Myoshidius 0.5.4

by Rutherfordio

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The Myoshidius
The Myoshidius
 Level   PB  Will  Points  Features No. of  Tattoos 
1st +2 2 Will Points, Skillslinger 1
2nd +2 3 Diacrosia, Objectivity (x1) 1
3rd +2 3 Mission Focus, Virtuoso's Prowess (x1) 1
4th +2 4 Ability Score Improvement, Upgrade (x1) 1
5th +3 4 Extra Attack, Virtuoso's Prowess (x2) 2
6th +3 5 Objectivity (x2) 2
7th +3 5 Tattoo Effects (x2) 2
8th +3 6 Ability Score Improvement 2
9th +4 6 Virtuoso's Prowess (x3), Mission Focus feature 3
10th +4 6 Ability Score Improvement ,
Upgrade (x2)
3
11th +4 7 Objectivity (x3) 3
12th +4 7 Ability Score Improvement 4
13th +5 8 Determination Burst, Virtuoso's Prowess (x4) 4
14th +5 8 Mission Focus feature, Tattoo Effects (x3) 4
15th +5 9 Objectivity (x4), Upgrade (x3) 5
16th +5 9 Ability Score Improvement 5
17th +6 10 Unwind 5
18th +6 10 Skillslinger Improvement, Upgrade (x4) 6
19th +6 11 Ability Score Improvement 6
20th +6 11 Virtuoso's Ceiling, Tattoo Effects (x4) 6

The Art of Focus

A ninja that practiced the same stunt a thousand times. A scientist that developed state-of-art innovative technology. A bard that sings the most beautiful music. That's the image of a myoshidius, a person that focused on an objective and achieved perfection.

The Myoshidius is a class that was born in the continent of Kirasu, a land of expertise and competition. All are trying to be the best at something, to a level of absolute perfection. The Myoshidius are the ones that honed their crafts to such a level, that performing the craft produces magical effects.

Creating a Myoshidius

When creating a Myoshidius, choose your main objective in life. Myoshidi tend to heavily focus on a single thing, that


they consider very important, and impacts their life and their decisions. Depending on your character's alignment, you may envision this main objective in different ways.

If your character is lawful, they may be a very disciplined and centered person, that believes this objective is the best thing to achieve in life and something they'll always aim towards, and that guides their decisions.

If your character is chaotic, this objective may represent an obsession, something that they don't necessarily believe to be the best for them, but that they aim towards simply guided by natural desires. They may rationalize it as a good thing, but in the end they are always being guided by concepts like curiosity, thirst for power or even pride.

Neutral characters can envision their objective in either form. But there's also another option to your character, that works regardless of alignment. Legend says that the origin of the Myoshidius power come from Old Gods' influences. And that allows you to make a mad character, that deals with occult and psionic powers they don't understand. Maybe their objective is a voice in their head telling them what to do.

Class Primes

The people of Kirasu grew their societies without any gods, not because of choice, but because the gods refused to contact any humanoids from any continents other than Melsport. And the Kirasunese instead created their own types of gods, called Class Primes. Becoming a Class Prime is one of the most common life-long objectives chosen by Myoshidi, and it's one of the greatest titles that anyone can have in the country.

It's already hard to reach perfection, but that's not the last possible step yet. A Myoshidius could ascend even another level, to what people would call a Class Prime. A Class Prime is a being that irradiates an aura of skill and proficiency, that grants abilities to those standing nearby. Additionally, their words carry power. They could give blessings of power just by saying to a person that they are powerful. Class Primes were considered gods by people in Kirasu, and worshipped as such.

People would often ask Primes for blessings and luck in shrines, even after the Prime's death, specially because almost no person has seen a Class Prime in the flesh. Praying in their shrines would lend you some of their knowledge and skill and professing their name in battle could turn the tides into your favor.

Myoshidius in Other Worlds

The Myoshidius is a class made to fit the Lore of the world of Vifel. You can change any aspects of the lore to fit the story of your own world.

Maybe in your world, Myoshidi aren't affected by any kind of power, and they are naturally focused on their objectives. Or maybe they are, but it's a celestial or fey source of power.

You can also change Class Primes to be simply gods, or maybe Class Primes don't even exist as a concept in your world, and most Myoshidi just try to live their lifes without looking to achieve that type of status.

Quick Build

You can make a myoshidius quickly by following these suggestions. First, put your highest ability score in Strength or Dexterity depending on whether you want to focus on melee weapons or on finesse weapons. Your next-highest score should be Constitution, or Charisma if you plan to follow the Bewitcher Mission Focus. Second, choose the Soldier background.

Class Features

As a myoshidius, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per myoshidius level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: ld10 (or 6) + your Constitution modifier per myoshidius level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: Calligrapher's supplies, one musical instrument of your choice
  • Saving Throws: Strength, Constitution
  • Skills: Choose any three
Multiclassing and the myoshidius

If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose myoshidius as one of your classes.

Ability Score Minimum. As a multiclass character, you must have at least either a Strength or Dexterity score of 13, to take a level in this class, or to take a level in another class if you are already a myoshidius.

Proficiencies Gained. If myoshidius isn't your initial class, here are the proficiencies you gain when you take your first level as a myoshidius: light armor, medium armor, shields, one skill of your choice, calligrapher's supplies.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) leather armor or (b) scale mail
  • (a) two martial weapons or (b) a martial weapon and a shield
  • (a) five javelins or (b) a longbow and 20 arrows
  • (a) burglar's pack, (b) dungeoneer's pack, (c) explorer's pack or (d) scholar's pack
  • calligrapher's supplies

If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 x 10 gp to buy your equipment.

Will Points

You have 2 will points, and you gain more as you reach higher levels, as shown in the Will Points column of the Myoshidius table. You will gain access to several features that allow you to spend these points. You regain all spent will points when you finish a long rest.

Skillslinger

Whenever you make an ability check, you can spend 1 will point to get a 14 on a d20 roll. You can wait until after the roll before deciding to use this feature, but must decide before the DM says whether the roll succeeds or fails.

Starting at 18th level, this effect improves to a 16 on the roll.

Skillslinger's Tattoo

Using Calligrapher's supplies, you can make a magical tattoo that enhances your skills and gives you incredible and somewhat magical abilities. You take 2 hours and 8 gp worth of fine ink to make the tattoo.

When you finish the tattoo, it gains one effect of your choice (see "Tattoo Effects" below).

Once per turn, when you make an ability check using an action or a bonus action, you can spend 1 Will point and choose one effect of a Skillslinger Tattoo you have to activate.

Beginning at 7th level, you can activate two different effects, instead of one, whenever you use this feature. The number of different effects increases to three when you reach 14th level in this c1ass and to four when you reach 20th level in this c1ass.

Tactical Usage of Skills

Skills can offer a lot of versatility in fights, specially if the player knows all actions that they can take in combat. Here are a few examples of the most common uses of skills in combat:

  • Grapple (PHB p. 195): You can hold a creature in place, and move it around, manipulating the battlefield. Furthermore, you only use one hand to grapple, and if your other hand is free, you can still attack.
  • Shove (PHB p. 195): When you successfully shove a creature, you can knock it prone, which grants advantage on melee attacks made against it.
  • Hide (PHB p. 192): Hiding in combat can not only help you escape attacks, but also gives you advantage on an attack against a creature that doesn't see you.
  • Tumble (DMG p. 272): When a creature is blocking your path, or when you want to surround a creature, you can Tumble through its space, using an action or bonus action. If your table uses the Optional Flanking Rule, tumbling is a good way to flank an enemy.

All tattoo effects happen as part of the same action/bonus action that you took to make the ability check, and you can choose the order in which everything occurs.

At your GM's discretion, you may use an action to activate tattoo effects without making an ability check.

You gain an additional Skillslinger Tattoo of your choice when you reach certain levels in this class, as shown in the No. of Tattoos column of the myoshidius table.

You can always change a Skillslinger's Tattoo that you have for another of your choice, but you have to spend again 2 hours and 8 gp.

Tattoo Effects

Sword Tattoo. You can instantly make a single attack using a light weapon.

Fish Tattoo. You can instantly take a Disengage or Dodge action.

Vortex Tattoo. You can instantly teleport up to 3m/10ft to an unoccupied space you can see.

Crystal Tattoo. Choose a creature within 9m/30ft of you. You can instantly pull them 1,5m/5ft towards your direction.

Lyre Tattoo. Choose a creature within 3m/10ft of you. Make a Charisma (Peformance) check contested by their Wisdom (Insight) check. If the creature fails, it becomes Charmed by you until the start of your next turn.

Goggles Tattoo. If you make an Intelligence, Wisdom or Charisma check, you gain knowledge about a creature or object you can see. You learn about all of its damage resistances, immunities or vulnerabilities (your choice), if any.

Spider Tattoo. If you are grappling, shoving, climbing, or tumbling through a creature, it has disadvantage on the first attack of its next turn.

Top Hat Tattoo. You can instantly take a Use an Object action without anyone noticing, and you can speak without moving your mouth until the start of your next turn.

Tressym Tattoo. You can see invisible creatures or objects and into magical darkness until the start of your next turn.

Wyrm Tattoo. Walking, swimming and climbing doesn't cost you any extra feet until the start of your next turn.

Lightning Tattoo. You gain 4,5m/15ft of additional movement until the start of your next turn.

Magmin Tattoo. Your weapon attacks deal fire damage instead of their normal damage until the start of your next turn.

Spring Tattoo. Your jump distance is tripled for any one jump that you make before the start of your next turn.

Specter Tattoo. You become invisible until the end of your next turn. This effect ends if you attack or cast a spell.

Crow Tattoo. You can perfectly mimick the voice or sound of any creature you have heard for the next minute.

Smoking Pipe Tattoo. If you make a Wisdom (Insight) check in the next minute to detect if a person is lying, you also catch a glimpse of their mind, gaining knowledge of their surface thoughts and intentions (it varies with the result of the check).

Optional Details

The options described here try to cover some scenarios that might occur and also add a little more depth to skillslinger's tattoos. But they are optional and can be partially or totally ignored if your GM chooses to do so.

Tattoo Customization

Up to your GM, the tattoos can be customized, be creative!

  • Your tattoo doesn't need to be a sword, or fish, or goggles, it can be anything you want, as long as you don't change the original effect and don't confuse yourself;
  • The tattoos can have or be specific symbols or even written words;
  • You can have more than one tattoo on the same body part. Your back is wide enough to fit easily three tattoos or more, but the back of your hand is not.
  • Tattoos made on wrists, arms, legs and other parts can be a decorated line that wraps around the body part;
  • The tattoos can be colored, shine very faintly in a mystical way, have a specific smell or a specific feel when touched;
  • Some tattoos can be joined into a single, bigger tattoo, where each smaller tattoo represents a part of the total.
Losing a Skillslinger's Tattoo

Losing a tattoo (by severed members, severe burn, transmutation effects, etc) makes you lose the ability to activate the effect of that tattoo. Your GM decides if a situation is severe enough to cause you to lose a tattoo completely or just temporarily.

At any point after losing a tattoo you can recreate it (spending 2 hours and 8 gp), with the same effect as before, or maybe with another one of your choice that you don't already have.

Diacrosia

At 2nd level, you gain a choice of improving your mental capacity or your physical prowess. You can choose to gain both abilities described below, or you can gain one fighting style of your choice available in the fighter class instead.

All abilities below have a DC of 15 and the GM can only use information from the creature's stat block (otherwise the feature fails).

Identify Weakness

Choose a creature you can see. You can use a bonus action to make an Intelligence (Investigation) check to deduce information about that creature. If you succeed, you ask your GM a polar question (a yes–no question) about the creature, and your character gains knowledge of the answer.

Compare Strength

Choose a creature you can see. You can use a bonus action to make a Wisdom (Insight) check, and if you succeed, you gain an idea of that creature's characteristics when comparing to you.

You choose a characteristic like Strength score, Armor Class, current hit points, etc. and the GM says if it's higher, equal or lower than yours. Your character gains knowledge of the answer.

Objectivity

At 2nd level, you gain proficiency with one skill of your choice. Also choose one of your skill proficiencies. You gain expertise with that skill, which means that your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.

At 6th, 11th and 15th, you gain both effects again, choosing one more skill to gain proficiency and one more skill you are proficient to gain expertise.

Mission Focus

At 3rd Level, you choose a Mission Focus. Your character has goals in life, and they train to achieve those goals. You have four options of Mission Focus to choose from, Clyper, Seran, Binshwer and Bewitcher, each of which is detailed at the end of the class's description.

Each Mission Focus gives you features at 3rd, 9th and 14th levels, two new tattoo options and a group of upgrades.

Additional Tattoo Effects

Your choice of Mission focus gives you two new tattoo effects. These tattoos don't count towards your maximum number of tattoos, so once you imprint them onto your body, there's no need to remove them.



















Upgrades

At 4th, 10th, 15th and 18th levels, you choose one upgrade from the list to obtain. When selecting an upgrade, you can select one that has been already selected before, and their effects stack.

Virtuoso's Prowess

Starting at 3rd level you greatly improve your ability towards some skills. Choose a skill. Whenever you make an ability check with the chosen skill, you can treat a d20 roll of 10 or lower as 11. When you use this feature, your total on the check can't be higher than 20.

You can apply this effect to an additional skill of your choice at 5th, 9th and 13th levels.

Ability Score Improvement

When you reach 4th, 8th, 10th, 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.

Extra Attack

Beginning at 5th Level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Determination Burst

At 13th level, you gain proficiency with Wisdom saving throws. Additionally, when you fail a Wisdom saving throw, you may add your Constitution modifier to the roll, potentially causing you to succeed the save. You can only do so again after you finish a short or long rest.

Unwind

At 17th level, you gain the ability to regenerate your will power. If you started your turn without any Will Points, you can use an action and restore a number of them equal to your Constitution modifier.

Virtuoso's Ceiling

At 20th level, you achieve the peak of skill level. You can't have disadvantage on attack rolls, ability checks or saving throws.

Mission Focus

Clyper

The Clyper is a defensive subclass, more focused on armor and shields. You already took too many risks in your life and that made you more sturdy and also attentive.

Additional Tattoo Effects

You gain two new tattoo effects. These tattoos don't count towards your maximum number of tattoos.

Hand Tattoo. For the next minute, you can take one reaction, when a creature within 1,5m/5ft from you is about to take damage. You switch places with that creature if the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks. After that you take all the damage instead of that creature.

Rhino Tattoo. You gain temporary hit points equal to 1d4 + your proficiency bonus.

Upgrades

At 4th, 10th, 15th and 18th levels you choose one of the upgrades below. You can repeat upgrades.

Stout. Your hit point maximum increases by an amount equal to your level. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit point.

Impervious. While wearing armor and using a shield, reduce damage from weapon attacks by 2.

Elusive. Whenever you make a saving throw, add a +1 bonus to the roll.

Vigorous. Your Hit Dice restore 2 additional hit points each.

Plate Adept

At 3rd level, when choosing this group as your focus, you gain 2 benefits:

  • You gain proficiency with heavy armor;
  • You don't suffer disadvantage on Dexterity (Stealth) checks caused by armor;

Battle Epicenter

At 9th level, you became accustomed to being in the center of the fight. Whenever you make a saving throw to avoid the effects of a spell, you can automatically succeed if the caster is friendly to you and allows you to do so.

Additionally, whenever you would make an opportunity attack, you instead take an Attack action, which must include at least one attack against the provoking creature.

Ever Stand

At 14th level, you become a pillar of vigor. You gain resistance to a damage type of your choice. With a bonus action, you can change this resistance for another of your choice.

Additionally, if you end a short rest without any Hit Dice remaining, you restore 4 and you can immediately spend up to 2 of them if you wish.

Seran

The Seran is an offensive subclass, that focus on weapons and on dealing powerful attacks. You are more of a lone wolf and you'd rather help yourself slay goblins and dragons instead of others.

Additional Tattoo Effects

You gain two new tattoo effects. These tattoos don't count towards your maximum number of tattoos.

Snake Tattoo. You need to pay 1 additional will point to activate this tattoo. You can instantly make a single weapon attack, and it deals an additional 1d8 damage.

Thri-Kreen Tattoo. You can instantly stow up to 2 weapons and draw up to 2 other weapons.

Upgrades

At 4th, 10th, 15th and 18th levels you choose one of the upgrades below. You can repeat upgrades.

Precise. Choose a type of martial weapon, while you are using weapons of that type, it gains +2 to attack rolls. Upgrading this option further gives you the same bonus with more types of weapons.

Crusher. You add +2 to the damage roll of one-handed martial weapons.

Marksman. While using a weapon that has range, its range is increased by:

  • 6m/12m (20ft/40ft) if it has the thrown property;
  • 12m/36m (40ft/120ft) if it has the ammunition property.

Refined Strikes. Choose a type of martial weapon that doesn't have the heavy property, while you are using weapons of that type, it gains the finesse property. Upgrading this option further gives you finesse with more weapons.

Weapon Master

Starting at 3rd level, you gain proficiency with improvised weapons. Additionally, you can always add your proficiency bonus to any weapon attack you make that doesn't already include your proficiency bonus.

Adrenaline

At 9th level, the adrenaline you feel during a fight gives you uncanny focus. Whenever you land a critical hit with a martial weapon, you restore 1 Will point.

Bonus Fighting Style

Also at 9th Level, you gain a fighting style of your choice available in the fighter class.

Somatic Channeling

At 14th Level, you learn to channel your body strength into a short burst of weapon attacks. When you activate your Snake Tattoo, you can choose to make two attacks instead of one.

You can use this ability once and you restore its use after a short or long rest.

Binshwer

The Binshwer is more focused on speed, agility and stealth. Throughout your life, you improved your sense of tactics and positioning, that came along with some roguish techniques and tricks.

Additional Tattoo Effects

You gain two new tattoo effects. These tattoos don't count towards your maximum number of tattoos.

Acrobat Tattoo. Until the end of the turn, your weapon attacks deal additional damage equal to 1d8 + your proficiency modifier when you hit the last creature that you successfully tumbled through this turn. You can't be using a shield or heavy armor when you activate this effect.

X Tattoo. Until the end of the turn, your weapon attacks that miss still deal half damage if the target hasn't taken a turn yet this round. You can't be using a shield or heavy armor when you activate this effect.

Upgrades

At 4th, 10th, 15th and 18th levels you choose one of the upgrades below. You can repeat upgrades.

Swift. Your walking speed increases by 1,5m (5ft.).

Alert. You add a +2 bonus to initiative.

Multitasker. Choose a skill you're proficient with. Ability checks with that skill (that would be made as an action) can also be made as a bonus action.

Tactical Warning. After you roll initiative, another creature of your choice adds a +2 bonus to their initiative.

Advantageous Position

At 3rd level, you gain an upper hand in combat against slower targets. You have advantage on ability contests against any creature that hasn't taken a turn in the round yet.

Strategical Diversion

Starting at 9th level, after you roll for initiative, you may choose up to two creatures that you can see. One of them adds 5 to their initiative count and the other subtracts 5.

Herald of Lightspeed

Starting at 14th level, you exhale an agility aura, that makes you and your friends faster and harder to predict. After you roll initiative, your agility aura gains an initiative count, which is equals to your count minus 12. You can't do anything during your aura's turn, but you gain two benefits:

  • Creatures that act after your aura have disadvantage on attacks against allies that act before your aura;
  • Creatures that act before your aura have advantage on attacks against enemies that act after your aura;

Bewitcher

You studied more about the origins of the Class Primes, and of their powers. You unraveled occult secrets of old times, and that allowed you to become a specialist on Skillslinging, mixing it with magic.

Additional Tattoo Effects

You gain a few new tattoo effects. These tattoos don't count towards your maximum number of tattoos.

Monkey Tattoo. When you create this tattoo, you choose a spell from your list of known spells (see "Spellcasting" below) with a casting time of an action or a bonus action to store as the effect of this tattoo. When you activate this tattoo, you cast the stored spell at its lowest level without expending spell slots. If the spell is 3rd-level or higher, you also have to pay 1 additional will point as part of casting the spell. A myoshidius doesn't ignore the components of the spell when casting it, only the spell slots.

You can have a number of Monkey Tattoos equal to your Charisma modifier, and they each count as a different tattoo, as long as you choose a different spell for each.

Since you can't cast more than one non-cantrip spell per turn (PHB p. 203), you also can't activate more than one Monkey Tattoo per turn.

Drum Tattoo. You can cast one of the cantrips that you know.

Upgrades

At 4th, 10th, 15th and 18th levels you choose one of the upgrades below. You can repeat upgrades.

Adept of Magic. You learn one spell of 1st-level or higher from the bard spell list or one of these three special spells: Infuse Training, Discipline and King-of-All-Trades (which can be found in this link).

This spell doesn't count towards your total number of spells known, it also must be of a level equal to or lower than your Max Spell Level and it can be from any school of magic.

Unveiler. You learn one additional cantrip from the Bard spell list.

Exemplar. You increase your maximum number of Will Points by 1.

Tattoist. Increase your maximum number of skillslinger's tattoos by 1. You also decrease the cost and time it takes to make one by half.

Spellcasting

At 3rd level, you improve your skillslinging with the ability to cast spells.

Cantrips. you learn two cantrips: Guidance and Vicious Mockery.

Spells Known of 1st Level and Higher. You know four 1st-level spells of your choice, which you must choose from the enchantment and transmutation spells on the bard spell list. These spells can be cast using the Monkey Tattoo.

The Spells Known column of the Bewitcher Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells must be an enchantment or transmutation spell of your choice, and must be of a level equal to or lower than the number shown in the Max Spell Level column in the Bewitcher Spellcasting table for your level.

Whenever you gain a level in this class, you can replace one of the bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level equal to or lower than the number shown in the Max Spell Level column in the Bewitcher Spellcasting table for your level, and it must be chosen from the enchantment and transmutation spells.

Spellcasting Ability. Charisma is your spellcasting ability for your bard spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus. Like a bard, you can use a musical instrument as a spellcasting focus for your bard spells.


Bewitcher Spellcasting
Level Spells Known Max Spell Level
3rd 4 1
4th 4 1
5th 4 1
6th 4 1
7th 5 2
8th 5 2
9th 5 2
10th 6 2
11th 6 2
Level Spells Known Max Spell Level
12th 6 2
13th 7 3
14th 7 3
15th 8 3
16th 8 3
17th 9 3
18th 9 3
19th 10 4
20th 10 4

Nug Extraction

Starting at 3rd level, you learn to extract magical energies from within yourself. You gain two actual spell slots which are always of a level equal to your Max Spell Level, and that you can use to cast any of your Spells Known using their normal casting time.

Magic Ink Mastery

At 9th level, your mastery with magical tattoos allows you to infuse a slight burst of power into your spells. Whenever you cast a spell using a Skillslinger's Tattoo, you may choose to ignore its concentration. The spell then lasts for its entire duration unless you stop it with an action.

You can use this feature once and you regain its use after a short or long rest.

Eerie Song

At 14th Level, you gain the ability to curse the targets of your spells by playing an eerie song. Whenever you cast a spell using a Monkey Tattoo and it targets a single creature, you can curse that creature for 1 minute. While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it can't target you with spells until the start of their next turn.

You can only have one creature cursed at a time, if you curse another creature, the previous curse is lifted. A Remove Curse spell also ends this curse. When this curse ends on a creature, it can't be cursed in this way again for 24 hours.

Rhythmic Magic

Also starting at 14th Level, your training with both magic and weapons improves your muscle memory, and allows you to quickly switch from one to the other. Whenever you use your action to cast a cantrip, you can make a single weapon attack as part of the same action.

The

Myoshidius

A new challenging and complex class for the world's greatest roleplaying game. Made to fit the story of my world, Vifel.

Have you ever wanted to make a skill monkey without being a doormat on the battlefield? Then this is the class for you. You can get all skills and still gain benefits that have impact in combat, specially as a support.

It adds new and different mechanics, mostly related to skill usage, and focus on unorthodox combat mechanics like grapple and tumble.

Version 0.5.4
Created by Rutherfordio2

Artist Credits:
Cover: Sora Kim
Back: Oission
Page 3: Darren Tan
Page 5: Sornja
Page 8: Dao Trong Le

I'm still new and inexperienced in this homebrew thing, but I want to thank my players for hearing my ramblings about my concepts for 2 years now.

 

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