within 5 feet of the original don't suffer disadvantage on the attack roll if the target
target. It takes fire damage equal to 1d4 + your Intelligence is invisible. Your attack travels freely around corners or
modifier. through openings to reach your target. You also ignore half
Chill. Your weapon chills your target, dealing cold cover and three-quarters cover for this attack.
damage. On a hit, a target must make a Constitution saving
throw or have their speed reduced to 0 until the end of their
next turn.

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