
Homebrew Subclasses
6 homebrew subclasses for Bard, Cleric, Druid, Monk, Rogue and Sorcerer.
查看大图Credits:
Kibbles tasty for the 3 subclasses below implemented as faithfully as possible with minor changes due to limitations:
Way of the Sword Saint: [url=https://www.gmbinder.com/share/-N46VhAUgbdaHVZFlhaS]https://www.gmbinder.com/share/-N46VhAUgbdaHVZFlhaS[/url]
Circle of the Sun: [url=https://www.gmbinder.com/share/-M3Jo3LIUWuxhiBkYete]https://www.gmbinder.com/share/-M3Jo3LIUWuxhiBkYete[/url]
Sea Soul: [url=https://www.gmbinder.com/share/-MCVeaKouXb3q7N0Qgss]https://www.gmbinder.com/share/-MCVeaKouXb3q7N0Qgss[/url]
Spellreaver, College of Bladeweave and Storm Domain are entirely homebrewed by me.
[center][img]https://i.ibb.co/JFKztvHr/6.png[/img][/center]
[center][b][size=6]Spellreaver (Rogue)[/size][/b][/center]
[center]Spellreaver rogues turn enemy's magic against them, seizing the lingering power of spells and reshaping it into deadly force. They weaken opposing spellcasters, steal their magical power, and unleash it through devastating attacks of their own.[/center]
[quote][spoiler][i]Only the cantrips available for selection during Level 3 and onwards are supported to work with Spellreavers mechanics. There is a lot of scripting behind the scenes so this was necessary. Compatible with the selected cantrips from base game, Mystras spells and 5E Spells on nexus.
The supported cantrips that work with the mechanics granted from progression or anywhere else are: Shocking Grasp, Fire Bolt, Ray of Frost; Chill Touch, Poison Spray, Toll the Dead, Frostbite, Infestation, Lightning Lure, Sword Burst, Thunderclap, Sapping Sting; Larlochs Minor Drain, Acid Splash. [/i]
[size=4][b]PASSIVES[/b][/size]
[b]Spell Rupture[/b]
Your mastery of Reave Magic allows you to violently destabilize the magic you steal. When you Reave a spell, its caster must succeed on an Intelligence Saving Throws or the spell ruptures dealing 1d6 Force damage per level of the spell + your Intelligence Modifier.
[b]Eldritch Implosion[/b]
Your mastery of Reave Magic reaches its apex. Reaving a spell causes its stolen energy to violently implode, dealing [1] to creatures within 3m of the caster. The caster must succeed on a Constitution Saving Throw or become Stunned until the start of their next turn.
This damage can only occur once per turn.
[b]Magical Sabotage: Susceptibility[/b]
Sacrifice 2d6 Sneak Attack damage to expose the target to magic. The target has Disadvantag on the next Saving Throw it makes against a spell until the start of your next turn.
[b]Magical Sabotage: Enervation[/b]
Sacrifice 2d6 Sneak Attack damage to siphon the target's magical power. Subtract 1d4 from its Melee and Ranged Spell Attacks until the end of your next turn, while your weapon attacks deal an additional 1d6 Force damage for the same duration.
[b]Magical Sabotage: Resistance[/b]
Sacrifice 2d6 Sneak Attack damage to sabotage a creature's defenses. If the target has one or more Resistances, you can steal one of them, gaining it for 2 turns
[b]Magical Overflow[/b]
While your Arcane Residue is at maximum, your cantrips can target one additional creature.
[b]Arcane Greed[/b]
Your hunger for stolen magic has become insatiable. Magical Overflow; can now be used while you possess at least 1 Arcane Residue.
[b][size=4]SPELLS[/size][/b]
[b]Arcane Ambush[/b]
Your mastery of stolen magic exploits the same openings as your blades. Cantrips can deal Sneak Attack damage of the corresponding element. Arcane Ambush cannot critically hit.
[b]Arcane Reave[/b]
Reave the stolen magic coursing through you. Teleport to the target of your Arcane Ambush, dealing 1d6 Force damage per ;Arcane Residue, then return to your previous position.
[b]Reaver's Rift[/b]
You have learned to anchor yourself within the rift created by Arcane Reave. Prior to teleporting to your target, you can expend a Bonus Action to remain at your destination instead of returning to your previous position.
[b]Arcane Reave[/b]
After Arcane Ambush, you can choose to expend your stolen magic and teleport to the target, deal 1d6 Force damage per Arcane Residue, then teleport back instantaneously.
[b]Reave Magic[/b]
When a creature you can see casts a Level 1 or higher spell, tear away the magical residue left in its wake and gain Arcane Residue per Spell Slot consumed.
[b]Arcane Residue[/b]
Magical power torn from a cast spell using Reave Magic, retaining its spell level and fueling Arcane Reave. Critical hits with Cantrips also restore 1 Arcane Residue. Dissipates after long rest.
[b]Drain Magic[/b]
Strike a creature and tear away its magical power, dealing Weapon damage + 2d6 Force damage. On hit, steal its highest available Level 2 or lower Spell Slot, gain 1 Arcane Residue, and grant the stolen magic to yourself or an ally with Bestow Magic.
[b]Rend Magic[/b]
Strike a creature and rend away its magical power, dealing Weapon damage + 4d6 Force damage. On hit, steal its highest available Level 3 or lower Spell Slot, gain 2 Arcane Residue, and grant the stolen magic to yourself or an ally with Bestow Magic.
[b]Bestow Magic[/b]
Bestow the magical power stolen by Drain Magic upon yourself or an ally, granting an additional Spell Slot of the same level. This stolen magic dissipates after 10 turns.
Using Bestow Magic on yourself will allow the use of Eldritch Touch and Eldritch Orb.
[b]Eldritch Touch[/b]
Expel stolen magical power through your touch and unleash it as concentrated blast dealing 4d6 Force damage plus your Spellcasting Ability Modifier. Damage increases by 1d6 per stolen magical power.
[b]Eldritch Orb[/b]
Condense stolen magical power into a sphere of Force and hurl it at a creature dealing 3d10 Force damage plus your Spellcasting Ability Modifier. Damage increases by 1d10 per stolen magical power.
[b][size=4]PROGRESSION[/size][/b]
[b]Level 3:[/b]
- Arcane Ambush
- Reave Magic
- Arcane Reave
- Select 3 Cantrips
[b]Level 6:[/b]
- Drain Magic
- Arcane Overflow
- Bestow Magic
- Eldritch Touch
- Eldritch Orb
- Arcane Overflow
[b]Level 9:[/b]
- Reaver's Rift
- Magical Sabotage: Susceptibility
- Magical Sabotage Enervation
- Magical Sabotage: Resistance
[b]Level 12:[/b]
- Spell Rupture
[b]Level 13:[/b]
- Rend Magic
- Arcane Greed
[b]Level 15[/b]
- Eldritch Implosion[/spoiler]
[/quote]
[center][b][size=6][img]https://i.ibb.co/6RPpcPwL/1.png[/img]
College Of Bladeweave (Bard)[/size][/b][/center]
[list=1]
Bards of the College of Bladeweave learn to channel the Weave directly through their weapons, binding magic to steel with practiced precision. To these performers, a blade is not merely a tool of war but an extension of spellcraft itself.[/list]
[quote][spoiler][b][size=4]PASSIVES[/size][/b]
[b]Bladeweave Technique[/b]
When enabled, a Bladeweave cantrip hit triggers a follow-up weapon attack. If that attack hits, it expends a Bardic Inspiration to deal an additional damage + your Spellcasting Modifier damage matching the cantrip's element. Bladeweave: Ward instead releases a pulse of Force energy, dealing the same damage to creatures within 3m.
[b]Bladeweave Assault[/b]
You have learned to carry the rhythm of the Weave through steel. After you use a Bladeweave cantrip, you can execute a weapon attack or Rupture the Weave using a Bonus Action.
[b]Grand Crescendo[/b]
After casting a spell of 1st level or higher, you may cast a Bladeweave cantrip as a Bonus Action.
[b][size=4]BLADEWEAVE CANTRIPS[/size][/b]
[b]Bladeweave: Cinder[/b]
Strike a creature with a weapon attack, igniting it with unstable embers. If the creature does not move before the start of your next turn, the embers intensify, it takes Fire damage and the effect ends.
At 5th level, the melee attack deals an extra 1d6 Fire damage to the target, and the Embered damage increases to 2d8. Both damage rolls increase by 1d6 at 11th level and 17th level.
[b]Bladeweave: Riptide[/b]
Strike a creature with a weapon attack, lacing your steel with a surging current. The target is caught in Undercurrent, reducing its Armor Class by 1 until the start of its next turn. When Undercurrent ends, the current erupts and it must succeed on a Strength Saving Throw or take Bludgeoning damage and fall Prone.
At 5th level, the melee attack deals an extra 1d6 Bludgeoning damage to the target, and the Undercurrent damage increases to 2d8. Both damage rolls increase by 1d6 at 11th level and 17th level.
[b]Bladeweave: Rime[/b]
Strike a creature with a weapon inflicting hypothermic frost until the end of your next turn. If the target uses a Reaction or Bonus Action, it takes Frost damage and the frost dissipates.
At 5th level, the melee attack deals an extra 1d6 Frost damage to the target, and the hypothermic frost damage increases to 2d8. Both damage rolls increase at 11th level and 17th level.
[b]Bladeweave: Ward[/b]
Strike a creature with a weapon attack gaining a shield with Temporary HP until the end of your next turn. At Level 6, if these Temporary HP are fully removed by a hit you gain 1 Weave Fracture and retaliate dealing Force damage.
At 5th level, the melee attack deals an extra 1d6 Force damage to the target, the Temporary HP you gain increases to 2d6 and retaliation damage increases to 2d4. Both rolls increase at 11th level and 17th level.
[b]Bladeweave: Virulence[/b]
Strike a creature with a weapon infecting it with Virulent Poison and on a failed Constitution Saving Throw, its next weapon attack is made with Disadvantage. If the target misses a weapon attack while Virulent Poison is active, it takes Poison damage and the poison is removed.
At 5th level, the melee attack deals an extra 1d6 Poison damage to the target, and the Virulent Poison damage increases to 2d8. Both damage rolls increase by 1d6 at 11th level and 17th level.
[b]Bladeweave: Synapse[/b]
Strike a creature with a weapon attack, slicing into its thoughts causing a Mental Fracture. Until the end of your next turn, the first time the target casts a spell or cantrip, it takes Psychic damage and the effect ends.
At 5th level, the melee attack deals an extra 1d6 Psychic damage to the target, and the Mental Fracture damage increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
[b]Bladeweave: Radiance[/b]
Strike a creature with a weapon causing it to glow with radiant light. Until the end of your next turn, the next melee hit from your allies against the glowing creature deals additional Radiant damage and ends the effect.
At 5th level, the melee attack deals an extra 1d6 Radiant damage to the target, and the Radiant Light damage increases to 2d8. Both damage rolls increase by 1d6 at 11th level and 17th level.
[b]Rupture the Weave[/b]
After casting a Bladeweave cantrip, strike a creature affected by one of your Bladeweave secondary effects. On hit, expend 1 Weave Fracture to deal an additional burst of Force damage equal to that effect's damage. This does not trigger or remove the effect. Available after using a Bladeweave cantrip and requires 1 Weave Fracture.
[b][size=4]PROGRESSION[/size][/b]
[b]Level 3:[/b]
- Medium Armor, Scimitars
- Select 2 Bladeweave Cantrips
- Bladeweave Technique
[b]Level 5:[/b]
- Select 1 Bladeweave Cantrip
[b]Level 6:[/b]
- Bladeweave Assault
- Select 2 Bladeweave Cantrips
[b]Level 8:[/b]
- Select 1 Bladeweave Cantrip
[b]Level 10:[/b]
- Rupture the Weave
- Weave Fracture resource
- Select 1 Bladeweave Cantrip
[b]Level 14:[/b]
- Grand Crescendo[/spoiler]
[/quote]
[center][img]https://i.ibb.co/sdSx8Zjf/Sea-Sorcerer-Class.png[/img]
[b][size=6]Sea Soul (Sorcerer)[/size][/b][/center]
[center]Your heritage ties to powerful creatures of the sea, such as nereids, the lords of the merfolk, and elemental powers. Like a river, you feel the call of the ocean. The call is ever present in your heart, and you are never completely at peace until you are near the sea.[/center]
[quote]
[spoiler][b][size=4]PASSIVES[/size][/b]
[b]Gift of the Depths[/b]
When you enter a Water Based surface or are moving in one, your jump distance is increased by 5m.
[b]Turmoil of the Sea[/b]
Whenever certain Sea Soul spells knock a creature Prone, you automatically cast Turmoil of the Sea on the first creature affected each turn, dealing Bludgeoning damage.
[b]Wave Dash[/b]
You can cast Become Water as a Reaction to taking damage. Additionally, you can cast it by expending 2 Sorcery Points instead of expending spell slot.
[b]Misty Shroud[/b]
When you cast a spell of 1st level or higher, a mist surrounds you in a 3m radius for a number of rounds equal to the spell's level. Creatures within the fog are coated in rime while inside it. You have Advantage on spell attack rolls against them, and they are under the effect of Bane when saving against your spells.
[b]One with the Waves[/b]
You form of water does not require Concentration for you and you can cast it by expending 4 Sorcery Points in place of a spell slot.
[b][size=4]SPELLS[/size][/b]
[b]Water Whip: Push[/b]
You create a whip of water that lashes at one creature of your choice within range. Make a Melee Spell Attack against the target. On a hit, the target takes Bludgeoning damage is pushed 2m. On a Critical Hit, you can knock a creature Prone as well.
[b]Water Whip: Pull[/b]
You create a whip of water that lashes at one creature of your choice within range. Make a Melee Spell Attack against the target. On a hit, the target takes Bludgeoning damage is pulled 2m. On a Critical Hit, you can knock a creature Prone as well.
[b]Undertide Blade[/b]
You shape the surrounding water into a crushing undertow and strike. Make a Melee Spell Attack against a creature standing in a Water Surface dealing Bludgeoning damage and on a failed Strength Saving Throw knocking them Prone.
[b]Crashing Wave[/b]
A wave of water sweeps out from you. Each creature must make a Strength saving throw. On a failed save, a creature takes Bludgeoning damage and is knocked 3m away from you. If a creature fails it's Saving Throw by 5 or more, it is additionally knocked Prone.
[b]Water Blast[/b]
You conjure a ball of water before hurling it at a target. Make a Ranged Spell Attack against the target. On a hit, the target takes Bludgeoning damage and must make a Strength Saving Throw or be knocked Prone.
[b]Tidal Rush[/b]
Ride a surge of water toward the target. When you reach them, water erupts in a 2m radius, creating a Water Surface and you immediately execute Undertide Blade against them.
[b]Dancing Wave[/b]
Summon a 2m surging mass of water into existence which is Difficult Terrain. Any creature that enters the wave must succeed on a Constitution Saving Throw or take Bludgeoning damage and be knocked Prone. As a Bonus Action, you can move the wave up to 9m.
[b]Become Water[/b]
Transform into a surge of elemental water until the start of your next turn. You gain Resistance to Bludgeoning, Piercing, and Slashing damage, ignore Difficult Terrain and create a Water Surface wherever you step. The first creature you pass through each turn must succeed on a Strength Saving Throw or be knocked Prone.
[b]Water Cannon[/b]
You unleash a powerful spout of water in a 9m long, 2m wide line. Creatures in the area must make a Strength Saving Throw. On a failed save, they take Bludgeoning damage, are pushed 8m, and become Maimed until the start of their next turn.
[b]Oceanic Eruption[/b]
A violent eruption of seawater bursts from the ground at a point you can see. Creatures in the area take Bludgeoning damage and are pushed away from the center of the eruption. Anyone that fails a Dexterity Saving Throw can immediately be targeted by Riptide Hurl.
[b]Maelstrom[/b]
A mass of deep water appears and swirls in a 6m radius on the ground. Until the spell ends, that area is Difficult Terrain, and any creature that starts its turn there must succeed on a Strength Saving Throw or take Bludgeoning damage and be pulled toward the center.
[b]Pressure Cutter[/b]
You unleash a blast of highly pressurized water in a 18m long 5m wide line, slashing through everything in its path. Each creature in the line must make a Dexterity Saving Throw taking 10-60 Slashing Damage on a failure.
[b]Riptide Hurl[/b]
Seize a creature struck by Oceanic Eruption with a powerful current and hurl them to a location you can see.
[b]Form of Water[/b]
You become a surge of elemental water and gain Resistance to Bludgeoning, Piercing, and Slashing damage, ignore Difficult Terrain and gain access to Water Burst. The first creature every turn you come close to must succeed on a Strength Saving Throw or be knocked Prone.
[b]Water Burst[/b]
Unleash a blast of water from your hands dealing Bludgeoning damage. Any creature that fails a Strength Saving Throw is knocked Prone.
[b][size=4]PROGRESSION[/size][/b]
[b]Level 1:[/b]
- Water Whip: Push
- Water Whip: Pull
- Gift of the Depths
- Crashing Wave
[b]Level 3:[/b]
- Undertide Blade
- Become Water
- Select an additional Sea Soul spell
[b]Level 5:[/b]
- Water Cannon
[b]Level 6:[/b]
- Turmoil of the Sea
- Wave Dash
- Select an additional Sea Soul spell
[b]Level 7:[/b]
- Oceanic Eruption
[b]Level 9:[/b]
- Maelstrom
- Pressure Cutter
[b]Level 11:[/b]
- Form of Water
[b]Level 14:[/b]
- Misty Shroud
[b]Level 18:[/b]
- One with the Waves[/spoiler]
[/quote][center][img]https://i.ibb.co/B2BpcJ3B/Storm-Domain.png[/img][/center]
[center][size=6][b]Storm Domain (Cleric)[/b][/size][/center]
[center]Clerics of the Storm Domain wield the pure, unrelenting power of lightning drawn from the skies above. They are living conduits of celestial electricity, channeling divine energy through disciplined strikes and focused invocations rather than chaotic storms. To these clerics, lightning is judgment made manifest, swift, precise, and inevitable.[/center]
[quote][spoiler][b][size=4]PASSIVES[/size][/b]
[b]Lightning Remnant:[/b] A stored fragment of unresolved lightning energy. Lightning Remnants are generated when you miss using a Cantrip or a creature succeeds on a Saving Throw against your Lightning spells.
[b]Remnant Channeling[/b]: While active, your Lightning spells consume Lightning Remnants to alter or enhance their effects.
[b]Electric Immunity:[/b] You are immune to the effects of Electrified surfaces.
[b]Storm Affinity:[/b] Your mastery of the storm empowers your Lightning Cantrips, causing them to deal additional damage equal to your Wisdom Modifier.
[b][size=4]SPELLS[/size][/b]
[b]Lightning Discharge[/b]: Release a burst of concentrated lightning from your hands dealing Lightning damage against a creature within reach. Enabling Remnant Channeling deals additional Lightning damage and possibly inflicts Prone.
[b]Lightning Strike:[/b] Call down a focused bolt of lightning from above dealing Lightning damage against a creature within 9m. Enabling Remnant Channeling targets an additional creature.
[b]Electric Current: [/b]Release an electric current through your hands toward a creature within range dealing Lightning damage. Enabling Remnant Channeling will chain to 2 additional targets.
[b]Static Blade:[/b] Strike a creature with a weapon and charging it with lightning until the start of your next turn. If the charged creature or another creature moves within 3m of each other, you may cause lightning to arc between them dealing Lightning damage to new target and to the charged target. Enabling Remnant Channeling deals additional Lightning damage and possibly Disarms them.
[b]Stormburst[/b]: Unleash a surge of lightning in a widening arc. Each creature must make a Dexterity Saving Throw, taking Lightning damage on a failed save, or half as much on a success.
[b]Crackle[/b]: Create 3 arcs of lightnings striking targets in range each dealing Lightning damage. If 3 arcs hit a single target they must make a Constitution Saving Throw or become Stunned until the start of their next turn.
[b]Stormlord's Edict:[/b] You unleash a commanding shout infused with storm-charged lightning. Creatures in a 4m radius take Lightning damage and must succeed on a Constitution Saving Throw or become Stunned until the start of their next turn. This ability scales with your highest Spell Slot level.
[b]Stormbrand[/b]: You brand yourself with charged storm energy. When you cast this spell, lightning strikes down upon you, dealing Lightning damage to everyone within 2.5m. At the start of your next turn, lightning strikes you again, dealing the same damage at your position.
[b]Stormflash[/b]: Surge up to 9m in a straight line as living energy, passing through creatures without provoking Opportunity Attacks. Enemies you pass through take Lightning damage, and allies you pass through become imbued with lightning, causing their next weapon attack to deal Lightning damage.
[b]Stormlord's Judgement:[/b] A bolt of divine lightning strikes down upon you erupting outward dealing Lightning damage to all enemies and on a failed Constitution Saving Throw knocking them Prone.
[b]Electrostatic Sphere:[/b] You summon an electrostatic sphere electrifying the ground within. Creatures that enter the area or start their turn there take Bludgeoning damage from crushing pressure. The surface remains Electrified, and creatures within the area Electrocuted. While the sphere persists, you gain access to Electrostatic Release.
[b]Electrostatic Release:[/b] Release stored energy from the Electrostatic Sphere toward a creature you can see within range, dealing Lightning damage. You have Advantage on the attack roll if the target is within the Electrostatic Sphere.
[b]Stormborn[/b]: Fly to a target position using your Movement Speed and when you land, a lightning shockwave erupts in a 3m radius. Creatures that fail a Strength Saving Throw are knocked Prone.
[b][size=4]PROGRESSION[/size][/b]
[b]Level 1:[/b]
- Heavy Armor Proficiency
- Longsword Proficiency
- Lightning Discharge
- Electric Current
- Stormburst
[b]Level 2:[/b]
- Channel Divinity: Stormlord's Edict
- Lightning Strike
[b]Level 3:[/b]
- Static Blade
- Crackle
[b]Level 5:[/b]
- Stormflash
- Stormbrand
[b]Level 6:[/b]
- Lightning Remnant resource
- Remnant Channeling
[b]Level 7:[/b]
- Electrostatic Sphere
- Electric Immunity
[b]Level 8:[/b]
- Electrostatic Release
- Storm Affinity
[b]Level 9:[/b]
- Stormlord's Judgement
[b]Level 17:[/b]
- Stormborn[/spoiler]
[/quote][center][img]https://i.ibb.co/PzbLdxtn/4.png[/img][/center]
[center][b][size=6]Circle of the Sun (Druid)[/size][/b][/center]
[center]Druids revere aspects of nature, and none is more central the cycle of life than the sun, origin of light and life. Druids of this circle are not clerics of the god of the sun, but represent it's aspect in the cycle of life, the light and heat and it brings, the fiery radiance with which it reigns over the world.[/center]
[quote][spoiler][b][size=4]PASSIVES[/size][/b]
[b]Radiant Flare[/b]
Once per turn, when you deal Radiant damage, the first target takes Radiant damage if Radiant Form is active. Starting at 6th level, deal additional damage equal to your Wisdom Modifier, even if Radiant Form is not active.
[b]Sunfire Burst[/b]
Once per turn, when you deal Fire damage, the first target takes Fire damage if Radiant Form is active. Starting at 6th level, deal additional damage equal to your Wisdom Modifier, even if Radiant Form is not active.
[b]Absorb Radiance[/b]
When you end your turn in sunlight, you gain Temporary HP equal to your Wisdom Modifier. Once you gain these temporary hit points, you cannot gain them again for 10 turns.
[b]Conflagration[/b]
When you are concentrating on Ignite Fire, you can cast multiple alternate versions again and it does not end the previous spell, it instead lasts a number of rounds equal to your Proficiency Bonus before fading. In addition, while Sunblade is active and equipped, you gain the benefits of Extra Attack.
[b]Emmissary of the Sun[/b]
When you use Unleash Radiance, you become fire itself, gaining the effect of the Form of Fire spell. In Addition, you can spend a second use of Wild Shape to gain the ability to Fly for the duration.
[b][size=4]SPELLS[/size][/b]
[b]Unleash Radiance[/b]
You absorb sunlight and as a bonus action, you can unleash the stored radiance outward. When you transform with this ability, enemies within 6m of you must make a Constitution Saving Throw or be Blinded until the start of your next turn.
[b]Radiant Form[/b]
You shed 6m Light, gain Resistance to Fire and Radiant damage, and once per turn when you deal Fire or Radiant damage, deal an additional 1d4 of that type. As an action, you can end this effect to unleash Radiant Beam.
[b]Ignite Fire[/b]
Create a 2m burning area. Creatures that enter the area or start their turn within it must make a Dexterity Saving Throw taking Fire damage on failure.
[b]Sunblade[/b]
Conjure a blade of blazing sunlight in your hand that deals Fire damage and sheds bright light in a radius and dim light. Attacks with this weapon are Melee Spell Attacks and while wielding it, you gain the benefits of Extra Attack.
[b]Cleansing Fire[/b]
You sear the target with purifying solar flame. It takes Fire damage, and its afflictions are cleansed burning away Disease and Curse conditions.
[b]Cleansing Fire: Disease[/b]
Sear the target with purifying solar flame. It takes Fire damage and is cured of Disease, Poison, Paralysis, and Blindness.
[b]Cleansing Fire: Curse[/b]
Sear the target with cleansing solar fire. It takes Fire damage and all Curses and Hexes affecting it are removed.
[b]Pyroclastic Lance[/b]
You conjure a lance of blazing lava before hurling it at target within range. On hit, the target takes [1]. Hit or miss, the lance explodes in a 3m pyroclastic ash around the target until the start of your next turn. Any creature that start their turn within must make a Constitution Saving Throw or take Fire damage and be Blinded until the start of their next turn.
[b]Pyroclastic Ash[/b]
Any creature that start their turn within the ash cloud must make a Constitution Saving Throw or take Fire damage and be Blinded until the start of their next turn
[b]Form of Fire[/b]
Transform into living fire, shedding 9m bright light, gain Immunity to fire damage, and the ability to cast Flame Surge as an action. You ignore Difficult Terrain, and any creatures that hit you with melee attacks from within 2m take Fire damage.
[b]Flame Surge[/b]
Release a 9m long and 2m wide surging flame. Targets in line take Fire damage.
[b][size=4]PROGRESSION[/size][/b]
[b]Level 2[/b]
- Unleash Radiance
- Absorb Radiance
- Radiant Beam
- Ignite Fire
- Burning Hands
[b]Level 3[/b]
- Sunfire Burst
- Radiant Flare
- Sunblade
- Flaming Sphere
[b]Level 5[/b]
- Fireball
- Daylight
[b]Level 6[/b]
- Conflagration
[b]Level 7[/b]
- Fire Shield
- Wall of Fire
[b]Level 9[/b]
- Pyroclastic Lance
- Flame Strike
[b]Level 10[/b]
- Cleansing Fire: Disease and Curse
[b]Level 11[/b]
- Form of Fire
[b]Level 14[/b]
- Emissary of the Sum[/spoiler]
[/quote]
[center][img]https://i.ibb.co/4wK8jhvR/5.png[/img][/center]
[center][b][size=6]Way of the Sword Saint (Monk)[/size][/b][/center]
[center]Monks of the Way of the Sword Saint train in dedication to mastering a level of weapon expertise that surpasses normal limitations. They can strike like the wind, step into the sky, or even sunder stone. Though they most often treat their mastery of the weapons as an art, seeking spiritual understanding through martial perfection, turning this art to more practical ends can result in very deadly encounters for their foes.[/center]
[quote][spoiler][b][size=4]PASSIVES[/size][/b]
[b]Weapon Mastery[/b]
Choose a simple or martial melee weapon that lacks the heavy and special properties. You gain proficiency in the weapon, and it becomes a monk weapon for you.
[b]Mystic Techniques[/b]
Choose supernatural feats you can perform with your weapons. You can spend a number of Ki Points on Mystical Techniques equal to your Proficiency Bonus after which you cannot spend more ki on Mystical Techniques until the start of your next turn.
[b]Empowered Weapons[/b]
Your attacks with your Monk Weapons become magical and ignore Resistance to Slashing, Bludgeoning and Piercing damage.
[b]Empowered Techniques[/b]
At the start of your turn in combat, you gain 1 free Ki Point you can spend before the start of your next turn. If it is not spent before the start of your next turn, it is lost.
[b]Flawless Form[/b]
Your mastery of the weapons allows you to eliminate any room for error. If you miss with an attack roll using a monk weapon on your turn, you can make an additional main hand weapon attack against the same target at no cost.
[b][size=4]MYSTIC TECHNIQUES[/size][/b]
[b]Iron Wind Strike[/b]
You flourish a weapon and then vanish to strike up to 3 creatures you can see within range and make a melee weapon attack against each target. On a hit, a target takes weapon damage and you can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
[b]Instant Strike[/b]
As a reaction to a creature moving within your reach, you can make a melee weapon attack against them.
[b]Deft Attack[/b]
When you make an attack roll you can expend 1 Ki Point and 1 Mystic Technique to gain Advantage on the attack. If the attack hits, you can add your Martial Arts die, to the damage dealt.
[b]Cut the Weave[/b]
Strike with your weapon, severing the Weave at the point of impact. Everyone within 5m loses Concentration and are Silenced until the end of your next turn. Any creature whose Concentration is broken this way also takes Force damage.
- Weave Severance
- The Weave around you is severed, preventing spellcasting with a verbal component.
[b]Dimension Cutter[/b]
You flourish a weapon weapon you are proficient with used in the casting and sweep through the air, slashing apart the dimensional space. Each creature in a 7m cone takes force damage. This passes through total cover and strikes creatures in the ethereal plane as well as the material plane.
[b]Sundering Strike[/b]
Strike a target and empower the attack with destructive ki, it takes damage equal to two rolls of your Martial Die, and if it is using armor or a shield, it must make a Constitution saving throw. On a failure, damage the target's armor, reducing its AC by 2, and damage its shield, reducing its AC by an additional 2 if one is equipped.
[b]Skyward Leap[/b]
As a bonus action, you jump 20 feet per Ki Point spent and hover ignoring surfaces as if under the effect of the levitate spell by concentrating until the end of your next turn.
[b]Distracting Strike[/b]
Strike a creature with a weapon attack, it deals additional damage equal to your Martial Arts die and leaves an opening for the next attack. The next attack against that creature has Advantage.
[b]Flowing Wind Weapon[/b]
Infuse the weapon you are holding with flowing wind, causing it to move with your will. Until the end of your next turn, your melee weapon attacks gain a range of 9m, striking targets through a wind-carried projection.
[b]Flowing Wind Strike[/b]
Strike a creature with a wind-projected melee attack, allowing your weapon to hit a target up to 9m away.
[b]Windstep[/b]
Teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
[b]Sharpen the Blade[/b]
You can infuse the weapon you are holding with ki, granting it a +1 bonus to Attack and Damage rolls for 10 turns.
[b]Spirit Echo[/b]
You summon a ghostly echo of yourself that fights under your control. The echo can move and attack independently on your turn, using your weapon attack modifiers. On a hit, it deals Force damage equal to half the damage of your weapon attack.
[b]Agile Defense[/b]
As a reaction to being attacked by a melee, ranged or unarmed attack, you can attempt to parry it, rolling your Martial Arts die and increasing your AC by the value rolled. If the attack still hits, reduce the damage taken by another Martial Arts die roll + your Proficiency Bonus.
[b]Imparted Force[/b]
When you hit a target with an attack, you can expend up to 3 Ki Points, dealing a number of rolls of your Martial Arts die equal to the Ki, and forcing the target to make a Strength Saving Throw. On failure, they are pushed 3m for each Ki Point spent.
[b]Slashing Spin[/b]
As an attack as part of the attack action, you can whirl your blade in a circle dealing damage equal to your Martial Arts die + your Dexterity Modifier, or half as much even if you miss.
[b]Blade Flurry[/b]
Make two rapid attacks in quick succession using your weapon at the cost of a -2 Attack Roll.
[b]Flickering Strikes[/b]
You flourish a weapon and then vanish, instantly teleporting to and striking up to 5 targets within range and make a melee weapon attack against each target. On hit, a target takes the weapon damage from the attack + Force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
[b]Sever Soul[/b]
When you strike a creature, you can attempt to sever its soul. The target must make a Constitution saving throw and on a failure, they take necrotic damage equal to 4 rolls of your Martial Arts die, cannot regain HP and have Movement reduced to 0.
[b]Vaulting Strike[/b]
Make a melee attack, expending a ki point to deal additional damage equal to your Martial Arts die. On hit or miss, your Movement speed is reduced to 0 and you can freely use Vaulting Jump ignoring Opportunity Attacks.
[b][size=4]PROGRESSION[/size][/b]
[b]Level 3[/b]
- Weapon Mastery (Choose 3)
- Mystic Techniques (Choose 3)
- Mystic Technique Resource
[b]Level 6[/b]
- Weapon Mastery (Choose 1)
- Mystic Techniques (Choose 2)
- Blade Flurry
- Empowered Weapons
[b]Level 11[/b]
- Weapon Mastery (Choose 1)
- Mystic Techniques (Choose 2)
- Empowered Techniques
[b]Level 17[/b]
- Weapon Mastery (Choose 1)
- Mystic Techniques (Choose 2)
- Flawless Form[/spoiler]
[/quote]
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