Darkstar_Child
2018-11-05, 01:19 PM
Hey all! I am new here, but I am working on a campaign setting based on a Library Plane. Here is an idea for a fighter subclass that would live there. Tell me what you think!
Librarian Delver (Fighter Variant)
Hit Points
Hit Dice: 1d10 per Guide Level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Guide level after 1st
Starting Proficiencies
You are proficient with the following items, in addition to any proficiencies provided by your race or background.
Armor: All Armor
Weapons: Simple and Marshal
Tools: None
Skills: Acrobatics and Choose two from Athletics,History, Insight, Investigation, Perception, and Survival
Starting Equipment
You start with the following items, plus anything provided by your background.
• (a) Chain Mail or (b) Leather Armor and a Hand Crossbow with 20 Bolts
• (a) Two Shortswords or (b) a Shortsword and a Whip
• (a) a Diplomat’s Pack or (b) an Explorer's Pack
• A Large Scroll Case, a Library Acquisitions Guild Pin, Grappling Hook, Hammer and 10 Pitons
Librarian Delver Archetype:
The Librarian Delver is a seeker of knowledge, magic items and all around helper. They are also amazing guides for those who first come to the Great Library. As such, the Delver is very much influenced by their environment: colossal bookshelves, long treks with uncertain outcomes and lots of climbing a repelling. Most Delvers, or ‘Dellys’, find themselves constantly moving, never really having a place to call home, and very rich by the end of their journeys.
The Delver is also tasked by other Librarians to find magical items and lost tomes within the Great Library. They often get these jobs from the Library Acquisitions Guild located in the Citadel of Circulation. Whether to deliver a message,fight off a horde of Page Ravens, or just find a lost book, jobs can be taken up here by any guild member. Although membership is not required to be a Delver, the Guild is always looking for new victi… I mean members.
Aerial Combatant
Starting at 3rd Level, you have gained enough skill to be more dangerous while in the air, hanging from a rope, or when simply above another person. The Stacks have trained you well! You gain advantage on climb checks, checks made with rope, and on all attack rolls made on targets that are more than five feet below you.
Researcher at Heart
At 7th level, finding items and getting to them quickly becomes second nature to you. You now have one Adventure Trick slot per a short rest. An Adventure Trick slot can be used to cast a spell from the matching Adventure Trick spell table. Each Trick only costs 1 slot, and it can only be used on yourself or an item. They are all cast at their base levels.
Adventure Trick Level and Spells
7th Level, 1 Slot: Jump, Longstrider and Locate Object
10th Level, 2 Slots: Misty Step, Detect Magic, and Feather Fall
15th Level, 3 Slots: Gaseous Form, and Haste
18th Level, 4 Slots: Leomond’s Secret Chest, and Fly
Stacks-Fighter
Through grit and determination, you have learned how to counter attacks very effectively with only the lightest of touches so as not to disturb the books around you.. At level 10, when an opponent misses on a Melee Attack Roll, you can take your reaction to make a Melee Attack if the target is within 5 feet of you if you are using a Finesse Weapon.
You move like they do!
Nimble, lithe, agile. These are all words that describe the way you fight! When you get to level 15, you have an additional 15 feet of movement, and gain the Acrobat feat.
Herald of the Stacks
Nothing about being out in the Stacks surprises anymore. Book Golems, Page Ravens or even the Curators don’t make you nervous. That being said, at level 18, you gain advantage on attacks on any monster that would be considered to have the subtype of Extraplanar on the Material Plane.
Delver Personality
Librarian Delvers are confidant, smart and outgoing. They have little regard for danger, and see it as more of challenge to be overcome than a threat to humanoid life. Having a love for all things shiny and rare, Delvers are collectors of items, knowledge and new experiences, even to their detriment sometimes. Often serving as guides for those new to the Great Library, they often charge in these oddities. Treasure and tomes are often required for safe passage, although some Delvers have more eclectic tastes, asking for strange things like ‘the color of your eyes’ or ‘all your memories of your first crush’. Although it is not known if they can truly get such things, this definitely adds an air of mystery and danger to the Delvers.
Librarian Delver (Fighter Variant)
Hit Points
Hit Dice: 1d10 per Guide Level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Guide level after 1st
Starting Proficiencies
You are proficient with the following items, in addition to any proficiencies provided by your race or background.
Armor: All Armor
Weapons: Simple and Marshal
Tools: None
Skills: Acrobatics and Choose two from Athletics,History, Insight, Investigation, Perception, and Survival
Starting Equipment
You start with the following items, plus anything provided by your background.
• (a) Chain Mail or (b) Leather Armor and a Hand Crossbow with 20 Bolts
• (a) Two Shortswords or (b) a Shortsword and a Whip
• (a) a Diplomat’s Pack or (b) an Explorer's Pack
• A Large Scroll Case, a Library Acquisitions Guild Pin, Grappling Hook, Hammer and 10 Pitons
Librarian Delver Archetype:
The Librarian Delver is a seeker of knowledge, magic items and all around helper. They are also amazing guides for those who first come to the Great Library. As such, the Delver is very much influenced by their environment: colossal bookshelves, long treks with uncertain outcomes and lots of climbing a repelling. Most Delvers, or ‘Dellys’, find themselves constantly moving, never really having a place to call home, and very rich by the end of their journeys.
The Delver is also tasked by other Librarians to find magical items and lost tomes within the Great Library. They often get these jobs from the Library Acquisitions Guild located in the Citadel of Circulation. Whether to deliver a message,fight off a horde of Page Ravens, or just find a lost book, jobs can be taken up here by any guild member. Although membership is not required to be a Delver, the Guild is always looking for new victi… I mean members.
Aerial Combatant
Starting at 3rd Level, you have gained enough skill to be more dangerous while in the air, hanging from a rope, or when simply above another person. The Stacks have trained you well! You gain advantage on climb checks, checks made with rope, and on all attack rolls made on targets that are more than five feet below you.
Researcher at Heart
At 7th level, finding items and getting to them quickly becomes second nature to you. You now have one Adventure Trick slot per a short rest. An Adventure Trick slot can be used to cast a spell from the matching Adventure Trick spell table. Each Trick only costs 1 slot, and it can only be used on yourself or an item. They are all cast at their base levels.
Adventure Trick Level and Spells
7th Level, 1 Slot: Jump, Longstrider and Locate Object
10th Level, 2 Slots: Misty Step, Detect Magic, and Feather Fall
15th Level, 3 Slots: Gaseous Form, and Haste
18th Level, 4 Slots: Leomond’s Secret Chest, and Fly
Stacks-Fighter
Through grit and determination, you have learned how to counter attacks very effectively with only the lightest of touches so as not to disturb the books around you.. At level 10, when an opponent misses on a Melee Attack Roll, you can take your reaction to make a Melee Attack if the target is within 5 feet of you if you are using a Finesse Weapon.
You move like they do!
Nimble, lithe, agile. These are all words that describe the way you fight! When you get to level 15, you have an additional 15 feet of movement, and gain the Acrobat feat.
Herald of the Stacks
Nothing about being out in the Stacks surprises anymore. Book Golems, Page Ravens or even the Curators don’t make you nervous. That being said, at level 18, you gain advantage on attacks on any monster that would be considered to have the subtype of Extraplanar on the Material Plane.
Delver Personality
Librarian Delvers are confidant, smart and outgoing. They have little regard for danger, and see it as more of challenge to be overcome than a threat to humanoid life. Having a love for all things shiny and rare, Delvers are collectors of items, knowledge and new experiences, even to their detriment sometimes. Often serving as guides for those new to the Great Library, they often charge in these oddities. Treasure and tomes are often required for safe passage, although some Delvers have more eclectic tastes, asking for strange things like ‘the color of your eyes’ or ‘all your memories of your first crush’. Although it is not known if they can truly get such things, this definitely adds an air of mystery and danger to the Delvers.