Spoiler: Changelog
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1/15/22: Initial Post.
The Brave
Level |
Proficiency Bonus |
Features |
Insinuations |
Shutter Damage |
1st |
+2 |
Incite Fear, Heart, Shutter |
3 |
1d6 |
2nd |
+2 |
- |
5 |
1d6 |
3rd |
+2 |
Heart Feature |
7 |
1d6 |
4th |
+2 |
Ability Score Improvement |
9 |
2d6 |
5th |
+3 |
Claim Feature |
11 |
2d6 |
6th |
+3 |
Keyring(Secret) |
13 |
2d6 |
7th |
+3 |
- |
15 |
3d6 |
8th |
+3 |
Ability Score Improvement |
18 |
3d6 |
9th |
+4 |
Claim Feature |
21 |
3d6 |
10th |
+4 |
- |
24 |
4d6 |
11th |
+4 |
- |
27 |
4d6 |
12th |
+4 |
Ability Score Improvement, Keyring(Esoteric) |
30 |
4d6 |
13th |
+5 |
Claim Feature |
30 |
5d6 |
14th |
+5 |
- |
36 |
5d6 |
15th |
+5 |
- |
39 |
5d6 |
16th |
+5 |
Ability Score Improvement |
42 |
6d6 |
17th |
+6 |
Claim Feature |
45 |
6d6 |
18th |
+6 |
- |
48 |
6d6 |
19th |
+6 |
Ability Score Improvement |
51 |
7d6 |
20th |
+6 |
Claim Feature |
54 |
7d6 |
Class Features
As a brave, you gain the following class features
Hit Points
Hit Dice: 1d10 per level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per brave level after 1st.
Proficiencies
Armor: Light armor, shields
Weapons: Simple weapons
Tools: Lock Picks and Choose one type of artisan's tools or musical instrument
Saving Throws: Dexterity and Intelligence saving throws
Skills: Choose two from Arcana, Athletics, Deception, Insight, Intimidation, Perception, Persuasion, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a light crossbow with 20 bolts or (b) any simple weapon
(a) a set of artisan's tools or (b) a musical instrument
Leather armor, a dagger, lock picks, and an explorer's pack
Insinuations
The brave has the ability to use their powerful personality to insinuate their will on others and even themselves in some cases. Insinuations recover at the end of a long rest. Unless stated otherwise abilities that spend insinuations have a DC 8 + proficiency bonus + charisma modifier.
Shutter
A brave bears a supernatural ability to assail those being effected by fear. Once per turn the brave may force a target affected by the frightened condition to make a Wisdom Save, on a failed save they take damage equal to the braves shutter damage, listed on the class table.
Incite Fear
The brave has the ability to instill fear in those who stand against them. The brave may cause a target in 60ft to become frightened for a number of rounds equal to the braves proficiency bonus, by expending one use of insinuations. Charisma save negates.
Heart
At the first level the brave chooses a heart. Their heart is the core of their courage and ability to surmount their fears.
Unshaken
The brave gains advantage on saves against frightened condition and fear based effects, and adds their proficiency bonus to the save.
World's Eye
The keymaster a
Claim Feature
Heart
Spoiler: Heart of Apathy
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At 5th level a {CLAIM}
Starting at 9th level a {CLAIM}
A 13th level a {CLAIM}
At 17th level the {CLAIM}
A 20th level a {CLAIM}
Spoiler: Heart of Courage
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At 5th level a {CLAIM}
Starting at 9th level a {CLAIM}
A 13th level a {CLAIM}
At 17th level the {CLAIM}
A 20th level a {CLAIM}
Spoiler: Heart of Hate
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The brave is a hateful, fueled by hatred, granting him the power to surmount his own fears by hating instead.
Vengeful Strikes
The hateful's attacks benefit form shutter damage if targeting, an enemy that targeted the hateful since the end of the hateful's last turn.
Paranoia
At 3rd level, a hateful may spend an insinuation to insight paranoia in a target at a range of 60ft. The target gains advantage on attack rolls, they grant advantage to attacks against them, and their move speed is halved.
Incite Hatred
At 5th level, a hateful may expend uses form a key to lock the memory of you from someone. The target must wisdom save vs your Key DC or forget your presence for a 1 round period per 2 key uses expended.
World Record
Starting at 9th level, a witness gains a perfect memory of all things they have observed in their life. They are always aware of true north or a similar planar guide point.
Forgotten
A 13th level witness, may cause memory of a particular object they interact with to be forgotten. Anyone attempting to recall the object must wisdom save vs your Key DC or be unable to remember the target, 12 key uses must be expended.
Bear Witness
At 17th level, the witness may reveal the world unseen. The witness may expend 6 key uses to gain the benefit of the true seeing spell, and may share this sight with others later by using an illusionary key.
Eternal Watch
A 20th level a witness becomes a truly hidden being. The witness becomes immune to aging and ceases to age, gains resistance to nonmagical bludgeoning piecing, and slashing damage.