Archetype Anarchy - Archetypes V1.0.0
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Welcome to Archetype Anarchy! Archetype Anarchy (AA) is a custom system intended to be used in conjunction with 5e, but replacing the Races, Classes, Feats & more!
Archetype Divergence
Martial Archetypes
Melee
Ranged
Arcane Archetypes
Spell Casters
Non-Casters
Energized Archetypes
Unofficial Accepted Content
This contains Archetypes that have been updated or allowed within the System if your DM allows it & a comprehensive list of Completed Divergences.
Martial Divergence
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Divergence are templates for you to make your own archetypes. These custom Archetypes can be exclusively for a specific character, a group of characters or can just be used to make a homebrew archetype for your own setting.
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If your DM allows it you can create a custom Archetype for your character that is based off martial practices & mostly revolves around using stamina.
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Always discuss with your DM if Divergence is allowed before starting to create one.
Example Martial Divergence
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Enhancement = -
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Enhancement = -
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Proficiency Enhancement = -
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Ability 1.) -
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Ability 2.) -
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Ability 3.) -
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Advanced Enhancement = -
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Advanced Enhancement = -
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Advanced Enhancement = Mastery - Choose a weapon that you are proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose a damage type.
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Advanced Ability 1.) -
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Advanced Ability 2.) -
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Advanced Ability 3.) -
Mastery
After unlocking all Advanced Abilities you have proven yourself as a true Master gaining the following:
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Mastery - Choose a weapon that you are Proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose a damage type.
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Master Perk -
Arcane Divergence
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Divergence are templates for you to make your own archetypes. These custom Archetypes can be exclusively for a specific character, a group of characters or can just be used to make a homebrew archetype for your own setting.
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If your DM allows it you can create a custom Archetype for your character that is based off magical practices & mostly revolves around using mana. You do not need to have a spell list for your magical divergence, but you can have a spell list. Discuss it with your DM before starting to create it.
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Always discuss with your DM if Divergence is allowed before starting to create one.
Example Arcane Divergence
Include if the Arcane Divergence would grant the ability to cast magic with a separate stat other then the default Spirit.
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Enhancement = -
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Enhancement = -
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Mana Enhancement = -
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Ability 1.) -
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Ability 2.) -
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Ability 3.) -
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Advanced Enhancement = -
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Advanced Enhancement = -
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Advanced Enhancement = Mastery - Choose a weapon that you are proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose a damage type.
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Advanced Ability 1.) -
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Advanced Ability 2.) -
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Advanced Ability 3.) -
Mastery
After unlocking all Advanced Abilities you have proven yourself as a true Master gaining the following:
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Mastery - Choose a weapon that you are Proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose a damage type.
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Master Perk -
Energized Divergence
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Divergence are templates for you to make your own archetypes. These custom Archetypes can be exclusively for a specific character, a group of characters or can just be used to make a homebrew archetype for your own setting.
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If your DM allows it you can create a custom Archetype for your character that is based off technological practices & mostly revolves around using energy. You must also include a generator for your energized divergence.
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Always discuss with your DM if Divergence is allowed before starting to create one.
Example Specialized Energized Gen
Example Energized Divergence
Include if the Energized Divergence would grant the ability to cast magic with a separate stat other then the default Spirit.
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Enhancement = -
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Enhancement = -
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Mana Enhancement = -
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Ability 1.) -
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Ability 2.) -
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Ability 3.) -
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Advanced Enhancement = -
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Advanced Enhancement = -
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Advanced Enhancement = Mastery - Choose a weapon that you are proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose a damage type.
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Advanced Ability 1.) -
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Advanced Ability 2.) -
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Advanced Ability 3.) -
Mastery
After unlocking all Advanced Abilities you have proven yourself as a true Master gaining the following:
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Mastery - Choose a weapon that you are Proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose a damage type.
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Master Perk -
Guard
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Enhancement = Shield Fighting - While you are wielding a shield, you gain +1 AC. Wielding different types of shields now grants you different bonuses. Check out simple weapons for more info about what wielding different shields do.
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Enhancement = Shield Strike - As an attack action, you can now bash into an enemy with your shield. To hit is 1d20+STR+PFB, dealing 1d6+STR and if you expend (1 STP) you can force the enemy to make a DEX save (8+STR) if failed they are knocked prone.
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Enhancement = Shield Proficient - You gain proficiency in wielding shields and Medium Armor.
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Ability 1.) Preemptive Block - As a Bonus Action, you can ready your shield for a Shielded Block, letting you block without using your reaction or STP until your next turn.
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Ability 2.) Protective Stride - (1 STP) As a reaction, you can move into the way of an incoming attack protecting your Ally, they must be within half your walking speed.
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Ability 3.) Shield Bash - Training with a shield you've learned a simpler way to attack with your shield. After attacking as a Bonus Action you can Shield bash. To hit is 1d20+STR+PFB, dealing 1d4+STR.
Master Guard
After unlocking all Advanced Abilities you have proven yourself as a true Master gaining the following:
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Mastery - Choose a weapon that you are Proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose a damage type.
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Master Perk = Master of The Shield - You gain the remaining two shield Masteries & all shields now gain half your CON mod to-hit & damage.
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Master Perk = Protective Master - You gain Guard Actions allowing you to always be able to use Preemptive Block, Protective Stride or Bait & Switch PFB per round for free.
Advance Guard
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Advanced Enhancement = Improved Shielding - Damage dice from Shield Strike & Bash is increased by one tier of dice.
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Advanced Enhancement = Shielded Body - You now also gain proficiency with all types of armor & can wear two armor sets at once excluding heavy. You only add modifiers once not twice if your wearing multiple sets of armor.
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Advanced Enhancement = Guard Mastery - Choose between Bucklers, Heaters or Tower shields to master.
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Advanced Ability 1.) Bait and Switch - (3 STP) You can use a Bonus Action to switch places with a creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.
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Advanced Ability 2.) Dual Shielding - Instead of wielding 1 Shield you can now wield 2 Shields. While Dual Shielding you can use Shield Strike or Shield Throw twice per Action, but with a reduced tier in damage dice.
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Advanced Ability 3.) Shield Throw - (2 STP) As an attack action, you can throw Shields that will always return to you. To hit is 1d20+STR+PFB, dealing 1d8+STR and you can throw up to 20ft with a max of 30ft.
Brute
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Enhancement = Brute Strength - When you use a Heavy Weapon you add an additional dice based on the dice the weapon uses.
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Enhancement = Brute Physique - Your body has become so fit & strong your skin has toughened granting you reduction to many damages. You gain 40% reduction to bludgeoning, piercing & slashing damage.
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Enhancement = Heavy Proficient - Training with heavy weapons has allowed you to become proficient with Heavy Weapons and Heavy Armor.
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Ability 1.) Sturdy Build - (5 STP) Wielding heavy weapons has given you an increase in your resilience allowing you to heal yourself from this newfound stamina. You can heal yourself 1dHitdie+LVL as a bonus action. You can use this once per short rest or spend 5 STP to use this ability.
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Ability 2.) Deep Swing - As a Bonus Action, you put your full weight behind your strike and dig deep into the enemy afflicting them with bleed and dealing an additonal 1d4+STR damage.
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Ability 3.) Thunderous Bash - (1 STP) Instead of hitting with normal damage you can instead use your stamina and swing violently dealing Thunder Damage to the target & any creature within 5 ft of it. Any creature within 5 ft must make a CON Save (8+Your STR), on a failed save they take half the total thunder damage dealt. On a successful save they take a forth the total thunder damage dealt.
Master Brute
After unlocking all Advanced Abilities you have proven yourself as a true Master gaining the following:
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Mastery - Choose a weapon that you are Proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose a damage type.
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Master Perk = Brutal Strength - Your innate reduction is changed from 60% bludgeoning, piercing & slashing damage into 60% magical bludgeoning, piercing & slashing damage.
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Master Perk = Enhancement Overhaul - Your Archetype Enhancement increased from its base additional dice to three additional dice.
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Master Perk = True Brutality - When attacking with true heavy weapons you now can add Deep Swing without needing to use a Bonus Action.
Advanced Brute
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Advanced Enhancement = Conditioning - Training this hard has increased your Archetype Enhancement from its base additional dice to two additional dice. This also increases deep swing to 2d4+STR.
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Advanced Enhancement = Heavy-ish - A light weapon is small and easy to handle, now due to your extensive training Heavy weapons now function as light weapons.
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Advanced Enhancement = Brute Mastery - Choose a Heavy weapon that you are Proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose to gain mastery with Thunder damage.
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Advanced Ability 1.) Sturdy Blessing - Your healing abilities has grown allowing you to start sharing your extra energy with others. As a bonus action you can convert your MP to HP bolstering your Health or Others. 1 MP equals 1 THP up to a max of your PFBx5.
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Advanced Ability 2.) Superior Strength - Your STR is no longer capped at 20 for A.S.I improvements. Your new maximum is 30 & you gain +2 STR. Your innate reduction is changed from 40% to 60%.
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Advanced Ability 3.) Thunder Struck - (3 STP) Your hits have become so hard that your Thunderous Bash now effects even more targets & deal certain effects. Any creature within 10 ft must make a CON Save (8+Your STR), on a failed save they take full thunder damage dealt. On a successful save they take half the total thunder damage dealt. This causes the targets to be deafened & have disadvantage on their next hit.
Striker
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Enhancement = Reflexes - (1 STP) Using your stamina you can hit with an additonal attack per action when weilding Light Weapons.
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Enhancement = Cheap Strike - (1 STP) As a Bonus Action you can aim for a cheap shot to their eyes or their nether-regions, lowering their AC by your STR for your next Strikes.
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Enhancement = Light Proficient - Training with light weapons has allowed you to become proficient with Light Weapons, Light Armor.
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Ability 1.) Dual Fury - When wielding multiple weapons your now allowed to hit more & more. For every light weapon you are currently holding past 1, you gain an additional attack action for 1 stp exclusively for attacking with light weapons. These attacks gain the buff from any strikes made this turn, but you cannot add damage modifiers when rolling for damage.
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Ability 2.) Lunging Strike - (1 STP) As a Bonus Action you can dart up to half your walking speed forward towards an enemy. If you only move 5 ft of the Lunge you can force a DEX Save equal to 12+STR to your target, on a fail they fall prone. This strikes movement does not provide attacks of opportunity.
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Ability 3.) Cleaving Strike - (2 STP) As a Bonus Action you swipe your weapon around infront of yourself & deal damage to targets directly next to the creature you target.
Master Striker
After unlocking all Advanced Abilities you have proven yourself as a true Master gaining the following:
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Mastery - Choose a weapon that you are Proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose a damage type.
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Master Perk = Cheap Combo - Combo now just costs a flat 4 STP no matter which strike is used.
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Master Perk = Mastered Combo - (8 STP) As an action you can use 5 Strikes with 5 attacks in quick succession, removing the need to use a Bonus Action to ready your strike. You use all 5 types of Strikes at once.
Advanced Striker
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Advanced Enhancement = Enhanced Reflexes - Your reflexes are strengthened even more! You now always have 1 additional attacks per action and for 2 STP you can gain additional attack per action with light weapons. Now duel fury additional attacks can add damage modifiers when rolling for damage.
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Advanced Enhancement = Dexterious Reflexes - Your reflexes with Light weapons are paying off, allowing you to treat Light weapons as Finesse Weapons & you gain proficiency with finesse weapons. You now gain the ability to use Finesse Weapons with your Enhanced Reflexes.
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Advanced Enhancement = Striker Mastery - Choose a Light or Finesse weapon that you are Proficient with & gain mastery over it.
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Advanced Ability 1.) COMBO - (2 STP) As an action you can use 3 Strikes with 3 attacks in quick succession, removing the need to use a Bonus Action to ready your strike. You can only use one of each type of Strike once. If a strike cost stamina to use it increases the amount of stamina needed to activate COMBO.
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Advanced Ability 2.) Precison Strike - (3 STP) As a Bonus Action you give yourself advantage to hit with your next strikes.
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Advanced Ability 3.) Critical Strike - (5 STP) As a Bonus Action you can double the dice on the damage dealt with your next strikes.
Blade Charmer
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Enhancement = Finessive Training - When you are wielding a finesse weapon you gain half your CHA mod worth of additional damage.
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Enhancement = Charismatic Strike - (1 STP) You can add half your CHA mod to any attack roll using a finesse weapon (Minimum of 1). You also now gain the ability to use CHA as a spell mod instead of SPR.
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Enhancement = Finesse Proficient - Training with finesse weapons has allowed you to become proficient with Finesse Weapons & Light Armor.
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Ability 1.) Fancy Footwork - Being that finesse is your goto, you've become quite elegant in your movement giving you AC equal to your CHA mod. If you are wearing armor you cannot get this bonus.
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Ability 2.) Pompous Parry - (2 STP) Using a reaction you can intercept an enemy's attack. You must make a Dexterity saving throw + PFB vs the enemy Strength save, if you succeed you disrupt their attack and then can make one yourself. If you fail to hit the enemy will still hit you.
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Ability 3.) Critical Critique - When wielding a Finesse weapon your Crit range is lowered to 17. If you roll a nat 20, roll a d20 if you roll 17-20 you can attack again. If you roll a nat 20 with your new roll critical critique does not activate again.
Master Blade Charmer
After unlocking all Advanced Abilities you have proven yourself as a true Master gaining the following:
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Mastery - Choose a weapon that you are Proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose a damage type.
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Master Perk = Critical Absurdity - When wielding a Finesse weapon your Crit range is lowered to 12. If you roll between 15-20, you can roll to-hit again. Every time you hit after the first time it increases the required dice roll by 1. If you roll a natural 20 during this time it resets back to 15.
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Master Perk = A True Charmer - You are now proficient in all CHA based skills, if you are already proficient you gain expertise.
Advanced Blade Charmer
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Advanced Enhancement = Critical Cycle - When wielding a Finesse weapon your Crit range is lowered to 15. If you roll a nat 20, you can hit again, but only deal damage if you new roll is between 15-20. You still must hit above the AC of your target for it to hit. If you roll a nat 20 with your new roll the process starts over and can repeat infinitely.
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Advanced Enhancement = Finessing Charm - You gain advantage on all spells saves focused on Charm, advantage with performance & people are so charmed by your skill that the first person to attack you each round has disadvantage to hit you.
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Advanced Enhancement = Blade Charmer Mastery - Choose a Finesse weapon that you are Proficient with & gain mastery over it.
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Advanced Ability 1.) Finessive Stride - Your fanciful stride has increased your walking speed by 10 ft and as a Bonus Action you can dash for the cost of 2 STP.
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Advanced Ability 2.) Charismatic Boon - (2 STP) Charismatic Strike has grown stronger. You can now add your CHA+PFB mod to any attack roll using a finesse weapon (Minimum of 1) & now finessive Training now deals your full CHA mod to the damage roll.
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Advanced Ability 3.) Screaming Blade - When attacking with finesse weapons you can empower them with magic & cause them to do more then just physical damage. You can imbue 2 MP into your attack changing the damage to psychic & granting an additional damage dice to your attack, but 1 tier lower. For every additional 1 MP you increase your additional dice by 1 tier.
Scoundrel
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Enhancement = Sneak Attack - Once per turn or for 3 STP, you can deal an extra 1d4+PFB damage to one creature you hit with an attack if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. You gain an additional dice every two total levels. You cannot target the same creature with an additional sneak attack.
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Enhancement = Skittish - (3 STP) As a reaction you can move up to half your speed when an enemy moves within 5 feet of you. This movement doesn’t provoke opportunity attacks.
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Enhancement = Proficient Rogue - Training with light weapons has allowed you to become proficient with Light Weapons & Light Armor. You also gain proficiency in either Deception, Persuasion, Sleight of Hand or Stealth.
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Ability 1.) Cunning Movement - You can take a bonus action during your turn in combat. This action can be used only to take the Dash, Disengage, Hide or other weird actions.
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Ability 2.) Poison Practitioner - Your knowledge of how to properly use poisons & toxic coatings allows you to enhance the strength & quality. During a long rest you can upgrade your PFB+INT amount of poisons into stronger versions. These enhanced versions deal an additional dice worth of damage & you can add your INT to the damage roll.
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Ability 3.) Assassins Strike - You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Master Scoundrel
After unlocking all Advanced Abilities you have proven yourself as a true Master gaining the following:
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Mastery - Choose a weapon that you are Proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose a damage type.
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Master Perk = Hidden Death - Sneak attack dice is increased to d6 by default. If you are hidden from the target you are sneak attacking, you damage is replaced with d8s. You can now target the same creature with an additional sneak attacks.
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Master Perk = Poison Perfectionist - During a long rest you can upgrade your total Level+INT amount of poisons into stronger versions. These mastered versions deal an two additional dice worth of damage & you can add your INT+PFB to the damage roll.
Advanced Scoundrel
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Advanced Enhancement = Uncanny Dodge - (3 STP) At will when an attacker that you can see hits you with an attack, you can halve the attack’s damage against you.
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Advanced Enhancement = Evasion - (3 STP) At will when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
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Advanced Enhancement = Scoundrel Mastery - Choose a light weapon that you are Proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose to gain mastery with Poison damage.
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Advanced Ability 1.) Superior Movement - You gain 5 additional movement every 4 total levels. If you have a climbing or swimming speed, this increase applies to that speed as well.
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Advanced Ability 2.) Ambusher - You have advantage on initiative rolls. In addition, the first creature you hit during a round of combat becomes easier for you and others to strike for 2 STP. Attack rolls against that target have advantage until the start of your next turn.
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Advanced Ability 3.) Supreme Sneak - You have advantage on a Stealth check if you move no more than half your speed on the same turn.
Longarm
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Enhancement = Double Tap - When you take the Attack action and attack with reach weapon, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage. At level 5 the damage increases to a d6 & at Level 10 to a d8
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Enhancement = Thrusting Hit - (1 STP) You can Thrust with any reach weapon & grant the strike an additional 5 ft of reach.
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Enhancement = Reach Proficient - Training with Reach weapons has allowed you to become proficient with Reach Weapons & Medium Armor.
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Ability 1.) Daunting Space - While you are wielding a reach weapon, other creatures provoke an opportunity attack from you when they enter your reach or you can give them disadvantage on their next hit to you.
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Ability 2.) Reactive Strike - As a reaction you can attack anyone within your attack range on their turn.
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Ability 3.) Quick Thinking - You gain an additional reaction.
Master Longarm
After unlocking all Advanced Abilities you have proven yourself as a true Master gaining the following:
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Mastery - Choose a weapon that you are Proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose a damage type.
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Master Perk = Lunging Master - You now can innately reach an additional 5 ft. Thrusting Hit & Lunging Thrust now are reduced by 1 STP cost.
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Master Perk = Reactive Gains - Reactive Build is increased with how many reactions you can do. Now the amount of reactions you are limited to are now up to a max equal to your DEX+PFB mod.
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Master Perk = Hoplite Mastery - You gain a mastery with 1 type of shield.
Advanced Longarm
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Advanced Enhancement = Lunging Thrust - (2 STP) Your ability to push your attacks further has grown even further. You can Thrust with any weapon your proficient with & grant the strike an additional 10 ft of reach. This also moves you 5 ft forward without provoking opportunity attacks.
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Advanced Enhancement = Hoplite - After training with reach weapons you've devised a way to use a shield in tandum in battle. Giving you the ability to wield shilds and giving you proficiency with shields. You can wield a heater or tower shield even when welding a two handed weapon.
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Advanced Enhancement = Longarm Mastery - Choose a reach weapon that you are Proficient with & gain mastery over it.
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Advanced Ability 1.) Stalwart Stance - (3 STP) As a Action, you can enter a stance specifically made for holding back your enemies and control a point in battle, at the start of your turn it requires 2 STP to continue the Stance. In this form you regain HP at the start of your turn based off your Hit Die. Also when you have a friendly unit beside you, you have advantage to hit and any hit towards them can be direct towards you as a reaction.
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Advanced Ability 2.) Reactive Build - After building up your ability to react so often, your body has been more attuned, gaining the ability to use additional reactions at the cost of 5 STP. Up to a max equal to your DEX mod.
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Advanced Ability 3.) Sentinel's Guard - When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
Cavalier
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Enhancement = Mounted Boon - You select one creature under your control, this creature is now granted a boon of power. Your mount now scales based on your total level gaining +1 A.S.I. As a reaction you can now force an attack targeted at your mount to target you, protecting your mount from damage. Now when your mount is subjected to make a DEX save it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
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Enhancement = Mounted Grip - While riding on a mount you've learned how to hold two-handed weapons with only one hand. This effect only works while mounted.
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Enhancement = Mounted Proficient - Training while on a mount has allowed you to become proficient with Land Vehicles, Martial Weapons, Versatile Weapons, Medium Armor & Shields.
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Ability 1.) Dash & Thrash - As a bonus action you can move your Mounts speed upto a creature and for every 10 ft you move you add an additional 1d4 to your damage roll.
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Ability 2.) Versatile Heft - If you're rolling to hit while wielding a versatile weapon on your mount with two hands you can up the dice to the next magnitude of die, but after you hit there is a 20% that you fall off your mount (100% if you miss).
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Ability 3.) Mount Bash - Your mount has the ability to kick, bite or some sort of melee attack once per your turn at will.
Master Cavalier
After unlocking all Advanced Abilities you have proven yourself as a true Master gaining the following:
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Mastery - Choose a weapon that you are Proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose a damage type.
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Master Perk = Master Empowerment - Your mount has become the peak of it's race. All attacks of your mount are increased by two damage tiers, health dice increase by two tiers & speed is increase by 5 times your PFB.
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Master Perk = Versatile Master - When attacking with versatile weapons you increase both dice by two tiers.
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Master Perk = Riders of Courage - Your aura of courage is increased to 30 ft & your 20% reductions to all damage is increased to 40%.
Advanced Cavalier
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Advanced Enhancement = Dire Empowerment - Through your fighting and bond with your mount it has gone through a pseudo evolution becoming a Dire version of it's race. This would be increasing it's size by one tier, mount attack is increased a dice tier, mount & thrash damage is now a d6.
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Advanced Enhancement = Unmounted Commander - You & your mount are in sync with each other's bond. Your & your mount now have a telepathic connection within 60 ft of each other, your mount when perished can be resummoned during a long rest at the cost of not regenerating HP, MP or STP & you can use versatile heft now while off your mount. Your mount acts on your turn, but must be commanded as a bonus action.
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Advanced Enhancement = Cavalier Mastery - Choose a Martial or Versatile weapon that you are proficient with & gain mastery over it.
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Advanced Ability 1.) Alerted mount - Your steads instincts are so honed that you have advantage on Initiative rolls if you are mounted. Additionally, if you are surprised at the beginning of Combat, mounted and aren't Incapacitated, you can act normally on your first turn.
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Advanced Ability 2.) Aura of courage - You and friendly creatures within 10 feet of you can't be Frightened while you are conscious, mounted and they can hear or see you. Those within the area are also empowered with your charismatic leadership, gaining a bonus to hit based on your CHA mod. This lasts until your next hit even if you are no longer in the aura.
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Advanced Ability 3.) War-Resilience - You & your mount have obtained the heights of resilience in battle. While mounted you now gain 20% reduction to all damage.
Hunter
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Enhancement = Conversion Trials - Cannot become a Hunter if you are Cursed. Once you are a hunter you cannot become cursed by any means. Your body underwent amazing and horrifying mutations leaving you sterile, but enpowering your body. You gain 30 ft of Darkvision, advantage against poison saving throws, 60% reduction to Poison damage & Immunity to disease. Your lifespan is increased by one tier, when leveling up you now gain +2 STP every total level. You gain 10ft of movement speed.
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Enhancement = Unnerving Feeling - While within 30 ft of a target that's considered magical or Cursed the hair on the back of your neck stands up alerting you to their presence. Once you lock eyes with a creature that's magical or cursed, you innately cast true strike.
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Enhancement = Combat Master - You become proficient with All Weapons, then either Light, Medium or Heavy Armor.
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Ability 1.) Action Surge - You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short rest before you can use it again or you can use it again for 10 STP. You can only activate action surge a single time per turn.
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Ability 2.) Bestiary - The Bestiary is where a Hunter records the strengths and weaknesses of all enemies faced. After you are in combat with a creature and kill/subdue it, it is added to your Bestiary. When facing a beast or monster recorded in the bestiary, you know about its stats and abilities, in addition to its damage, immunities, resistances, and vulnerabilities. You have four Bestiary dice, which are d8s. You regain all of your expended bestiary dice when you finish a short rest. You can expend one bestiary die and add the result to any roll made against the ability of a creature listed on the bestiary or you can add as a penalty on a creature saving throw against you.
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Ability 3.) Swift of Arm - (3 STP) You are able to use your reaction to reduce the damage dealt by a ranged weapon attack by 1d10 + PFB + DEX mod.
Advanced Hunter
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Advanced Enhancement = Quickened Grip - Any unarmed strike can have your dexterity modifier instead of strength. Also, any Versatile weapon a Hunter wields that they have proficiency in is considered a Finesse weapon.
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Advanced Enhancement = Beast Principles - The Hunter can now become the hunted or atleast act like it. Your Conversion Trial allows your physical features to reshift itself to match that of any creatures melee attack & reductions in exchange for expending some mana. It Costs 5 Mp & a bonus action to reshape your form & gain a melee attack & damage reduction from a recorded creature, this lasts for 5 rounds.
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Advanced Enhancement = Hunter Mastery - Choose a weapon that you are proficient with & gain mastery over it.
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Advanced Ability 1.) Beast Perks - You can now further push your Beast Principles to apply to abilities the creatures have as well. Now for 5 MP you can activate an ability of a record creature as an action. You cannot use legendary abilities or lair action.
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Advanced Ability 2.) Master of Murder - If you kill an enemy you gain an additional attack action & you can now use action surge more then once per turn if you have the STP to spend to activate action surge again.
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Advanced Ability 3.) Better Bestiary - Your bestiary recording prowess has grown and grown through your constant recording. Your Bestiary dice capacity now increases with your PFB gaining a plus to your standard 4 dice and the dice grow in potency to d10s.
Master Hunter
After unlocking all Advanced Abilities you have proven yourself as a true Master gaining the following:
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Mastery - Choose a weapon that you are Proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose a damage type.
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Master Perk = Unnerving Gaze - Any creature effected with Unnerving Feeling is now Marked with Hunters mark without needing concentration. You can have your CON worth of Hunters Marks active at once, you can choose to deactivate hunters mark on a target of your choice in order you keep a separate target marked.
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Master Perk = Master of Massacres - You gain a second turn in combat.
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Master Perk = Beastly Wonder - Beast Principles & Beast Perks now only cost 3 MP to activate.
Berserker
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Enhancement = Roided - You are a natural brute who enjoys the thrill of fights when fighting. When you drop below 50% you can activate Rage by cunsuming Mushrooms as an object interaction; Gaining 2 addition damage dice to any STR based weapons, and increasing your speed by 15 ft. This lasts for an hour, during this time you have advantage on intimidation & cannot not be charmed. After the time elapses you gain a point of exhaustion.
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Enhancement = Mushroom Gatherer - You constant need for mushrooms requires a keen eye & a lot of searching. During a long rest you can gather mushrooms depending on your location to refill your stock. While in a city or civilized setting you can find SPR worth of mushrooms, while in a forest or natural setting you can find WIS+SPR worth of mushrooms & finally while in a cave or cavernous setting you can find WIS+SPR+PFB worth of mushrooms.
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Enhancement = Psychedelic Barbarian - You become proficient with All Weapons, except light weapons. You also gain proficiency in either Athletics, Intimidation, Nature or Survival.
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Ability 1.) Rip n Tear - (2 STP) After your attack hits you can rip & scar the target inflicting Blood Curdle & Bleed based on the damage just dealt. Blood Curdle lasts for 3 Rounds.
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Ability 2.) Room to Shroom - After eating Mushrooms for at least three rounds in a row you start to start to gain some funny effects. Your vision becomes limited & fuzzy only allowing you to see within 30 ft of you, but now you seem to be abe to see in the dark. You also seem to gain some HP & STP back every round you continue to eat Mushrooms, gaining CON worth of HP & half CON worth of STP. Once you stop eating the shrooms the effects stop.
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Ability 3.) Naked & Not Afraid - You can choose to not wear armor, making your AC to 8+CON+DEX. While unarmed & consuming Mushrooms on your turn you gain a bonus to hit & damage equal to half your CON when attacking with martial weapons.
Advanced Berserker
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Advanced Enhancement = Too Angry to Die - After your brought to 0 HP & you start your turn you do not make death saves, instead you awaken at 1/10 your total HP & can continue to fight. This can only be done once per combat & after combat you gain an additional point of exhaustion.
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Advanced Enhancement = Raging Fury - Your brute strength have become even deadlier. Now when below 75 % hp total you can activate rage instead of needing to be below 50%. You also while in a rage gain an additional 10 feet of movement & now you gain 3 additional damage dice instead of 2.
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Advanced Enhancement = Berserker Mastery - Choose a weapon that you are proficient with & gain mastery over it.
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Advanced Ability 1.) Scarred Body - Your health is decreased by 1 tier, but you now gain +2 to HP & STP every level.
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Advanced Ability 2.) Magically Inept - Your skill with magic is lessoning your MP, but your body seems to be reinforcing in other ways now. Your magic is decreased by 2 per level to a maximum of 1, but your health is increased by 1 tier.
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Advanced Ability 3.) EXECUTE - (10 STP) Before you strike you ready all your force & strike dealing double your total damage. If you would have missed you still hit unless you get 5 or below. If you fail you take a point of exhaustion.
Master Berserker
After unlocking all Advanced Abilities you have proven yourself as a true Master gaining the following:
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Mastery - Choose a weapon that you are Proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose a damage type.
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Master Perk = Pushing the Limit - While under the effects of Room to Shroom EXECUTE now costs only 5 STP & Rip n Tear now costs 2 STP.
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Master Perk = Unquenchable Rage - You only need to be below 90% hp total to be able to activate rage.
Samurai
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Enhancement = Spirit of the Samurai - In exchange for mastery of the blade your to-hit, damage & spell save are reduced by -2. Now when wielding swords you have an additional attack per action.
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Enhancement = Blade Technique - When dealing damage with your swords you get to add your your PFB to damage & once you hit a target the next time you would hit the same target you have advantage. Once you miss you no longer have advantage to hit on the target.
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Enhancement = Proficient Samurai - You gain proficiency with light armor & expertise with all swords.
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Ability 1.) Honor - As an attack action you can stab your self for 10% of your max hp & your next hit deals a critical hit no matter what. You are afflicted with Blood Curdle for 3 rounds.
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Ability 2.) Flash Dash - (1 STP) At will before you take the attack action with your sword you can target a creature within 15 ft of you & sprint towards it to strike. If used with a flash bomb you do not provoke opportunity attacks.
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Ability 3.) Quick Step - (3 STP) You can use a reaction to sprint towards a creature with 15 ft of you & make an attack action towards an enemy.
Master Samurai
After unlocking all Advanced Abilities you have proven yourself as a true Master gaining the following:
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Mastery - Choose a weapon that you are Proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose a damage type.
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Master Perk = Reduce Pain - Honor no longer causes blood curdle.
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Master Perk = Enhanced Spirit Blade - The elemental damage added with Spirit Blade in increased to 1d12+SPR.
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Master Perk = Spirit Cutter - Spirit Attack now gains additional damage per mp used instead of 2.
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Master Perk = Fleet Footed - You gain the ability run up walls equal to your walking speed & gain 10 walking speed.
Advanced Samurai
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Advanced Enhancement = Spirit Blade - You bind part of your soul into a blade of your choice during a long rest, this lasts until your next long rest. You temporarily lower your mana per level by 1 & grant a blade of your choice a 1d10 elemental damage in addition to it's normal damage. You can do this to multiple blades as long as you have enough mana to sacrifice.
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Advanced Enhancement = Trained Body - You gain +2 STP per level & increase your hit dice by 1 tier. Your default AC is now stronger due to your control over your own will power. You can now add your SPR to your AC.
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Advanced Enhancement = Samurai Mastery - Choose a sword that you are proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose to gain mastery with damage type of one of your Spirit Blades or radiant damage.
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Advanced Ability 1.) Draw line - (? STP) As an Action, move up to 10 x DEX ft of movement through a creature, every time you pass through the target roll an attack against them, it costs 3 stamina per attack.
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Advanced Ability 2.) Reflection - (2 STP) As a reaction you can counter attack which reduces damage equal to the damage you would have dealt. If you cancel out the damage completely any left over damage can be dealt to hit the target for 1 STP. This can be used agaisnt magical attacks as well, but requires MP equal to the level of spell targeting you.
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Advanced Ability 3.) Spirit attack - (? MP) As an Attack Action you can use your residual amount of mana you can channel it through one of your bound blades to create a ranged magical attack. The damage & to-hit are the same as your normal blade, but all damage is converted to the elemental type & the range for the attack is 10 x the amount of mana channeled into the attack. For every 2 Points of MP used in the attack you gain +1 to damage.
Pugilist
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Enhancement = Weaponless Proficiency - You do not require weapons, for training has gifted you all the tools you need. You gain proficiency in Unarmed Strikes, Brass Knuckles and Light Armor
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Enhancement = Versatility and Power - You may choose between DEX and STR as your modifiers for unarmed strikes and your unarmed strikes deal 1d4+STR or DEX instead of 1. Additionally, you may add an extra PFB to your attack and damage rolls against enemies who are not wearing Heavy Armor.
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Enhancement = Savage Fury - (1 STP) Before attacking a creature with an unarmed strike you can choose to use savage fury to increase the damage die by 1 tier. Though after hitting a target with savage fury their first attack against you will be at advantage to hit you on their turn.
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Ability 1.) Fighting Styles - You unlock special unarmed maneuvers that you may use as long as you have the stamina. You may choose up to PFB+1 of these, you may only change these during a long rest. Any time you use an unarmed strike you may use a fighting style along with it if you have the STP to do so.
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Ability 2.) Rock 'em, sock 'em - You now are able to make two unarmed strikes as a single action.
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Ability 3.) Endurance - Whenever you would knock a creature unconscious, kill a creature, or roll a critical hit, you may spend a hit die to roll it and regain health equal to the roll.
Master Pugilist
After unlocking all Advanced Abilities you have proven yourself as a true Master gaining the following:
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Mastery - Choose a weapon that you are Proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose a damage type.
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Master Perk = Fast as Lightning - You now are able to make four unarmed strikes as a single action & your punch strikes with such velocity that the damage can now be lightning damage if you choose to channel 3 MP for the action worth of unarmed strikes.
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Master Perk = Brutal Fisting - All unarmed strikes are now 1 dice tier higher.
Additional Info
- Click this link to be brought to Fighting Styles.
Advanced Pugilist
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Advanced Enhancement = Unending Strikes - If you would knock a creature prone, unconscious, or kill it, you may make another attack on another enemy within range for 1 STP. To achieve this, you may leap 5 feet forward without provoking opportunity attacks or spending movement.
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Advanced Enhancement = Masterful Maneuvers - You unlock the upgraded Master-rank versions of the fighting styles.
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Advanced Enhancement = Pugilist Mastery - Due to your training you've mastered the art of unarmed strikes, your unarmed strikes are now a dice tier stronger. You no longer have to use STP to use an Unarmed Strike as a Bonus Action & you now have expertise to-hit with unarmed strikes.
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Advanced Ability 1.) Rip and Tear - You now may spend and roll any number of hit die whenever you knock a creature unconscious, kill a creature, or roll a critical hit. You also gain half of a single hit die's roll of regen to your stamina, rounded up, whenever you would do any of these. This stamina regeneration does not spend a hit die.
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Advanced Ability 2.) Flurry of Fists - You now are able to make three unarmed strikes as a single action. In addition any time you gain a racial growth you can now choose to improve your Flurry of Fists instead of the standard racial growth options, gaining an additional unarmed strike per action.
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Advanced Ability 3.) Aura of Fear - Your very presence strikes fear into anyone who faces you. Every 3 rounds of combat you may have any number of enemies who know you are there roll a Wisdom save against a DC of 10 + your DEX or STR + PFB. Any creature who fails becomes Frightened of you and you have advantage on the first attack you make against them per turn.
Fighting Styles - Click for part 2
- Maneuver DC = 8+PFB+DEX or STR
Leg sweep
For 2 STP you may crouch down and attempt to knock a creature over with a swipe of your leg. Then make the unnarmed strike against a creature. If this hits, they must make a DEX saving throw against your Maneuver DC.
Advanced Leg Sweep
The DC is increased by an extra PFB and may affect any number of creatures within range.
Ground Slam
For 4 STP you make a high jump and come crashing back down to the ground with extra force. Then make the unnarmed strike against a creature. If this hits, for every 5 ft you travel while falling you gain an additional damage dice. When using a Ground Slam if you hit a target before you land you do not take fall damage.
Advanced Ground Slam
You gain an additional extra 5 feet of upward movement when performing this maneuver, and any target within 5ft of where you land takes half the damage the original target took if they fail a DEX save vs your Maneuver DC.
Bone Breaker
Unlike other Maneuvers you can choose to use Bone Breaker after you roll to hit with an unarmed strike for 2 STP, this can also be used even if you used a Maneuver before you hit. If you roll a critical hit you may break one of their bones that you hit with your attack & add an additional 1d12+STR or DEX to your damage total.
Advanced Bone Breaker
The damage increases to 2d12+STR or DEX & any number of opponents who saw this must make a Wisdom save vs your Maneuver DC. On a fail they are frightened of you for one round.
Discombobulate
For 2 STP you may attempt to disorient them or knock the wind out of them. After your unarmed strike hits the opponent the target must make a CON save vs your maneuver. On a fail the target loses their reactions until their next turn, and have their next turn's attacks be at disadvantage.
Advanced Discombobulate
Your opponent also becomes Stunned until the end of their next turn.
Eye Strike
For 2 STP you make your next unarmed strike aim for the targets eyes in an attempt to temporarily blind them. If this hits, they must make a DEX save vs your Maneuver DC. On a fail they are blinded until the end of their next turn.
Advanced Eye Strike
If they fail the save they are instead blinded for 1d4+2 rounds or until they are healed.
Marleyan High Kick
For 2 STP you aim a kick for the side of the head with such force that it has the potential to knock them prone If the attack hits. The enemy must make a DEX save vs your Maneuver DC or fall prone.
Advanced Marleyan High Kick
If they fail, you deal an extra 1d6+ STR or DEX worth of damage. If you outright kill an enemy with this fighting style you decapitate them and their head has the potential to go flying into another enemy within 5xPFB ft away, dealing 1d6+PFB+STR or DEX bludgeoning damage.
Pseudo-Block
Unlike other Maneuvers you can choose to use Pseudo-Block as a reaction & attempt to block an attack with your arms, legs, or other limb in order to protect your more vital body parts. You must make a DEX or STR save vs the DEX or STR save of the creature trying to hit you. If you succeed, you reduce the damage by 1d10+PFB+CON.
Advanced Pseudo-Block
You now reduce the damage by 1d10+2(CON)+2(PFB) on a success, or half as much on a fail.
Spartan Kick
For 2 STP, if you hit with your next unarmed strike it knocks an opponent back as well as it's normal damage. A medium creature gets pushed back 5 feet, a small creature 10 feet, and a tiny creature 15 feet. Large or larger does not get pushed unless you are of the same or larger size, in which case it will be 5 feet.
Advanced Spartan Kick
Each push-back distance is increased by 5 feet and the creature must make a DEX throw against your Maneuver DC or fall prone and take an additional 1D6+PFB+STR or DEX worth of damage.
Fighting Styles - Click for part 1
- Maneuver DC = 8+PFB+DEX or STR
Fast Footwork
For 2 STP, You can shuffle in with your well-practiced footwork to gain an extra 5ft of unprovoked movement before you attack, and with the extra momentum you gain your PFB as extra damage to your next Unarmed Strike.
Advanced Fast Footwork
You now gain an extra 10ft movement in addition to the base 5ft & until the start of your next turn your ready yourself for any incoming attacks granting you advantage on the Weave reaction or Pseudo-Block Fighting Style.
Bowman
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Enhancement = Heavy Draw - You can now put your strength into your shots as you draw back the bow with all the force you have. You can now use STR instead of DEX for your to-hit roll with any attack made with bows.
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Enhancement = Archer Stances - The way you hold a bow or the way you stand has a great effect. Archers Stance can be activated when your turn starts, but in exchange you cannot move during this turn. You start with Power Stance allows you add your STR mod to your damage.
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Enhancement = Archery Attire - Training with bows has allowed you to become proficient with Bows & Medium Armor.
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Ability 1.) Horde Breaker - (1 STP) When you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
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Ability 2.) Slinged Notch - You've become quite dexterous with your arrow loading allowing you to notch up a second arrow. This technique halves your range but lets you shoot two arrows to a target at once. Notching another arrow is equivalent to adding an additional dice to damage.
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Ability 3.) Additional Stances - Your continued knowledge of archery has lead to the following new stances. Crouch Stance allows you to have an additional ranged attack action per turn for 1 STP & Blood Shot stance allows you to use your bonus action & 3 STP to inflict Bleed & Blood Curdle.
Master Bowman
After unlocking all Advanced Abilities you have proven yourself as a true Master gaining the following:
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Mastery - Choose a weapon that you are Proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose a damage type.
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Master Perk = The Final Stance - You thought Multi-stance was the limit for the use of Archery Stances, you were wrong. You can now move your full movement before you enter any archery stance. When activating an archery stance you can activate multi-stance now for only 3 STP & now you can add a third stance to the mix for an additional 2 STP. When a Multi-stance is activated you can now move up-to half your walking speed before shooting again.
Advanced Bowman
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Advanced Enhancement = Shattering Shots - Your ability to fire arrows has been embolden by your strength & gained a new stance! Now when attacking with any bow your damage dice is increased by 1 tier. Shattering Stance allows you to increased your bow damage by an additional tier, but increases your critical fails from 1 to 1 through 5.
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Advanced Enhancement = Strong Notching - Your skill for notching arrows has grown allow you to notch more arrows now. You can now notch additional arrows up to half your STR mod for no additional STP, but for 1 STP an additional arrow can be notched up to a max equal to your STR mod.
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Advanced Enhancement = Bowman Mastery - Choose a bow that you are proficient with & gain mastery over it.
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Advanced Ability 1.) Volley - (5 STP) You can use your action to make a ranged attack against any number of creatures within 15 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
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Advanced Ability 2.) Advanced Stances - Your skill with stances has grown allowing you to move up to half your movement before entering a stance. You've now gained two new stances; Stealth stance gives you advantage on stealth checks, if stealthed & the target does not notice you your crit chance is lowered by 3. Focus stance allows you to use your bonus action & 3 STP to gain advantage on all attacks you deal this turn.
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Advanced Ability 3.) Multi-Stance - You've mastered the ability to use two stances at once. It's not perfect, but it has it's uses. To enter a Multi-Stance it requires 4 STP at the start of your turn & 1 STP at the end of every round that you have it active. When you activate it from this point on you can no longer move until multi-stance is canceled, but you get to combine two stances together & get both the benefits combined.
Arbalist
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Enhancement = AP (Armor Piercing) Shot - As a Bonus Action you make your next shot pierce armor & lessons targets speed. You lower a targets AC by half your PFB & their speed by 5 ft. This can only be applied to a target once.
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Enhancement = Quickened Loading - You can now load crossbows as an object interaction & 1 STP instead of requiring you to use a Bonus Action. With this you can reload an amount of crossbows equal to your PFB.
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Enhancement = Proficient Shot - Training with crossbows has allowed you to become proficient with Crossbows & Light Armor.
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Ability 1.) Dual Wielding - You now have an additional Attack Action you can use to shoot crossbows with if you wield two of them. You cannot use heavy crossbows with this additional Attack Action unless you have heavy proficiency.
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Ability 2.) Swappable Tips - During a short or long rest you can change the tips of your bolts into different types of damage. During a short rest you can change 10 bolts into special variants & during a long rest you can change as many as you want. You can change bolts to do Slashing or Bludgening, instead of the standard piercing damage.
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Ability 3.) Pinning Shot - (1 STP) You have learned a technique for pinning someone to a surface & cause an enemy to bleed. If you hit the target with pinning shot it causes the target to be locked in place & requires them to use all their movement to remove the bolt. Once the bolt is removed the target will now start to bleed equal to the ¼ the damage of the original attack.
Master Arbalist
After unlocking all Advanced Abilities you have proven yourself as a true Master gaining the following:
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Mastery - Choose a weapon that you are Proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose a damage type.
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Master Perk = UAP (Ultimate Armor Piercing) Shot - (5 STP) You now have access to UAP Shot. It functions as AP Shot, but you instead lower their AC by your dex mod & reduce their speed by 15 ft. This can only be applied to a target once, but can stack with AP Shot & AAP Shot.
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Master Perk = Slivered Shreading - You can modify the construction of your crossbow even more to split your bolt into 3 bolt slivers now. You can no longer recover these bolts, but you decrease the damage dice by 1 tier & gain two additional dice. Bolt Slivers cause 1 point of Bleed damage each for riddled barrage.
Advanced Arbalist
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Advanced Enhancement = Riddled Barrage - Your attacks leave holes into targets causing more & more damage from bleed. Whenever you hit with your crossbow you now always deal a point of bleed damage, this bleed damage will continue to grow the more you hit the target. If you hit a target with pinning shot or AP shot it gains 2 points of bleed damage & if you hit a target with AAP shot it gains 3 points of bleed damage.
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Advanced Enhancement = AAP (Advanced Armor Piercing) Shot - (3 STP) You now have access to AAP Shot. It functions as AP Shot, but you instead lower their AC by your PFB & reduce their speed by 10 ft. This can only be applied to a target once, but can stack with AP Shot.
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Advanced Enhancement = Arbalist Mastery - Choose a crossbow that you are proficient with & gain mastery over it.
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Advanced Ability 1.) Crossbow Handling - You now have a two additional Attacks, instead of one when attacking with your crossbows. You cannot use heavy crossbows with this additional Attack Action unless you have heavy proficiency.
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Advanced Ability 2.) Split Upgrade - You can modify the construction of your crossbow that allows you to split your bolt into 2 bolt slivers upon firing. You can no longer recover these bolts, but you decrease the damage dice by 1 tier & gain an additional dice. Bolt Slivers cause 1 point of Bleed damage each for riddled barrage.
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Advanced Ability 3.) New Tips - During a short or long rest you can change the tips of your bolts into even more types of damage. You can now change bolts to do Slashing, Bludgening, Thunder, Force, Poison or Smoke instead of the standard piercing damage. All damage type except smoke & thunder function exactly like normal. Smoke shot no longer deal standard damage instead function like the smoke bomb item, it also requires 1 to create these each bolt. Thunder deal half total damage, but to everyone within 10 ft centered where it was fired.
Firearm Specialist
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Enhancement = Enhancement = Powerful Critical - Spark-Firearms are very powerful weapons and now they've become even stronger. When rolling to-hit if you roll a critical hit you now multiply the damage rolled by 2 instead of rolling additional damage dice. You do not multiply the damage modifiers, only the rolled value.
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Enhancement = Quick to the Draw - You can add your PFB to initiative & you gain a second bonus action if you used a Spark-Firearm this turn.
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Enhancement = Marksman - You gain proficiency with Spark-firearms, Tinker tools, Light Armor. Your have the ability to create your own ammo, making the overall cost for ammo 25% cheaper.
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Ability 1.) Ricochet Shot - Your shots now seem to be luckier than the average ranged archetype. Before you fire you can choose to Ricochet your shot. Your bullets seem to travel through targets as long as you roll above the targets AC & there is still distance the bullet can travel, bullets cannot travel through a target if you match their AC. After leaving the body of the target the bullet will randomly fire off into a random direction. To determine the direction the bullet travels roll a spirit check if you get a 15 or above the bullet travels towards an enemy, but if you roll a 6 or below the shot travels towards either you or an ally. If it successfully travels towards an enemy roll to-hit, but for every time they have hit a target previously it lowers the to-hit roll by 2. Bullets can only ricochet a max times equal to half your Spirit mod.
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Ability 2.) Dual Wielding - When wielding multiple Spark-Firearms your are now allowed to shoot even more. For every Spark-Firearm you are currently holding past 1, you gain an additional attack action exclusively for attacking with Spark-Firearms. It requires 3 STP to fire & use these additional actions. When rolling for the damage you deal you do not add damage modifiers.
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Ability 3.) Speed Loader - Now at will you can quickly reload your weapon. For 1 STP you can reload up to your PFB worth of ammo into one of your currently wielded Spark-Firearm.
Advanced Firearm Specialist
- Advanced Enhancement = Called Shots - Now when firing Spark-Firearms you get to specifically target parts of your target for special effects. For 2 STP at will before you fire you can target specific body parts & have the following things happen:
Head Shot - Lowers Crit rate by 2 for the next shot, reduces your to-hit by 3.
Arm Shot - Lowers the targets ability to-hit by your PFB until healed, reduces your to-hit by 2.
Leg Shot - Reduces the targets ability to walk by 1/3 their current total movement, reduces your to-hit by 2.
Hand Shot - The targets weapon is knocked from their hand & shot 15 ft away, reduces your to-hit by 1.
Gut Shot - The target is now inflicted with bleed, does not reduces your to-hit.
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Advanced Enhancement = Quickened Reload - Now at will you can reload even quicker. For 1 STP you can now reload your PFB + half your DEX mod worth of ammo into one or multiple of your currently wielded Spark-Firearms.
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Advanced Enhancement = Firearm Mastery - You gain expertise when Wielding Spark-Firearms now allowing you to add your PFB to-hit an additional time and you now add your PFB to damage.
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Advanced Ability 1.) Insane Damage - Your critical hits are now reaching points of destruction that no others have known. Now when rolling to-hit if you roll a critical hit you now multiply the damage rolled by 3 instead of rolling additional damage dice. You do not multiply the damage modifiers, only the rolled value.
Additional Info
- Click this link to be brought to Master Animancer.
Advanced Firearm Specialist
- Advanced Ability 2.) The Magic Bullet - Your shoots were lucky, but now you can make them do even more by channeling some of your magic into your shots. Now your bullets can ricochet a max amount of times equal to your full Spirit mod. You can choose to do any combination of the following, you do not need to do all in order to use this ability:
Penetrative Shot - When a bullet hits a target you can expend 1 MP & allow it to ricochet even if it matches their AC.
Guided Shot - After a target has been hit & the shot will ricochet you can expend 1 MP to lower the spirit check from 15 & 6 by your PFB.
Power Shot - You can expend 1 MP to ignore the to-hit lowering from Ricochet Shot.
- Advanced Ability 3.) Mag Dump - For 10 STP you unload a huge amount of ammo from your weapon causing it to break, but you unload your entire magazine in the process. You roll to hit the target only once then for every bullet fired you add an additional damage dice.
Master Firearm Specialist
After unlocking all Advanced Abilities you have proven yourself as a true Master gaining the following:
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Mastery - Choose a weapon that you are Proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose a damage type.
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Master Perk = Critical Hit!!! - Peak & utter destruction. Now when rolling to-hit if you roll a critical hit you now multiply the damage rolled by 4 instead of rolling additional damage dice. You do not multiply the damage modifiers, only the rolled value.
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Master Perk = Dual Control - Your ability to wield two Spark-Firearms at once has now become second nature. You no longer require stamina to wield a second Spark-Firearm.
Bound Thrower
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Enhancement = Better Throwing - You're able to throw things much further than before. You may throw any weapon with the "thrown" property 15ft farther and nearer. You can also now use STR or DEX when throwing weapons.
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Enhancement = Imbued Chuckin - In addition to your standard damage, you can add half your spell mod as a magic bonus to all weapons when they are thrown at a target. You do not round up when determining the magic bonus to add to throwing weapons.
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Enhancement = Throwing Proficiency - You gain proficiency in throwing weapons & Medium Armor.
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Ability 1.) Quickened Reflexes - You can throw your throwing weapons now as a Bonus Action for 1 stp.
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Ability 2.) Mage Blades - Your ability to control your blades has allowed for some more specific controls over them while in flight. You can now as an additional 3 MP inflict the Elemental Cuts debuff which makes your target take an additional 50% damage from a magical damage type of your choice.
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Ability 3.) Bound Weapon - You gain the ability to bind a weapon to you. To do this, you must perform a ritual that takes a short rest. You may only bind with a weapon you can throw. As a bonus action you may call your bound weapons back to you, upto your PFB per Bonus Action. You can have as many bound weapons equal to your Spell mod.
Master Bound Thrower
After unlocking all Advanced Abilities you have proven yourself as a true Master gaining the following:
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Mastery - Choose a weapon that you are Proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose a damage type.
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Master Perk = Unending Supply - You can throw anything & it functions as a thrown weapon. Anything that is not a weapon deals 1d6+STR or DEX. The to-hit is 1d20+PFB+STR or DEX. If you throw a weapon that you are not proficient with you reduce the damage dice by 1 tier.
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Master Perk = A Touch of Magic - Your touch is magic & now any weapon thrown is granted the full PFB magic bonus.
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Master Perk = I Work at The Dagger Factory - You can now throw your PFB worth of throwing weapons per action, instead of 2.
Advanced Bound Thrower
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Advanced Enhancement = Improved Tossin - You may now throw light weapons without the "thrown" property. These weapons should be considered to have a 20/60 ft throw range & Imbued Chuckin improves from half PFB to full PFB with true thrown weapons.
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Advanced Enhancement = Step-Off - When someone attacks you with a melee attack, you may, as a reaction, spend 2 STP to take your PFB and add it to your AC for the duration of that attack. If the attack misses and you have a weapon in your hand that you have the ability to throw, you can take a 5ft back step (provoking no attacks of opportunity), and make a throw against your attacker.
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Advanced Enhancement = Bound Thrower Mastery - Choose a throwing weapon that you are proficient with & gain mastery over it.
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Advanced Ability 1.) Ambidextrous - You start practicing your abilities to throw objects with both of your hands, allowing you to have a second attack per Action.
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Advanced Ability 2.) Bounded Pain - If you hit a target with your bound weapon you can expend 3 MP in order to call it back to you no longer requiring a bonus action, inflicting a second damage roll. The target also gains the bleed effect.
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Advanced Ability 3.) RAIN OF PAIN - You may spend 5 STP and your action to throw all of your bound weapons at as many targets as you want or just a single target. You roll normal hit for all of them. Before rolling your attacks, you may take a bonus action to carefully instruct each weapon. Doing so returns all thrown bound weapons to your possession after attacking. You can use Bounded Pain or Mage blades for 2 MP per each weapon thrown.
Deck Splitter
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Enhancement = Flick of the Wrist - You gain the ability to throw cards at a high speed. This allows them to do 1d6+DEX damage, the creature your throwing at must make a DEX Save based on your 8+DEX+PFB, the range for the attack is 30/60 ft. You gain the ability to throw an additional card adding an additional dice to the damage roll every 3 total levels.
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Enhancement = Paper Thin - The cards you throw are so thin and flexible they can be arced around cover and corners. You ignore cover when attacking with cover.
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Enhancement = Deck Attire - You gain proficiency with Light armor & gain slight of hand proficiency. Playing Cards now count as Light, Finesse & Special Weapons.
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Ability 1.) Card Counting - Your intellect is something you can rely on not just for knowledge, but power in this case. You learn the ability to add your INT into the damage of your cards and your DEX Save or to-hit.
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Ability 2.) Cutting the Deck - Your deck, your rules. You can sharpen the edge of however many cards you want, then once they are thrown on hit they apply the Papercut effect.
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Ability 3.) Precision Throw - As an alternative method for card throwing you can use your bonus action to ready up your next attack as a to hit instead of the normal DEX Save. Your to hit would be 1d20+DEX+PFB.
Master Deck Splitter
After unlocking all Advanced Abilities you have proven yourself as a true Master gaining the following:
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Mastery - Choose a weapon that you are Proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose a damage type.
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Master Perk = Royal House - Each card suite has a special effect when played effecting the entire hand played in an attack.
Spade cards in your hand reduce the targets AC by 1 per card. You can only reduce it a maximum equal to your INT mod per target.
Heart cards in your hand grant you temp HP for 1/4 the total damage you deal per card.
Club Cards in your hand multiply your damage modifier by 1.5 per card.
Diamond cards in your hand increase the hands damage dice tier by 1 per card.
Advanced Deck Splitter
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Advanced Enhancement = Fast Hands - You can throw a combat card with increased velocity. Your combat card is now increased now dealing 1d8 instead of 1d6 and its range becomes 60/120.
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Advanced Enhancement = Holdem & Throwem - You can now alter the range of your attacks from single target to Area of effect. You can now exchange your standard attack range for a 15 ft Cone. This can be used either as a save or to-hit if Precision Throw is used in conjunction. The damage is evenly split between all who are in the attack range.
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Advanced Enhancement = Deck Splitter Mastery - Gain a mastery with Psychic damage.
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Advanced Ability 1.) Magical Dealings - (3 MP) At will you can imbue your deck with magic converting your slashing damage into Psychic for your next card attack.
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Advanced Ability 2.) Reactive Split - When an enemy within 30 ft of you misses you or an ally with a melee or ranged attack, you may use your reaction & 2 STP to throw a card at the enemy that missed an attack.
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Advanced Ability 3.) Loaded Deck - Your cards become even deadlier, lowering your crit rate by 2 (18 or higher). You now may reroll any 1 or 2 on the damage die for your cards, but you must use the new result. Now when rolling with your standard card attack you can roll a d20 to determine if it is a crit or not.
Animancer
Animancy
Animancy is done by making a pact with a greater spirit or by siphoning magic from lesser spirits around you. Once learned you can channel magic through these spirits to cast magic. Animancers gain the ability to choose between using Wisdom or Spirit for their casting modifier.
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Enhancement = Elemental Mana - Your mana is attuned to the elements of the spirits you siphon, using your mana in spells is what determines its damage type. If the mana is neutral it deals force damage. Once attuned to a mana type you gain 40% resistance to the element of your mana.
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Enhancement = Spells - You will be able to train and learn spells. You innately know the following spells: Druidcraft & Spiritbolt. Druid & Warlock spells
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Mana Enhancement = Spirit Siphoning - Animancers recover mana from siphoning magic from spirits. During a long rest, you can recover your capacity+PFB.
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Ability 1.) Spirit Spells - Your connection with spirits can grant you unique perks through their magic, now you can offer up a part of your soul to the spirits & in exchange they will grant you powerful spells for free. During a long rest you can offer up a part of your soul to the spirits & temporarily reduce your mana per level by 1 tier & in exchange gain 2 Spirit Spells for free. These spells are always from the highest tier of magic you currently have unlocked & can be changed during a long rest. You regain these Spirit Spells every short rest. Every ten total levels you can an additional Spirit Spell slot & during a long rest you can always give the spirits their gift back, regaining your lost mana tier.
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Ability 2.) Spirit Invocations - Through your understanding of Spirits and the knowledge bestowed to you from them you have gained access to special techniques called Invocations. You gain one Invocations of your choice, You also gain one additional Invocations every three total levels.
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Ability 3.) Pact Making - By communicating with the spirits you are able to make pacts with them allowing you to have access to specific attributes of magic whenever you Spirit Siphon. You are limited to 1 pact currently. During a sort rest and 5 MP, you may commune with a spirit and request to form a pact with it or dismiss your connection with a previous spirit. After making a pact the spirit will offer you three boons & you may choose one.
Additional Info
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Click this link to be brought to Advanced & Master Animancer.
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Click this link to be brought to Spirit Invocationgs.
- Spirit's Champion Boon - You can transform one weapon into your spirit weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of a short rest. You can then dismiss the weapon, shunting it into an pocket dimension. After the ritual you gain an additional damage dice to the weapon equal to 1 tier lower then it's current damage die + half your spell mod attuned to your pact spirits damage type. You can use your bonus action to summon forth your spirit weapon to your empty hand. Your spirit weapon disappears if it is more than 5 feet away from you for 1 minute or more or if you dismiss it at will.
- Spirit's Guide Boon - You can bind a creature of your choice to become your familiar. You either have to have a creature as a pet or summon one from the find familiar spell to make a Spirit Guide. During a long rest you bind your pet or summoned creature into the service of your pact spirit, granting it new abilities. It can now be dismissed into a pocket dimension as a bonus action or recall from it as a action. All attacks made by the creature are now enchanted & gain additional damage equal to your PFB+Spell Mod & the damage is the same as your pact spirits damage type. Finally the creature will now be unable to die permanently until unbound, if the creature reaches zero hit points it instead disappears into a pocket dimension until you recall it.
- Spirit's Teaching Boon - Your pact spirit grants your spell storage an infusion of knowledge. It allows you to pick PFB amount of additional cantrips from any spell list & grants you half your pfb worth of spells based on your pact spirits elemental damage type. The elemental spells can be any tier at the dms digression. All spells through this Boon cost -1 MP when casting, this can be applied to spirit invocations.
Advanced Animancy
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Advanced Enhancement = Mixed Mana - Your frequent use of spiritual energy has allowed for the use of two multiple Mana Types in tandem, you now gain 50% reductions to both elemental damage types. You now gain the ability to have a second pact spirit, if you choose to have a second pact spirit you can aquire a new boon attuned to the pact spirit.
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Advanced Enhancement = Advanced Boon - You now gain the ability to upgrade one of your current pact spirits boons to it's advanced form. This can be done during a long rest, you can only have 1 advanced boon at a time. If you want to switch the advanced boon to a different pact spirit it takes a long rest to do so.
- Advanced Spirit's Champion Boon - You can now bind a PFB worth of weapons, granting them all the boons effect. The additional damage is now equal to the weapons die + your spell mod. At will & for 1 MP you can now resummon a weapon of your choice. You now gain the ability to attack an additional time per turn after hitting a target with a weapon that is bound with the effect of the boon.
- Advanced Spirit's Guide Boon - You can now bind a PFB worth of creatures to become your familiars, granting them all the boons effect. The additional damage the creatures attacks are enchanted & now do equal to 1 tier lower then it's current damage die + half your spell mod attuned to your pact spirits damage type. These creatures empowered by this boon are now immune to the pact spirits boon damage type.
- Advanced Spirit's Teaching Boon - Instead of using PFB to determine the amount of additional cantrips you now gain cantrips equal to your total levels of Animancer. You are now granted your full pfb worth of spells based on your pact spirits elemental damage type. Finally all spells through this Boon cost -2 MP when casting, this can be applied to spirit invocations.
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Advanced Enhancement = Animancer Mastery - Gain a mastery with a damage type of your choice.
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Advanced Ability 1.) Spirit Surge - Once per long rest or 5 STP you have access to a technique that can help you in battle by quickly taking in spiritual energy you can refill your mana to max, but in the process, you neutralize the spiritual mana to have no elemental connection.
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Advanced Ability 2.) Spirit's Luck - Your pact spirits grant you power to help you overcome weakness, allowing them to help you over come your own failures by bolstering your abilities with their own. Now for 1 MP you can add an additional d8+Spell Mod to any roll you make to increase your chances of success, you only do this as many times a round equal to the amount of pact spirits you have.
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Advanced Ability 3.) Unleashed Arcana - You and your pact Spirit(s) have grown and overcome difficult challenges growing far beyond all of your normal limits. This will allow for you to work together channeling everything you all can muster and releasing an "Unleashed Arcana". It's a spell that you make with your character & spirit(s) in mind combining all of your traits into an massive spell. You use the Inspiriteur way of creating a spell, but without the gold cost.
Master Animancy
After unlocking all Advanced Abilities you have proven yourself as a true Master gaining the following:
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Mastery - Choose a weapon that you are Proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose a damage type.
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Master Perk = Three Time the Magic - You gain the ability to have a third pact spirit, the ability for you mana to count as three different damage types & a third pact boon.
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Master Perk = Two Times the Power - You gain the ability to create a second Unleased Arcana & are now able to have two advanced pact boons at once.
Spirit Invocations 1 - Click for part 2.
Spirtual Blast
For 1 MP, when you cast a cantrip, add your Spirit mod to the damage it deals on a hit.
Armor of Ancients
You gain "Mage Armor" which only requires 1 MP to cast.
Ascendant Step
Prerequisite: 5th level
- You gain "Levitate" which only requires 2 MP
Aspect of the Moon
You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading through your spell storage and keeping watch.
Beguiling Spirit
You gain proficiency in the Deception and Persuasion skills.
Ritual Storage
You can now inscribe rituals in your Spell Storage. Choose two 1st-level spells that have the ritual tag. The spells appear in your spell storage and don’t count against the number of spells you know. You can only cast the chosen spells as rituals.
- You can add other ritual spells to your Spell Storage. When you find such a spell, you can add it if the spell’s level is equal to or less than your highest spell slot. For each level of the spell, the transcription process takes 2 hours and costs 50 gp.
Cloak of Flies (3 MP)
As an Action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts for 1 minute or you dismiss it as a bonus action.
- The aura grants you advantage on Intimidation checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Spirit modifier (minimum of 1 damage).
Spirtual Body
You can add your Spirit mod (minimum of 1) to CON saving throws.
Spirit Sight
You gain "Detect Magic" which only requires 1 MP to cast.
Spiritual Guiding
For 1 MP, when you cast a cantrip, you can double the casting range.
Eyes of the Keeper
You can read all writing.
Far Scribe
Prerequisite: 5th level
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With your permission, a creature can use its action to write its name in your spell storage, which can contain a number of names equal to your proficiency bonus.
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You can cast the "Sending" spell, targeting a creature whose name is in your spell storage which only requires 2 MP.
Spirits Vigor
You gain "False Life" which only requires 1 MP to cast.
Gaze of Two Minds
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
Ghostly Gaze (6 MP)
Prerequisite: 5th level
- As an action, you gain the ability to see through solid objects to a range of 30 feet. This special sight lasts for 1 minute or until your concentration ends. During that time, you perceive objects as ghostly, transparent images.
Spirit Invocations 2 - Click for part 1.
Gift of the Depths
Prerequisite: 5th level
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You can breathe underwater, and you gain a swimming speed equal to your walking speed.
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You gain "Water Breathing" which only requires 3 MP to cast.
Gift of the Protectors
Prerequisite: 5th level
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With your permission, a creature can use its action to write its name in your spell storage, which can contain a number of names equal to your proficiency bonus.
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When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. This effect can only be trigged an amount equal to your PFB
Grasp of Sylitís
For 1 MP, when you cast a cantrip, you can move that creature in a straight line 10 feet closer to you.
Timmy Blast
For 1 MP, when you cast a cantrip, you can push the creature up to 10 feet away from you in a straight line.
Stun of Krysus
For 1 MP, when you cast a cantrip, you can reduce that creature’s speed by 10 feet until the end of your next turn.
Mask of Many Faces
You gain "Disguise Self" which only requires 1 MP to cast.
Myriad of Forms
Prerequisite: 5th level
- You gain "Alter Self" which only requires 2 MP to cast.
Minions of The Elements
Prerequisite: 10th level
- You gain "Conjure Elemental" which only requires 6 MP to cast.
Beast Speech
You gain "Speak with Animals" which only requires 1 MP to cast.
Mire the Mind
Prerequisite: 5th level
- You gain "Slow" which only requires 3 MP to cast.
One with Shadows
Prerequisite: 5th level
- When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
Otherworldly Leap
You gain "Jump" which only requires 1 MP to cast.
Trickster's Escape
Prerequisite: 10th level
- You gain "Freedom of Movement" which only requires 5 MP to cast.
Undying Servitude
Prerequisite: 5th level
- You gain "Animate Dead" which only requires 3 MP to cast. Once you do so, you can’t cast it in this way again until you finish a long rest.
Visions of Distant Realms
Prerequisite: 10th level
- You gain " Arcane Eye" which only requires 5 MP to cast.
Whispers of the Grave
Prerequisite: 10th level
- You gain "Animate Dead" which only requires 1 MP to cast.
Witch Sight
Prerequisite: 15th level
- You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
Hemomancer
Hemomancy
Using your blood as a catalyst you can be taught how to cast magic. Hemomancers gain the ability to choose between using Wisdom or Spirit for their casting modifier. Cannot be used without blood, once taken you cannot use healing spells on yourself & any healing magic cast on you in half as effective.
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Enhancement = Imbuements - You learn to invoke an Imbuement within your weapon at the cost of your mana. As a bonus action, you can activate an Imbuement on a single weapon with the elemental energy of a known Imbuement of your choice that lasts until you finish a long rest, or if you aren’t holding the weapon at the end of your turn. Your total imbuements are equal to your PFB.
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Enhancement = Combat Mage - Training with Hemomancy has allowed you to become proficient with Martial Weapons, Light Armor & Medium Armor. You will be able to train and learn spells. Ranger & Warlock Spells
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Mana Enhancement = Bloody Rite - Hemomancer recover mana through converting their vitality directly to mana in a specialized ritual. During a long rest after recovering Hp to full, you can recover half your mana capacity and then you can sacrifice 1 HP to gain an additional 2 MP. The conversion of health to mana can only be applied to HP not THP. Can go over capacity, but while over maximum you cannot be healed at all.
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Ability 1.) Mana Harvest - When you hit with a living target you can choose to afflict the bleed effect for 2 STP. If you hit an enemy that already has the bleed effect you can use a Bonus Action to siphon their blood regaining 1 MP per attack dealt. By using an Action you can force yourself to take damage converting 1 damage dealt to 1 MP. The conversion of vitality to mana is nowhere near as good as Bloody Rite. This can only be applied to HP not THP. Cannot go over max capacity.
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Ability 2.) Combat Caster - The practices of a Hemomancer involves both casting and normal combat. You have been trained in order to cast spells through your weapons allowing you to cast spells with your Bonus Action after you attack.
Additional Info
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Click this link to be brought to the rest of Advanced & Master Hemomancer.
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Click this link to be brought to Imbuements/Curses.
- Ability 3.) Blood Manipulation - You can now control the blood of others offensively. As a Bonus Action & for a certain amount of MP you can cause a target to be inflicted with conditions.
Clouded Vision - 2 MP - A target is blinded. This lasts until the start of your next turn.
Charmed Daze - 3 MP - A target is Charmed until they are attacked or fail a con save vs your spell save until the start of your next turn. Out of combat this lasts for 30 mins or until attacked.
Pounding Ears - 1 MP - A target is deafened. This lasts until the start of your next turn.
Frightful Vision - 2 MP - A target is frightened believing you are a monster. They must make a con save vs your spell save on the start of their turn, on a succeed they are no longer frightened. This lasts until the start of your next turn.
Feinting Fit - 8 MP - You knock a character Unconscious if they fail a con save vs your spell save. This lasts for 3 rounds or until they are attacked.
Advanced Hemomancy
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Advanced Enhancement = Vicious Recovery - The mana you gain through Mana Harvest has become more potent, giving you 2 MP now instead of 1. You've also become quicker at your blood letting allowing you to now use a bonus action to create Bloodied Mana instead or a reaction to drain it from a bleeding enemy.
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Advanced Enhancement = Vital Vision - Learning to focus on the qualities of vitality and the power of blood itself has allowed you to gain an enhanced sense. Letting you be able to sense living creatures 30ft around you for 1 Minute and 6 MP. Does not affect constructs or the undead.
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Advanced Enhancement = Hemomancer Mastery - Choose a Martial weapon that you are Proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose a damage type of one of your current Imbuements to gain Mastery over.
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Advanced Ability 1.) Iron Blood - Your control over your own blood is becoming more impressive, allowing your blood to improve your physical and mental limitations. You can add your constitution modifier to your saving throws & your blood begins to bend to your will, you are immune to disease and poison. Your HP is also increased by one tier.
Advanced Hemomancy
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Advanced Ability 2.) Black Blood - You gain the ability to drain energy from those recently deceased. You can touch the body of a creature recently deceased and gain THP equal to 1/4 of it's HP. You can use this feature a number of times equal to your Constitution Modifier and Your attacks now score a critical hit on a roll of 19 or 20 when imbued.
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Advanced Ability 3.) Vital Grasp - Your focus has grown allowing your reach of Vital Vision to now be 60 Ft around you and now only costs 3 MP. As an attack action you've also gain an ability to phantomly reach into another's chest and crush their heart. You don't need to physically see the target, it only requires them to be in the range of Vital Vision. For 3 MP you Dealing 1d12 + Spell Mod Force Damage, every 5 total levels you gain an additional dice of damage.
Master Hemomancer
After unlocking all Advanced Abilities you have proven yourself as a true Master gaining the following:
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Mastery - Choose a weapon that you are Proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose a damage type.
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Master Perk = Imbuement Control - You can now have two imbuements on a weapon at one time & now while a weapon is imbued your crit rate is lowered by 1 per imbuement.
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Master Perk = Blood Strength - Your ability to control your own blood has grown. You now are immune to the poison damage type, Blood Manipulation now are reduced by 1 MP & now when touching a creature that has recently died you can now gain THP equal to half it's health.
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Master Perk = Combative Caster - For every attack action you make with a martial weapon you now gain a attack action you can use to cast an action spell.
Imbuements & Blood Curses
Imbuements - PFB worth of MP
Attacks from your imbued weapons deal an additional 1d(total Level) damage of the chosen rite’s type. This damage is considered magical. A weapon can only hold a single active rite at a time.
Imbuement of Flame
Your imbued damage is fire damage, the damage of the Imbuement also hits creatures directly beside your target.
Imbuement of Frost
Your imbued damage is cold damage, the creature hit will have it's speed decreased by 5. Can stack until the target reaches 5 speed.
Imbuement of Shock
Your imbued damage is lightning damage, the damage of the Imbuement also hits any creatures directly behind your target, up to 50ft away.
Imbuement of Death
Your imbued damage is necrotic damage, the damage of the Imbuement can cause massive damage. When you roll max damage on your Imbuement it deals double the damage.
Imbuement of Mind
Your imbued damage is psychic damage, after being hit the creature can be commanded as if you were casting the spell "command".
Imbuement of Sound
Your imbued damage is thunder damage, the damage of the Imbuement also hits creatures within 10 ft for half damage.
Imbuement of Toxins
Your imbued damage is splint into two smaller die, so if it's 1d4 you would have 2d2 one being acid damage and the other being poison.
Imbuement of Force
Your imbued damage is force damage, the creature hit needs to make a DEX save vs your spell save. On a fail they are knocked prone & pushed back PFBx5 ft.
Imbuement of Waves
Your imbued damage is water damage, after being hit the creature is drenched.
Imbuement of Breeze
Your imbued damage is wind damage, half the total damage of the Imbuement also hits any creature within a 15ft cone of where you hit.
Blessed Imbuement
Your imbued damage is radiant damage, when hitting an undead you add an additional dice of damage & Your weapon sheds bright light out to a radius of 20 ft.
Primal Imbuement
Your imbued damage is primal damage, this damage directly hits HP ignoring Temp HP.
Zephyrian Imbuement
Your imbued damage is Zephyr damage, this damage ignores HP & deals damage to a targets Stamina instead.
Etherical Imbuement
Your imbued damage is Etheric damage, this damage ignores HP & deals damage to a targets Stamina instead.
Astromancer
Astromancy
The power of space and the things it contains are collections of cast magical energies. By learning how to attune yourself to them you can begin channeling their power as yours. Astromancers gain the ability to choose between using Inteligence or Spirit for their casting modifier.
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Enhancement = Celestial Connection - The Sun and Moon are some of the first celestial bodies you learn to connect with, offering you increases in power depending on which celestial body is in the sky. During the day your Fire and Radiant Spells have their crit range increase from 20 to 18-20. During the night your Cold and Psychic Spells have their crit range increase from 20 to 18-20. If you choose to Attune to this connection your crit range is lowered to 16-20 & you gain the ability to use fire, radiant, cold & psychic spells with the crit range lowered not determined by time. If you use the correct element at the correct time you gain the ability to add your spell mod to damage.
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Enhancement = Spells - You will be able to train and learn spells. You innately know the following spells: Prestidigitation & Sacred Flame. Bard & Sorcerer Spells
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Mana Enhancement = Astral Mana - By meditating you connect yourself to the skies above which allows you to absorb Astral mana. During a long rest, you roll a die equal to your maximum mana + level. If you go over your maximum mana with the roll you enter a charge state where your next attack is treated as a crit roll.
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Ability 1.) Constellation Convergence - During a long rest you can connect yourself to Constellations! You can attune to as many constellation as you want as long as you have the slots for them, constellations are boons that give you permanent buffs for as long as your attuned to them.
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Ability 2.) Tropospheric Connection - The planet itself is covered in primal energies, residing in the skies as Thunder and Lightning. When using spells pertaining to thunder & lightning damage have an increased crit range from 20 to 18-20. If you choose to Attune to this connection your crit range is lowered to 16-20 & now during storms your at advantage when casting thunder/lightning spells.
Additional Info
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Click this link to be brought to the rest of Advanced & Master Astromancer.
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Click this link to be brought to Consellations
- Ability 3.) Spiritual Projection - (3 MP) The Moon contains massive amounts of spiritual energy, through practice & training you've learned to harness it into Spiritual Projection. It takes a round of mediating to enter. While in Spiritual Projection you are required to concentrate as if you were casting a spell, if you are knocked out of your concentration Spiritual Projection ends. It allows you to do the following:
You learn how to leave your body becoming incorporeal. While incorporeal you gain flying speed equal to your walking speed, flying through solid objects count as difficult terrain. You can not interact with anything, except being able to cast spells at double the mana cost. Only magical damage can hurt you, once you take damage you return to your body.
Advanced Astromancy
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Advanced Enhancement = Sight Souling - When you reach 0 HP and fall unconscious your soul will separate from your body, as if Spiritual Projection was activated. You still make death save as normal, but you also can take your turn as if you were still conscious. If your soul is hit instead of taking damage you auto-fail a death save.
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Advanced Enhancement = Crit Savior - Astromancy fails when it comes to spells that require saves instead of to-hits or well it used to. Now when a spell that requires a save matches with an element that could crit you can force the enemy to have disadvantage for 2 MP.
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Advanced Enhancement = Astromancer Mastery - Gain a mastery with a damage type within a connection of your choice.
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Advanced Ability 1.) Domain - (5 MP) An area of your own radiating from you, where the weather, season, time of day, fragrence, tempeture... it's all in your control. For 1 minute up to 30 ft centered around you this area is truly endless. No more needing to worry if it's gonna rain and planning your spell list accordingly. The Domain can contain hazards like difficult terrain, elemental effects that do 1d6 damage if contacted, walls, objects, etc... anything made by the Domain disapears once it is gone.
Advanced Astromancy
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Advanced Ability 2.) Comet Connection - The stars above are filled with the force & speed of asteroids & comets. They are covered in primal energies, that when channeled make force & physical damage stronger. When using spells pertaining to force & physical damage have an increased crit range from 20 to 18-20. If you choose to Attune to this connection your crit range is lowered to 16-20 & your movement speed is doubled & you gain an increase in AC equal to your strength mod.
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Advanced Ability 3.) Astro Attunment - Astromancy's connection to attunment slots is draining, but after training you now gain an additonal attunment slot. Every 10 levels after level 10 you gain another slot.
Master Astromancy
After unlocking all Advanced Abilities you have proven yourself as a true Master gaining the following:
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Mastery - Choose a weapon that you are Proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose a damage type.
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Master Perk = Domain extension - Your domain can now extend to fill entire rooms, now allowing you to move freely without you having your domain centered around you & constantly shifting. In order to extend the range & duration of your domain you can now pay an additional 5 MP, there is no limit. When extended your domain lasts an additional minute. If outside the domain increases by 30 ft centered around you for every 5 MP sacrificed & at will you can choose to snap your domain to your current location, locking it in place & allowing you to move around within it.
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Master Perk = Critical Attunement - When attuned to a specific connection you can now roll a d20 when casting spells with saves & use the roll to now determine if the spell would have had a critical hit or not.
Constellations
The Hunter
Whenever a moster is slayed that you've dealt damage to, roll a d20 and gain something from the following table:
Hunter Drop Table
| Roll | Crystal Recharge |
|---|---|
| 1-6 | Money = 1d8+Spirit Silver |
| 7-12 | Potions = 1d4 for Amount of potions |
| 13-18 | Equipment = Equipment can be anything |
| 19+ | Stat Crystal = Random attribute and Random Amount of increase |
The Red (North) Star
Your health increase by 1 tier.
The Yellow (East) Star
You gain 2 STP for each total level.
The Green (South) Star
You gain 3ft of walking speed for each total level.
The Blue (West) Star
You gain AC equal to your PFB. You can only gain this bonus if you are wearing no armor.
The Heavenly Star
Your mana now increases by 2 mp per level up to max capacity
The Black Hole
The horizon of a Black Hole empowers your attacks with Siphon. As a bonus action you can replace your following attacks damage with Siphon. Siphon damage always does 3/4 damage to HP & 1/4 damage to STP.
The White Dwarf
The glow of a white dwarf empowers your attacks with Ethereal. As a bonus action you can replace your following attacks damage with Ethereal. Ethereal damage always does 3/4 damage to HP & 1/4 damage to MP.
The Void
The Vacuum of space empowers your attacks with Void. As a bonus action you can replace your following attacks damage with Void. Void damage always does 1/2 damage to MP & 1/2 damage to STP.
The Octopus
You gain 6 mage hands that have a reach of 15ft centered around you. They function just like mage hand, except they can be commanded in battle to attack. They take an Action to be commanded and can be used to perform unarmed strikes for 3 MP per tentacle.
The Griffin
You gain a set of spectral wings that can apear and disapear as a bonus action, while they are visible you gain 30 flying speed. It takes 2 MP to summon the wings and they last for up to 5 minutes, or if you lose concentration.
The Anvil
A piece of gear of your choice is blessed by this consellation making it a +2. The item only has effect if you are holding or wearing it.
The Jester
You gain jack of all trades effect for saves.
The Stump
You can ask 1 question to a dead body or a soul, they don’t have to answer truthfully, nor do they know everything. When talking to the dead they have a chance to take your body, roll a d20 on a 1 they take over your body for a bit & on a 20 you gain a skill from them.
The Gem
You gain a 30% increase to xp gain & you gain expertise on perception & investigation.
The Carriage
You gain the ability to drive any vehicle after a intelligence check and you roll above a 12, if you fail you can try again in 30 minutes.
The Medic
You gain the ability to spend an action to use your Hit Dice to either heal yourself or others.
The Hero
You can add your PFB to your saving throw for 1 STP.
The Shield
You gain an immunity to an elemental effect of your choice.
Runimancer
Runimancy
Ancient techniques thought to be lost have been rediscovered and shifted into this new form of magic. You can learn these ancient tactics of rune distillation and can now manifest tiers of magic into runic slates and use them in combat to summon forth magic or enchant with them. Runimancers gain the ability to choose between using Inteligence or Spirit for their casting modifier.
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Enhancement = Rune Distillation - You can still cast spells like anyone else, but now you can create runic slates for a plethora of new uses! At will you can now produce runic slates, creating runic slates do not cost mana. Anyone can activate a rune by expending MP equal to what the spell costs plus 1, but the person activating it must has access to the tier of magic imbued in the slate. Activating a runic slate releases the stored magic & casts the spell, using a runic slate for enchanting does not activate it. Runic slates weigh 1. You can only have your level x 10 amount of runes created at one time, trying to create more runes after this point fails.
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Enhancement = Rune Toss - Runes can be activate & thrown during the respective actions, now allowing for self spells or spells that could only target yourself can now be applied to targets as long as the rune reaches them. The range for the rune toss is 10 ft x DEX (Minimum of 1).
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Mana Enhancement = Runic Mage - Runic Mage - Your mana recovery is now better then the average mage. During a long rest you now completely restore your mana. In exchange for their excellent mana recovery Runimancers do not start with any additional spells. Artificer & Wizard Spells
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Ability 1.) Enchanting - During a short rest you can enchant items with runic slates. Runic slates can only be enchanted onto items if they are 1st level or above. Adding them to armor & accessories will grant reduction to the damage the runic slate did. The reduction for tier 1 runes grants 10% reduction & 5% reduction for every tier after that. Adding them to weapons changes the weapons damage to the runic slate, the user of the weapon can channel their MP into the enchantment dealing half the damage of the runic slate's spell. The MP is equal to the spell enchanted in the runic slate. The max amount of items you can enchantment is equal to your spell mod+SPR mod. You cannot use upcasted runes for enchanting.
- Ability 2.) Lesser Golems - You can be taught how to mold your runic slates into little automatons. As your turn you can mold a runic slate into a lesser Golem. These lesser golems can be controlled with a Bonus Action and each lesser golem casts the spell it was made with when it is commanded. You can have a PFB worth of Lessor Golems summoned. The golem cap is seperate per type of golem.
- Their movement speed 10.
- Their HP is equal to the level of the spell used times 5 or 1 if it's a cantrip.
- Their AC is 8 + the amount of mana used to create a runic slate or 8 if it's a cantrip.
- The time limit for the golem is 30 minutes then they are destroyed.
- Ability 3.) Trip mines - You've gained finer controls for releasing your runic slates. You can be taught to let your runic slates land after throwing. Your runic slates meld into the location they land and will activate when a creature enters within 5ft of its location.
Advanced Runimancy
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Advanced Enhancement = Slate Spliter - After advancing through the practices of Runimancy you have found a new production method for runic slates. You can activate a rune mid-air and split it into two allowing it to target two targets within 5 ft x DEX of each other.
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Advanced Enhancement = Slate Efficiency - You have become proficient in making & using runic slates. Now you can enchant additional items equal to your spell mod+total level & now your runes can fly up to 15 ft x DEX away.
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Advanced Enhancement = Runimancer Mastery - Gain a mastery with a damage type of your choice.
Additional Info
- Click this link to be brought to the rest of Advanced & Master Runimancer.
Advanced Runimancy
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Advanced Ability 1.) Runic Capacity - You've become twice as efficient at making runes. This ability doubles your max mana, but you can no longer cast magic normally you can only use runes.
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Advanced Ability 2.) Golems - You can be taught how to mold your runic slates into automatons. As your turn you can mold a runic slate into a Golem. These golems can be controlled with a Bonus Action and each golem casts the spell it was made with when it is commanded. You can have half your PFB worth of Golems summoned.
- Their movement speed 20.
- Their HP is equal to the level of the spell used times 15 or 5 if it's a cantrip.
- Their AC is 10 + the amount of mana used to create a runic slate or 10 if it's a cantrip.
- The time limit for the golem is 30 minutes then they are destroyed.
- Advanced Ability 3.) Advanced Enchantment - After your extensive use of enchanting you have prestieged in your abilites allowing for better enchantments. Now when enchanting any items they count as plus 1 until the runic slate is removed and when added to a weapon if channeled with MP it does the spells full damage instead of half. With Advanced Enchanting you can use runic slates to make special equipment with the DM. Such as adding a runic slate of flight to boots to make Winged Boots.
Master Runimancy
After unlocking all Advanced Abilities you have proven yourself as a true Master gaining the following:
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Mastery - Choose a weapon that you are Proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose a damage type.
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Master Perk = FINALLY - Runes no longer cost an additional 1 mp to activate them.
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Master Perk = Mastered Enchantment - After your extensive use of enchanting you have prestieged in your abilites allowing for better enchantments. Now when enchanting any items they count as plus 2 until the runic slate is removed and when added to a weapon if channeled with MP it does the spells full+spell mod. Now you can enchant additional items equal to your spell mod+total level+PFB+INT.
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Master Perk = Master Golems - You can be taught how to mold your runic slates into automatons. As your turn you can mold a runic slate into a Master Golem. These golems can be controlled with a Bonus Action and each golem casts the spell it was made with when it is commanded. You can have 1 Master Golem summoned per advanced archetype you have.
Their movement speed 30.
Their HP is equal to the level of the spell used times 30 or 25 if it's a cantrip.
Their AC is 12 + the amount of mana used to create a runic slate or 12 if it's a cantrip.
The time limit for the golem is 30 minutes then they are destroyed.
Inspiriteur
Inspiriteurs
Inspiriteurs have learned to untangle and reshape the fabric of reality in harmony with their Artistic and Musical Expression inspiring those around them and shocking crowds of friends or foes. Inspiriteurs gain the ability to choose between using Charisma or Spirit for their casting modifier.
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Enhancement = Creative Discovery - Inspiriteurs have no innate spell list they must seek out others' magic and learn it as their own. So during a long rest you can study over anothers Magical Storage picking up their spells and adding them to your collection or switching out previously found spells.
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Archetype Enhancement = Inspire - You can inspire others through your expression.
Inspiration
You use a bonus action on your turn to choose one creature within 60 feet of you, that creature gains one Inspiration die.
The die starts as a d6, then a d8 at 4th level & a d10 at 8th level
Once within the next 10 minutes, the creature can roll the die and add the number rolled to any dice roll. It can be added to saves, checks, to-hits, damage, or initiative.
Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time.
You can use this feature a number of times equal to your Spell Mod. You regain all expended uses during a short rest.
Mana Enhancement = Creative Recovery - During a long rest you can relax with some light Expression and unwind. In order to recover mana you roll a dice equal to your Mana Capacity then for each ally within 30 ft of you, you add an additional dice to the roll. Cannot go over max capacity
Additional Info
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Click this link to be brought to the rest of Advanced & Master Inspiriteur.
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Click this link to be brought to Spell Creation.
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Ability 1.) Creative Creation - Most people do not know this, but nearly all spells were developed by Inspiriteurs. Now that can be you! You can tap into this power and create spells of your own! The following page describes the process of creating spells. Only Inspiriteurs can use custom spells from other Inspiriteurs. You can write one spell per tier without the crafting time required.
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Ability 2.) Restful Presence - While you are Creative Recovering your presence soothes others helping revitalize your allies during a short rest. If you or any friendly creatures regain hit points at the end of the short rest by spending Hit Dice, each of those creatures regains an extra hit points depending on your Inspire Die.
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Ability 3.) Planning, Patience & Perfection - Your knowledge of your craft has allowed you to craft a spell faster & more perfect then before. You now only require two days to write a cantrip & 1st levels spells. For every tier past tier 1 it requires only 2 additional days of work, instead of 3. Spell activations for creation has now seemed to be in your favor with your careful planning becoming the following:
1 Fails completely & everything is lost in the process
2-20 Fails consuming the magic crystal & some reagents
21-45 Fails consuming the magic crystal
46-60 Fails nothing seems to happen
61-99 Succeeds recording the spell in your storage
100 Succeeds Something special happens
Advanced Inspiriteurs
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Advanced Enhancement = Creative Copy-Cat - Inspiriteurs are used to recording the magical spells of others, now after listening to other mages describe abilities that use mana Inspiriteurs can rewrite them to functions as spells. Only advanced Inspiriteurs can use copy-cat spells from other Inspiriteurs.
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Advanced Enhancement = Jack of All Trades - You can add your proficiency bonus, to any ability check you make that doesn’t already include your proficiency bonus.
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Advanced Enhancement = Inspiriteur Mastery - Gain a mastery with a damage type of your choice.
Advanced Inspiriteurs
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Advanced Ability 1.) Bardic Actions - Masters of inspiring, Inspiriteurs have learned a way to inspire that makes either themselves or others go above & beyond. For three points of inspiration & a bonus action you can grant an additional action to yourself or others.
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Advanced Ability 2.) Thrifty Business - You've managed to reduce the cost requirements for your spell creations by PFB x 10% allowing you to find reagents for a much better deal.
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Advanced Ability 3.) Unfailing Spirit - When a creature adds one of your Bardic Inspiration dice to its roll and the roll fails, the creature can keep the Bardic Inspiration die, but only if they roll a d20 and it lands on a 11 or above.
Master Inspiriteurs
After unlocking all Advanced Abilities you have proven yourself as a true Master gaining the following:
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Mastery - Choose a weapon that you are Proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose a damage type.
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Master Perk = Inspired Inspiration - Your inspiration dice is now a d20 & now distance is no longer an issue, you can now inspire anyone with your sight. If a creature adds your bardic inspiration to it's roll & fails they can roll a d12 & if they roll a 8 or higher they do not lose the inspiration dice.
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Master Perk = Charismatic Spirit - You now have advantage on all skill checks that are based on Charisma.
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Master Perk = Masterful Spells - You ability to craft spells are now as refined as possible . You now only require one days to write a cantrip & 1st levels spells. For every tier past tier 1 it requires only 1 additional day of work, instead of 2. Your spell activation has changed one last time to the following:
1 Fails completely & everything is lost in the process
2-15 Fails consuming the magic crystal & some reagents
16-30 Fails consuming the magic crystal
31-45 Fails nothing seems to happen
46-95 Succeeds recording the spell in your storage
96-100 Succeeds Something special happens
Spell Creation
Additional Info
This system depends on your DM so work with them not against them. You can only make spells equal to the tier you can learn.
Step 1 - Writing the Spell
Depending on the tier of spell more or less time is needed to write the process & spell concept. It takes 3 days to write up to crafting process for Cantrips & 1st levels spells and for every tier past tier 1 it requires 3 additional days of work.
Step 2 - Spell ingredients
After finishing the process the DM will help to give you a list of ingrediants required to create your spell. You will need Runic Chalk, Magic Crystals, Reagents & possibly environmental factors. Look at the following chart to see a rough approximation of what's required to craft a spell.
Spell requirements
| Tier | Requirements |
|---|---|
| Cantrip & 1st Level | A runic circle, a chipped crystal & 1 to 2 reagents |
| 2nd & 3rd Level | A runic circle, a flawed crystal & 3 to 4 reagents |
| 4th & 5th Level | A runic circle, a normal crystal & 5 to 6 reagents |
| 6th & 7th Level | Multiple runic circles, a flawless crystal & 7 to 8 reagents |
| 8th & 9th Level | Multiple golden runic circle, an exquisite crystal & 9 to 10 reagents |
Runic chalk cost
| Type | Cost |
|---|---|
| Standard Chalk | 25 GP |
| Golden Chalk | 100 GP |
Magic crystal cost
| Type | Cost |
|---|---|
| Chipped Crystals | 5 GP |
| Flawed Crystals | 25 GP |
| Normal Crystals | 50 GP |
| Flawless Crystals | 100 GP |
| Exquisite Crystals | 250 GP |
Reagent cost
This is not something quantifiable, this depends exclusivly on the spell & what your ingrediant list says. Though here is a list to atleast show the possible reagents:
- Glassware, Misc Objects, Misc Animal Parts, Coin(s), Blood, Monster Bones/Claws/Teeth, Crystals, living sacrifices, corpses & possibly infinitely more
Step 3 - Ritual info
After collecting everything you'll need it's time to try & create your spell. During a long rest or even as a full day you can start the process of making a spell. It takes 1 hour to preform the crafting ritual for Cantrips & 1st levels spells and for every tier past tier 1 it requires 2 additional hour of work. This will require double the amount of mana the spell will normally cost for a standard spell caster & all of your Inspiration Points. It takes a days before you can use inspiration again when making Cantrips & 1st levels spells, for every tier past tier 1 it requires 1 additional day.
Step 4 - Ritual Prep
This is the actual instructions for what to do in character while making the spell:
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Step 1 - Start preforming your spell before certain events. Example - If you need to activate the ritual at midnight or a certain meteorological event start it as many hours before as you need.
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Step 2 - Draw your ritual circle or circles.
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Step 3 - Grind up the magical crystal into a powder and place inside the circle.
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Step 4 - Place all reagents equally spaced apart within the ritual circle or circles.
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Step 5 - Prefom any sacrifices, dances, chants, conjure spirits, conjure demons, conjure fey & other vocal or somantic requirments for your spell inside your ritual circle.
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Step 6 - Place your spell storage inside the runic circle.
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Step 7 - Preform your form of Inspirituar expression to activate the ritual then roll a d100 then look at the following chart for results:
Activation
- 1 Fails completely & everything is lost in the process
- 2-25 Fails consuming the magic crystal & some reagents
- 26-50 Fails consuming the magic crystal
- 51-65 Fails nothing seems to happen
- 66-99 Succeeds recording the spell in your storage
- 100 Succeeds Something special happens
Step 5 - Success!
Cleromancer
Cleromancy
Cleromancer combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke curses and lead the dead, lay curses of plague & poison, or even call down flames from heaven to consume their enemies. Cleromancers gain the ability to choose between using Wisdom or Spirit for their casting modifier. When choosing this Archetype pick a Cleromancer Domain.
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Archetype Enhancement = Prayer - By praying you connect yourself to the god(s) you follow allowing you to attain Blessed mana. During a long rest, you roll a PFB worth of dice equal to your maximum mana. If you roll your maximum mana your prayers can be answered by your god. Cannot go over max capacity
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Archetype Enhancement = Channel Divinity - In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity’s domain. You gain the ability to channel divine energy directly from your deity's domain, using that energy to fuel magical effects. You start with Turn Undead and an effect determined by your domain once per short rest. Every 5 total levels you gain an additional use of Channel Divinity.
Turn Undead
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As an action, you speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute.
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A turned creature must spend its turns trying to follow your commands or move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, you can command it to attack, every time it does so it makes another wisdom saving throw, if it passes the save the effect is over.
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Archetype Enhancement = Spells - You will be able to train and learn spells. You innately know the following spells: Thaumaturgy & Spare the Dying. Cleric & Paladin Spells & Necrotic Spells
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Ability 1.) Reaper - When the cleromancer casts a necromancy spell that normally targets only one creature, the spell can instead target PFB creatures within range and within 5 ft x SPR of each other.
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Ability 2.) Life Sap - Your attacks can siphon the life force of others to bolster yourself or others. At will while attacking with a weapon or spell you can spend 3 MP to deal additional necrotic damage equal to the attack die of the attack + your Spell mod. You gain temp HP equal to the amount of damage dealt from life sap & the damage dealt from the weapon or spell attack. This Temp HP can be granted to yourself or an ally as long as the ally is within 15 ft. If the attack was the killing blow you instead gain twice the temp HP.
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Ability 3.) Life on Demand - You can accelerate the body's natural healing when it is needed the most. As an action, a creature you touch can expend a number of its hit dice equal to your spellcasting modifier (minimum of 1) to regain hit points.
Advanced Cleromancy
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Advanced Archetype Enhancement = Conduit of Divinity - Turn Undead can now erase undead that are under CR rating of 5, and deal Cleromancer LVL * PFB radiant damage to CR rating 6 and above. You gain the Ability Turn Fiend/Celestial/Fey, it works how your starting Turn undead worked.
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Advanced Enhancement = Cleromancer Mastery - Gain a mastery with either necrotic or radiant damage type.
Additional Info
Advanced Cleromancer
- Advanced Archetype Enhancement = Devotion - After showing your devotion to your god they grant you a boon to reward your effort. Choose 1 of the following:
- Health: Your Hp is divine. Your health tier is increased by two tiers. You have access to Insane Health & Exotic Health.
- Mana: Your mana is divine. Your mana tier is increased by two tiers. You have access to Insane Mana & Exotic Mana.
- Magic: Your magic is divine. Your magic passes through reductions and immunity, all types of reductions are halved when you are attacking with magic.
- Advanced Archetype Enhancement = Conduit of Divinity - Turn Undead can now erase undead that are under CR rating of 5, and deal Cleromancer LVL * PFB radiant damage to CR rating 6 and above. You gain the Ability Turn Fiend/Celestial/Fey, it works how your starting Turn undead worked.
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Advanced Ability 1.) Connection to a Higher Power - You've become connected to your god in ways more powerful then most, you gain the Blessed Addon Race.
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Advanced Ability 2.) Smite - Destroy the faithless and heretics, dealing 1d6 true damage per 2 MP up to 20 MP, on any attack you make, you may choose to add this damage at will.
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Advanced Ability 3.) Guardian Knight - Your faith has brought about change in the world and brought great changes, which is why an escort in necessary for a high priest such as your self. Your god grants you a divine guardian to be your protector. They do not require sleep & If your Escort should die it takes a week for them to rematerialize. Your divine guardian depends on your god & what the DM decides would fit best.
Master Cleromancer
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After unlocking all Advanced Abilities you have proven yourself as a true Master gaining the following:
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Mastery - Choose a weapon that you are Proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose a damage type.
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Masterful Choice - Cleromancer is unique in that is has two mastery perks you must choose one, there is no way to acquire the other one.
Mastery Perk - Avatar of Faith
Now once a week you can show off your gods true power, By becoming an avatar of your Divinity for 30 minutes. In this form you gain the following:
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Your Health, Mana, Speed is increased to Godly tier.
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You gain a temporary ascended growth of your stats gaining 20 to your total attributes scores. While in this form the max of your stat limit is increased to a maximum of 40 instead of 20.
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You gain 3 additional skill proficiencies & 1 additional saving throws of your gods choice.
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Finally your Blessed race classification is replaced with Godly. While in this form you now have a PFB worth of attack actions per action, not including Archetype effects or other modifiers)
Mastery Perk - Lichdom
Now you embody the true force & power of the undead, by becoming one yourself. Upon reaching this mastery your bind your soul into an object making it your phylactery. In the process you accept the forces of undeath & transform into a undead of tremendous power... a Lich. Now you have an unmistakable hunger for souls, but in exchange you gain immortality as long as you can keep yourself sustain this peculiar apatite. The only way you truly die is if you are unable to quench your lust for mortal souls or your phylactery is destroyed. If you are killed after a week you will rematerialize near your phylactery with a immediate need for souls. You gain the following after your transformation into a Lich.
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You gain the race classification: Undead (Vulnerable to Silvered Weapons, Vulnerable to radiant & -1 HP for every total level. You do not need water, or air to exist).
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You gain 75 of Blindsight.
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You Lifespan is now Ageless.
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Your Mana is increased to Exotic Mana (5 Mana per level, without a limit)
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Your Health is reduced by 1 tiers, at max to bad.
Lichdom Abilities
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Undead Fortitude - If damage reduces you to 0 HP, you must make a CON save with a DC of PFB + the damage taken, unless the damage is radiant or from a critical hit. On a success, you return at 1 hit point instead.
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Catalyst of Magic - Your prowess with magic is now very strong. When determining your current amount of spells & available tiers of magic you count as if you have two levels higher & All things that cost mana now cost 1 less mana then normal.
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Undead Restoration - You no longer require sleep & something about that feel so much better. Now as long as you are not in combat for 6 Hours you feel the effects of a long rest.
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Life Harvest - Life sap is upgraded to now do the following. At will while attacking with a weapon or spell you can spend 3 MP to deal (additional necrotic damage equal to the attack die of the attack x 2) + your Spell mod. You gain temp HP equal to the amount of damage dealt from life sap & the damage dealt from the weapon or spell attack. This Temp HP can be granted to yourself or an ally as long as the ally is within 60 ft. If the attack was the killing blow you instead gain twice the temp HP.
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Grim Reaper - Reaper is upgraded to now do the following. When the lich casts a necromancy spell that normally targets only one creature, the spell can instead target your spell mod worth of creatures within range and within 5 ft x Spell mod of each other.
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Undead Nourishment - You've gained a constant hunger for souls. You require 3 soul a day to stay alive. Every time a creature dies within 30 ft of you, you absorb it's soul & feel it pass.
Cleromancer Domains - More Domains
Planar Domain
You can use your Channel Divinity to banish otherworldly creatures. As an action, you force a creature of your choice that is within 30 ft of you must make a WIS saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, the creature is banished for 1 minute (as in the banishment spell, no concentration required)
Death Domain
You can use Channel Divinity to destroy another creature’s life force. When you hit a creature with an attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice your total levels.
Forge Domain
you can use your Channel Divinity to create simple items. During a short rest or 30 mins you crafts a non magical item: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object. The creation is completed at the end rest or 30 mins. The thing you create can be something that is worth no more than 50 x PFB gp. As part of this ritual, you must lay out metal, which can include the coins or raw materials, with a value equal to the creation. The ritual can create a duplicate of a non magical item that contains metal, such as a key, if you possess the original during the ritual.
Knowledge Domain
You can use your Channel Divinity to tap into a divine well of knowledge or you can use your Channel Divinity to read a creature’s thoughts. As an action, you choose one skill or tool. For 30 mins, you have proficiency with the chosen skill or tool. As an action, choose one creature that you can see within 60 ft of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest. If the creature fails its save, you can read its thoughts when it is within 60 ft of you. This effect lasts for 1 minute.
Life Domain
You can use your Channel Divinity to heal the badly injured. As an Bonus Action, you evoke healing energy that can restore a number of hit points equal to five times your total levels. Choose any creatures within 30 ft of you, and divide those hit points among them.
Light Domain
You can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, any magical darkness within 30 ft of you is dispelled. Additionally, each creature within 30 ft of you must make a Constitution saving throw. A creature takes radiant damage equal to PDFd10 + your total levels on a failed saving throw, and half as much damage on a successful one.
Nature Domain
You can use your Channel Divinity to charm animals and plants. As an action, each beast or plant creature that can see you within 30 ft of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.
Order Domain
You can use your Channel Divinity to exert an intimidating presence over others. As an action, each creature of your choice that can see or hear you within 30 ft of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.
Tempest Domain
You can use your Channel Divinity to wield the power of the storm with unchecked ferocity. Whenever you roll for damage you can change the damage type to lightning or thunder damage. Then you can use your Channel Divinity to deal maximum damage, instead of needing to roll for damage.
Cleromancer Domains - More Domains
Trickery Domain
You can use your Channel Divinity to create an illusory duplicate of yourself or you can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration. The illusion appears in an unoccupied space that you can see within 30 ft of you. As a bonus action on your turn, you can move the illusion up to 30 ft to a space you can see, but it must remain within 120 ft of you. For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 ft of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
War Domain
You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. Once you reach Advanced Cleromancer, When a creature within 30 ft of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You must make this choice after you see the roll.
Grave Domain
You can use your Channel Divinity to mark two creature’s life for termination. As an action, you choose two targets you can see within 60 feet of you, cursing them in the process. While bound the two gain an intense hatred for each other making them more likely to attack each other & the next time either of the targets hit each other with an attack, the target hit has vulnerability to all of that attack’s damage, and then the curse ends for them both.
Cursed Domain
Using a channel divinity you mark the next target you hit. The target marked will have all it's damage it deals reduced equal to your total level until defeated or an hour passes.
Twilight Domain
You can use your Channel Divinity to refresh your allies with soothing twilight. As an action, a sphere of twilight emanates from you. The sphere is centered on you, has a 30 ft radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature ends its turn in the sphere, you can grant that creature one of these benefits: You grant it temporary hit points equal to 1d6 plus your total level or you end one negative effect on it.
Peace Domain
You can use your Channel Divinity to forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 ft of you (this can include yourself) equal to your PFB. You create a magical bond among them for 30 mins. While any bonded creature is within 30 ft of another, the creatures can roll a d6 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d6 to as many rolls equal to the Cleromancers PFB per turn.
Burden Domain
You now have a burden slot (you gain an additional burden slot every 3 total levels), using these slots you take a creatures burden away removing their vulnerabilities, negative status effects, exhaustion points or curses for 1 day. If the status effect lasted less then 24 hours it is completely gone, but if the burden removed is permanent it is just returned to normal.
Marksmen Domain
You now have the ability to create Astral Ammo. To create Astral Ammo you must use a channel divinity to create a batch of ammo equal to your total cleromancer level, this ammo can be used in any ranged weapons & each ammo changes the damage you would normally deal into PDFd20 radiant damage.
Cleromancer Domains
Sacrificial Domain
Using a channel divinity & 1 hit dice you gain Max HP equal to your hit die plus CON. This consumes your hit dice permanently until you choose to remove the blessing during a long rest, if you remove the blessing you do not regain the hit dice until your next long rest. You can continue to use this blessing until you no longer have hit die.
Time Domain
Using a channel divinity & a Bonus Action you can choose a target marking them in time. When that target is killed you heal for half the total damage you dealt to them after the mark of time was placed. You can only choose one target at a time, but every five total levels you gain the ability to mark an additional target.
Mana Domain
Using a channel divinity grants the user a mana reduction effect for the next PFB+Spell Mod worth of rounds. While active after activating two things that use MP the next thing activated costs half total MP, then the cycle restarts.
Radiance Domain
Using a channel divinity grants the user a speed effect for the next PFB+Spell worth of rounds. While active whenever a spell is cast you gain 5 ft of flying speed. Now when you fly above the heads of creatures they can feel the radiant energy of your flight taking 1d4 radiant damage for every 5 ft of movement you move above them.
Ocean Domain
Using a Reaction & channel divinity activates a watery cloak the protects you from incoming attacks. Instead of taking full damage you negate a third. The cloak lasts for 3 rounds before disappearing, but for every 3 level in Cleromancer you gain an additional round before your cloak disappears.
Custom Domain
Speak with a DM & ask if you can make a custom domain. They can be fair simple & straight forward just make sure to include a use for channel divinity or make sure it grows well without the need of one. Do not use this if the DM forbids it.
Summoner
Summon Savant
You are able to conjure up beings made out of pure magic, shaping it to your own will or summon captured creatures. Your will choose one houses of magic. House of Aberration, Beast, Construct, Dragon, Fey, Fiend, Monstrosity or Undead. Summoners gain the ability to choose between using Intelligence or Spirit for their casting modifier.
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Enhancement = Summoning - You may summon a minion as a 1 minute ritual and 3 MP or a short rest, your max amount of minions summoned is equal to half your PFB (Rounded up). You may dismiss your minion as a bonus action. If your minion is killed, you may only summon it back after a long rest. After taking a long rest, your minion is healed even if it was not summoned during the rest.
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Enhancement = Capturing or Conjuring - As a 10-minute ritual and 3 MP, you may brand a unconsious creature. In order to preform the ritual you must have no other minion summoned. During a long rest you can forgo the normal effects of a long rest and instead conjure up a new minion. The creatures conjured or captured will then join your minion pool. Your minion pool size is equal to your INT plus total summoner levels.
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Enhancement = Soul Refresh - After taking a breather and relaxing you can manage to get back some of your precious Mana. After you take a long rest you regenerate mana, you roll a die equal to your maximum mana + amount of creatures owned. Cannot go over max capacity
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Ability 1.) Draining Ritual - During a short rest you may drain the life of any captured summons. For ever 5 HP sacrificed in the ritual you gain 1 MP. If you drain all it's life force you gain an additional 5 MP, but in the process it kills the creature permanently (This MP can overcharge past your max MP).
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Ability 2.) Hasty Summon - In combat you've gained the ability for a great sum of mana to rapidly conjure your summon. You can only do this once per combat as an action for a cost of 6 MP.
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Ability 3.) Elemental Affinity - Your minion gains affinity to an element. Choose one damage type from the following; acid, cold, lightning, fire, poison, radiant, necrotic, psychic or thunder. Your minion gains resistance to that type. its unarmed strikes also change to the chosen damage type.
Advanced Summon Savant
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Advanced Enhancement = Advanced Summoning - Your prowess with Summoning has become even stronger allowing you to use your full PFB instead of half. As well your mana cost is now reduced by 1 for Summoning, Capturing or Conjuring, & Hasty Summon.
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Advanced Enhancement = Dual Enrollment - Your control over summoning broadens allowing you to master control over a second House of Summons.
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Advanced Enhancement = Summoner Mastery - Gain a mastery with a damage type related to one of your Summons elemental affinity.
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Advanced Ability 1.) Mutation - The summons in your care have begone to change... gaining features that other members of their race wouldn't have. Such as a Wyvern gaining a breath attack or a Bunger growing french fry wings.
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Advanced Ability 2.) Spiritual Commander - Seeing mages & their familiars gave you an idea! Instead of witnessing the world through only the eyes of a familiar you've learned a technique to temporarily put your soul into one of your summons. During a short rest you can set-up a ritual allowing you to put your soul into one of your summons. You gain complete control over the summons body, letting you use all of their abilites as well as letting you use your proficencies and allowing you to speak. While you have control over your summon your body becomes an empty husk, if your body is damaged or your summon loses half it's HP your Soul returns to your body. You cannot take cantrol over a Polymerization.
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Advanced Ability 3.) Polymerization - After learning about kinstals and their unique ability to combine together, you've attempted to accomplish the same effect with your summons. You've managed to accomplish it! Though with some caveats... In order to fuse a minion it requires a 10 minute ritual, requiring 14 MP & 5 STP & only 2 summons can be fused at a time.
Additional Info
- Click this link to be brought to Master Summon Savant & Minion Notes.
Master Summon Savant
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After unlocking all Advanced Abilities you have proven yourself as a true Master gaining the following:
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Mastery - Choose a weapon that you are Proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose a damage type.
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Master Perk = General Education - Your control over summoning broadens allowing you to master control over a third House of Summons.
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Master Perk = Refined Evolution - The summons in your care have started to change... gaining features that other members of their race wouldn't have & now it's grown even further... You can now have summons with a second mutation increasing their physique to new never before seen rarities.
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Master Perk = Synchro Summon - You can now fuse minions together even further than before, allowing you to fuse up to 3 creatures together now. In order to fuse the minions it requires a 10 minute ritual, requiring 20 MP & 5 STP.
Minion Notes
Your minion's starting ability scores are 14, 13, 12, 10, 8, 6 as well you have 10 free points to boost their stats to feel a bit more diverse. If you capture a minion replace it's stats with these. Your minion has the following traits:
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Your minions can only take their turn if you use your bonus action to command them. It cannot use its reaction unless you use your own reaction to command it to.
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Your minion can understand all languages you know.
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Your minions hit die depends on it's size, Tiny d6, Small d8, Medium d10, Large d12, Huge d14 & Gargantuan d18.
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Your minions AC is equal to 8 + CON + DEX or STR.
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Whenever you gain an Ability Score Increase, you can increase two of your minion's scores by 1, or one by 2.
Primal Acolyte
Acolyte
Primal Acolytes are a class of Arcane Archetype that was developed by the Adverserics meant to help them modulate their chaotic Mana, but it can be used with anyone now to help protect yourself & enhance your abilities. Primal Acolyte gain the ability to choose between using Charisma or Spirit for their casting modifier.
- Enhancement = Primal Power - You now gain access to a primal source of power that you use to summon forth a protective shield of magic. You can summon forth a Primal shroud to protect yourself as an Action for your current level worth of MP. You can dismiss your primal shroud as a bonus action.
Primal Shroud
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You gain THP equal to your Spell mod x Primal Acolyte Level, once you lose all your THP your shroud fades and you lose all of your current benifits.
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When making CHA & SPR saves you can add your PFB to the rolls.
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When you make an attack, you gain a bonus to damage rolls that increases with your PFB. Only gain the additional damage if the attack you're doing would be something you're proficient with or Unarmed Strikes. If the damage your dealing isn't a to-hit roll, roll an additional d20 and use this for the following. When attacking if you roll a 8-PFB (Cannot go below 3) and under your attack overloads and you activate the wild magic table. The wild magic die is at the DMs discretion, but you can add your primal damage to the roll.
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Archetype Enhancement = Primal Fury - (2 MP) After hitting an attack against a creature. The target suffers the attack’s normal effects, and you then cause a primal burst of energy to hit the target. The target takes 1d4 Additional Damage based on your shrouds damage type & for every 1 additional MP channeled into this ability you can an additional 1d4 worth of damage.
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Archetype Enhancement = Primal Meditation - During a long rest you meditate & dig deep into your spirit. You gain back 3/4 of your full mana capacity & roll 1 dice equal to your total level gaining MP equal to what you roll. This mana can go over capacity, you cannot regain mana while over capacity.
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Ability 1.) Primal Defense - While in your Shroud, you now get to add half your spell mod to your AC & you can add your spell mod to CON saves or checks for 1 stp.
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Ability 2.) Wild Attack - When you make an attack on your turn, you can decide to wildly attack. Doing so gives you advantage on attack rolls & cause a guarenteed roll on the wild magic table, but attack rolls against you have advantage until your next turn.
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Ability 3.) Primal Movement - Your speed increases by 5 x PFB ft now while in a Shroud & you can add your spell mod to STR saves or checks for 1 stp.
Advanced Acolyte
- Advanced Archetype Enhancement = Perfected Primal Shroud - Your use of the Primal Shroud has been enhanced with continued use giving you the following:
Perfected Primal Shroud
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Your primal shroud THP is now equal to your Spell mod x total Level.
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Now when making either CHA or SPR checks/saves you can add the the other mod to the roll instead of adding PFB.
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When attacking you now only fail after roll a 1-3 instead of a 8-PFB and under.
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You can now add your spell mod to any save while in primal shroud or half your spell mod to any checks.
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Primal Defense no longer adds your just half your spell mod to your AC. Now while in your Primal Shroud you can add full CON instead of half & your Spell Mod.
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Advanced Archetype Enhancement = Primal Power - The force of wild primal energies has grown with continued usage. Now when dealing additional damage from your Primal Shroud you use your spell mod instead of PFB. You also no longer have to be proficient with an attack to gain the additional damage. The mana requirement to conjure a Primal Shroud is now limited to 10 instead of your current total level.
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Advanced Enhancement = Primal Acolyte Mastery - Gain a mastery with a weapon or damage type of your choice.
Additional Info
- Click this link to be brought to Advanced & Master Acolyte.
Advanced Primal Acolyte
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Advanced Ability 1.) Primal Power - At will for 1 STP you can activate this Primal Power lower mana cost, but letting wild magic grow stronger. Primal energy infuses itself into you mana when in the primal shroud making all spells cast cost 1 MP less, but when casting magic your wild magic fail chance is raised to a 6 & below. This lasts until you use 1 STP at will again to deactivate this ability.
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Advanced Ability 2.) Primal Actions - While in your Primal Shroud you can spend MP equal to your current primal level & gain an additional attack action. You can do this as long as you have the MP, but everytime you activate this ability you must roll on the wild magic table.
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Advanced Ability 3.) Fundamental Energy - Primal isn't the only source of fundamental energy. You can now choose to swap between the six fundamental energies during a long rest. This replaces all primal damage you would deal while within your primal shroud with your choice of fundamental damages.
Master Acolyte - Return Link.
After unlocking all Advanced Abilities you have proven yourself as a true Master gaining the following:
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Mastery - Choose a weapon that you are Proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose a damage type.
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Master Perk = Overwhelming Primal Power - At will for 3 STP you can activate this Overwhelming Primal Power lower mana cost, but letting wild magic grow insanely stronge. Primal energy infuses itself into you mana when in the primal shroud making all spells cast cost 2 MP less, but when casting magic your wild magic fail chance is raised to a 9 & below. This lasts until you use 3 STP at will again to deactivate this ability. You cannot use Overwhelming Primal Power at the same time as Primal Power.
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Master Perk = Fundamental Draining - When your Shroud damage is Syphon, Ethereal or Void you now regain some portions back to yourself. When dealing mana damage you regain 1/2 of it to your mana capacity, when dealing stamina damage you regain 1/2 of it to your stamina capacity & finally when dealing health damage you regain 1/2 of it to your health pool.
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Master Perk = Elemental Shroud - Fundamental isn't the only source of magical energy. You can now choose to swap between all elemental energies during a long rest. This replaces all fundamental damage you would deal while within your primal shroud with your choice of magical damage.
Spiritwalker
Spiritwalking
You've gained the ability to understand & comprehend Spirit Speak allowing you to speak with the spirits of animals. You've managed to befriend the spirits & they have decided to guide you with an ancient technique of spiritul connection allowing them to grant your their form for limited amounts of time. They have guided you in the process of Spiritwalking & want to watch you grow with these ancient mystic ways. Spiritwalkers gain the ability to choose between using Wisdom or Spirit for there casting modifier.
- Enhancement = Spirit Walking - As an Action you gain the ability to connect to one of your Spirits & transform into their form.
Spirit Walking
There are several different types of Spirits, but the only ones that you seem to be able to connect with are beasts that don't fly & must be a challenge rating of 1 or lower. Now that you have shifted into the form of a spirit you can stay in this form a number of hours equal to your total amount of levels in Magical Archetypes or you can end the shift as a Bonus Action.
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You can shift into the forms of your spirits once per level into Spiritwalker.
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Once you transform you decide if your equipment falls to the ground, merges into your new form, or is worn by you if the spirit you turn into could wear it.
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Your replace a creatures INT, WIS & CHA with your own stats. You also gain proficiency with all skills the creature has & still have access to your own proficiencies. Legendary & lair actions are too strong for you to use in your current state.
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While in the form of the spirit you use the HP & Hit Dice associated with the creature instead of your own. After losing all the HP of the spirit form you are currently in you change back to your normal state returning to the HP you had before you started spirit walking. If you took more damage then the spirit form had you would take the remaining damage to your true HP. You change back to normal if you fall unconscious, drop to 0 hit points, or die.
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You retain the abilities of your archetype & can use them if the new form is physically capable of doing so. You can’t cast spells currently & your ability to speak or take any action that requires hands is limited to the capabilities of your spirit form.
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Enhancement = Healing Spirits - (2 MP) As an Action you can call upon the help of your spirits & get their help to heal either yourself or an ally of your choice. You choose a spirit to help heal your target, the range of your healing depends on how much the chosen spirit can move & the healing is equal to your PFB worth of the spirits Hit Die not including the additional modifier. You can call upon your spirits to heal even while Spirit Walking.
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Mana Enhancement = Voices of the Past - During a long rest you speak with the spirits that guide you, they share Their knowledge strengthening your resolve & regenerating your mana. You roll a dice equal to your max mana + WIS & SPR, you then gain that amount of MP. If you choose you can forgo your mana regeneration & instead try to connect with new Spirits. The spirits you find depend on your location & are determined by the DM. You will find an amount of Spirits equal to your PFB & can choose one of them to join you on your quest. This form of mana regeneration cannot go over your maximum capacity.
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Ability 1.) Natures Gift - Your ability to heal with your spirits strengthens. You can now heal multiple targets during your healing action at the cost of 1 additional MP per target. You can now also spend 2 additional MP to add an additional hit die & your spell mod to a healing roll for a selected target. The max amount of additional hit dies per heal is limited to an amount equal to your spell mod.
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Ability 2.) Improved Spirit Walking - Your connection with spirits continue to grow stronger allowing you to connect with stronger creatures. You can now connect with any Beast & Plant Spirits with a challenge rating of 1 or lower. For every 3 total levels you have you gain the ability to communitcate with stronger spirits, increasing the challenge level of spirits you can find by 1.
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Ability 3.) Blessing of Spirit Strength - As a Bonus Action you can ask one of your spirits to help one of your allies & temporaliy grant them a boon. The ally choosen gains either a boost to STR, DEX or CON equal to your PFB depending on which stat is higher on the spirit who grants the boon. This boon also grants an unarmed strike equivalent to an attack the spirit has. The Blessing lasts for 5 Rounds & while the spirit is granting a boon it is no longer able to help you. You can cancel a boon as a Reaction or Bonus Action for 1 MP, recalling the spirit to you.
Additional Info
- Click this link to be brought to the rest of Advanced & Master Spiritwalker.
Advanced Spiritwalker
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Advanced Enhancement = Spirit Mage - You can now gain the ability to cast magic while in your Spirit Walking state. Magic casted this way costs an addition 1 MP, sadly Spiritwalkers do not have a spell list of their own, but having an additional magical archetype should be able to fix this issue.
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Advanced Enhancement = Dreamwalker - Your spirits have told you of a special technique that lets you mold your own dreams into a spirit of your making. You can now create a Dreamspirit of your own thoughts & imagination as a long rest, if you choose to not regenerate mana. This Dreamspirit must be based off a spirit you have encountered before & uses the same statblock. The Dreamspirit begin based off a creature of your choosing, but you can add or modify an amount of aspects equal to your spell mod. Granting additional legs or Arms, adding tails & stingers, additional heads... Anything is possible, but your DM must aprove of your creation. You can only have one Dreamspirit, but can edit & change it during a long rest in exchange for not regenerating mana. In order to Dreamwalk it costs 5 MP & 1 of your shift charges to shift into your Dreamspirit form.
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Advanced Enhancement = Spiritwalker Mastery - Gain a mastery with a damage type of your choice.
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Advanced Ability 1.) Spirits Revival - (5 MP) As a reaction you can have one of your spirits touch a creature that has died within the movement range of the spirit & within 1 minute. The targets body is now possessed by the spirit & continues to fight at your spirits command & returns to life with 1 hit point. At the end of each of the spirits turns the target gains back 1/10 of it's HP. The target possessed gains a boon equal to your spell mod instead of PFB & will continue to be possessed for 3 rounds after which the spirit will leave the body & the target will be returned to it's original owner. This spell can repair missing limbs thought the limbs will now resemble that of the spirit that was used to revive the dead.
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Advanced Ability 2.) Dream Catcher - You've unlocked the ability to form multiple Dreamspirits now equal to Half your PFB rounded up. Shifting into Dreamspirits can now be done for only 3 MP instead of 5 MP. Your Dreamspirit customization no longer requires you giving up mana regeneration.
- Advanced Ability 3.) Unheard Spirits - The most difficult spirits to communicate with have always been those of unknown nature, but after plenty of practice & the help of your spirits you think you've now manage to reach out to them. You can now Spirit Walk as either Beasts, Fey, Monstrosity or Dragon spirits, as long as it is not a humanoid. You now also gain the ability to quickly shift as a bonus action at the cost of 3 STP.
Master Spiritwalker
After unlocking all Advanced Abilities you have proven yourself as a true Master gaining the following:
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Mastery - Choose a weapon that you are Proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose a damage type.
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Master Perk = Growing Shift - You now gain an additional PFB worth of Shifting per Long rest. You can choose to use this before or after your normal pool of short rest shifting.
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Master Perk = Master of Dreams - The dreamspirits you create can now be more complicated & complex allowing you to make completely custom creations without the need to base it on a spirit you have seen before, thought you must always get your dms approval before being allowed to use them. You now also can have your full PFB worth of dreamspirits.
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Master Perk = Spirit Army - During a Long rest you can bestow a spirit to an ally of your choice granting them a permenant buff as long as you allow your spirit to enhance them. The ally gain either a boost to STR, DEX or CON stats based on the highest stat of the creature & equal to half the spirits modifier. Now the ally bestowed with the spirit can shift into them & Spiritwalk themselves. It function exactly the same as Spiritwalkers Enhancement "Spirit Walking" except can only be used once per short rest. You can bestow as many spirits to allies as you want equal to your Spell Mod + PFB. You cannot bestow your dreamspirits to others, unless they are an advanced Spiritwalker themselves.
Marionette
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Enhancement = Puppeting Threads- You can now control items with magical threads you create to allow you use items without needing to physically hold them. You can now control PFB worth of item & 1 Weapon with your magical threads. Your Magical threads can only with 1 Handed items or weapons at a range of 30 feet. It requires a bonus action & 2 Mana to attached a weapon to a magical thread, after attaching a weapon to a magical thread it now can be used on bonus action to control it. You cannot control the items if another creature is holding/interacting with them or if the items are removed from your range. This only effects non-magical items.
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Enhancement = Poppet Maker - You've now gained the ability to create poppets & use them to curse your enemies or bless your allies. As an action you can create a poppet from the blood of a target, 5 gold worth of fabric & 1 MP. Poppets are marked to be determined to be Self, friend or foe. Poppets have half the AC value & Max HP of the target. Any damage done to the poppet is dealt to the target this poppet has the exact same reduction as the person it's made from, except the poppet gains 100% additional damage from fire. You can have your PFB + Marionette levels worth of poppets activate at any time.
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Enhancement = Poppet Drain - During a Long rest you can setup a draining ritual connecting to poppets you've created & draing mana from the target they are made from. You can drain your activated Poppets during a long rest for each poppet you gain 3+PFB worth MP draining it from the mana of those the poppets belong to.
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Ability 1.) Tough Strings - Your ability to use your magical strings for combat has increased further allowing for more weapons or even a magical weapon to now be in your control. You can now control up to 2 weapons or 1 magical weapon now with your magical strings. When attaching a weapon to your magical strings it now only requires 1 MP, but magical weapons still require 2 mp. Each weapon attached to a magical string takes it's own Bonus Action to be used.
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Ability 2.) Waltz of Wires - You have now learned a way to bless yourself or your allies with your poppets increasing their movement & their amount of bonus action. You friendly activated poppets all gain the Waltz of Wires buff, but your self poppets can only gain the buff up to a max of your PFB. The Waltz of Wires buff grants an additional 10 ft movement speed & 1 additional bonus action.
- Ability 3.) Lifeless Doll - You've learned to bless your self poppets allowing you to control yourself through your poppets for more precise dodging. For every self poppet you have you gain your PFB to weave & if your incapacitated you gain 10ft of movement & a bonus action per self poppet.
Advanced Marionette
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Advanced Enhancement = Synergized Assist - You can now use poppets to help a friend or yourself in nearly all situations. As a reaction if you have a friend or self poppet currently activated you can use a reaction to add your Spell mod to whatever roll being made.
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Advanced Enhancement = Poppet Party - Now you can grant all friend poppets the same effect & boost as yourself! Any activated friend poppets now gain the effect of lifeloss doll per poppet.
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Advanced Enhancement = Marionette Mastery - Choose a weapon & gain mastery over it. You do not need to be proficient with a weapon for it to gain the mastery effect.
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Advanced Ability 1.) Bodily Control - Poppets curses have progressed to allowing you to temporarily granting control of a target through the use of your poppets. When using a poppet marked as a foe you can now use an action to try & take control of a target. You force a spirit save on to the target you are trying to take control of vs 8 + as much mp as you want to sacrifice into the poppet. If they fail the save when it becomes their turn you become in control of them. You can only make them do martial attacks, move & simple tasks. At the end of their turn the target can repeat the save to try and break free. The save is spirit save vs 8 + new amount of mp channeled into a poppet.
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Advanced Ability 2.) Power Play - Your ability to control weapons has grown even further. You can now control up to 4 weapons or 2 magical weapons. It now only requires 1 MP to bind either non-magical or magical weapons to a magical thread.
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Advanced Ability 3.) Extended Wires - Your ability to wield your magical threads has increased in size & distance. Your distance for controlling magical thread is now constantly growing. Instead of only have a range of 30 ft it is now 15 ft x PFB.
Additional Info
- Click this link to be brought to Master Marionette.
Master Marionette
After unlocking all Advanced Abilities you have proven yourself as a true Master gaining the following:
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Mastery - Choose a weapon that you are Proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose a damage type.
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Master Perk = Perfected Play - While Items are under your control you've learned a way to harmonize them together allowing for even more items. You can now add a PFB worth of additional weapons to your magic threads or half your PFB wortt of magical weapons.
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Master Perk = Cameo - You can now bring poppets to life temporarily, summoning forth a visage of the person the poppet represents as an Action. The poppet summoned will preform one turn in accordance to your commands then they disappear. You can only recall a poppet once then the poppet is destroyed. You can make Cameos equal to your PFB per day. If they Cameo summoned is higher then your level it has a chance of backfiring. When summoning your Cameo roll a d20 if you roll 3 or lower it will not follow your commands & could fight you or your allies. For every level above you it increases the threshold by 1.
Energized Info
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Energized Archetype unlike normal archetypes do not rely on natural born stamina or mana. Energized Archetypes require Energy which can be bought & stored from items you can buy.
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Energized Stores - A shop in cities that can sell you energy in bulk. Also tends to sell Batteries, Generators & misc goods required for Energized Archetypes.
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Gens - Generators are to be used during Long Rests to generate small amounts of power on the go to fill up some batteries for emergency usage when a town is too far away. Every Energized Archeype has a specialized generator exclusive to them.
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Batteries - The entire core behind Energized Archetypes, your energy capacity is limited by the amount of batteries you have on you. Batteries must be kept in specialized Holders for proper usage, batteries not held in holders cannot be used without exchanging with batteries in the holders as an Action.
Batteries
Tiny Cost 75 GP, Small Cost 125 GP, Standard Cost 250 GP, Extended Cost 500 GP & High Capacity Cost 1000 GP. 1 lb per total energy capacity. The recharge cost is 1 GP per Energy when at a town with a store.
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Tiny Battery = +3 Max Energy Capacity
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Small Battery = +5 Max Energy Capacity
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Standard Battery = +7 Max Energy Capacity
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Extended Battery = +10 Max Energy Capacity
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High Capacity Battery = +20 Max Energy Capacity
Battery Holders
Sling Cost 50 GP, Holister Cost 100 GP, Belt Cost 200 GP, Pack Cost 400 GP & Carrier Cost 800 GP. Battery Pack & Battery Carrier grants disadvantage on stealth. In order to carry a battery you need 1 STR per battery you carry.
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Battery Sling = Holds 3 Batteries
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Battery Holister = Holds 5 Batteries
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Battery Belt = Holds 7 Batteries
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Battery Pack = Holds 10 Batteries
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Battery Carrier = Holds 20 Batteries
Gens
Basic Cost 250 GP, Advanced Cost 500 GP & Elite Cost 1000 GP. A Gen requires 5 STR to carry with you. You can carry multiple Gens if you have enough STR.
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Basic Generator = Recharges 2 Batteries (Small & Tiny Only)
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Advanced Generator = Recharges 2 Batteries (Extended & Lower Only)
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Elite Generator = Recharges any 2 Batteries
Misc Item
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200 GP - Basic Meka-Installer
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300 GP - Shift Installer
Mecha-Morpher
- Archetype Enhancement = Basic Mecha-Weapons - You gain ability to create specialized Mecha-Weapons that consume energy in exchange for powerful attacks. It takes energy & a bonus action to morph, then at the start of your turn you also consume energy depending on what Mecha-Morph your using currently. After installing a Basic Mecha-Installer you can now create three different Mecha-Weapons.
Mecha-Blade - Heavy, Versatile (1d12), Reach, Martial & Mecha - 1d10+STR Slashing damage. Energy Requirement of 1.
Mecha-Fist - Heavy, Simple & Mecha - 1d8+STR Bludgeoning damage. Energy Requirement of 1.
Mecha-Bow - Ammunition (range 60/180), Heavy, Two-Handed, Simple & Mecha - 1d10+STR or DEX Piercing damage. Energy Requirement of 1.
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Archetype Enhancement = Mechaneer - Training with your Magi-Limb has allowed you to become proficient with Mecha-Weapons and light Armor. You gain the ability to purchase the Mecha-Gen. When creating a character with a Mechaa-Morpher archetype your first Mecha-Installer is half priced.
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Mecha-Morpher Info = Mecha Weapon Type - Mecha-Weapons will not function without energy, magi-limbs/Android or Mecha-Installers. Out of combat if hooked up to a power source they can be modified, enchanted, upgraded or etc...
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Ability 1.) -
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Ability 2.) -
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Ability 3.) -
Advance Mecha-Morpher
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Advanced Archetype Enhancement = -
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Advanced Archetype Enhancement = -
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Advanced Archetype Enhancement = Mastery - Choose a weapon that you are proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose a damage type.
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Advanced Ability 1.) -
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Advanced Ability 2.) -
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Advanced Ability 3.) -
Master Mecha-Morpher
After unlocking all Advanced Abilities you have proven yourself as a true Master gaining the following:
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Mastery - Choose a weapon that you are Proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose a damage type.
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Master Perk -
Gear Shifter
- Archetype Enhancement = Up-Shift - While wielding weapons with the shift property you can use 1 energy to shift their damage to the next shift tier. Shifting increasing stale chance by 1 for every shift. After 1 round your weapon cools off & lowers back 1 shift tier unless that round you Up-Shift again. You can only Up-Shift 3 times before reaching the max. Once reaching the max you can Up-Shift one final time to Burnout, granting you an additional dice of fire damage equal to your weapons current dice, but resets you back to your weapons base die. While in Burnout you cannot shift anymore & gain 3 stall chance, but after 3 rounds Burnout dissipates.
| Shift Table |
|---|
| d20 |
| d18 |
| d16 |
| d14 |
| d12 |
| d10 |
| d8 |
| d6 |
| d4 |
| d2 |
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Archetype Enhancement = Shift Engineer - Training with your Shift Weapon has allowed you to become proficient with a weapon of your choice & light Armor. You gain the ability to purchase the Shift-Gen. When creating a character with a Gear Shifter archetype your first Shift installer is half priced.
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Gear Shifter Info = Shift Weapon Type - Shift Weapons are made when you use a Shift Installer on a weapon you are Proficient with. Shift weapons by default have a stall chance of 3, when you roll to hit with an attack made with a shift weapon & you roll your stall level or lower your weapon stalls. When a weapon stalls all attacks made with it are now at disadvantage & you do not add modifiers to your damage roll until fixed. It requires an Bonus Action to repair your weapon & an INT save above a 12, but if you roll a nat 1 you Shift Installer breaks.
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Ability 1.) -
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Ability 2.) -
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Ability 3.) -
Advance Gear Shifter
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Advanced Archetype Enhancement = -
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Advanced Archetype Enhancement = -
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Advanced Archetype Enhancement = Mastery - Choose a weapon that you are proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose a damage type.
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Advanced Ability 1.) -
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Advanced Ability 2.) -
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Advanced Ability 3.) -
Master Gear Shifter
After unlocking all Advanced Abilities you have proven yourself as a true Master gaining the following:
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Mastery - Choose a weapon that you are Proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose a damage type.
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Master Perk -
Nano-Swarmer
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Archetype Enhancement = Basic Nanite Control - At will you can convert energy into Nanites, Nanites last for 30 mins after being created. 1 Energy Converts into 2 Swarms. While having Nanites as a reaction you can control your swarm to protect yourself, you gain damage reduction equal to the amount of Swarms under your control. Whenever you take damage you take (Swarm Total)d4 less damage.
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Archetype Enhancement = Nanite Surgeon - As a bonus acton you can sacrifice 1 Swarm to heal yourself or a target of your choice within 15 ft for 1d8+(Swarm Total).
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Ability 1.) Swarm Shield - While having Nanites you can control your swarm to protect yourself or a target of your choice within 15 ft & bolster their armor/defenses. As a reaction you can sacrifice your swarm to increase a targets AC, 1 Swarm adds +0.5 AC. Once sacrificed the target will keep the AC increase until the start of their next turn.
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Ability 2.) Nanite mines - You can now convert your swarms into destructive mines, allowing for the creation of traps & damage dealing capabilities. As an Action you can create a Swarm mine with a 5ft radius within 15 ft of you. The mine's Arc damage is equal to (Swarm Total)d4+INT. When a creature enters the area of the mine they must make a dex save vs your 8+PFB+INT, on a save they take half damage. After being triggered the mine lowers the amount of swarm inside the mine by 2 until reaching 0. Once reaching 0 the mine disappears.
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Ability 3.) Nanite Medic - You can now convert your Nanites into a cloud of healing that can heal anyone who enters the area. As an Action you can create a Healing Swarm Field with a 5ft radius within 15 ft of you. The Healing Field's life damage is equal to (Swarm Total)d4+INT. When a creature enters the area of the healing field they trigger it. They will re-trigger the effects of the field if they leave & re-enter the area or if they start their turn inside the field. After being triggered the Healing Field lowers the amount of swarm inside the Field by 2 until reaching 0. Once reaching 0 the Healing Field disappears.
Additional Info
- Click this link to be brought to Master Nano-Swarmer & Generator Info.
Advance Nano-Swarmer
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Advanced Archetype Enhancement = Advanced Nanite Creation - Your Nanites have become more complicated & advanced in nature allowing for more efficiency. 1 Energy can now be converted to 3 Swarms & now can last for an hour after being created.
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Advanced Archetype Enhancement = Nanite Strength - You potency of your Nanites have grow, increasing the strength & range on most abilities. 15 ft range is increased to 30 ft range, 5 ft radius is increased to 10 ft radius & finally dice tiers are increased by 1 tier for basic abilities. Nanite Mines & Aura can now be changed from Arc to any other elemental damage type for 3 MP. Finally Nanite Shield is increased to +1 AC per swarm sacrificed.
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Advanced Archetype Enhancement = Nano-Swarmer Mastery - Choose an elemental damage type to gain mastery over.
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Advanced Ability 1.) Nanite Covering - You've learned how to imbue reduction on to armor & clothing to help protect yourself & others with your Nanites. As a Bonus Action you can grant a character within 30 ft a reduction to an elemental damage type of your choice. This effect lasts for an hour & for every swarm sacrificed the target gain % of the selected reduction.
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Advanced Ability 2.) Nanite Aura - You can now control your swarm into an Arc Aura centered around a target of your choice. You can select yourself or any target with 30 ft of you & cover them in a 10 ft radius of swarm that deals damage to anyone who touches it. When activated the damage is equal to (Swarm Total)d4+ your INT. When a creature enters the aura or start their turn within the aura it is activated. One target can only have 1 Nanite Aura at a time & after being activated a number of times equal to the amount of swarms used, it dissipates.
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Advanced Ability 3.) Nanite Empowering - You can now use your swarm to augment physical abilities of you or your allies. You can now convert a portion of your swarm into mechanical muscles to augment yourself or a target within 30 ft as an full turn or reaction. As a Full Turn you can sacrifice 4 Swarm to increase either STR or DEX by 1 for each 4 swarm sacrificed for an hour. As a reaction you can sacrifice 1 Swarm to increases a targets DEX or STR temperarily by 1 for each swarm sacrificed to help with a Skill save or check. One target can only have their stats increased a maximum times equal to your level in Nano-Swarmer.
Master Nano-Swarmer
After unlocking all Advanced Abilities you have proven yourself as a true Master gaining the following:
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Mastery - Choose a weapon that you are Proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose a damage type.
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Master Perk = Perfected Nanite Creation - You now have reach the peak of Nanite Evolution allowing you to create Nanites more efficiently. You can now convert 1 Energy into 4 Nanite Swarms & these swarms can now last for 2 hours after creation. Nanite Covering & Nanite Empowering can now last for up to 2 hours.
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Master Perk = Mastered Nanite Control - Your ability to control nanites has reached it's peak & increased in the way's your abilities can now function. 30 ft range is increased to 60 ft range, 10 ft radius is increased to 15 ft radius & finally dice tiers are increased by 1 tier for all abilities. Nanite Mines & Aura can now be changed from Arc to any damage type for 3 MP. Finally Nanite Shield is increased to +1.5 AC per swarm sacrificed.
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Master Perk = Nanite Merger - Nanite Empowering can now empower INT, WIS or CHA by temperarily melding into the targets mind. This can only be applied up to Half your total Nano-Swarmer levels. A target can now be under the effect of multiple Nanite Empowerings at once.
Eletech Engineer
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Enhancement = Engineer’s Training - Training has allowed you to become proficient with the following: Medium Armor, Elemental Projectors, and the H.E.B.S.R.
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Enhancement = Hyperbolic Handling - You now have the ability to switch Crystals in combat, where it would be impossible for unexperienced users. As an Action, you can choose to Reload or Switch out the Crystal in your Projector with a different one without blowing yourself up.
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Ability 1.) Crystal Recharging - During a Long Rest, you can recharge a PFB worth of inert crystal. Roll a d20 + SPR, the roll’s result is based on the following:
| Roll | Crystal Recharge |
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| 1 - 6 | No Charge Gained |
| 7 - 12 | 1/3rd Charge Gained |
| 13 - 18 | 2/3rd Charge Gained |
| 19+ | Full Charge Gained |
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Ability 2.) Overcharge Crank - Tinkering with the Projector has allowed you to discharge more elemental attacks, at the risk of weapon overheating. You may choose to use your Bonus Action & 1 STP to make an extra ranged attack with the Projector without penalty. Roll a d20 + Spirit. On a 15-PFB or lower, the weapon becomes inoperable during your next turn.
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Ability 3.) Reinforced Rigging - Improvements to your Heavy Rig have opened up a plethora of options. Choose one of the following Rig Improvements to gain upon taking this ability.
Shock Absorbers
- Falling Damage is reduced by half. You gain resistance to Bludgeoning Damage done by non-magical weapons.
Gyro Stabilizers
- You gain advantage on Strength Rolls to resist being knocked prone, or to resist or break free from grapples. You can rise from a prone position with only a 1/4th movement penalty.
Mechanized Augments
- Your speed is increased by 10ft. You can move over Difficult Terrain as if it was Normal Terrain. Your jump height is also naturally increased to 10ft.
Advanced Eletech Engineer
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Advanced Enhancement = Aggressive Reload - Your expert handling of Crystalline Elements has led to an interesting use for excess elemental power. After depleting a full crystal, upon using the Reload Action you expel the equivalent of 1 shot worth of damage and effect of the crystal element you used around you in a 10ft sphere.
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Advanced Enhancement = Overloaded Chamber - Your experience (and recklessness) with Crystalline Elements has let you load two different crystals into the Projector’s chamber. The effects of these crystals stack with one another, but each crystal has its damage dice total reduced by 1. Moreover, this unique combination can only be fired for an amount of times equal to the lowest Crystal charge, after which the depleted crystal goes inert, and the remaining crystal acts as it normally would (unless three are loaded, in which case the same method applies).
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Advanced Enhancement = Eletech Engineer Mastery - Gain a mastery with a damage type to a crystal of your choice.
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Advanced Ability 1.) Rapid Agitation - Tweaks made to the Hyperbolic Chamber have allowed you to quickly agitate the crystals within, building up more excess energy. Your next attack will have doubled damage dice, and any effects last for twice as long. However, you will consume three times as much ammo during this use. Moreover, agitating the crystals runs the risk of greater overheating of the projector, leading to potentially deadly consequences. After each use, roll a d20 + SPR, the roll’s result is based on the following:
| Roll | Rapid Agitation |
|---|---|
| 1 | Your device explodes. You, along with everything in a 30ft sphere centered on you, take damage equal to the damage the Agitated shot would have done, plus 1 damage per each ammo count within the crystals left. |
| 2-12 | Your device overheats, the weapon becomes inoperable during your next turn. |
| 13-18 | Your device operates as normally. |
| 19+ | Your device operates as normally & you only use double ammo instead of triple. |
Additional Info
Advanced Eletech Engineer
- Advanced Ability 2.) Voided Warranty Tweaks - After many close calls and much learning, you’ve created a handful of powerful, but extremely unsafe modifications for your projector. These effect only be applied to the next shot, only one effect at a time & requires a bonus action to activate:
Agitation Shaver (2 STP)
- This unique tweak made to the Hyperbolic Chamber allows your next shot be fired without using ammo.
Triple Filter Rail (3 STP)
- Elements filtered by this new gauss barrel loses much of its direct energy, in exchange for its passive dispersion. Effects of the next shot are tripled in duration, but damage is deduced by three times.
Diffuser Nozzle (5 STP)
- Attaching this custom nozzle to the end of the barrel disperses the next shot, while keeping the full Elemental effects and damage. You can target an extra creature within range of you with this mod, and the range of effects are doubled.
BFP 6000 (10 STP)
- You crazy bastard, you’re actually doing it. You unscrew the barrel and stabilization rails from your projector and pull the trigger. The Crystal within the chamber shoots forth in a highly agitated and volatile state. As it travels forth, anything within a 10ft sphere around it takes damage as if it was shot normally, plus 1 damage for every shot charge left in the crystal. The crystal also leaves a trail of the element’s effect in its wake. Upon impact with a creature or solid surface, the crystal explodes for double damage plus 2 damage for every shot charge left in the crystal. You cannot use your Projector again until a Long Rest is taken.
- Advanced Ability 3.) Advanced Rig Improvements - You have the know-how to modify your Heavy Rig even further. In addition to gaining another improvement from Reinforced Rigging, you also have the choice of one Advanced Rig Improvement:
Elemental Insulation
You become immune to the Elemental Damage type(s) that is currently loaded into your Projector. You also become immune to the projected element’s specific effects.
ADATS
- When targeted by a Melee or Ranged attack that would hit, you can use your Reaction to activate ADATS. This consumes a charge of ammo from your Projector. If it is a Melee attack, it is now at disadvantage and the attacker automatically takes 1 shot of damage. If a Ranged attack, roll the damage dice of the Crystal Element. If the rolled damage exceeds the damage of the incoming projectile, it is destroyed.
Feedback Propulsors
- You expel a charge’s worth of Crystal Element to propel yourself into the air. As long as you spend charges, you gain 15ft of Flying speed, and cannot ascend higher than 15ft in the air using the Propulsers alone. Upon first activation, any creature within 5ft of you takes 1 shot worth of damage from the Crystal Element in your Projector, and the space you occupied has the element’s effect placed upon it.
Master Eletech Engineer
After unlocking all Advanced Abilities you have proven yourself as a true Master gaining the following:
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Mastery - Choose a weapon that you are Proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose a damage type.
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Master Perk = Imperfect Perfection - You’ve reached the pinnacle of reckless endangerment and morbid curiosity in regards to Ele-Tech. You gain the following Mastery bonuses:
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You gain all Reinforced Rigging Improvements, and 1 more Advanced Rig Improvement. If you have an Inert Crystal, you can seed it from a Charged Crystal. The Inert Crystal is guaranteed to share the seeded element. You can now load 3 Crystalline Elements into the Hyperbolic Chamber.
Eletech Items & Crystals - Click for part 2
Elemental Projector - 650gp 60lbs
Ammunition, Loading (1 Capacity), Heavy, Two-Handed & Martial - 1d6 bludgeoning & with an additional effect:
- Special Effect - If the user is not using a H.E.B.S.R with the Elemental Projector, they must have a Strength of 14, otherwise they are Knocked Prone upon firing the Projector. The Projector does not do damage by itself, but instead relies on the Crystal Element for its Damage, range & more. The 1d6 bludgeoning is a melee attack where you swing the Elemental Projector as a blunt weapon.
Heavy Elemental Body Support Rig or H.E.B.S.R 200gp - 50lbs
Speciality Armor, AC 2, Strength Requirment 14, Stealth Disadvantage
- The H.E.B.S.R is an intricate frame made up of sturdy metal plates and layers of ducts, tubing, and vents. It mostly encases the upper body and abdominal area of the wearer, with some bracing for the arms and legs. The H.E.B.S.R is not meant to act as armor, but rather as a support tool for use with the Elemental Projector, as the rig's reinforcement of the body and legs help to compensate for the constant recoil and force expelled by the Projector when fired. The H.E.B.S.R can be used in conjunction with medium armor.
Fire Crystal
Typically found deep underground or in areas with high volcanic activity, Fire Crystals are one of the most commonly found types of crystal elements. Rarity: Common Charge: 30, Damage: 2d4 Fire, Range: 15ft. Cone.
- Effects: If targeting ground or a solid flammable surface, the area within the cone of effect is lit on fire. This fire persists for at least 1 Combat Round/6 Seconds unless it is put out by other means. The fire has the potential to spread and persist for longer depending on the material that is burned and the environment (such as a forest or wooden inn).
Cold Crystal
Most commonly found in frigid caverns and frozen mountaintops. Cold Crystals are the second most commonly found type of crystal elements. Rarity: Common Charge: 30, Damage: 2d4 Cold, Range: 15ft Cone.
- Effects: If targeting a surface, the area within the cone of effect is turned into Difficult Terrain. Any creature that tries moving over this area must make a Dex saving throw of 8 + PFB + Spell mod. On a fail they are knocked prone.
Water Crystal
Found in damp caverns, or at the bottom of oceans, lakes, and rivers; Water Crystals are rarer than fire crystals due to their limited spawning locations, but are still plentiful. Rarity: Common Charge: 30, Damage: 2d4 Water, Range: 20ft Line.
- Effects: Enemies attacked with this crystal will become Drenched until their next turn.
Poison Crystal
Found in swamps, fungi caves, and places where lots of poisonous fauna or flora are found; Poison Crystals are much rarer than previously listed crystal elements. Rarity: Uncommon Charge: 24, Damage: 2d6 Poison, Range: 10x10 ft area within 20ft.
- Effects: The targeted area is covered by a cloud of toxic vapors. Any creature that moves through this cloud, makes an action within this cloud, or stops within this cloud will take 1d6 Poison damage. This cloud lasts for 3 rounds of combat/18 Seconds, or until the cloud is forcefully dispersed.
Acid Crystal
Grown in a similar environment as Poison Crystals, Acid Crystals are also found in caustic environments, and even in highly mineralized aquifers. Rarity: Uncommon Charge: 24, Damage: 2d6 Acid, Range: 30ft line.
- Effects: When targeting a creature, AC is reduced by 2 + PFB until their next turn, unless the items are immune to Acid. If targeting a surface, it is covered in acid. Whenever a creature moves through this acid, they take damage based on their armor. Heavy Armored enemies take 1d6 Acid, Light/Medium/Unarmored enemies take 2d6,The acid dissipates after 3 Turns/18 seconds, or until it is washed away.
Eletech Items & Crystals - Click for part 1
Red Crystal
Found in large open caverns, Red Crystals grow in long, narrow chutes jutting from the cavern floor or walls. While quite rare, they are a common sight for creatures who venture deep underground. They have strange healing properties, a sweet taste, and gritty texture when consumed, earning the nickname ‘Red Sugar’. Rarity: Uncommon Charge: 24, 2d6 Healing, Range: 20ft.
- Effects: When healing a creature with this effect, they must make a Con Save of 8 + PFB + Spell Mod. On a success, they gain Temporary HP equal to half the total healing they received from this charge. This effect cannot stack with other forms of Temporary HP.
Thunder Crystal
Found high on mountain peaks, or in places where storms rage on the regular, Thunder Crystals are usually always found alongside Lightning and Wind Crystals. Rarity: Rare Charge: 18, Damage: 2d8 Thunder, Range: 25ft Cone.
- Effects: All creatures within the cone must succeed a Con Save of 8 + PFB + Spell Mod. On a fail, they are deafened for 3 Turns/18 Seconds, and are disarmed of any held weapons, items, or shields.
Lighting Crystal
Found alongside Thunder Crystals flash with the crack of lightning below their crystal shell. Rarity: Rare Charge: 18, Damage: 2d8 Lightning, Range: 60ft.
- Effects: If the targeted creature is wearing Metal Armor or is Drenched, they take an additional 1d8 of Lightning Damage.
Wind Crystal
The last of the Storm Trio Elements, the Wind Crystal whisps a gentle gust around it. Charge: 18, Damage 2d8 Wind, Range, 25ft Cone. Rarity: Rare
- Effects: Creatures within the Cone must succeed a Dex Save of 8 + PFB + Spell Mod. On a fail, they are pushed back 15ft and are Knocked Prone.
Radiant Crystal
In places with high amounts of Divine Energy, Radiant Crystals can be found. They shimmer with the light of gods, and seem almost solid liquid at first glance. One of the rarest forms of Crystal Element, they are sought after for worship, warfare, and their sheer beauty. Rarity: Very Rare Charge: 12, Damage 2d10 Radiant, Range: 15x15ft within 25ft.
- Effects: Any creature caught in the area of effect must make a Con Save of 8 + PFB + Spell Mod. On a fail, they are Blinded for 3 Turns/18 Seconds, and become Seared. Seared creatures take an additional 1d10 Radiant damage from all sources. This effect lasts until the target is healed.
Necrotic Crystal
In places with high amounts of undead and necromantic power, Necrotic Crystals can be found. They pulse with an inky-black silhouette that seems to devour all light around it. Easily the rarest form of Crystal Elements, these crystals are sought after by Death Mages, Necromancers, and even some religious organizations for their power. Rarity: Very Rare Charge: 12, Damage: 2d10 Necrotic, Range: 15x15ft within 25ft.
- Effects: Any creature caught in the area of effect must make a Con Save of 8 + PFB + Spell Mod. On a fail, their maximum health is reduced by the damage taken, and Red Crystals forcefully sprout from their bodies. Roll a d4, the rolled number equals the amount of Red Crystals that are formed, for each crystal formed the creature takes an additional d4 of Necrotic damage.
Dragonaut
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Enhancement = Blessing of the Dragon - Dragonaut cannot be acquired normally, a Dragon must grant you a blessing & token of power. This blessing determines the elemental type for certain abilities & the token of power you must carry with you in the form of a magic focus you create. Your size & health is increased by 1 tier, you gain an additional 2 mana per level as well as a breath attack attuned to the element of the dragon that has blessed you. The max size in increased to Huge. The breath attack is based on the Dragonborn race.
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Enhancement = Draconic Gift - While wielding a magic focus in one hand & a martial weapon in the other you gain +2 to hit & damage with spells & melee attacks
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Enhancement = Draconic Gear - Gain proficiency with Medium Armor & Martial Weapons.
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Ability 1.) Drake Blood - (2 STP) As an Bonus Action you can enter into Drake Blood Stance. While in this state & before you hit you can spend 2 MP to convert your damage into the element of your Blessing. If the attack would have already dealt the damage type of your blessing you instead have +PFB to-hit, damage or spell save. At the end of your turn it costs 1 STP to continue to keep Drake Blood Stance active.
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Ability 2.) Scale Growth - Your body has now turned more draconic in nature with further depths of your power. Your base AC is increased by 2. Now while in Drake Blood Stance you gain 60% reduction to the element of your blessing.
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Ability 3.) Bag of Hoarding - All dragons require a hoard & now you feel a certain draw to create one for yourself. Using your Magic Focus you can enchant a bag into a special Bag of Holding. This bag can hold nearly infinite gold, gems or items of value. For every 300 GP worth of value you gain the ability to grant an enhancement to an item. Uses the same enchanting system as Runimancer.
Master Dragonaut
After unlocking all Advanced Abilities you have proven yourself as a true Master gaining the following:
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Mastery - Choose a weapon that you are Proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose a damage type.
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Master Perk = Draconic Transformation - Once per long rest while in your Drake Blood Stance you can transform into a Huge Draconic Knight. You gain 100 HP, your AC is set to 20 (Unless you are higher) & your Speed is set to 40 (Unless you are higher). You gain 2 additional attacks & get to make a tail attack as a bonus action. The tail attack & your dragon breath is equal to the dragon that granted your blessing.
Advanced Dragonaut
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Advanced Enhancement = Spiritus Draconis - The power of your blessing continues to grow stronger & a connection has been made between you & your blessing. You gain a pact with your dragon allowing you to channel magic through it. Once per week you can now connect with your blessing & gain a PFB amount of spells equal to the highest tier of magic your level could possibly learn. These spells do no cost MP & once used cannot be used again until your next recharge. You can cast this magic even if you do not have enough magical archetypes to allow you to use that tier of magic.
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Advanced Enhancement = Dragons Will - You gain a powerful boon to certain stats that most people can never reach. One attributes of your choice has their maximum increased from 20 to 30. You can use A.S.I's to increase past 20 now.
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Advanced Enhancement = Dragonaut Mastery - Choose a martial weapon that you are proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose to gain mastery with your blessing element.
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Advanced Ability 1.) Legendary Imitation - (10 MP) You can use a legendry Resistance for 10 MP, this can only be done a max of once per day. If you fail a save, they can choose to succeed on that save instead.
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Advanced Ability 2.) Dragon's Flight - (5 MP) While in Drake Blood Stance you can use a Bonus Action to grow a pair of spectral blessed wings. You gain 60 ft of flying speed as long as you continue to be in Drake Blood Stance. While you your wings deployed you have advantage on the Weave reaction.
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Advanced Ability 3.) Aura of Power - Your presence is now a fraction of the strength of the dragon that has blessed you. While in Drake Blood Stance you gain a 30 ft aura of fear & a second Action per turn. The save for your aura of fear is WIS vs your spell save. On a save the targets are no longer feared of you for the next 3 rounds.
Magitech Engineer
Magitechnician
Magitech Engineers use magic & their intellect to create mechanical constructs to take control of the battlefield. A Magitech Engineer is only as good as their Constructs & tools, thankfully their Magitech Gauntlet is a powerful one. Magitechnicians love to share knowledge & if you choose to become one the knowledge of technomagic will be yours to control. Magitech Engineers gain the ability to choose between using Intelligence or Spirit for there casting modifier.
- Enhancement = Construction Basics - With your Magictech Gauntlet in hand it's time to get to work on some constructs. Every level in Magictech Engineer will unlock new constructs available for you to build. The Construct page contains the info on when you unlock each one, but for now the following is all the information needed for building & using constructs:
Construction Basics
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As a Bonus Action you can start the construction of a magi-tech construct. You can only build half your PFB worth of constructs at a time. The amount of MP required to build a construct depends on the one your building.
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The limit of constructs you can have built at once is limited based on half your Spell Mod+PFB. You can dismantle a construct as a Bonus Action.
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While building a construct you cannot move, when you complete the construct it is placed where you are standing or within 5 ft of your current location.
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A construct once placed can be picked up by you as an action. Once picked up the construct shrinks into a small cube for easier mobility & storage. You can place down one completed construct as a bonus action, as long as it does not go over your build limit. Constructs do not function while picked up.
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After not being activated for more than 10 minutes, the placed or cubed construct dissipates.
Additional Info
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Click this link to be brought to Advanced & Master Magitechnician.
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Click this link to be brought to the Constructs List.
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Mana Enhancement = Magical Current - Your ability to understand the fundamental science behind the magic allows you to use magitech to gather, store & refine it. During a long rest you can construct Mana refiners to refill your mana. For every mana refiner you place you gain 1/5 your total mana capacity back, you can only place as many refiners as you have currently available build limit. There is no max capacity when using this mana regeneration method. If used in conjunction with Animancy the mana damage type is considered Lightning.
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Enhancement = The Tool of the Trade - The Magitech Gauntlet is a multipurpose equipment that allows the user to form constructs out of their mana, display useful information about built constructs & in a pinch can be used as an offensive or shielding device. Offensively as an attack the gauntlet uses Spell Mod+PFB to-hit & 1d6+Spell Mod+PFB worth of Lightning damage. With the gauntlet as a reaction & 2 MP you can place a shield around a target lessening the damage they are about to take by 1d4+Spell Mod+PFB.
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Ability 1.) Upgrades - You can now upgrade your currently built constructs. Upgrading requires a Action to upgrade to the next tier of construct. Your upgrade limit is equal to your PFB. All constructs are considered tier 1, unless directly stated. Every time a construct is upgrade it gains the following:
Upgrades
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+10 HP per upgraded tier
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+2 AC per upgraded tier
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+10 ft of Range per upgraded tier
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+10 ft of movement speed per upgraded tier :
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Finally your construct either gains an additional dice, upgrades a dice tier or adds +Spell Mod to an effect per upgrade tier
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Ability 2.) Quick Installation - (1 STP) By pushing yourself to work faster you can manage to build a new construct quicker, lowering the time required to build a constract by 1 round, but the mana cost is multiplied by 1.5 & you cannot build the same type of construct on your next turn.
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Ability 3.) Shoulder Mount - You have designed a special shoulder mount that allows you to keep a single construct active with you. You can only keep pylons in this mount & you can switch out the construct during a short rest. If you choose to use a construct in this mount it will count towards your build limit.
Advanced Magitechnician
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Advanced Enhancement = Pylon Tethers - By connecting your gauntlet to your constructs with a specialized mana wire you can empower & strengthen them. While you are constructing a construct you can attach a mana wire to them to allow you to force your MP into them to improve their abilities, but requiring you to be within half of your walking speed of them. By using 3 MP you can add your spell mod into any roll the construct makes or for the MP cost to create the construct you can add an additional die to any damage or healing roll it makes.
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Advanced Enhancement = Ready Cubes - You can now create half your PFB worth of cubes of premade constructs during a long rest. These cubes do cost the standard MP to create them as if you built them normally & they do count towards your build limit.
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Advanced Enhancement = Magitechnician Mastery - Gain a mastery with a damage type of your choice.
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Advanced Ability 1.) Overclocking - Pylon Tethers can now be used to overclock a construct for allowing them to activate their abilities or attacks twice when they would normally only activate once. In order to do this you must have a construct connected via a pylon tether & you use 1/5 your total MP capacity to overclock a construct. Once overclocked it lasts for your Spell Mod worth of rounds.
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Advanced Ability 2.) Bulk Build - The limit of constructs you can have built at once is now limited based on your INT x 1.5+PFB. You can now also construct your full PFB worth of constructs at once during a bonus action & place an amount of cubes equal to your PFB as an bonus action.
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Advanced Ability 3.) Tinkering - It allows you to alter the design of a construct slightly for 2 additional MP. You can do one of the following while creating a construct:
Tinkering
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Adds 20 ft of flying speed
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Adds 30 ft of walking speed
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Increase the range of a tower by 30ft
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Makes the construct invisible
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Increased armor class plating by your Spell Mod
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Increased Constructs HP by half it's current maximum HP
Master Magitechnician
After unlocking all Advanced Abilities you have proven yourself as a true Master gaining the following:
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Mastery - Choose a weapon that you are proficient with & gain mastery over it. If you wish to not gain mastery over a weapon you can instead choose a damage type.
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Master Perk -
Magictech Engineer Constructs - More Constucts
Healing Pylon
When a target ends or starts it’s turn within the radius of the pylon it is healed for 1d4 worth of healing. This can only be applied to a target once per turn.
- Tier 1 - Enhancment Unlock
- 1 MP to build
- 1 Round of build time
- 10 HP
- 10 AC
- 10 ft Range
- 0 Speed
Missile Pylon
When a target enters the pylons range or starts it’s turn within it’s range the pylon fires one missile at the target. The Missile automatically hits the target for 1d6 magical piercing damage.
- Tier 1 - Enhancment Unlock
- 1 MP to build
- 1 Round of build time
- 10 HP
- 10 AC
- 30 ft Range
- 0 Speed
Elemental Pylon
When a enemy ends or starts it’s turn within the radius of the pylon it is damaged for 1d4 worth of elemental damage. If any ally is within the radius of the pylon they gain 40% reduction to the selected damage type while inside the area of effect. When building this pylon you choose which elemental damage is emitted.
- Tier 1 - Enhancment Unlock
- 1 MP to build
- 1 Round of build time
- 10 HP
- 10 AC
- 10 ft Range
- 0 Speed
Spider Bot
The spider Bot moves & functions without the need to command it, it understands what you want it to do when it is your turn. The spider Bot attack once per turn with a to-hit based on your spell mod+PFB, then deals 1d8 piercing & 2d8 poison damage if it hits the target. It must make a CON save vs your spell save, if they save they only take half the total poison damage.
- Tier 1 - Ability 1 Unlock
- 1 MP to build
- 1 Round of build time
- 10 HP
- 10 AC
- 5 ft Range
- 30 walking & climbing Speed
Shock Bot
The shock Bot moves & functions without the need to command it, it understands what you want it to do when it is your turn. The shock Bot attacks once per turn making the target make a DEX save vs your spell save, then deals 3d8 lightning damage if the target failed to save. If the target succeeds the DEX save they take half damage. The target must make also make a CON save vs your spell save, if they fail they are paralyzed for 3 rounds. If paralyzed the target can make a CON save vs your spell save at the end of their turn to try to break free of being paralyzed.
- Tier 1 - Ability 2 Unlock
- 1 MP to build
- 1 Round of build time
- 10 HP
- 10 AC
- 10 ft Range
- 30 walking Speed
Magictech Engineer Constructs - More Constucts
Sniper Pylon
When a target enters the pylons range or starts it’s turn within it’s range the pylon fires one shot at the target. The sniper pylons to-hit is your spell mod+PFB, then if it hit the target takes 1d12+spell mod piercing damage. Each time this Pylon fires it consumes 1 piece of ammo, when creating this Pylon you can load it with up to 10 ammo preloaded, but when it runs out you can refill it as a bonus action if you are with 5 ft of the Pylon.
- Tier 2 - Ability 3 Unlock
- 2 MP to build
- 2 Round of build time
- 20 HP
- 12 AC
- 40 ft Range
- 0 Speed
HeliHealer
The HeliHealer moves & functions without the need to command it, it will target the closet target to it that is missing atleast 5 HP & doesn't have temp HP. You can command the HeliHealer as a bonus action for more precision. The HeliHealer can heal once per turn, the healing is 1d8+your Spell mod. The target then must make a CON save vs your spell save, if they save they gain temp HP equal to the healing the received.
- Tier 2 - Advanced Enhancement Unlock
- 2 MP to build
- 2 Round of build time
- 20 HP
- 12 AC
- 20 ft Range
- 40 flying Speed
Elethrower Bot
The Elethrower Bot moves & functions without the need to command it, it understands what you want it to do when it is your turn. The Elethrower Bot attacks once per turn making the targets within range make a CON save vs your spell save, then deals 3d10 elemental damage if the targets failed to save. If the targets succeeds the CON save they take half damage. When building this bought you choose which elemental damage it attacks with.
- Tier 2 - Advanced Enhancement Unlock
- 2 MP to build
- 2 Round of build time
- 20 HP
- 12 AC
- 20 ft Cone
- 40 walking Speed
Spark-fire Pylon
When a target enters the pylons range or starts it’s turn within it’s range the pylon fires one shot at the target. The spark-fire pylons to-hit is your spell mod+PFB, then if it hit the target takes 2d6+spell mod piercing damage. Each time this Pylon fires it consumes 1 piece of ammo, when creating this Pylon you can load it with up to 6 ammo preloaded, but when it runs out you can refill it as a bonus action if you are with 5 ft of the Pylon. This pylon has a special effect during its creation you can insert a spark firearm into it changing the to-hit, damage & ammo capacity to whatever the spark-firearm does. Though if you do this the pylon gains it's break chance, which you can repair as a bonus action if you are within 5 ft of the pylon.
- Tier 2 - Advanced Enhancement Unlock
- 2 MP to build
- 2 Round of build time
- 20 HP
- 12 AC
- 40 ft Range
- 0 Speed
Magictech Engineer Constructs
B.F.P (Big Fucking Pylon)
When a target enters the pylons range or starts it’s turn within it’s range the pylon fires one shot at the target. The B.F.P to-hit is your spell mod+PFB, then if it hits the target takes 3d6+spell mod lightning damage. After a target is hit by the B.F.P the projectile bounces to another target within 20 ft (or half the current pylons range) of the target just hit. Everytime it bounces to hit another target the to-hit lowers by 1. Once it misses it fizzles out & disappears. It will take 1 round before it can fire again.
- Tier 3 - Advanced Ability 1 Unlock
- 3 MP to build
- 3 Round of build time
- 30 HP
- 14 AC
- 50 ft Range
- 0 Speed
Shredder Bot
The Shredder Bot moves & functions without the need to command it, it understands what you want it to do when it is your turn. The shock Bot attacks once per turn making the target make a DEX save vs your spell save, then deals 4d8 Magical Slashing damage if the target failed to save. If the target succeeds the DEX save they take half damage. The target must make also make a STR save vs your spell save, if they fail they are knocked prone. For every 5 ft traveled before hitting a target the damage gains an additional point of damage. When a shredder makes contact with a target it creates a 5 ft circle of rough terrain centered around the target.
- Tier 3 - Advanced Ability 2 Unlock
- 3 MP to build
- 3 Round of build time
- 30 HP
- 14 AC
- 50 walking Speed
HeliShield
The HeliShield moves & functions without the need to command it, it will target the closet target. You can command the HeliHealer as a bonus action for more precision. The HeliShield grants it's targets additional AC equal to your Spell mod & allows the target to add half your spell mod to any blocking reactions. The target gains temp HP equal to your spell mod x your Magitech Engineer level. After buffing a target the HeliShield will target a different target next round. Once the HeliShield is destroyed all targets with a buff return to normal.
- Tier 3 - Advanced Ability 3 Unlock
- 3 MP to build
- 3 Round of build time
- 30 HP
- 14 AC
- 30 ft Range
- 50 flying Speed