Theme/List

From Kronopolis and the Flat Plane
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List → Arcane | Cunning | Divine | Innate | Martial | Occult | Primal
Level Half Theme Full Theme
1st Arcane Initiate Arcane Cantrip Mastery
Arcane Ritual Casting Arcane Spellcasting Feat
Arcane Spellcasting Feat Arcane Ritual Book
Weapon Feat Spellbook
Prof. Arcane Proficiencies Arcane Proficiencies
2nd Feat Feat
3rd Arcane Spellcasting Feat Arcane Spellcasting Feat
4th Feat Feat
5th Arcane Spellcasting Feat Arcane Spellcasting Feat
6th Feat Feat
7th Arcane Spellcasting Feat Arcane Spellcasting Feat
8th Feat Feat
9th Arcane Spellcasting Feat Arcane Spellcasting Feat
10th Feat Feat
11th Arcane Spellcasting Feat Arcane Spellcasting Feat
12th Feat Feat
13th Arcane Spellcasting Feat Arcane Spellcasting Feat
14th Feat Feat
15th Arcane Spellcasting Feat Arcane Spellcasting Feat
16th Feat Feat
17th Arcane Spellcasting Feat Arcane Spellcasting Feat
18th Feat Feat
19th Arcane Spellcasting Feat Arcane Spellcasting Feat
20th Feat Feat

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.


Arcane Cantrip Mastery

All you require is mastery of the basics, the rest is just for show.


Arcane Initiate

You gain Arcane Initiate from the Arcana Feat list.


Arcane Initiate

Prerequisite: Intelligence 13 or highter


You uncover magical abilities, and gain the following benefits:


Arcane Proficiencies

Choose two proficiencies of your choice from the following list:

Skills
Alchemy Arcana Coercion
Deception Economics Engineering
Geography History Insight
Investigation Society Warfare
Tools
Brewer's Supplies Calligrapher's Supplies Glassblower's Tools
Jeweler's Tools Painter's Supplies Smith's Tools
Tinker's Tools
Other
Language

Arcane Ritual Book

You gain Arcane Ritual Book from the Arcane Feats list.


Arcane Ritual Book

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.


Arcane Ritual Casting

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.


Spellbook

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

Choose one Weapon Feat of your choice, as long as you have the prerequisites.
Level Half Theme Full Theme
1st Armor Feat Armor Feat
Cunning Action Feat
Weapon Feat Cunning Feat
Prof. Cunning Proficiencies Cunning Proficiencies
Cunning Proficiencies Cunning Proficiencies
2nd Feat Feat
3rd Expertise Cunning Feat
4th Feat Feat
5th Cunning Action Feat
6th Feat Feat
7th Cunning Proficiencies Cunning Proficiencies
8th Feat Feat
9th Cunning Feat Expertise
10th Feat Feat
11th Feat Cunning Action
12th Feat Feat
13th Cunning Proficiencies Cunning Proficiencies
14th Feat Feat
15th Expertise Cunning Feat
16th Feat Feat
17th Feat Cunning Action
18th Feat Feat
19th Cunning Proficiencies Cunning Proficiencies
20th Feat Feat

The Cunning Theme is succinctly the knowledge theme. When you lack strength and might or spells and magic, you might have to deploy simple cunning. The theme describes inventiveness, ingenuity and resourcefulness used to survive and succeed as an adventurer.

A cunning character is often skilled in many things, and highly skilled in a few, resulting in specialists that excel.

Additionally, their quick-thinking also allows a wider array of actions.

Armor Feat

Choose one Armor Feat of your choice, as long as you have the prerequisites.

Cunning Proficiencies

Choose two proficiencies of your choice.

Theme Feat

Choose one Feat of your choice from one of your Themes, as long as you have the prerequisites.

Weapon Feat

Choose one Weapon Feat of your choice, as long as you have the prerequisites.

Cunning Action (I)

Your quick thinking allow you to move and act quickly. You can take a quick action on each of your turns in combat to perform one of the following, or any other Cunning Action that you gain from other features.

Dash


Disengage


Hide


Cunning Action (II)

Aim


Escape Grapple


Overrun


Tumble


Cunning Action (III)

  • You gain an additional reaction each turn.

Attack


Cunning Action (IV)

Ready

As a bonus action, you can take the Ready action.


Level Half Theme Full Theme
1st Acolyte or Divine Purpose Channel Divinity Enhancement
Channel Divinity Divine Cantrip Adept
Divine Spellcasting Feat Divine Spellcasting Feat
Weapon Feat Divine Ritual Casting
Prof. Divine Proficiencies Divine Proficiencies
2nd Feat Feat
3rd Divine Spellcasting Feat Divine Spellcasting Feat
4th Feat Feat
5th Divine Spellcasting Feat Divine Spellcasting Feat
6th Feat Feat
7th Divine Spellcasting Feat Divine Spellcasting Feat
8th Feat Feat
9th Divine Spellcasting Feat Divine Spellcasting Feat
10th Feat Feat
11th Divine Spellcasting Feat Divine Spellcasting Feat
12th Feat Feat
13th Divine Spellcasting Feat Divine Spellcasting Feat
14th Feat Feat
15th Divine Spellcasting Feat Divine Spellcasting Feat
16th Feat Feat
17th Divine Spellcasting Feat Divine Spellcasting Feat
18th Feat Feat
19th Divine Spellcasting Feat Divine Spellcasting Feat
20th Feat Feat

The Divine Theme is the mirroring of ideals onto the world. Through channeling divine power a divine character can be everything from a saint riding into battle for the unfortunate to chaos incarnate ravaging the world. Or they might be a healer nurturing and taking care of nature, or a apostle whom spread the word of the apocalypse.

Whatever drives a divine aligned character, they should not be trifled with or seen as a trivial matter. Their unpredictability lies in how deep divine power can be. However, depending on the deity's power, the oath or the internal drive, divine power is always limited. A god of only thunder, does not grant gifts of life and knowledge. That's where their unpredictability ends.

Acolyte or Divine Purpose

The choice determines how your divine magic is expressed; by the internal drive of your will or by faith.

Acolyte

Religious experiences uncover your divine abilities, and gain the following benefits:


Divine Purpose

You uncover your internal drive and its divine purpose granting you abilities, and the following benefits:

Divine Cantrip Adept

You gain Divine Cantrip Adept from the Divine Feat list.

Channel Divinity

You gain Channel Divinity from the Divine Feat list.

Channel Divinity

You gain the ability to channel divine energy directly from your deity, your oath or any other divine source to fuel magical effects.

Channel Divinity Enhancement

You gain Channel Divinity Enhancement from the Divine Feat list.

Channel Divinity Enhancement

Your gain increased flexibility of divine measures and abilities. You gain the following benefits:

  • You learn one Channel Divinity options of your choice.
  • You can use your Channel Divinity an additional time between rests. When you finish a short or long rest, you regain your expended uses.

You can select this feat multiple times.

Divine Proficiencies

Choose two proficiencies of your choice from the following list:

Divine Proficiencies
Skills
Alchemy Animal Handling Brawn
Coercion Deception Economics
Geography History Insight
Medicine Religion Society
Tools
Beautician's Supplies Calligrapher's Supplies Jeweler's Tools
Painter's Supplies Potter's Tools Sewing & Weaver's Tools
Smith's Tools
Other
Languages

Divine Spellcasting Feat

You gain a Divine Spellcasting Feat, either a Divine Spellcasting or a Divine Power, whichever is next in the sequence.

Divine Ritual Casting

You gain Divine Ritual Casting from the Divine Feat list.

Divine Ritual Casting

  • You can cast Divine spells as a ritual if that spell has the ritual tag and you have the spell prepared.

Weapon Feat

Choose one Weapon Feat of your choice, as long as you have the prerequisites.
Level Half Theme IP Full Theme IP
1st Innate Source 1 Innate Feat 2
Innate Feat Innate Power
Feat Feat
Theme Feat Tough Feat
Prof. Innate Proficiencies Innate Proficiencies
2nd Feat 2 Feat 4
3rd Theme Feat 3 Innate Power 6
4th Feat 4 Feat 8
5th Innate Feat(*) 5 Innate Feat(*) 10
6th Feat 6 Feat 12
7th Theme Feat 7 Innate Power 14
8th Feat 8 Feat 16
9th Theme Feat 9 Theme Feat 18
10th Feat 10 Feat 20
11th Innate Feat(*) 11 Innate Feat(*) 22
12th Feat 12 Feat 24
13th Theme Feat 13 Innate Power 26
14th Feat 14 Feat 28
15th Theme Feat 15 Theme Feat 30
16th Feat 16 Feat 32
17th Innate Feat(*) 17 Innate Feat(*) 34
18th Feat 18 Feat 36
19th Theme Feat 19 Innate Power 38
20th Feat 20 Feat 40

The Innate Theme is the deep wellspring of power within yourself, either by harnessing the energy of ki, innate arcane powers granted to you by your bloodline or by any other power manifesting within you, either divine, occult or otherwise. This wellspring is represented by innate points, which allow you to create a variety of effects.

Those practicing within the innate theme, psionics, are often seen with suspicion. Not only are they few and far between, they are also often unpredictable and hard to anticipate...

Innate Feat

Choose one feat of your choice from the Innate Feats list, as long as you have the prerequisites and as long as it is not a Power feat (Body, Psychic or Elemental, etc). (*)

Innate Power

Choose one Power Feat of your choice from the Body, Psychic or Elemental Power lists, as long as you have the prerequisites.

Innate Proficiencies

Choose two skill proficiencies of your choice from the following list:

Skills
Acrobatics Animal Handling Arcana
Athletics Brawn Coercion
Deception Engineering Insight
Investigation Nature Occultism
Druidism Psionics Religion
Sleight of Hand Stealth Warfare
Tools
Painter's Supplies
Tools
Performances

Theme Feat

Choose one Feat of your choice from one of your Themes, as long as you have the prerequisites.

Tough Feat

You gain the Tough I feat from the Constitution Ability Feat list.


Tough I

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.

Innate Source

Innate source describes the

Innate Points (IP)

You have innate points equal to your Charisma modifier (with a minimum bonus of 1), and you gain one additional point every time you level up. When you spend an innate point, it is unavailable until you finish a long rest, at the end of which you regain all your expended innate points.

Innate points pool = your Charisma modifier (min. 1) + your level - 1


Flexible Casting

You can use your innate points to gain additional spell points on your turn, or sacrifice spell points to gain additional innate points on your turn. The created spell points or innate points vanish at the end of a long rest. The conversion rate is 1 innate point equal to your proficiency bonus in spell points.

Flexible Maneuvers

You can use your innate points to fuel various maneuvers and features. You can spend innate points to use a martial maneuver. When a maneuver is used this way, by expending innate points, there is no restriction of maneuvers per turn. The cost in innate points is equal to the martial maneuver tier of the maneuver used.

Innate Spellcasting

An innate spellcaster can use themselves as a spellcasting focus when casting spells. When doing so they use Charisma as their Spellcasting ability modifier instead of another defined Spellcasting ability modifier.

Additionally, an innate spellcaster never have to worry about preparing magic, instead any spell they learn is always prepared, read more about this in the chapter on Spellcasting.

Flexible Spells & Features

When you gain a spell or feature that deals damage, you can select a different damage type from the corresponding list. The change is permanent and decided when you gain the spell or feature.

You may also opt to change a spell or feature that grants you resistance or immunity to damage to another type.

If a feature grants you both a damaging ability and resistance or immunity you must choose the same damage type for both.

Physical Elemental Special
Slashing Fire Radiant
Piercing Cold Necrotic
Bludgeoning Acid Psychic
- Poison Force
- Lightning Thunder

Class Direction

Classes whom fall within the innate theme, usually should, have an individual theme to their Innate Source. A Monk uses Ki, a Sorcerer uses Sorcery, if new classes are made, they should have a system to utilize the innate points in some sort of way.
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).


Improved Combat Action

Prerequisite: Fighting Style (Feat), 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 (Feat) from the Martial Feat list.

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:

Tools
Beautician's Supplies Carpenter's Tools Cobbler's Tools
Cook's Utensils Leatherworker's Tools Mason's Tools
Sewing & Weaver's Tools Smith's Tools Tattooist's Tools
Tinker's Tools Thieves' Tools Woodcarver's Tools
Skills
Acrobatics Animal Handling Athletics
Brawn Coercion Deception
Economics Engineering Geography
History Insight Investigation
Medicine Nature Sleight of Hand
Society Stealth Warfare
Others
Air Vehicles Land Vehicles Water Vehicles
Siege Engines

Tough Feat

You gain Tough I from the Constitution Ability Feat list.

Tough I

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.

Weapon Feat

Choose one Weapon Feat of your choice, as long as you have the prerequisites.
Level Half Theme Full Theme
1st Occult Feat Armor Feat
Occult Spellcasting Feat Occult Cantrip Mastery
Pact Magic Occult Feat
Weapon Feat Tough Feat
Prof. Occult Proficiencies Occult Proficiencies
2nd Feat Feat
3rd Occult Feat Occult Spellcasting Feat
4th Feat Feat
5th Occult Spellcasting Feat Occult Feat
6th Feat Feat
7th Occult Feat Occult Spellcasting Feat
8th Feat Feat
9th Occult Spellcasting Feat Occult Feat
10th Feat Feat
11th Occult Feat Occult Spellcasting Feat
12th Feat Feat
13th Occult Spellcasting Feat Occult Feat
14th Feat Feat
15th Occult Feat Occult Spellcasting Feat
16th Feat Feat
17th Occult Spellcasting Feat Occult Feat
18th Feat Feat
19th Occult Feat Occult Spellcasting Feat
20th Feat Feat

The Occult Theme is the intersection of the worldly, material and rational with the otherworldly, ethereal and strange. The powers of the occult are seldom explainable and even more so scientific. Occult powers can be drawn upon from many sources, ranging from spirits, ghosts and unexplained phenomenon, to curses and blessings and finally old gods and powers from the places beyond the planes.

Occult users use magical powers in some capacity, but some more than others. This ranges from hex warriors that curse their enemy before they cut them down with their bonded weapons, to warlocks and witches that perform rituals and powerful magic. What signifies a person with occult powers, is most often their inability to really be fully drained of their powers. As long as they have it, it is either cast with full power or not at all.

Armor Feat

Choose one Armor Feat of your choice, as long as you have the prerequisites.

Occult Cantrip Mastery

You gain the Occult Cantrip Mastery feat from the Occult Feat list.


Occult Cantrip Mastery


Occult Feat

Choose one feat of your choice from the Occult Feats, as long as you have the prerequisites.

Occult Spellcasting Feat

You gain an Occult Spellcasting Feat, either an Occult Spellcasting or an Occult Power, whichever is next in the sequence.

Occult Proficiencies

Choose two skill proficiencies of your choice from the following list:

Skills
Alchemy Coercion Deception
Engineering Geography History
Insight Investigation Medicine
Nature Occultism Stealth
Tools
Brewer's Supplies Cook's Utensils Glassblower's Tools
Herbalist's Tools Potter's Tools Tattooist's Tools
Woodcarver's Tools
Others
Languages Performances

Pact Magic

You gain the Pact Magic feat from the Occult Feat list.


Pact Magic

Prerequisite: Intelligence 13 or higher; or Charisma 13 or higher


You uncover occult powers, and gain the following benefits:


Tough Feat

You gain the Tough I feat from the Constitution Ability Feat list.


Tough I

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.

Weapon Feat

Choose one Weapon Feat of your choice, as long as you have the prerequisites.
Level Half Theme Full Theme
1st Armor Feat Armor Feat
Primal Feat Feat
Tough Feat Primal Feat
Weapon Feat Theme Feat
Prof. Primal Proficiencies Primal Proficiencies
2nd Feat Feat
3rd Theme Feat Primal Feat
4th Feat Feat
5th Primal Feat Theme Feat
6th Feat Feat
7th Theme Feat Primal Feat
8th Feat Feat
9th Primal Feat Theme Feat
10th Feat Feat
11th Theme Feat Primal Feat
12th Feat Feat
13th Primal Feat Theme Feat
14th Feat Feat
15th Theme Feat Primal Feat
16th Feat Feat
17th Primal Feat Theme Feat
18th Feat Feat
19th Theme Feat Primal Feat
20th Feat Feat

The Primal Theme describes the powerful relationship a character can have with the natural world around them. Gaining power from the spirits, beasts, lands or plants around. The variety of sources a primal character can channel from makes them versatile and most often rather odd.

While sourcing their power from all the primal sources, most choose one or a few. This can take the form of warrior of great might channeling beastial powers, or magical casters controlling vines and vegetation to their advantage. The Primal domains are many, but are generally divided into these seven: Elementus, Caelum, Fauna, Flora, Fungi, Spiritus and Terra.

Armor Feat

Choose one Armor Feat of your choice, as long as you have the prerequisites.

Primal Feat

Choose one Primal Feat of your choice, as long as you have the prerequisites.

Primal Proficiencies

Choose two proficiencies of your choice from the following list:

Skills
Acrobatics Animal Handling Athletics
Brawn Coercion Deception
Insight Medicine Nature
Druidism Sleight of Hand Stealth
Tools
Carpenter's Tools Cobbler's Tools Herbalist's Tools
Leatherworker's Tools Sewing & Weaver's Tools Tattooist's Tools
Woodcarver's Tools
Others
Languages

Theme Feat

Choose one Feat of your choice from one of your Themes, as long as you have the prerequisites.

Tough I Feat

You gain the Tough I feat from the Constitution Ability Feat list.


Tough I

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.

Weapon Feat

Choose one Weapon Feat of your choice, as long as you have the prerequisites.