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==Themes== | ==Themes== | ||
===Martial=== | ===[[Arcane]]=== | ||
<tab name="Show Martial">{{:Martial | <tab name="Show Arcane Theme" collapsed>{{:Arcane}}</tab> | ||
===[[Martial]]=== | |||
<tab name="Show Martial Theme" collapsed>{{:Martial}}</tab> | |||
{{Feat_Category| | {{Feat_Category| |
Revision as of 11:07, 30 March 2023
Level | Half Theme Features | Full Theme Features | Class Features |
---|---|---|---|
1st | Theme | Theme | Class Feature |
Theme | Theme | ||
Theme | Theme | ||
Theme | Theme | ||
Prof. | Theme Proficiencies | Theme Proficiencies | |
2nd | Feat | Feat | Class Feature |
3rd | Theme | Theme | |
4th | Feat | Feat | Class Feature |
5th | Theme | Theme | |
6th | Feat | Feat | |
7th | Theme | Theme | |
8th | Feat | Feat | Class Feature |
9th | Theme | Theme | |
10th | Feat | Feat | |
11th | Theme | Theme | |
12th | Feat | Feat | Class Feature |
13th | Theme | Theme | |
14th | Feat | Feat | |
15th | Theme | Theme | |
16th | Feat | Feat | Class Feature |
17th | Theme | Theme | |
18th | Feat | Feat | |
19th | Theme | Theme | |
20th | Feat | Feat | Class Feature |
Every adventurer, hero or villain character can be described by themes. Themes are both descriptive, but also mechanically a major part of what makes a character. They create both the general outline of what the character begins as, but also limits the ways in which they progress when they gain experience out in the world.
Themes are the major outlines of the types of adventurers that exist, describing both rogues and swashbucklers for the martial and cunning expertise, but also wizards, clerics and druids for the arcane, divine or primal powers.
The table to the right describes the general structure of each theme and is divided into the Half Theme and the Full Theme parts. Each character is defined by two themes, where the choice of the same theme results in a Full Theme character.
Features
As you gain levels you gain certain features, described in the chosen themes. If the feature is a specific feat, that feat is gained, meaning that it can't be taken again if you have that choice, unless otherwise noted that it can be. If listed multiple times in the theme table, that is an exception. An example of this is the Extra Attack feat. Which a Full Martial character can gain three times, each time increasing their amount of attacks.
Feats
Feats are features which provide a path for specialization. These may be picked from a wide array of features with the only restrictions being that you need to fulfill the listed prerequisites of the chosen feat.
Theme
Themes are features specially assigned to the chosen theme. These are usually in the form of a specific feat or category of feats, they may however also be a specific feature only gained through the theme. An example of this is the Extra Attack feature for the Martial Theme. The second and third time you gain this feature, it's exclusive to the Martial Theme.
Theme Feats
Theme Feats are Feats chosen exclusively from the specified Theme. The listed prerequisites still apply.
You can access certain Themes' Feats if you fulfill certain requirements, even if your character does not have said themes:
Theme | Requirement |
---|---|
Arcane | Arcana feat: Arcane Initiate. |
Divine | Religion feat: Acolyte or Divine Purpose. |
Martial | At least 6 feats from Armor Feat, Weapon Feat, or Warfare Feat (Each Warfare proficiency tier count as 1 feat). |
Occult | At least Master(+8) with Occultism proficieny. |
Primal | At least Master(+8) with Druidism proficieny. |
Theme Proficiencies
Theme Proficiencies is proficiencies chosen from a list determined by the specified Theme.
Class Features
Class Features are the features gained by the chosen class. These features are powerful and exclusive and are what define the class the most compared to those with similar themes and theme combinations. Features like Action Surge and Rage are Class Features, which provide a significant identity to the character.
Themes
The Arcane Theme is the focus of arcane power and learning to weave its strings into magic in the world. Their time is spent either by practice or by study. An arcane character is powerful and usually insanely dangerous when prepared. However, they are limited by their physique and agility.
An unprepared arcane character can be an easy target, and should be dealt with quickly and without doubt. If the upper-hand lies in their hands, no one knows what they might have in store.
Arcane Cantrip Mastery
You gain Arcane Cantrip Mastery from the Arcane Feat list.
All you require is mastery of the basics, the rest is just for show.
- You learn two cantrips of your choice from the Arcane spell list.
Arcane Initiate
You gain Arcane Initiate from the Arcana Feat list.
Prerequisite: Intelligence 13 or highter
You uncover magical abilities, and gain the following benefits:
- You learn two cantrips of your choice from the Arcane spell list. Your spellcasting ability for these spells are Intelligence.
- You gain access to the Arcane Feats. Your spellcasting ability for your Arcane Feats are Intelligence.
Arcane Proficiencies
Choose two proficiencies of your choice from the following list:
Arcane Ritual Book
You gain Arcane Ritual Book from the Arcane Feats list.
Prerequisite: Intelligence 13 or higher, Arcane Ritual Casting
- When you choose this feat, you acquire a ritual book holding two arcane 1st-level spells of your choice. The spells you choose must have the ritual tag.
You don't need to have the spell prepared if you cast it as a ritual and you have the spell in your ritual book.
When you find an arcane spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be a ritual spell, on the arcane spell list, of a spell point cost you can cast and you need the time and skills to decipher and copy it.
- The process of copying a spell takes 2 hours and costs 50 gp per level of the spell. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
- When you copy a spell from a spell scroll, you must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
- If you copy a spell from your own ritual book you only need to spend 1 hour and 10 gp for each level of the copied spell.
If you lose your ritual book, you can transcribe the spells that you have learned or prepared into a new ritual book. If done by memory, this requires an Intelligence (Arcana) check against a DC of 10 + the transcribed spell level. On a failure, the transcribed spell is not completed correctly, which is known to you, and can't be attempted again until you have had a look at the spell in written form.
Arcane Ritual Casting
You gain Arcane Ritual Casting from the Arcane Feats list.
With deep preparation and patience, casting spells shouldn't drain you.
- You can cast Arcane spells as rituals if the spells have the ritual tag.
Arcane Spellcasting Feat
You gain an Arcane Spellcasting Feat, either Arcane Spellcasting or Arcane Power, whichever is next in the sequence.
Spellbook
You gain Spellbook from the Arcane Feats list.
Prerequisite: Intelligence 15 or higher, Ritual Book
You gain a spellbook containing the repository of the arcane spells you know.
- Your Ritual Book is turned into your Spellbook for purposes of containing your knowledge.
- Each time you learn a spell from an Arcane Spellcasting Feat, you can add one more Arcane spell of your choice to your spellbook.
When you find an arcane spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your spellbook. The spell must be on the arcane spell list, of a spell point cost you can cast and you need the time and skills to decipher and copy it.
- The process of copying a spell takes 2 hours and costs 50 gp per level of the spell. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
- When you copy a spell from a spell scroll, you must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
- If you copy a spell from your own spellbook you only need to spend 1 hour and 10 gp for each level of the copied spell.
If you lose your spellbook, you can transcribe the spells that you have learned or prepared into a new spellbook. If done by memory, this requires an Intelligence (Arcana) check against a DL of 10 + the transcribed spell level
. On a failure, the transcribed spell is not completed correctly, which is known to you, and can't be attempted again until you have had a look at the spell in written form.
Weapon Feat
Level | Half Theme | Full Theme | |
---|---|---|---|
1st | Armor Feat | Armor Feat | |
Armor Feat | Armor Feat | ||
Weapon Feat | Tough Feat | ||
Weapon Feat | Weapon Feat | ||
Prof. | Martial Proficiencies | Martial Proficiencies | |
2nd | Feat | Feat | |
3rd | Fighting Style | Martial Feat | |
4th | Feat | Feat | |
5th | Improved Combat Action | Martial Feat | |
6th | Feat | Feat | |
7th | Martial Feat | Martial Proficiencies | |
8th | Feat | Feat | |
9th | Martial Feat | Fighting Style | |
10th | Feat | Feat | |
11th | Martial Feat | Improved Combat Action II | |
12th | Feat | Feat | |
13th | Martial Proficiencies | Martial Feat | |
14th | Feat | Feat | |
15th | Fighting Style | Martial Feat | |
16th | Feat | Feat | |
17th | Martial Feat | Improved Combat Action III | |
18th | Feat | Feat | |
19th | Martial Feat | Martial Proficiencies | |
20th | Feat | Feat |
The Martial Theme represents the mastery of physical and martial prowess. Those with this theme put hours upon hours of time on honing their reflexes, weapon proficiencies, maneuvers and martial cunning.
A martial character is a foe to be reckoned with, especially in long drawn battles. Their resources rarely drain as fast as a caster, and usually end in death before they're completely out of stamina. Their biggest drawback however lies in the ordinary, which is what they mostly are.
They are extraordinarily ordinary, which means they won't resurrect anyone, fly through the skies by will or call upon spirits, gods or eldritch powers to strike down their enemies.
Armor Feat
Choose one Armor Feat of your choice, as long as you have the prerequisites.
Improved Combat Action
You gain Improved Combat Action from the Martial Feat list.
As an exception, the Full Martial theme may gain the feature up to 3 times (I, II, III).
Prerequisite: Fighting Style, 5th level
- Your combat action costs 2 AP instead of 3, i.e it now costs a Minor Action.
Fighting Style
You gain Fighting Style from the Martial Feat list.
You learn to fight with a specific fighting style, and gain the following benefits:
- You gain the benefits of a Fighting Style of your choice.
- When you have more than one Fighting Style, you can change which one is active between them with a bonus action.
You can select this feat multiple times. You can't take a Fighting Style option more than once, even if you later get to choose again.
Weapon Size Fighting Styles
Dueling Fighter
Dueling Fighter
You specialize in fighting with One-Handed weapons and gain the following benefits while the fighting style is active:
- When you are wielding a weapon in one hand and no other weapons in the other, you can add half your proficiency bonus to damage rolls with that weapon.
- You can choose three maneuvers that you gain as weapon maneuvers when you have no other weapon in your other hand. You can change these during a long rest.
You gain the following maneuvers:
Melee Combat Action Maneuvers
Ranged Combat Action Maneuvers
Reaction Maneuvers
Quick Action Maneuvers
Great Weapon Fighting
Great Weapon Fighting
You specialize in fighting with Great or Two-Handed weapons and gain the following benefits while the fighting style is active:
- Whenever you roll the highest number on a damage die for an attack you make with a great weapon, you can roll another die of the same size and add it to the total. With a martial weapon or better, you gain the effect on the two highest numbers.
- Additionally, whenever you kill an enemy with a great weapon, you may make an additional attack against another enemy within 2 meters of you and 2 meters of the target for a melee weapon, or within 1 meter of the target for a ranged weapon.
You gain the following maneuvers:
Melee Combat Action Maneuvers
Ranged Combat Action Maneuvers
Reaction Maneuvers
Quick Action Maneuvers
Two-Handed Fighting
Two-Handed Fighting
You specialize in fighting with Two-Handed weapons and gain the following benefits while the fighting style is active:
- When you roll a 1 or 2 on a damage die for an attack you make with a two-handed weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
You gain the following maneuvers:
Melee Combat Action Maneuvers
Ranged Combat Action Maneuvers
Reaction Maneuvers
Quick Action Maneuvers
Two-Weapon Fighting
Two-Weapon Fighting
You specialize in fighting with two weapons at the same time and gain the following benefits while the fighting style is active:
- When you engage fight with, you can add your ability modifier to the damage of the second attack.
You gain the following maneuvers:
- Disarming Attack
- Distracting Strike
- Goading Attack
- Maneuvering Attack
- Precise Attack
- Tripping Attack
Melee Combat Action Maneuvers
Ranged Combat Action Maneuvers
Reaction Maneuvers
Quick Action Maneuvers
Versatile Fighter
Versatile Fighter
You specialize in fighting with Versatile weapons and gain the following benefits while the fighting style is active:
- When switching from One-handed to Two-handed with a Versatile weapon, opponents contesting a maneuver with Strength (Athletics) or Dexterity (Acrobatics) have disadvantage.
When switching from Two-handed to One-handed with a Versatile weapon, opponents contesting a maneuver with Wisdom (Insight) have disadvantage.
If successful when switching, the maneuver is performed at one tier higher. If the tier is already at tier three, the performed maneuver has advantage.
You gain the following maneuvers:
Melee Combat Action Maneuvers
Ranged Combat Action Maneuvers
Reaction Maneuvers
Quick Action Maneuvers
Weapon Category Fighting Styles
Axeman
Axeman
You specialize in fighting with axe weapons and gain the following benefits while the fighting style is active:
- When you succeed a Disarming Attack or Restraining Attack maneuver, you may make a free grapple action.
You gain the following maneuvers:
- Commander's Strike
- Disarming Attack
- Distracting Strike
- Goading Attack
- Maneuvering Attack
- Menacing Attack
- Power Attack
- Precise Attack
- Pushing Attack
- Tripping Attack
Melee Combat Action Maneuvers
Reaction Maneuvers
Quick Action Maneuvers
Bowman
Bowman
You specialize in fighting with drawn weapons and gain the following benefits while the fighting style is active:
- Whenever you have advantage on an attack roll using a drawn weapon, you can reroll one of the dice once.
You gain the following maneuvers:
Melee Combat Action Maneuvers
Ranged Combat Action Maneuvers
Reaction Maneuvers
Quick Action Maneuvers
Crusher
Crusher
You specialize in fighting with bludgeoning weapons and gain the following benefits while the fighting style is active:
- You ignore the disadvantage of using the Power Attack maneuver.
You gain the following maneuvers:
- Commander's Strike
- Distracting Strike
- Goading Attack
- Maneuvering Attack
- Menacing Attack
- Power Attack
- Pushing Attack
- Tripping Attack
Melee Combat Action Maneuvers
Reaction Maneuvers
Quick Action Maneuvers
Halberdier
Halberdier
You specialize in fighting with polearm weapons and gain the following benefits while the fighting style is active:
- After performing a maneuver and when determining a contested check and if you hit, you can spend endurance points to increase your maneuver attack roll.
You gain the following maneuvers:
- Commander's Strike
- Disarming Attack
- Goading Attack
- Maneuvering Attack
- Menacing Attack
- Power Attack
- Precise Attack
- Pushing Attack
- Tripping Attack
Melee Combat Action Maneuvers
Reaction Maneuvers
Quick Action Maneuvers
Marksman
Marksman
You specialize in fighting with loaded weapons and gain the following benefits while the fighting style is active:
- You halve the loading time on weapons of which you are proficient with.
You gain the following maneuvers:
- Commander's Strike
- Distracting Strike
- Goading Attack
- Maneuvering Attack
- Menacing Attack
- Precise Attack
- Tripping Attack
Ranged Combat Action Maneuvers
Reaction Maneuvers
Quick Action Maneuvers
Spearman
Spearman
You specialize in fighting with pointed weapons like spears, and gain the following benefits while the fighting style is active:
- The Lunging Attack maneuver do not cost a maneuver action.
You gain the following maneuvers:
Melee Combat Action Maneuvers
Ranged Combat Action Maneuvers
Reaction Maneuvers
Quick Action Maneuvers
Swordsman
Swordsman
You specialize in fighting with bladed weapons and gain the following benefits while the fighting style is active:
You gain the following maneuvers:
- Commander's Strike
- Disarming Attack
- Distracting Strike
- Goading Attack
- Maneuvering Attack
- Power Attack
- Precise Attack
Melee Combat Action Maneuvers
Reaction Maneuvers
Quick Action Maneuvers
Special Fighting Styles
Defense
Defense
You specialize in fighting defensively and gain the following benefits while the fighting style is active:
- You gain a
+1
bonus to base AL.
You gain the following maneuvers:
Melee Combat Action Maneuvers
Reaction Maneuvers
Quick Action Maneuvers
Martial Arts
Martial Arts
EJ KLAR
You specialize in fighting with your body, both in grapples and with fists, and gain the following benefits while the fighting style is active:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
- You can add your proficiency bonus to the damage of your unarmed strikes.
1 + Strength or Dexterity modifier + Proficiency bonus
- When you make unarmed strikes, you may forego
You gain the following maneuvers:
- Disarming Attack
- Distracting Strike
- Maneuvering Attack
- Precise Attack
- Pushing Attack
- Tripping Attack
Melee Combat Action Maneuvers
Ranged Combat Action Maneuvers
Reaction Maneuvers
Quick Action Maneuvers
Protection
Protection
You specialize in fighting to protect your allies and gain the following benefits while the fighting style is active:
- The Avert Blow maneuver do not cost a maneuver action.
You gain the following maneuvers:
- Commander's Strike
- Disarming Attack
- Distracting Strike
- Goading Attack
- Maneuvering Attack
- Pushing Attack
- Tripping Attack
Melee Combat Action Maneuvers
Reaction Maneuvers
Quick Action Maneuvers
Superior Technique
Superior Technique
You specialize in fighting with great and varied technique and gain the following benefits while the fighting style is active:
- You gain a tier in all maneuvers.
You gain the following maneuvers: All.
Martial Feat
Choose one feat of your choice from the Martial Feat list, as long as you have the prerequisites.
Martial Proficiencies
Choose two proficiencies of your choice from the following list:
Tough Feat
You gain Tough I from the Constitution Ability Feat list.
Hearty and healthy, you gain the following benefits:
- Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional hit point.