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| - | =====Yuna the Shadow Rune Warrior===== | ||
| - | [[character: | ||
| - | =====Shadow Monk Introduction===== | ||
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| - | ====Level 7 Shadow Monk==== | ||
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| - | **Evasion** \\ | ||
| - | At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon' | ||
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| - | **Stillness of Mind** \\ | ||
| - | Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. | ||
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| - | ====Level 8 Shadow Monk==== | ||
| - | **Feat: Tavern Brawler** \\ | ||
| - | Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits: | ||
| - | *Increase your Strength score by 1, to a maximum of 20. | ||
| - | *You are proficient with improvised weapons and unarmed strikes. | ||
| - | *Your unarmed strike uses a d4 for damage. | ||
| - | *When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. | ||
| - | ====Level 9 Shadow Monk==== | ||
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| - | ====Level 10 Shadow Monk==== | ||
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| - | ====Level 11 Shadow Monk==== | ||
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| - | **Cloak of Shadows** \\ | ||
| - | By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light. | ||
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| - | =====Rune Knight Introduction===== | ||
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| - | As a fighter, you gain the following class features. | ||
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| - | Hit Points \\ | ||
| - | Hit Dice: 1d10 per fighter level \\ | ||
| - | Hit Points at 1st Level: 10 + your Constitution modifier \\ | ||
| - | Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st | ||
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| - | Proficiencies \\ | ||
| - | Armor: All armor, shields \\ | ||
| - | Weapons: Simple weapons, martial weapons \\ | ||
| - | Tools: None \\ | ||
| - | Saving Throws: Strength, Constitution \\ | ||
| - | Skills: Choose two skills from Acrobatics, Athletics, | ||
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| - | Equipment \\ | ||
| - | • (a) chain mail or (b) leather, longbow, and 20 arrows \\ | ||
| - | • (a) a martial weapon and a shield or (b) two martial weapons \\ | ||
| - | • (a) a light crossbow and 20 bolts or (b) two handaxes \\ | ||
| - | • (a) a dungeoneer' | ||
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| - | ==== Rune Knight Level 1 ==== | ||
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| - | Fighting Style | ||
| - | You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. | ||
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| - | Second Wind | ||
| - | You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. | ||
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| - | Once you use this feature, you must finish a short or long rest before you can use it again. | ||
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| - | ==== Rune Knight Level 2 ==== | ||
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| - | Action Surge | ||
| - | Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. | ||
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| - | Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. | ||
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| - | ==== Rune Knight Level 3 ==== | ||
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| - | **Bonus Proficiencies** \\ | ||
| - | When you choose this archetype at 3rd level, you gain proficiency with smith’s tools, and you learn to speak, read, and write Giant. | ||
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| - | **Rune Magic** \\ | ||
| - | Starting at 3rd level, you learn how to use runes to enhance your gear. When you gain this feature, you learn how to inscribe two runes of your choice on weapons, armor, or shields (see “Rune Options”). | ||
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| - | Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, or a shield. \\ | ||
| - | Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes. | ||
| - | Each time you gain a level in this class, you can replace one rune you know with a different one. | ||
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| - | **Rune Options** \\ | ||
| - | Here are rune options for the Rune Magic feature. They are all magical effects. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Intelligence modifier. | ||
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| - | Ild (Fire Rune). \\ This rune’s magic channels the masterful craftsmanship of fire giant smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. \\ | ||
| - | In addition, when you hit a creature with a weapon attack, you can invoke the rune to summon fiery shackles: the target must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke the rune, you can’t do so again until you finish a short or long rest. | ||
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| - | Ise (Frost Rune). \\ This rune’s magic evokes a frost giant’s stoic calm. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks. \\ | ||
| - | In addition, you can invoke the rune as a bonus action to increase your Strength score by 2 for 10 minutes. This increase can cause your score to exceed 20, but not 30. Once you invoke the rune, you can’t do so again until you finish a short or long rest. | ||
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| - | Skye (Cloud Rune). \\ This rune’s magic emulates the deceptiveness of a cloud giant. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks. \\ | ||
| - | In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and cause that attack to target a different creature within 30 feet of you (other than the attacker), using the same roll. This magic can transfer the attack regardless of the attack’s range. Once you invoke the rune, you can’t do so again until you finish a short or long rest. | ||
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| - | **Giant Might** \\ | ||
| - | At 3rd level, you can imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute: | ||
| - | *If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change. | ||
| - | *You have advantage on Strength checks and Strength saving throws. | ||
| - | *Your weapon attacks deal an extra 1d6 damage. | ||
| - | *You can use this feature twice, and you regain all expended uses of it when you finish a long rest. | ||
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| - | ==== Rune Knight Level 4 ==== | ||
| - | **Feat: Athlete** \\ | ||
| - | You have undergone extensive physical training to gain the following benefits: | ||
| - | *Increase your Dexterity score by 1, to a maximum of 20. | ||
| - | *When you are prone, standing up uses only 5 feet of your movement. | ||
| - | *Climbing doesn’t halve your speed. | ||
| - | *You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet. | ||
| - | ==== Rune Knight Level 5 ==== | ||
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| - | Extra Attack | ||
| - | Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. | ||
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| - | The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. | ||
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| - | ==== Rune Knight Level 6 ==== | ||
| - | **Feat: Mobile** \\ | ||
| - | You are exceptionally speedy and agile. You gain the following benefits: | ||
| - | *Your speed increases by 10 feet. | ||
| - | *When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn. | ||
| - | *When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest o f the turn, whether you hit or not. | ||
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| - | ==== Rune Knight Level 7 ==== | ||
| - | Defensive Runes | ||
| - | At 7th level, you learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the creature’s AC against that attack. The bonus equals 1 + your Intelligence modifier (minimum of +2). | ||
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| - | In addition, you learn one new rune of your choice from the Rune Magic feature (for a total of three). | ||
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| - | ==== Rune Knight Level 8 ==== | ||
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| - | ==== Rune Knight Level 9 ==== | ||
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| - | Indomitable | ||
| - | Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. | ||
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| - | You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level. | ||
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| - | Defensive Runes | ||
| - | By 9th level the magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll. Moreover, the extra damage you deal with your Giant Might feature increases to 1d8. In addition, you learn one new rune of your choice from your Rune Magic feature (for a total of four). | ||