Showing posts with label Class. Show all posts
Showing posts with label Class. Show all posts

Thursday, September 21, 2023

[CLASS] Dungeon! - The Barbarian (Rework)

The original design for The Barbarian Class focused on their Rage and re-contextualizing Rage as different emotions. In hindsight, I do still like this idea. It is far more interesting than every Barbarian just being angry, but simply changing the emotion does nothing to change the fact that this version of a Barbarian just Rages and hits things.

Therefore, I am redesigning the Class from the ground up. Instead of focusing on Rage as the core concept, I will instead be focusing on the Conan / Outlander archetype as the core Class while aspects like Rage will instead be added as sort of preternatural powers instead of proper Subclasses (like The Cleric for example). Not only will this make Dungeon's Barbarian more interesting, but it will also differentiate them from other martial classes, like The Fighter or The Monk.

Finally, the old version of The Barbarian will be labeled as (OLD), but it will remain posted. This new version will be the only one supported going forward, but I will keep them as separate posts due to their drastic differences.


The Barbarian (Rework)

HP: +1d10 each Level, minimum of +5

AC: +1 each 2nd Level

AB: +1 each Level

Save: -1 each 2nd Level

Skills: +2 Skill Pips each Level


At 1st Level, you are a fearsome warrior, but your skill comes more from instinct than proper training. Despite your d10 HP Die, you are incapable of wearing Heavy Armor. However, you are far more mobile in combat because of this. Once per combat, you may perform a Move as a Free Action. Finally, this extra Move may only be used to Move or Charge, not for any other Maneuvers.


At 2nd Level, your instincts grow stronger. You gain one of the options below.

  • You gain +1 AC.
  • You deal +1 Damage with Weapons.


At 3rd Level, your experience and instincts have granted you a unique ability. Choose one of the options below.

  • Brawler: You may now use your 1st Level ability to attempt the Grapple, Shove, and Trip Maneuvers.
  • Horde Breaker: You may now use your 1st Level ability to attempt the Cleave and Flanking Maneuvers.
  • Outlander: When you attempt a Skill Check, you may use this ability to automatically succeed. You may use this ability even after failing the Skill Check. Once you have used this ability, you must finish a Short Rest before you may use it again.
  • Rage: When you Attack, you may use this ability to unleash yourself into a state of rage. While raging, you deal +2 Damage and take -2 Damage. You take at least 1 Damage. This rage will persist until combat ends, and it will not function out of combat. Once you have used this ability, you must finish a Short Rest before you may use it again.
  • Survivor: When you attempt a Save, you may use this ability to automatically succeed. You may use this ability even after failing the Save. Once you have used this ability, you must finish a Short Rest before you may use it again.
  • Tactician: You may now use your 1st Level ability to attempt the Steady Aim and Study Opponent Maneuvers.
  • Unwavering: You are Immune to the Afraid and Provoked Afflictions.
  • Warcry: You may now use your 1st Level ability to attempt the Demoralize and Taunt Maneuvers.


At 4th Level, your instincts begin to reflect even greater skill. You may now use your 1st Level ability up to twice per combat. Finally, you gain one of the options below.

  • You gain +1 AC.
  • You deal +1 Damage with Weapons.


At 5th Level, combat has become more instinctual for you. Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.


At 6th Level, your instincts begin to become preternatural. You gain one of the options below.

  • You gain +1 AC.
  • You deal +1 Damage with Weapons.


At 7th Level, your further experience and impressive instincts have granted you another unique ability. Choose a 2nd option from the list you were offered at 3rd Level. You cannot take the same option.


At 8th Level, your instincts have become borderline supernatural. You may now use your 1st Level ability up to three times per combat. Finally, you gain one of the options below.

  • You gain +1 AC.
  • You deal +1 Damage with Weapons.


At 9th Level, your instincts are at their peak while you are engaged in combat. Twice per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.


At 10th Level, you have become a paragon of Barbarian culture. This renown allows you to gather enough followers to either form a Clan or form a War Band. Details for both options are below.

  • Clan: You gather 1d20 + 50 clan members who have limited combat ability. However, they will create a village in a valid location over the course of 25 days. Once completed, you will rule over the village. Once up and running, this village will generate 1d6 Gold per day, and one 1st Level Barbarian per week. These new recruits will follow your commands but prefer to protect the best interests of the village. Finally, you and your allies may successfully rest within this village in half the normal time due to its accommodations.
  • War Band: You gather 1d10 + 20 2nd Level Barbarians who will travel with you and follow your every command. They will follow you into combat without question and will fight to the death.

Saturday, April 1, 2023

[CLASS] Dungeon! - The Goblin - (Happy April Fools!)

The Goblin

HP: +1d6 each Level, minimum of +3

AC: +1 each Level

AB: +1 each Level

Save: -1 each Level

Skills: +2 Skill Pips each Level




At 1st Level, you are a goblin. Use the Halfling Ancestry (reflavored as a goblin) and the Thief Background. This is the goblin way. Also, you may only read and write in incoherent gibberish. Other goblins and hobgoblins will understand your gibberish, but no one else will. Finally, you may enter Goblin Mode at the start of your Turn. Until the end of your Turn, you have Advantage on all Attack rolls. Once you have entered Goblin Mode, you must finish a Short or Long Rest until you may do so again.


At 2nd Level, you have better grown into your goblin heritage. You are no longer impeded by darkness like normal player characters are, instead having a primitive form of 'night vision' which allows you to see in grayscale up to Medium Range while in darkness.


At 3rd Level, your goblin antics manifest in a special way. Choose one of the options below.

  • Fatso: You become more robust than other goblins. You gain +5 Maximum HP and you deal +2 Damage with Weapons.
  • Gibberist: You gain the ability to Cast Spells. You learn 2 Spells and you gain 2 Spell Points (SP). Using 1 Spell Point, you may cast any Spell you know. You regain used Spell Points after a Long Rest.
  • Maniac: You may now enter Goblin Mode once per combat instead of only once per Short or Long Rest. Additionally, you have Advantage on Damage rolls while you are in Goblin Mode.
  • Stabber: You become really good at stabbing. When you deal Damage to a target, you may choose to deal additional Damage equal to (2 x your Goblin Level). You may only use this Ability once per combat.
  • Vermin Tamer: You form a kindred connection with all things small, creepy, and crawly. Insects and other vermin will not harm you unless you harm them, and you gain the ability to communicate with such creatures; You may speak with and understand them as if you shared a common language.


At 4th Level, your goblin heritage has manifested further. You gain a special Unarmed Attack that uses your mouth/teeth, which deals 1d6 Damage instead of only 1d4 Damage. Additionally, when you roll Maximum Damage with this Unarmed Attack, you may automatically Grapple the target, locking your jaw onto them. This form of Grappling does not require a free hand.


At 5th Level, your special goblin antics grow. You gain the option below that matches the path you took at 3rd Level.

  • Fatso: Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
  • Gibberist: Once per Round and on your Turn, you may direct an ally, allowing them to attempt a single Weapon Attack.
  • Maniac: Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
  • Stabber: Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
  • Vermin Tamer: You gain the service of a Vermin. Your Vermin takes on any appearance you choose, but its Stats remain the same regardless of appearance. Its Stats can be seen at the end of this post, and its Stats improve with your Goblin Level. In Combat, your Vermin will always take its Turn during your Turn, as you must give it commands.


At 6th Level, your goblin heritage alters your digestive system. You like 'shinies' so much that you can now eat and digest them. As an Action, you may consume a number of Gold pieces less than or equal to your Goblin Level. You then Heal for a value of HP equal to twice the total value of Gold pieces eaten. Your GM may also allow you to eat objects worth a value of Gold less than or equal to your Goblin Level.


At 7th Level, your goblin antics improve further. You gain the option below that matches the path you took at 3rd Level.

  • Fatso: You gain an additional +5 Maximum HP and you deal an additional +2 Damage with Weapons.
  • Gibberist: You gain 2 additional Spell Points and learn 2 additional Spells.
  • Maniac: You may now enter Goblin Mode up to twice per combat instead of only once per combat.
  • Stabber: If you land the killing blow on a target by using your 3rd Level Stabber Ability, you regain that use of the Ability, potentially allowing you to use it more than once per combat.
  • Vermin Tamer: Your Vermin gains Advantage on 3 very specific Skills of your choice, such as Tracking, Playing Dead, etc.


At 8th Level, your goblin heritage has manifested as twitchy, unpredictable behavior. This allows you to occasionally dodge a single non-Critical Hit Attack. You must use this Ability before the Damage is announced, and you may only use this Ability once per Combat.


At 9th Level, you have mastered your goblin antics. You gain the option below that matches the path you took at 3rd Level.

  • Fatso: Twice per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
  • Gibberist: When you Cast a Spell that deals Damage, you may choose to cause 1d6 Damage to yourself to cause the Spell to deal an additional 1d10 Damage.
  • Maniac: Twice per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
  • Stabber: Once per Round, you may reroll an Attack Roll, Damage Roll, or Save you attempt.
  • Vermin Tamer: Once per Round and on your Turn, either you or your Companion may attempt a single Weapon/Unarmed Attack as a Free Action.


At 10th Level, your goblin antics have drawn the attention of a group of Hobgoblins. They present you with a choice; you may either join their ranks as a Goblin Commander, or you may become their Goblin King/Queen. Details for both options are below.

  • Goblin Commander: The Hobgoblins instate you as the Commander of 1d20 + 30 2nd Level Goblins who will travel with you and follow your every command. They will follow you into combat without question and will fight to the death.
  • Goblin Royalty: The Hobgoblins instate you as Royalty. Since the Hobgoblins are far smarter than you and make all the important decisions anyway, your title as Royalty really only serves to grant you perks. Each day, goblin servants bring you tithes of 5d6 Gold. Also, you are offered fancy (for a goblin) quarters at any goblin nest/establishment you visit. Finally, you and your allies may successfully rest within such quarters in half the normal time due to its accommodations.

Vermin
HP: 25 --- (+5 HP for every Goblin Level above 5th)
AC: 15 --- (+1 AC for every Goblin Level above 5th)
AB: +5 --- (+1 AB for every Goblin Level above 5th)
Damage: 1d6 + 5, only attacks once --- (+1 Damage for every Goblin Level above 5th)
Special: Servitude (Your Vermin can be reduced to 0 HP, but it never truly dies. Once reduced to 0 HP, it crumbles to ash. Over the course of a Short or Long Rest, you may resummon your Vermin at 1 HP.)
Save: 13 --- (-1 Save at Goblin Levels 6th, 8th, and 10th)
Skills: Agility (2-in-6), Stealth (2-in-6) --- (+1 Skill Pip at Goblin Levels 6th, 8th, and 10th)

Friday, March 31, 2023

[CLASS] Dungeon! - The Warlord

The Warlord

HP: +1d10 each Level, minimum of +5

AC: +1 each 2nd Level

AB: +1 each Level

Save: -1 each 2nd Level

Skills: +2 Skill Pips each Level



At 1st Level, your words have gained the power to bolster the spirit of your allies. As an Action, you may Heal a target that can see or hear you for (2d4 + your Warlord Level) HP. Once you have used this ability, you must finish a Long Rest before you may use it again.


At 2nd Level, you are able to bolster your allies more often. You may now use your 1st Level ability twice between Long Rests.


At 3rd Level, you begin to lead your allies in a specific style. Choose one of the options below.

  • War Chief: When you attempt Skill Checks to Demoralize or Taunt targets, you have Advantage.
  • Warlock: You gain the ability to Cast Spells. You learn 2 Spells and you gain 2 Spell Points (SP). Using 1 Spell Point, you may Cast any Spell you know. You regain used Spell Points after a Long Rest.
  • Warrior: You gain +2 AC and you deal +2 Damage with Weapons.


At 4th Level, you may now use your 1st Level ability three times between Long Rests.


At 5th Level, your leadership influences your combat. Once per Round and on your Turn, you may direct an ally, allowing them to attempt a single Weapon Attack.


At 6th Level, you may now use your 1st Level ability four times between Long Rests.


At 7th Level, your leadership style grows more potent. You gain the option below that matches the path you took at 3rd Level.

  • War Chief: When you succeed on Skill Checks to Demoralize or Taunt targets, you cause the Affliction Afraid 3 (Demoralize) or Provoked 3 (Taunt), and the target takes 1d6 Psychic Damage.
  • Warlock: You gain 2 additional Spell Points and learn 2 additional Spells.
  • Warrior: You gain an additional +2 AC and you deal an additional +2 Damage with Weapons.


At 8th Level, you may now use your 1st Level ability five times between Long Rests.


At 9th Level, you have mastered your leadership style. You gain the option below that matches the path you took at 3rd Level.

  • War Chief: Twice per Round and on your Turn, you may direct an ally, allowing them to attempt a single Weapon Attack.
  • Warlock: Twice per Round and on your Turn, you may direct an ally, allowing them to attempt a single Weapon Attack.
  • Warrior: Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.


At 10th Level, your leadership has shaped many battles, leaving an impact on both your friends and your foes. Your followers present you with a choice; you may either task them with building a Stronghold, or you may ask them to become a War Band. Details for both options are below.

  • Stronghold: You amass 1d20 + 30 1st Level Fighters who seek to serve you and fight alongside you, following your every command. They will build your Stronghold in a valid location over the course of 100 days. Once completed, you will rule over the Stronghold and any local settlements that seek your protection. Once up and running, your Stronghold will generate 1d6 Gold per day, with a bonus 1d6 to that rate for each settlement you protect. Finally, you and your allies may successfully rest within your Stronghold in half the normal time due to its accommodations.
  • War Band: You gather 1d10 + 20 2nd Level Barbarians who will travel with you and follow your every command. They will follow you into combat without question and will fight to the death.

Sunday, January 15, 2023

[CLASS] Dungeon! - The Investigator

The Investigator

HP: +1d8 each Level, minimum of +4

AC: +1 each 2nd Level

AB: +1 each Level

Save: -1 each Level

Skills: +2 Skill Pips each Level



At 1st Level, you tend to always be planning your next move. After finishing a Short or Long Rest, you may use this Ability to roll a d20. Record the value rolled. At any point until you finish another Rest, you may replace one of your own d20 rolls with the recorded value, and then add any relevant modifiers. You must choose to use the recorded roll prior to attempting the roll you plan on replacing. Once you have used the recorded roll or once you have finished another Rest, the recorded roll can no longer be used. Finally, you may use 1 Spell Point to use this Ability again after you use the saved roll, immediately gaining a new roll to potentially use at another time.


At 2nd Level, your investigative mind allows you to learn practical magic. You learn the Spells Detect and Magic Lock, and you gain 2 Spell Points (SP). Using 1 Spell Point, you may cast any Spell you know. You regain used Spell Points after a Long Rest.


At 3rd Level, you have begun to use your investigative skills in a particular manner or for a particular cause. Choose one of the options below.

  • Gumshoe: You gain +2 AC, and you deal +2 Damage with Weapons.
  • Inquisitor: After a target Attacks you or Casts a Spell against you (hit or miss), you may use this Ability to judge them with a stern gaze. If the target can see you, they gain the Affliction Afraid 3. You may only use this Ability once per combat.
  • Operative: When you deal Damage to a target, you may choose to deal additional Damage equal to (1d4 + twice your Investigator Level). You may only use this Ability once per combat.
  • Paranormalist: You have begun to utilize occult knowledge for your cause. You learn the Spells Bookspeak and Lorespeak. Also, you have Advantage on Skill Checks you roll to identify or learn more about paranormal beings, magical creatures, etc.
  • Toxicologist: You may create Vials of Poison after finishing a Long Rest. You may create a up to a number of Vials equal to half your Investigator Level, rounded down. For each Vial created, you must expend 1 Gold. Also, you have Advantage on Skill Checks you roll to identify or learn more about poisons, potions, etc.
  • Vigilante: Your Unarmed Attacks now deal 1d8 Damage instead of only 1d4 Damage. Also, you gain +2 AC.


At 4th Level, you learn 1 additional Spell and gain 1 additional Spell Point.


At 5th Level, your investigations have taught you to be a better combatant. Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.


At 6th Level, you learn 1 additional Spell and gain 1 additional Spell Point.


At 7th Level, you have learned even more from the mysteries you solve. You gain the option below that matches the path you took at 3rd Level.

  • Gumshoe: You gain an additional +2 AC and deal an additional +2 Damage with Weapons.
  • Inquisitor: You pass judgement against those who draw your ire. When you deal Damage to a target that has the Afraid Affliction, you deal an additional 1d4 Damage.
  • Operative: You may now use your 3rd Level Operative Ability twice per combat.
  • Paranormalist: You always regain 1 Spell Point per Short Rest instead of only once per day. Also, you learn 2 additional Spells.
  • Toxicologist: You gain Resistance to Poison Damage and an Immunity to the Poisoned Affliction. Also, targets of your poisons have Disadvantage on the Saves against them, including poisonous Spells you Cast.
  • Vigilante: Your Unarmed Attacks now deal 1d10 Damage instead of only 1d8 Damage. Also, your heightened senses prevent you from being Flanked.


At 8th Level, you learn 1 additional Spell and gain 1 additional Spell Point.


At 9th Level, your investigative skills have become peerless. Twice per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.


At 10th Level, you have become a well-known mastermind of mystery. A royal ambassador seeks you out, offering you a choice; you may either receive funding to start your own detective agency, or come work as the head detective for the royalty the ambassador serves. Details for both options are below.

  • Detective Agency: A suitable building is purchased for you in a settlement of your choice. It will serve as a base of operations for your detective agency. Additionally, 1d10 + 5 Guards will be hired by the royal ambassador to serve at your agency full-time. You do not need to pay these Guards and they will never need to roll Morale. Also, you will be paid to run your agency, receiving daily payments of 2d6 Gold. The agency will almost always provide you with some kind of work, such as criminals to catch, leads to follow up on, or mysteries to solve. Finally, you and your allies may successfully rest at your agency in half the normal time due to its accommodations.
  • Royal Detective: You will be gifted a home to live in at the nearest royal castle, stronghold, city, etc. You job will be to report directly to local royalty as their top confidant. Any important issues that need resolving will come to your attention, and you will receive handsome daily payments of 4d6 Gold. While there is little work most days, you will occasionally receive high-priority and high-risk jobs from your employer. Failure to complete any of these jobs will result in termination. Finally, you and your allies may successfully rest within your home in half the normal time due to its accommodations.

Friday, October 28, 2022

[CLASS] Dungeon! - The Sanguinist - (Happy Halloween!)

The Sanguinist

HP: +1d10 each Level, minimum of +5

AC: +1 each 2nd Level

AB: +1 each Level

Save: -1 each Level

Skills: +1 Skill Pip each Level


At 1st Level, your pain has started to make you stronger. If you are missing 1 or more HP, you deal an extra +1 Damage on all Damage rolls.


At 2nd Level, you have begun to draw willpower from pain. Immediately after taking Damage, you may choose to Heal yourself for 2d6 HP. Once you have used this ability, you must finish a Short Rest before you may use it again. Finally, your 1st Level ability now grants you +2 extra Damage.


At 3rd Level, you have discovered a special power you receive through pain. You may choose one of the options below.

  • Bloodrager: When you Attack, you may use this ability to unleash yourself into a raging bloodlust. While raging, you deal +1 Damage and take -1 Damage. You take at least 1 Damage. This state will persist until combat ends, and it will not function out of combat. Once you have used this ability, you must finish a Short Rest before you may use it again.
  • Cannibal: You gain a special Unarmed Attack that uses your teeth/mouth and that deals 2d4 Damage. Once per combat when you deal Damage using this Unarmed Attack, you may Heal yourself for a value of HP equal to the total Damage dealt.
  • Flagellant: When you take Damage, you may choose to gain the Affliction Bleed 2. While you have the Bleed Affliction, you may cause the Affliction Bleed 2 to targets you deal Damage to.
  • Hemomancer: You gain the ability to Cast Spells. You learn 2 Spells and you gain 2 Spell Points (SP). Using 1 Spell Point, you may cast any Spell you know. You regain used Spell Points after a Long Rest.
  • Martyr: Once per combat when you take Damage, you may Heal yourself or a target that can see or hear you for a value of HP equal to half of the Damage taken.


At 4th Level, your 1st Level ability now grants you +3 extra Damage.


At 5th Level, your pain allows you to press the attack. Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.


At 6th Level, your 1st Level ability now grants you +4 extra Damage.


At 7th Level, your special power grows with your pain. You gain the option below that matches the path you took at 3rd Level.

  • Bloodrager: Instead of dealing +1 Damage and taking -1 Damage while raging, you now deal +2 Damage and take -2 Damage.
  • Cannibal: Out of combat, you may use 10 minutes to feast upon a fresh corpse (i.e., a creature that has been dead for 1 or fewer hours). After completing this feast, you gain the benefits of a Long Rest. Once you have used this ability, 72 or more hours must pass before you may use it again.
  • Flagellant: Once per combat when you cause the Bleed Affliction (either to yourself or another target), you may choose 1 creature that can see or hear you and cause that creature to gain the Affliction Afraid 2.
  • Hemomancer: You gain 2 additional Spell Points and learn 2 additional Spells.
  • Martyr: You may Cast the Spell Heroism without the need for a Spell Point. Once you have used this ability, you must finish a Short Rest before you may use it again.


At 8th Level, your 1st Level ability now grants you +5 extra Damage.


At 9th Level, you have mastered your special power. You gain the option below that matches the path you took at 3rd Level.

  • Bloodrager: Twice per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
  • Cannibal: Twice per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
  • Flagellant: Twice per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
  • Hemomancer: When you Cast a Spell that deals Damage or provides Healing, you may take 1d4 Damage to cause the Spell to deal an additional 1d12 Damage or provide an additional 1d12 Healing.
  • Martyr: You may use your 3rd Level Martyr ability once per Round instead of only once per combat.


At 10th Level, your mastery over pain and bloodshed has made you a foe spoken of in hushed fear. A small sect of 1d6 + 10 1st Level Sanguinists have decided to start a cult in your honor, and they approach you with a choice; they will either build a monument in your honor or travel the world spreading the word of your cult. Details for both options are below.

  • Monument: Your cult builds the Monument in a valid location over the course of 50 days. Once completed, you will lead rituals at this Monument and these Sanguinists will follow your commands, even to the death. Once up and running, you may perform rituals at the Monument, with each ritual being considered a standard Downtime activity. Each time you perform a ritual, you must ritualistically kill a sentient creature. Once completed, the ritual will fully Heal yourself, your cultists, and up to 5 allies.
  • Spread Cult: Your cult travels the world, spreading your influence. Every settlement you enter from this point on contains 1d4 - 1 members of your cult. If a settlement has 0 cultists, it has another chance to contain cultists the next time you visit after 30 days have passed. Whenever you arrive in a settlement containing your cultists, they will seek you out in secret and offer to do your bidding. These cultists are each a random type of Henchman or Hireling, but each also has a 1-in-6 chance of being a 1st Level Sanguinist. They prefer to work for you in secret and prefer to not leave their settlement, but they will provide you with their Henchman or Hireling services free of charge. If your commands violate these preferences, they roll Morale with Advantage, leaving the cult if they fail.

Friday, September 16, 2022

[CLASS] Dungeon! - The Swashbuckler


The Swashbuckler

HP: +1d8 each Level, minimum of +4

AC: +1 each Level

AB: +1 each Level

Save: -1 each 2nd Level

Skills: +2 Skill Pips each Level


At 1st Level, your tongue and wit are often sharper than your blade. Once per combat, you may attempt to Demoralize or Taunt a target without using an Action or a Move.


At 2nd Level, you have trained yourself to better utilize a certain type of Weapon, making it your Dueling Weapon. Choose 1 type of Weapon, such as a Dagger, Flintlock, or Rapier. You deal +1 Damage with your Dueling Weapon.


At 3rd Level, you have focused on a certain fighting style. Choose one of the benefits below.

  • Charmer: Outside of combat, you may speak with a non-hostile creature over the course of 10 minutes. At the end of this time, you may roll a Charisma Skill Check. If you succeed, the target is Charmed per the Charm Spell. Once you have attempted to use this ability, you must finish a Short Rest before you may attempt to use it again.
  • Defensive: You gain +1 AC.
  • Duelist: You may use this Ability to dodge a non-Critical Hit Attack. You must use this Ability before the Damage is announced, and you may only use this Ability once per Combat.
  • Gunslinger: You ignore the Load attribute of Ranged Weapons, with Ammo being reloaded automatically for each Attack.
  • Offensive: You deal +1 Damage with Weapons.
  • Silver Tongue: When you attempt Skill Checks to Demoralize or Taunt targets, you have Advantage.


At 4th Level, you become more experienced with your Dueling Weapon. You deal an additional +1 Damage with your Dueling Weapon. Finally, you may now use your 1st Level ability up to twice per combat.


At 5th Level, you have become a daring duelist. Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.


At 6th Level, your Weapon expertise becomes more diverse. You may choose a 2nd Dueling Weapon. Also, you deal an additional +1 Damage with your Dueling Weapons.


At 7th Level, your fighting style becomes more advanced. The fighting style you chose at 3rd Level becomes altered as shown below.

  • Charmer: When you attempt to use your 3rd Level Charmer ability, you now always succeed.
  • Defensive: You gain +1 additional AC.
  • Duelist: When you dodge an Attack using your 3rd Level ability, you may also attempt a single Weapon Attack.
  • Gunslinger: Once per combat when you hit a target using a Ranged Attack, you may disarm them of one Item that they are wielding, such as a Shield or a Weapon.
  • Offensive: You deal +1 additional Damage with Weapons.
  • Silver Tongue: When you succeed on Skill Checks to Demoralize or Taunt targets, you cause the Affliction Afraid 3 (Demoralize) or Provoked 3 (Taunt), and the target takes 1d6 Psychic Damage.


At 8th Level, you have nearly mastered your Dueling Weapons. While you are conscious, you cannot be disarmed of your Dueling Weapons. Also, you deal an additional +1 Damage with your Dueling Weapons. Finally, you may now use your 1st Level ability up to three times per combat.


At 9th Level, you have mastered both charisma and combat. Twice per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action. Also, you deal an additional +1 Damage with your Dueling Weapons.


At 10th Level, your name has become synonymous with bravery and bravado. This legacy leads to a legendary ship Captain or Pirate King requesting you to take up the mantle as their successor. Details for both options are below.

  • Captain: Your predecessor gifts you their ship and their crew, consisting of a Ship (Large), 1d10 + 15 Mercenaries, 1d10 + 15 Crewman, 5 Laborers, 3 Craftsman, and 1 Doctor. Details for these may be found in the Vehicle and Henchman Rules, respectively. Unlike normal, you do not need to pay these Henchman/Hirelings daily. So long as you continue to employ, feed, and respect them, they require no payment. Finally, you and your allies may successfully rest upon your ship in half the normal time due to its accommodations.
  • Pirate King: Your predecessor grants you control over their "business operations." Each day of Downtime you spend managing this business from a coastal town, you generate 6d6 Gold. On days you do not manage the business, you still generate 3d6 Gold. Also, while you do not command your own ship, you may seek free passage via any ship within your fleet. Finally, you and your allies may successfully rest upon these ships in half the normal time due to their accommodations.

Friday, July 22, 2022

[CLASS] Dungeon! - The Pact-Keeper

The Pact-Keeper

HP: +1d6 each Level, minimum of +3

AC: +1 each 2nd Level

AB: +1 each Level

Save: -1 each Level

Skills: +1 Skill Pip each Level


At 1st Level, you make a pact with an occult patron, eldritch being, or some otherworldly creature. This pact grants you 1 Spell Point (SP). You may use 1 Spell Point to petition your patron, allowing you to Cast any Spell. Finally, you regain used Spell Points after a Long Rest.


At 2nd Level, you gain 1 additional Spell Point.


At 3rd Level, your patron grants you further magical power. Choose the option below that best fits your chosen patron.

  • Angel: You may use this ability to Cast the Spell Bless or Heal without using a Spell Point. Once you have used this ability, you must finish a Short Rest before you may use it again.
  • Demon: You may use this ability to Cast the Spell Bane or Drain without using a Spell Point. Once you have used this ability, you must finish a Short Rest before you may use it again.
  • Dragon: You may use this ability to Cast the Spell Fear or Fire Breath without using a Spell Point. Once you have used this ability, you must finish a Short Rest before you may use it again.
  • Eldritch: You may use this ability to Cast the Spell Dark Tentacle or Phantasm without using a Spell Point. Once you have used this ability, you must finish a Short Rest before you may use it again.
  • Fairy: You may use this ability to Cast the Spell Charm or Hilarity without using a Spell Point. Once you have used this ability, you must finish a Short Rest before you may use it again.
  • Giant: You may use this ability to Cast the Spell Earthquake or Ward without using a Spell Point. Once you have used this ability, you must finish a Short Rest before you may use it again.
  • Nature Spirit: You may use this ability to Cast the Spell Grasping Vine or Thorns without using a Spell Point. Once you have used this ability, you must finish a Short Rest before you may use it again.
  • Spider Queen: You may use this ability to Cast the Spell Sting or Web without using a Spell Point. Once you have used this ability, you must finish a Short Rest before you may use it again.


At 4th Level, you gain 1 additional Spell Point.


At 5th Level, your patron grants you power in combat. Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.


At 6th Level, you gain 1 additional Spell Point.


At 7th Level, your patron empowers you even further. You gain the option below that matches the option you chose at 3rd Level.

  • Angel: You have been chosen by the gods above. When you would die, you may use this ability to remain at 1 HP instead. Once you have used this Ability, you must finish a Long Rest before you may use it again.
  • Demon: Your skin has hellish resilience. When you take Damage, you take -2 Damage. You take at least 1 Damage.
  • Dragon: You may fly short distances, growing draconic wings when you do so. You may fly for up to 10 minutes per Long Rest.
  • Eldritch: Your gaze is unsettling. You have Advantage on Skill Checks to cause the Afraid Affliction or intimidate others. Also, you cause 1 additional stage of the Afraid Affliction each time you cause it.
  • Fairy: Your mind is immune to magical trickery. You are Immune to the Spells Charm, Hilarity, Illusion, Phantasm, and Sleep.
  • Giant: You may occasionally grow in size and strength. For 1 minute, you may double in size, gaining Advantage on Skill Checks relating to physical strength and gaining Advantage on Damage rolls. Once you have used this Ability, you must finish a Short Rest before you may use it again.
  • Nature Spirit: Your body regrows like a plant. Whenever you are Healed, you gain an additional 2d4 Healing.
  • Spider Queen: You are Immune to the Poisoned Affliction, and you may climb walls and ceilings like a spider.


At 8th Level, you gain 1 additional Spell Point.


At 9th Level, your patron aids your combat further. Twice per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.


At 10th Level, you have become a devout follower of your patron. Your patron offers you a choice; you may either construct an Altar to be used by yourself and other Pact-Keepers or become a Vessel of your patron. Details for both options are below.

  • Altar: You are sought out by 1d6 + 10 1st Level Pact-Keepers who follow your same patron. They will build the Altar in a valid location over the course of 25 days. Once completed, you will lead rituals at this Altar and these Pact-Keepers will follow your commands, as long as they do not violate your patron. Once up and running, you may perform ritual sacrifices at the Altar, with each ritual being considered a standard Downtime activity. Your patron blesses you with a certain benefit depending on the type of sacrifice performed:
    • Blood Sacrifice: You may decrease your Maximum HP by 10 for 24 hours. For the same amount of time, your Maximum Spell Points are increased by 5.
    • Human Sacrifice: If you ritualistically kill a sentient creature, you gain 6d6 Gold.
    • Sacrificial Tithe: For every 1 Gold of value sacrificed, you may fully Heal yourself or a nearby target.
  • Vessel: You may occasionally become a Vessel for your patron. As an Action, you may begin to channel your patron. For the next minute, you take -5 Damage (you take at least 1 Damage), you deal +5 Damage, and you provide +5 Healing. Additionally, you cannot die during this time. You can still be reduced to 0 HP, but you will remain alive and continue to fight. If you are still at 0 HP when the minute ends, you will then die as normal. Once you have used this ability, you must finish 5 Long Rests before you may use it again.

Sunday, July 17, 2022

[CLASS] Dungeon! - The Bard

The Bard

HP: +1d6 each Level, minimum of +3

AC: +1 each 2nd Level

AB: +1 each 2nd Level

Save: -1 each Level

Skills: +2 Skill Pips each Level


At 1st Level, you are able to inspire those around you through sheer willpower, usually by performing. As an Action, you may begin such a performance. For up to 10 minutes, you and allies that can see or hear you gain a +1 bonus on Attack rolls, Damage rolls, and Saves. Once you have used this Ability, you must finish a Long Rest before you may use it again. Finally, you may use 1 Spell Point to use this Ability again even if you haven't finished a Long Rest yet.


At 2nd Level, your willpower has granted you the ability to Cast Spells. You learn a number of Spells equal to your Bard Level and you gain 2 Spell Points (SP). Using 1 Spell Point, you may cast any Spell you know. You regain used Spell Points after a Long Rest.


At 3rd Level, you begin to specialize your performance. You may choose one of the options below.

  • Composer: The bonuses provided by your 1st Level Ability increase from +1 to +2.
  • Dancer: While you are performing per your 1st Level Ability, you have +5 AC.
  • Jester: When you attempt Skill Checks to Demoralize or Taunt targets, you have Advantage.
  • Magician: You learn 3 additional Spells.
  • Soloist: You gain +2 AC and you deal +2 Damage with Weapons.

At 4th Level, you may gain one of the options below.

  • You gain 1 additional Spell Point and +1 AB.
  • You gain 1 additional Spell Point and +2 Skill Pips.
  • You gain 2 additional Spell Points.

At 5th Level, your performance enhances your combat. You gain the option below that matches the path you took at 3rd Level.
  • Composer: On your Turn, you may direct an ally who can see or hear you, allowing them to attempt a single Weapon Attack. You may only use this Ability once per Round.
  • Dancer: When an Attack roll misses you, you may attempt a single Weapon Attack. You may only use this Ability once per Round.
  • Jester: When you successfully Demoralize or Taunt a target, you may use 1 Spell Point to Heal yourself or an ally that can see or hear you for 2d6 HP. Alternatively, you may attempt a single Weapon Attack instead.
  • Magician: Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
  • Soloist: Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.

At 6th Level, you may gain one of the options below.

  • You gain 1 additional Spell Point and +1 AB.
  • You gain 1 additional Spell Point and +2 Skill Pips.
  • You gain 2 additional Spell Points.


At 7th Level, your performance aides you further. You gain the option below that matches the path you took at 3rd Level.
  • Composer: You regain the use of your 1st Level Ability whenever you finish a Short or Long Rest, instead of only regaining its use when you finish a Long Rest.
  • Dancer: While you are performing per your 1st Level Ability, you have Advantage on Saves.
  • Jester: Whenever you finish a Long Rest, choose 3 Skills. You have Advantage on those Skills until you finish another Long Rest.
  • Magician: Whenever you finish a Short or Long Rest, you may swap out one Spell you know with a different one.
  • Soloist: You gain an additional +2 AC and you deal an additional +2 Damage with Weapons.


At 8th Level, you may gain one of the options below.

  • You gain 1 additional Spell Point and +1 AB.
  • You gain 1 additional Spell Point and +2 Skill Pips.
  • You gain 2 additional Spell Points.


At 9th Level, you master your style of performance. You gain the option below that matches the path you took at 3rd Level.
  • Composer: You may now use your 5th Level Composer Ability twice per Round.
  • Dancer: You may now use your 5th Level Dancer Ability twice per Round.
  • Jester: Whenever you use a Spell Point, you may grant an ally within Short Range a 1d12 bonus die. They may use this bonus die once during the next 10 minutes, adding it onto an Attack Roll, Damage Roll, Save, or Skill Check. Each of your allies may only have one of these bonus dice at a time.
  • Magician: You deal +5 Damage with Spells.
  • Soloist: Twice per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.


At 10th Level, you have become a renown performer. The old Court Jester of local Royalty or the leader of a local Performer's Guild seek you out, each making you an offer. You may either take up the mantle of the old Court Jester, or you may join the Performer's Guild. Details for both options are below.
  • Court Jester: The old Court Jester puts in a good word with local royalty and arranges for you to take their place as soon as possible. Once you have taken their place, you will receive 3d6 Gold per day as a stipend and you will be gifted a home to live in at the nearest royal castle, stronghold, city, etc. The royalty you perform for takes quite a shine to you, treating you like one of the family. Finally, you and your allies may successfully rest within your home in half the normal time due to its accommodations.
  • Performer's Guild: You join the local Performer's Guild, and you are welcomed with open arms. While you do not own the Guild, you have immense sway over its decisions due to your renown. For each Day of Downtime you spend at the Guild, you generate 6d6 Gold of profit for yourself. Finally, you and your allies may successfully rest within the Guild in half the normal time due to its accommodations.

Thursday, July 7, 2022

[CLASS] Dungeon! - The Druid

The Druid

HP: +1d8 each Level, minimum of +4

AC: +1 each 2nd Level

AB: +1 each 2nd Level

Save: -1 each Level

Skills: +1 Skill Pip each Level


At 1st Level, your connection with nature allows you to shapeshift. As an Action, you may activate this Ability to alter your physiology to mimic that of an animal, elemental, plant, or any other creature from nature that is similar to you in size or smaller. You gain similar capabilities to the mimicked creature, such as gaining flight when mimicking a Hawk. However, your Stats do not change to match those of the creature. You do not gain additional HP, you do not gain the mimicked creature's Attacks, etc. However, you are still able to attempt your usual Attacks, Cast your usual Spells, etc. Also, you gain a +1 bonus on all Attack and Damage rolls while transformed in this way. Finally, any Items you wear, carry, or wield morph into your body when you transform. You still gain the benefits of these Items, however, such as still being able to utilize the magical bonuses and Damage die of a Magical Club despite you being in a Wolf-like form and using your jaws to Attack. This transformation will last for up to 10 minutes, or until you end it early. Once you have used this Ability, you must finish a Long Rest before you may use it again. Finally, you may use 1 Spell Point to use this Ability again even if you haven't finished a Long Rest yet.


At 2nd Level, your connection with nature has granted you the ability to Cast Spells. You learn a number of Spells equal to your Druid Level and you gain 2 Spell Points (SP). Using 1 Spell Point, you may cast any Spell you know. You regain used Spell Points after a Long Rest. Finally, you gain an additional +1 bonus on all Attack and Damage rolls while transformed per your 1st Level Ability.


At 3rd Level, you begin to follow an ancient druidic path. You may choose one of the options below.

  • Beastheart: You form a kindred connection with animals. Animals will not harm you unless you harm them, and you gain the ability to communicate with animals; You may speak with and understand them as if you shared a common language.
  • Earthguard: You learn to wear Heavy Armor despite your d8 HP die. You also gain +1 additional AC while wielding a Shield.
  • Greensoul: When you provide Healing to a target through a Spell, you provide +5 Healing.
  • Wildspirit: You may use your 1st Level Ability at the start of your Turn instead of as an Action. While transformed per this Ability, you take -1 Damage. You take at least 1 Damage.

At 4th Level, you may gain one of the options below. Also, you gain an additional +1 bonus on all Attack and Damage rolls while transformed per your 1st Level Ability.

  • You gain 1 additional Spell Point and +1 AC.
  • You gain 2 additional Spell Points.


At 5th Level, the magic of your ancient path aides you. You gain the option below that matches the path you took at 3rd Level.

  • Beastheart: You gain the service of a Companion. Your Companion takes on any appearance you choose, but its Stats remain the same regardless of appearance. Its Stats can be seen at the end of this post, and its Stats improve with your Druid Level. In Combat, your Companion will always take its Turn during your Turn, as you must give it commands.
  • Earthguard: Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
  • Greensoul: When you Heal a target, they may immediately attempt a single Weapon Attack.
  • Wildspirit: Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.


At 6th Level, you may gain one of the options below. Also, you gain an additional +1 bonus on all Attack and Damage rolls while transformed per your 1st Level Ability.

  • You gain 1 additional Spell Point and +1 AC.
  • You gain 2 additional Spell Points.


At 7th Level, your ancient path teaches new knowledge. You gain the option below that matches the path you took at 3rd Level.

  • Beastheart: Your Companion gains Advantage on 3 Skills of your choice.
  • Earthguard: While transformed per your 1st Level Ability, you have Advantage on Saves.
  • Greensoul: When you Heal a target, you also Heal yourself for 2d4 HP.
  • Wildspirit: While transformed per your 1st Level Ability, you take -2 Damage instead of only -1 Damage. You take at least 1 Damage.


At 8th Level, you may gain one of the options below. Also, you gain an additional +1 bonus on all Attack and Damage rolls while transformed per your 1st Level Ability.

  • You gain 1 additional Spell Point and +1 AC.
  • You gain 2 additional Spell Points.


At 9th Level, your ancient path comes to an end. You gain the option below that matches the path you took at 3rd Level.

  • Beastheart: Once per Round and on your Turn, either you or your Companion may attempt a single Weapon/Unarmed Attack as a Free Action.
  • Earthguard: Twice per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
  • Greensoul: When you Heal a target, they may immediately attempt two Weapon Attacks.
  • Wildspirit: Twice per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.


At 10th Level, nature itself begins to recognize your druidic knowledge. A group of 1d10 + 20 Nature Spirits seek you out and offer to aide you by creating a Grove or a place of Primal Power. Details for both options are below.

  • Grove: The Nature Spirits will find a valid nearby location to protect as a druidic Grove. The Grove will be a 5-mile radius (or single hex) of wilderness that you and the Nature Spirits will seek to protect. The Grove takes no time to build, but it does not generate income. Instead, it generates 1d4 random Consumable Items per day. Additionally, there is almost always something to do in the Grove, such as a monster to slay, poachers to chase off, or treasure to hunt for.
  • Primal Power: The Nature Spirits find a valid nearby location to empower as a place of Primal Power. This place of Primal Power will be a small area about 100 feet in diameter, such as a ring of standing stones, a massive oak tree, etc. This place takes no time to build, but it does not generate income. Instead, it allows you to swap out any and all known Spells on a Long Rest, and you will regain 1 Spell Point per hour while within the place of Primal Power. Finally, you and your allies may successfully rest within this place in half the normal time due to its accommodations.


Companion
HP: 25 --- (+5 HP for every Druid Level above 5th)
AC: 15 --- (+1 AC for every Druid Level above 5th)
AB: +5 --- (+1 AB for every Druid Level above 5th)
Damage: 1d6 + 5, only attacks once --- (+1 Damage for every Druid Level above 5th)
Special: Servitude (Your Companion can be reduced to 0 HP, but it never truly dies. Once reduced to 0 HP, it crumbles to ash. Over the course of a Short or Long Rest, you may resummon your Companion at 1 HP using 1 Spell Point.)
Save: 13 --- (-1 Save at Druid Levels 6th, 8th, and 10th)
Skills: Agility (2-in-6), Strength (2-in-6) --- (+1 Skill Pip at Druid Levels 6th, 8th, and 10th)

Wednesday, June 29, 2022

[CLASS] Dungeon! - The Ranger

Dwarf: *doesn't want pig*
Party: *gets pig anyway*
Dwarf and the pig:

The Ranger

HP: +1d8 each Level, minimum of +4

AC: +1 each 2nd Level

AB: +1 each Level

Save: -1 each Level

Skills: +2 Skill Pips each Level


At 1st Level, you have trained to track and hunt certain creatures. At the beginning of your Turn, you may choose to Mark a target within Long Range. The target will remain Marked for a number of hours equal to your Ranger Level or until you use this Ability on a new target. For the duration, you have Advantage on any Skill Checks you make in order to track or hunt the target (such as a Survival Skill Check to notice tracks or a Stealth Skill Check to sneak up on the target) and you deal +1 Damage to the target. Once you have used this Ability, you must finish a Short Rest before you may use it again. Finally, you may use 1 Spell Point to use this Ability again even if you haven't finished a Short Rest yet.


At 2nd Level, your experience with nature has granted you the ability to Cast Spells. You learn 2 Spells and you gain 2 Spell Points (SP). Using 1 Spell Point, you may cast any Spell you know. You regain used Spell Points after a Long Rest. Finally, you deal an extra +1 Damage to Marked targets.


At 3rd Level, you begin to track and hunt your prey in a specialized way. You may choose one of the options below.

  • Archer: When you use your 1st Level Ability to Mark a target, you may Mark 2 targets instead of only 1.
  • Beast Master: You form a kindred connection with animals. Animals will not harm you unless you harm them, and you gain the ability to communicate with animals; You may speak with and understand them as if you shared a common language.
  • Forager: You may automatically gather 1d4 Rations worth of fresh food once per Long Rest, assuming the surrounding terrain can reasonably provide it. Additionally, you have developed a knack for herbalism. You and your allies gain 1 additional Healing after Short Rests and 1d4 additional Healing after Long Rests. Healed targets also recover from Exhaustion.
  • Hunter: You deal an additional 1d4 Damage to Marked targets.
  • Wildman: Your Unarmed Attacks now deal 1d8 Damage instead of only 1d4 Damage. Also, you gain +2 AC.


At 4th Level, you learn 1 additional Spell and gain 1 additional Spell Point. Finally, you deal an extra +1 Damage to Marked targets.


At 5th Level, your specialized path teaches you a new combat tactic. You gain the option below that matches the path you took at 3rd Level.

  • Archer: As an Action, you may use a Ranged or Thrown Weapon to launch a volley of Attacks, ignoring the Load attribute. Choose a target within Medium Range. That target and all other targets within Close Range of them take 3d4 Damage. You must use 1 piece of Ammo or 1 Thrown Weapon for each target.
  • Beast Master: You gain the service of a Companion. Your Companion takes on any appearance you choose, but its Stats remain the same regardless of appearance. Its Stats can be seen at the end of this post, and its Stats improve with your Ranger Level. In Combat, your Companion will always take its Turn during your Turn, as you must give it commands. Finally, your Companion benefits from your Damage bonus against Marked targets.
  • Forager: Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
  • Hunter: When you Attack, you may deal an additional 2d10 Damage on a hit. You may only use this Ability once per Round.
  • Wildman: Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.


At 6th Level, you learn 1 additional Spell and gain 1 additional Spell Point. Finally, you deal an extra +1 Damage to Marked targets.


At 7th Level, you learn additional tactics from your path. You gain the option below that matches the path you took at 3rd Level.

  • Archer: When you use your 1st Level Ability to Mark a target, you may Mark 3 targets instead of only 2.
  • Beast Master: Your Companion gains Advantage on 3 Skills of your choice.
  • Forager: The additional Healing you and your allies gain from Short Rests increases to 1d4. The additional Healing gained from Long Rests increases to a value equal to your Ranger Level.
  • Hunter: While you have a Marked target, you have Advantage on Saves.
  • Wildman: Your Unarmed Attacks now deal 1d10 Damage instead of only 1d8 Damage. Additionally, your primal senses prevent you from being Flanked.


At 8th Level, you learn 1 additional Spell and gain 1 additional Spell Point. Finally, you deal an extra +1 Damage to Marked targets.


At 9th Level, your specialized path has concluded. You gain the option below that matches the path you took at 3rd Level.

  • Archer: Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
  • Beast Master: Once per Round and on your Turn, either you or your Companion may attempt a single Weapon/Unarmed Attack as a Free Action.
  • Forager: Once per Round, you may reroll an Attack Roll, Damage Roll, or Save you attempt.
  • Hunter: Once per Round, you may reroll an Attack Roll, Damage Roll, or Save you attempt.
  • Wildman: Twice per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.


At 10th Level, your skills as a Ranger are spoken of at many a tavern. A group of 1d6 + 10 1st Level Rangers reach out to you and offer to aide you; you may either create a Hunter's Guild or establish a Sanctuary. Details for both options are below.

  • Hunter's Guild: The group of Rangers will build your Hunter's Guild in a valid location over the course of 50 days. Once completed, you will control the Guild and its goals. Once up and running, your Hunter's Guild will generate 3d6 Gold per day. Finally, you and your allies may successfully rest within your Guild in half the normal time due to its accommodations.
  • Sanctuary: The group of Rangers will find a valid nearby location to protect as a Sanctuary. The Sanctuary will be a 5-mile radius (or single hex) of wilderness that you and the other Rangers seek to protect. The Sanctuary takes no time to build, but it does not generate income. Instead, it generates 1d4 random Consumable Items per day. Additionally, there is almost always something to do in the Sanctuary, such as a monster to slay, poachers to chase off, or treasure to hunt for.


Companion
HP: 25 --- (+5 HP for every Ranger Level above 5th)
AC: 15 --- (+1 AC for every Ranger Level above 5th)
AB: +5 --- (+1 AB for every Ranger Level above 5th)
Damage: 1d6 + 5, only attacks once --- (+1 Damage for every Ranger Level above 5th)
Special: Servitude (Your Companion can be reduced to 0 HP, but it never truly dies. Once reduced to 0 HP, it crumbles to ash. Over the course of a Short or Long Rest, you may resummon your Companion at 1 HP using 1 Spell Point.)
Save: 13 --- (-1 Save at Ranger Levels 6th, 8th, and 10th)
Skills: Agility (2-in-6), Strength (2-in-6) --- (+1 Skill Pip at Ranger Levels 6th, 8th, and 10th)

[CLASS] Dungeon! - The Paladin

The Paladin

HP: +1d10 each Level, minimum of +5

AC: +1 each Level

AB: +1 each Level

Save: -1 each 2nd Level

Skills: +1 Skill Pip each Level


At 1st Level, you devote yourself to a sacred oath. Work with your GM to decide what tenets and anathema your oath may have. Generally, a simple oath to remain Good or Lawful will do the trick. Additionally, you may Smite those who stand against your oath. Choose an Elemental Damage type. When you deal Damage to a target, you may use this Ability to deal an additional 1d4 Damage of the chosen type. Once you have used this Ability, you must finish a Short Rest before you may use it again. Finally, you may use 1 Spell Point to use this Ability again even if you haven't finished a Short Rest yet.


At 2nd Level, your devotion has granted you the ability to Cast Spells. You learn 2 Spells and you gain 2 Spell Points (SP). Using 1 Spell Point, you may cast any Spell you know. You regain used Spell Points after a Long Rest. Finally, your 1st Level Smite Ability now deals 1d6 Damage instead of only 1d4 Damage.


At 3rd Level, your devotion grows stronger and modifies your oath. You may choose one of the options below.

  • Crusader: Your 1st Level Smite Ability may now be used once per combat instead of only once per Short Rest. You may still use it multiple times per combat at the cost of Spell Points.
  • Healer: As an Action, you may use 1 or more Spell Points to Heal yourself or an ally within Close Range. The Healing provided is equal to (10 x the Spell Points used).
  • Protector: Once per Round, you may reduce the Damage an ally in Close Range takes by 1d6. They take at least 1 Damage.
  • Warder: Whenever you use a Spell Point, you may also provide yourself or an ally within Short Range with a protective ward. The ward has 5 HP and will take Damage for its target prior to their HP taking Damage. The ward will last until it has been reduced to 0 HP, or until 1 minute has passed. When the ward is reduced to 0 HP, any excess Damage is applied to the intended target as normal.


At 4th Level, you learn 1 additional Spell and gain 1 additional Spell Point. Finally, your 1st Level Smite Ability now deals 1d8 Damage instead of only 1d6 Damage.


At 5th Level, your devotion has bolstered your combat. Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.


At 6th Level, you learn 1 additional Spell and gain 1 additional Spell Point. Finally, your 1st Level Smite Ability now deals 1d10 Damage instead of only 1d8 Damage.


At 7th Level, your oath has become fully realized. You gain the option below that matches the path you took at 3rd Level.

  • Crusader: When you successfully use your 1st Level Smite Ability, you are Healed for 1d4 HP.
  • Healer: When you provide Healing to a target, you may reduce the value of a single Affliction they have by 2.
  • Protector: Once per Round, you may reduce the Damage an ally in Close Range takes by 2d6, instead of 1d6. They take at least 1 Damage.
  • Warder: Targets of your wards have Advantage on Saves while the ward is in effect.


At 8th Level, you learn 1 additional Spell and gain 1 additional Spell Point. Finally, your 1st Level Smite Ability now deals 1d12 Damage instead of only 1d10 Damage.


At 9th Level, your oath magnifies your combat. Twice per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.


At 10th Level, your devotion is praised by aspiring Paladins and experienced Paladins alike. A local noble reaches out to you and offers you a choice; you may either create your own Enforcer's Guild or ascend to Royalty. Details for both options are below.

  • Enforcer's Guild: The noble hires 1d10 + 30 1st Level Paladins to join the ranks of your new Enforcer's Guild. They will build your Enforcer's Guild in a valid location over the course of 50 days. Once completed, you will control the Guild and its goals. Once up and running, your Enforcer's Guild will generate 3d6 Gold per day, likely via fines and bail postings. Finally, you and your allies may successfully rest within your Guild in half the normal time due to its accommodations.
  • Royalty: The noble puts in a good word with local royalty and arranges you into a royal marriage. The marriage will occur within 50 days. Once married, you will receive 5d6 Gold per day from your new royal in-laws and you will be gifted a home to live in with your new spouse at the nearest royal castle, stronghold, city, etc. Finally, you and your allies may successfully rest within your home in half the normal time due to its accommodations.


Sunday, June 26, 2022

[CLASS] Dungeon! - The Monk

The Monk

HP: +1d8 each Level, minimum of +4

AC: +1 each Level

AB: +1 each Level

Save: -1 each Level

Skills: +1 Skill Pip each Level


At 1st Level, you have started down a path of martial arts mastery. If you are not wearing Armor or wielding a Shield, you gain +2 AC and your Unarmed Attacks deal 1d6 Damage instead of only 1d4 Damage. Finally, you may replace the Damage die of any Weapon you use with your Unarmed Attack's Damage die.


At 2nd Level, your training has allowed you to become more practiced with a certain Weapon, making it your Monk Weapon. Choose 1 type of Weapon, such as a Longbow, Staff, or even your Unarmed Attacks. You deal +1 Damage with your Monk Weapon.


At 3rd Level, your path has come to a crossroads. Choose one of the Monk Ways below.

  • Way of the Body: If you are not wearing Armor or wielding a Shield, you gain an additional +1 AC.
  • Way of the Mind: Your path has led you to meditation. During Short and Long Rests, you may meditate to gain additional benefits. Meditating will double the Healing you receive from a Short or Long Rest, and it will grant you 1 Fate Point. You may only have 1 Fate Point at a time. After a d20 roll, you may use 1 Fate Point to reroll it. You must use the new roll.
  • Way of the Spirit: Your spirit becomes intertwined with the Ki of the world around you. You gain the ability to Cast Spells. You learn 2 Spells and you gain 2 Spell Points (SP). Using 1 Spell Point, you may cast any Spell you know. You regain used Spell Points after a Long Rest.


At 4th Level, you become more experienced with your Monk Weapon. You deal an additional +1 Damage with your Monk Weapon. Finally, your Unarmed Attacks now deal 1d8 Damage instead of only 1d6 Damage, if you are not wearing Armor or wielding a Shield.


At 5th Level, you advance your martial arts. Once per Round and on your Turn, you may attempt a single Unarmed Attack as a Free Action. Finally, your path augments your martial arts skill. You gain the option below that matches the Way you chose at 3rd Level.

  • Way of the Body: If you are not wearing Armor or wielding a Shield, you gain an additional +1 AC.
  • Way of the Mind: When you land a Critical Hit, you regain 1 Fate Point, if you do not already have one.
  • Way of the Spirit: You may replace your Unarmed Attacks with blasts of Ki. These blasts have the Weapon attribute Ranged, and they deal Radiant Damage or Necrotic Damage (your choice when you gain this Ability) instead of physical Damage. They count as Unarmed Attacks for you, meaning they can benefit from your Unarmed Attack's increased Damage die and they can be used in place of your "Once per Round" free Unarmed Attack.


At 6th Level, you become more diverse with your Monk Weapons. You may choose a 2nd Monk Weapon. Also, you deal an additional +1 Damage with your Monk Weapons.


At 7th Level, your path concludes. You gain the option below that matches the Way you chose at 3rd Level.

  • Way of the Body: If you are not wearing Armor or wielding a Shield, you gain an additional +1 AC.
  • Way of the Mind: When you use a Fate Point to reroll, the reroll has Advantage.
  • Way of the Spirit: You gain 2 additional Spell Points and learn 2 additional Spells.


At 8th Level, you have mastered your Monk Weapons. While you are conscious, you cannot be disarmed of your Monk Weapons. Also, you deal an additional +1 Damage with your Monk Weapons. Finally, your Unarmed Attacks now deal 1d10 Damage instead of only 1d8 Damage, if you are not wearing Armor or wielding a Shield.


At 9th Level, you have mastered your martial art of choice. Twice per Round and on your Turn, you may attempt a single Unarmed Attack as a Free Action. Finally, you deal an additional +1 Damage with your Monk Weapons.


At 10th Level, you have become a mysterious figure in martial arts history. Many young Monks begin to seek you out in the hope that you will train them. This leads you to a choice; you may either create a Monastery or a Secret Technique. Details for both options are below.

  • Monastery: 1d10 + 20 1st Level Monks offer to help you create a Monastery where you could teach martial arts. They will build your Monastery in a valid location over the course of 50 days. Once completed, you will lead the Monastery and these Monks will do their best to learn from you. Once up and running, your Monastery will not generate income, but local settlements may seek protection from you. For each settlement you protect, the Monastery will receive 1d6 Gold per day in donations. Finally, you and your allies may successfully rest within your Monastery in half the normal time due to its accommodations.
  • Secret Technique: Work with your GM to create a complex or dangerous technique that you have mastered. A simple guideline for this technique is that it should be a standard Attack that allows you to either automatically benefit from a Maneuver (such as Flanking or a Grapple) or allows you to Cast a Spell, all as part of a single Attack. A couple of examples can be seen below. Once you have attempted your Secret Technique, you must finish a Long Rest before you may attempt it again.
    • Quaking-Earth Palm: On a hit, the target also suffers the effects of a Trip, falling Prone automatically.
    • Lightning Blows: On a hit, the user Casts the Spell Haste on themselves.

[CLASS] Dungeon! - The Alchemist

The Alchemist

HP: +1d6 each Level, minimum of +3

AC: +1 each 2nd Level

AB: +1 each 2nd Level

Save: -1 each Level

Skills: +2 Skill Pips each Level


At 1st Level, you have learned how to swiftly concoct alchemical Items from everyday ingredients, even in the midst of combat. Using a Move, you may create either a Firebomb, Healing Potion, Holy Water, or a Vial of Poison, as seen in the Standard Items list. Items created through this Ability are only potent for a short time, becoming useless 1 minute after they are created. Once you have used this Ability, you must finish a Long Rest before you may use it again. Finally, you may use 1 Spell Point to use this Ability again, even if you have yet to finish a Long Rest.


At 2nd Level, your experiments have allowed you to mimic magical effects. You gain the ability to Cast Spells. You learn a number of Spells equal to your Alchemist Level and you gain 2 Spell Points (SP). Using 1 Spell Point, you may Cast any Spell you know. You regain used Spell Points after a Long Rest.


At 3rd Level, your alchemical research has led you down a new path. Choose one of the options below.

  • Chemist: When you deal Damage to a target through an alchemical Item or a Spell, you deal +5 Damage.
  • Doctor: When you provide Healing to a target through an alchemical Item or a Spell, you provide +5 Healing.
  • Mad Scientist: When you Cast a Spell, you may choose to take 1d6 Damage to temporarily increase the value of "X" in that Spell by 1d4.


At 4th Level, you may gain one of the options below.
  • You gain 1 additional Spell Point and +1 AB.
  • You gain 2 additional Spell Points.

At 5th Level, you augment your combat using your research. You gain the option below that matches the path you took at 3rd Level.

  • Chemist: Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
  • Doctor: When you Heal a target, they may immediately attempt a single Weapon Attack.
  • Mad Scientist: Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.


At 6th Level, you may gain one of the options below.

  • You gain 1 additional Spell Point and +1 AB.
  • You gain 2 additional Spell Points.


At 7th Level, your research has led to a breakthrough discovery. You gain the option below that matches the path you took at 3rd Level.
  • Chemist: You may use this Ability to instantly create a Greater Firebomb, as seen in the Magic Item list. Items created through this Ability are only potent for a short time, becoming useless 1 minute after they are created. Once you have used this Ability, you must finish a Long Rest before you may use it again.
  • Doctor: You may use this Ability to instantly create a Greater Healing Potion, as seen in the Magic Item list. Items created through this Ability are only potent for a short time, becoming useless 1 minute after they are created. Once you have used this Ability, you must finish a Long Rest before you may use it again.
  • Mad Scientist: You may use this Ability to instantly create a potion that emulates any Spell you know. If quaffed, the user can instantly Cast the chosen Spell as part of the same Action. Items created through this Ability are only potent for a short time, becoming useless 1 minute after they are created. Once you have used this Ability, you must finish a Long Rest before you may use it again.


At 8th Level, you may gain one of the options below.

  • You gain 1 additional Spell Point and +1 AB.
  • You gain 2 additional Spell Points.


At 9th Level, your combat and your research have combined into perfect alchemical warfare. You gain the option below that matches the path you took at 3rd Level.
  • Chemist: Twice per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
  • Doctor: When you Heal a target, they may immediately attempt two Weapon Attacks.
  • Mad Scientist: Twice per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.


At 10th Level, your research has made you infamous. An investor approaches you with an offer; they can provide the funding for you to create your own Laboratory, or to create and stock your own Warehouse for alchemical ingredients. The details for each option are below.
  • Laboratory: 1d10 + 10 1st Level Alchemists are hired to help you create and run your Laboratory. They will build your Laboratory in a valid location over the course of 100 days. Once completed, you will lead the Laboratory and these Alchemists will do their best to assist you. Once up and running, your Laboratory generates 2d6 Gold per day, and it allows you to create 1 Alchemical Item or swap out one known Spell per day of Downtime. Finally, you and your allies may successfully rest within your Laboratory in half the normal time due to its accommodations.
  • Warehouse: Your investor purchases an empty warehouse in a nearby location. Over the course of 10 days, it becomes furnished with plenty of storage space and even some living accommodations. Your Warehouse always remains stocked with common alchemical ingredients, allowing you to create 1d4 Alchemical Items per day of Downtime. Finally, you and your allies may successfully rest within your Warehouse in half the normal time due to its accommodations.

Sunday, June 19, 2022

[CLASS] Dungeon! - The Rogue

The Rogue

HP: +1d6 each Level, minimum of +3

AC: +1 each 2nd Level

AB: +1 each Level

Save: -1 each Level

Skills: +3 Skill Pip each Level


At 1st Level, you may occasionally backstab your foes, dealing massive Damage. When you deal Damage to a target, you may choose to deal additional Damage equal to (3 x your Rogue Level). You may only use this Ability once per combat.


At 2nd Level, your Skills begin to become more consistent. Before attempting a Skill Check, you may choose to forgo rolling and instead opt to automatically succeed. Once you have used this Ability, you must finish a Long Rest before you may use it again.


At 3rd Level, you have found your preferred way of gaining the upper hand in combat. Choose one of the benefits below.

  • Assassin: You may use your 1st Level Rogue Ability twice per Combat, but it only deals additional Damage equal to (1d4 + twice your Rogue Level).
  • Cat-Burglar: You are an adept climber, being able to free-climb most surfaces your GM deems reasonable. If you have used a Move to climb or you are at an elevation at least 5 feet higher than your target's, you may drop down onto your target and Melee Attack them as an Action. This grants you Advantage on both the first Attack Roll and the first Damage Roll.
  • Master Thrower: Whenever you Throw a Weapon, it returns back to your hand on a hit or miss. Also, you deal an additional 1d4 Damage with Weapons you Throw.
  • Ruffian: You gain +2 AC and you deal +2 Damage with Weapons.
  • Scout: When combat begins, you may choose which Range you are at compared to your opponents and allies. Additionally, you always go first in combat, even if the enemy tries to surprise you.
  • Trickster: You gain the ability to Cast Spells. You learn 2 Spells and you gain 2 Spell Points (SP). Using 1 Spell Point, you may cast any Spell you know. You regain used Spell Points after a Long Rest.


At 4th Level, your Skills become more reliable. You may now use your 2nd Level Ability twice between Long Rests.


At 5th Level, your combat reflexes have heightened. Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.


At 6th Level, your Skills start to become uncanny. You may now use your 2nd Level Ability three times between Long Rests.


At 7th Level, you have gained further experience in your preferred style of combat. The option you chose at 3rd Level is augmented as shown below.

  • Assassin: If you land the killing blow on a target by using your 1st Level Rogue Ability, you regain that use of the Ability, potentially allowing you to use it more than twice per combat.
  • Cat-Burglar: When you perform a "drop down" Attack as described in your 3rd Level Ability, the target gains the Affliction Afraid 2, hit or miss.
  • Master Thrower: Weapons you Throw only have Disadvantage at Long Range, being Thrown without Disadvantage at Medium Range. Also, you can throw any other object you can pick up at Short Range, or Medium Range at Disadvantage.
  • Ruffian: You gain an additional +2 AC and you deal an additional +2 Damage with Weapons.
  • Scout: When you deal Damage to a target who is at Short Range or further, you deal an additional 1d4 Damage.
  • Trickster: You gain 2 additional Spell Points and learn 2 additional Spells.


At 8th Level, your Skills have become unmatched. You may now use your 2nd Level Ability five times between Long Rests. 


At 9th Level, your combat reflexes are almost supernatural. Once per Round, you may reroll an Attack Roll, Damage Roll, or Save you attempt.


At 10th Level, your roguish exploits have caused your name to become well-known and respected. A mysterious benefactor reaches out to you and offers you a choice; you may either pose as Nobility or create your own Thieves' Guild. Details for both options are below.

  • Nobility: Your benefactor gifts you 1d10 + 10 house servants and a nearby mansion. Your house servants have no combat capabilities, but they serve you loyally and seek to aid you and your shared benefactor in any way they can. Through mysterious (and likely nefarious) business practices, your benefactor is able to pay you 4d6 Gold per day to pose as nobility. Your benefactor will occasionally ask you to host parties for other nobility with the goal of using you to sway political opinions, blackmail nobles, etc. Finally, you and your allies may successfully rest within your mansion in half the normal time due to its accommodations.
  • Thieves' Guild: Your benefactor hires 1d20 + 30 1st Level Rogues to join the ranks of your new Thieves' Guild. They will build your Thieves' Guild in a valid location over the course of 50 days. Once completed, you will control the Guild and its goals. Once up and running, your Thieves' Guild will generate 4d6 Gold per day, likely via crime. Finally, you and your allies may successfully rest within your Guild in half the normal time due to its accommodations.

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