Grod_The_Giant
2018-12-27, 03:56 PM
Balefire Knight
Mystic Fire: Beginning at 3rd level, you learn to harness elemental flames in your fighting style. You learn the Control Flames and Produce Flames cantrips, as well as the following special abilities. Constitution is your casting stat when relevant, and save DCs are equal to 8+Prof+Con.
Flame Bolt: When taking the Attack action, you may use a bonus action to launch a bolt of flame at a foe. You may also replace any number of weapon attacks with bolts of flame. These attacks are either melee spell attacks or ranged spell attacks with a range of 60ft, and deal 1d6+Con fire damage on a hit. To use this ability, you must have at least one hand that is either empty or wielding a weapon.
Burning Vigor: When you use your Second Wind ability, all adjacent targets take fire damage equal to the amount of health you would recover. A successful Dex halves this damage.
Scorching Passion: When you use your Action Surge ability, increase all fire damage you deal by 2 until the end of your turn.
Fire Spray: Beginning at 7th level, when taking the Attack action, you may replace any number of weapon attacks with sprays of fire. If you do, all targets in a 15ft cone must make Dex saves or take 2d6 fire damage per attack you give up. For example, a 7th level Balefire Knight can normally make two weapon attacks when taking the Attack action. If he makes one weapon attack, he deals 2d6 with his fire spray. If he makes no weapon attacks, he deals 4d6.
To use this ability, you must have at least one hand that is either empty or wielding a weapon.
Mystic Force: Beginning at 10th level, you may replace half the damage your subclass abilities deal with force damage. You also learn the Mage Hand cantrip.
Fire Burst: Beginning at 15th level, when taking the Attack action, you may replace any number of weapon attacks with bursts of flame. If you do, all creatures in a 5ft radius centered anywhere within 60ft must make Dex saves or take 2d6 fire damage per attack you give up.
To use this ability, you must have at least one hand that is either empty or wielding a weapon.
Dire Flame: Beginning at 18th level, the damage of your Mystic Bolt increases to 2d6+Con, and your Fire Spray and Fire Burst abilities increases to 3d6 per attack you give up.
To use this ability, you must have at least one hand that is either empty or wielding a weapon.
Corrosion Knight: Learn Acid Splash and Infestation cantrips. Your abilities deal acid damage instead of fire, but their damage dice are reduced to 1d4.
Death Knight: Learn Chill Touch and Spare the Dying cantrips. Your abilities deal necrotic damage instead of fire, but their damage dice are reduced to 1d4.
Frostfell Knight: Learn Shape Water and Frostbite cantrips. Your abilities deal cold damage instead of fire.
Thunderbolt Knight: Learn Dancing Lights and Shocking Grasp cantrips. Your abilities deal lightning damage instead of fire.
Soul Knight: Learn Message and Vicious Mockery cantrips. Your abilities deal psychic damage instead of fire, but their damage dice are reduced to 1d4.
Toxic Knight: Learn Poison Spray and Infestation cantrips. Your abilities deal poison damage instead of fire, and their damage dice are increased to 1d8.
Sunfire Knight: Learn Sacred Flame and Light cantrips. Your abilities deal radiant damage instead of fire, but their damage dice are reduced to 1d4.
Thunderclap Knight: Learn Gust and Thunderclap cantrips. Your abilities deal thunder damage instead of fire, but their damage dice are reduced to 1d4.
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Marshal
Art of War: Beginning at 3rd level, you gain proficiency in two of the following skills: History, Insight, Intimidation, or Persuasion.
Aura of Battle: Beginning at 3rd level, you can draw on your raw charisma to project an aura, affecting yourself and all allies within 30ft. Projecting an aura is a bonus action; you may stop projecting it as a free action. An aura must be concentrated on, as with a spell, and lasts for up to 1 minute.
At 3rd level, you learn three auras from the following list. You learn one additional aura at 7th, 10th, 15th, and 18th level.
Art of War: When making attack rolls, allies may roll 1d4 and add it to their roll.
Back to Back: When an adjacent ally is attacked, allies affected by your aura can use their reaction to impose disadvantage on the attack roll.
Demand Fortitude: When making Con saves, allies may roll 1d4 and add it to their roll.
Force of Will: When making Wis and Cha saves, allies may roll 1d4 and add it to their roll.
Hold the Line: Allies may take one additional reaction each round, which can only be used to make opportunity attacks.
Motivate Arcana: When making spell attack or damage rolls, allies may roll 1d4 and add it to their result.
Nimble Hustle: When making Dex checks, saves, and damage rolls with Dex-based weapon attacks, allies may roll 1d4 and add it to their roll.
Over the Top: Allies may move fifty percent faster than normal, and opportunity attacks against them have disadvantage.
Stand Fast: At the beginning of their turn, allies gain temporary hit points equal to your Proficiency bonus.
Surge of Might: When making Str checks, saves, and damage rolls with Str-based weapon attacks, allies may roll 1d4 and add it to their roll.
Watch Your Back: When an ally is attacked, they use their reaction to roll 1d4 and add it to their armor class against that attack.
Watchful Eye: When making Perception checks and Int checks and saves, allies may roll 1d4 and add it to their roll.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.
Motivate Hustle: Beginning at 7th level, you may use a bonus action to rally an ally within your aura. They may use their reaction to move up to half their speed without provoking opportunity attacks.
Greater Aura: Beginning at 10th level, the range of your aura extends to 60ft, and their bonus to 1d6.
Inspiring Speech: Beginning at 15th level, you may use your action to grant yourself and all allies in your aura temporary hit points equal to twice your level. These temporary hit points last for 1 minute. Once you have done so, you may not use this ability again until you have completed a short or long rest.
Motivate Rush: Beginning at 18th level, when you use your Motivate Hustle ability, you may target any number of allies within range.
Mystic Fire: Beginning at 3rd level, you learn to harness elemental flames in your fighting style. You learn the Control Flames and Produce Flames cantrips, as well as the following special abilities. Constitution is your casting stat when relevant, and save DCs are equal to 8+Prof+Con.
Flame Bolt: When taking the Attack action, you may use a bonus action to launch a bolt of flame at a foe. You may also replace any number of weapon attacks with bolts of flame. These attacks are either melee spell attacks or ranged spell attacks with a range of 60ft, and deal 1d6+Con fire damage on a hit. To use this ability, you must have at least one hand that is either empty or wielding a weapon.
Burning Vigor: When you use your Second Wind ability, all adjacent targets take fire damage equal to the amount of health you would recover. A successful Dex halves this damage.
Scorching Passion: When you use your Action Surge ability, increase all fire damage you deal by 2 until the end of your turn.
Fire Spray: Beginning at 7th level, when taking the Attack action, you may replace any number of weapon attacks with sprays of fire. If you do, all targets in a 15ft cone must make Dex saves or take 2d6 fire damage per attack you give up. For example, a 7th level Balefire Knight can normally make two weapon attacks when taking the Attack action. If he makes one weapon attack, he deals 2d6 with his fire spray. If he makes no weapon attacks, he deals 4d6.
To use this ability, you must have at least one hand that is either empty or wielding a weapon.
Mystic Force: Beginning at 10th level, you may replace half the damage your subclass abilities deal with force damage. You also learn the Mage Hand cantrip.
Fire Burst: Beginning at 15th level, when taking the Attack action, you may replace any number of weapon attacks with bursts of flame. If you do, all creatures in a 5ft radius centered anywhere within 60ft must make Dex saves or take 2d6 fire damage per attack you give up.
To use this ability, you must have at least one hand that is either empty or wielding a weapon.
Dire Flame: Beginning at 18th level, the damage of your Mystic Bolt increases to 2d6+Con, and your Fire Spray and Fire Burst abilities increases to 3d6 per attack you give up.
To use this ability, you must have at least one hand that is either empty or wielding a weapon.
Corrosion Knight: Learn Acid Splash and Infestation cantrips. Your abilities deal acid damage instead of fire, but their damage dice are reduced to 1d4.
Death Knight: Learn Chill Touch and Spare the Dying cantrips. Your abilities deal necrotic damage instead of fire, but their damage dice are reduced to 1d4.
Frostfell Knight: Learn Shape Water and Frostbite cantrips. Your abilities deal cold damage instead of fire.
Thunderbolt Knight: Learn Dancing Lights and Shocking Grasp cantrips. Your abilities deal lightning damage instead of fire.
Soul Knight: Learn Message and Vicious Mockery cantrips. Your abilities deal psychic damage instead of fire, but their damage dice are reduced to 1d4.
Toxic Knight: Learn Poison Spray and Infestation cantrips. Your abilities deal poison damage instead of fire, and their damage dice are increased to 1d8.
Sunfire Knight: Learn Sacred Flame and Light cantrips. Your abilities deal radiant damage instead of fire, but their damage dice are reduced to 1d4.
Thunderclap Knight: Learn Gust and Thunderclap cantrips. Your abilities deal thunder damage instead of fire, but their damage dice are reduced to 1d4.
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Marshal
Art of War: Beginning at 3rd level, you gain proficiency in two of the following skills: History, Insight, Intimidation, or Persuasion.
Aura of Battle: Beginning at 3rd level, you can draw on your raw charisma to project an aura, affecting yourself and all allies within 30ft. Projecting an aura is a bonus action; you may stop projecting it as a free action. An aura must be concentrated on, as with a spell, and lasts for up to 1 minute.
At 3rd level, you learn three auras from the following list. You learn one additional aura at 7th, 10th, 15th, and 18th level.
Art of War: When making attack rolls, allies may roll 1d4 and add it to their roll.
Back to Back: When an adjacent ally is attacked, allies affected by your aura can use their reaction to impose disadvantage on the attack roll.
Demand Fortitude: When making Con saves, allies may roll 1d4 and add it to their roll.
Force of Will: When making Wis and Cha saves, allies may roll 1d4 and add it to their roll.
Hold the Line: Allies may take one additional reaction each round, which can only be used to make opportunity attacks.
Motivate Arcana: When making spell attack or damage rolls, allies may roll 1d4 and add it to their result.
Nimble Hustle: When making Dex checks, saves, and damage rolls with Dex-based weapon attacks, allies may roll 1d4 and add it to their roll.
Over the Top: Allies may move fifty percent faster than normal, and opportunity attacks against them have disadvantage.
Stand Fast: At the beginning of their turn, allies gain temporary hit points equal to your Proficiency bonus.
Surge of Might: When making Str checks, saves, and damage rolls with Str-based weapon attacks, allies may roll 1d4 and add it to their roll.
Watch Your Back: When an ally is attacked, they use their reaction to roll 1d4 and add it to their armor class against that attack.
Watchful Eye: When making Perception checks and Int checks and saves, allies may roll 1d4 and add it to their roll.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.
Motivate Hustle: Beginning at 7th level, you may use a bonus action to rally an ally within your aura. They may use their reaction to move up to half their speed without provoking opportunity attacks.
Greater Aura: Beginning at 10th level, the range of your aura extends to 60ft, and their bonus to 1d6.
Inspiring Speech: Beginning at 15th level, you may use your action to grant yourself and all allies in your aura temporary hit points equal to twice your level. These temporary hit points last for 1 minute. Once you have done so, you may not use this ability again until you have completed a short or long rest.
Motivate Rush: Beginning at 18th level, when you use your Motivate Hustle ability, you may target any number of allies within range.