diff --git a/DND/.Brew/Classes/Commander.md b/DND/.Brew/Classes/Commander.md new file mode 100644 index 0000000..e69de29 diff --git a/DND/.Brew/Classes/Overseer.md b/DND/.Brew/Classes/Overseer.md new file mode 100644 index 0000000..94936ab --- /dev/null +++ b/DND/.Brew/Classes/Overseer.md @@ -0,0 +1,143 @@ +# **Class Name: Overseer** + +> + +The **Overseer** is a tactical commander specializing in leading semi-autonomous constructs called **Control Units** in battle. They use their expertise to manage and enhance their units, creating a flexible and adaptive force on the battlefield. + +--- + +## **Class Features** + +### **Hit Points** + +- **Hit Dice:** 1d8 per Overseer level +- **Hit Points at 1st Level:** 8 + your Constitution modifier +- **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per Overseer level after 1st + +### **Proficiencies** + +- **Armor:** Light armor, medium armor +- **Weapons:** Simple weapons, martial weapons +- **Tools:** Tinker’s tools +- **Saving Throws:** Intelligence, Constitution +- **Skills:** Choose two from Arcana, History, Insight, Investigation, Perception, or Survival + +### **Starting Equipment** + +- (a) A martial weapon and a shield or (b) two simple weapons +- (a) Scale mail or (b) leather armor +- (a) A scholar's pack or (b) an explorer's pack +- Tinker’s tools + +--- + +### **Class Table: The Overseer** + +| Level | Proficiency Bonus | Features | Units Controlled | Command Points | +|-------|--------------------|-----------------------------------|------------------|----------------| +| 1 | +2 | Tactical Network, Constructed Ally | 1 | 2 | +| 2 | +2 | Command Maneuvers, Unit Upgrades | 1 | 3 | +| 3 | +2 | Overseer Archetype | 2 | 4 | +| 4 | +2 | Ability Score Improvement | 2 | 5 | +| 5 | +3 | Efficient Directives | 2 | 6 | +| 6 | +3 | Improved Upgrades | 2 | 7 | +| 7 | +3 | Tactical Dominance | 3 | 8 | +| 8 | +3 | Ability Score Improvement | 3 | 9 | +| 9 | +4 | Enhanced Network | 3 | 10 | +| 10 | +4 | Archetype Feature | 3 | 11 | +| 11 | +4 | Overclock | 4 | 12 | +| 12 | +4 | Ability Score Improvement | 4 | 13 | +| 13 | +5 | Multi-Unit Maneuvers | 4 | 14 | +| 14 | +5 | Archetype Feature | 4 | 15 | +| 15 | +5 | Master Strategist | 5 | 16 | +| 16 | +5 | Ability Score Improvement | 5 | 17 | +| 17 | +6 | Supreme Upgrades | 5 | 18 | +| 18 | +6 | Archetype Feature | 5 | 19 | +| 19 | +6 | Ability Score Improvement | 6 | 20 | +| 20 | +6 | Command Perfection | 6 | 21 | + +--- + +### **Core Mechanics** + +#### **Tactical Network (1st Level)** + +You establish a mental link with your **Constructed Ally**, enabling seamless coordination. Your ally acts on your turn, taking actions based on your commands. The ally defaults to a defensive stance if no command is issued. + +- Range: 30 feet +- Commands cost **Command Points** (see below). + +#### **Constructed Ally (1st Level)** + +At 1st level, you gain a Constructed Ally, a semi-autonomous construct that serves as your companion in combat. Use the **Steel Defender** stat block from the Artificer class as a base but with the following modifications: + +- Hit Points: Equal to 5 + five times your Overseer level. +- Your Constructed Ally levels up with you, gaining additional features and upgrades as you progress. + +#### **Command Points (1st Level)** + +You start with a pool of **Command Points**, which you use to issue tactical commands to your units. This pool replenishes after a long rest. The number of points available increases as shown in the class table. + +Example Commands: + +- **Attack Command (1 CP):** Your ally attacks as a bonus action. +- **Reinforce Defense (1 CP):** Grant your ally temporary hit points equal to your Intelligence modifier + Overseer level. +- **Flanking Maneuver (2 CP):** Your ally moves without provoking opportunity attacks. + +--- + +#### **Command Maneuvers (2nd Level)** + +You develop specialized tactics to enhance your unit’s effectiveness. Choose two **Command Maneuvers** from the list below. You gain additional maneuvers at later levels. + +Example Maneuvers: + +- **Shockwave (2 CP):** Your ally slams the ground, forcing creatures in a 10-foot radius to make a Strength saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or be knocked prone. +- **Intercept (1 CP):** Your ally moves to intercept an attack targeting a creature within 10 feet of it. + +--- + +#### **Overseer Archetype (3rd Level)** + +Choose a specialization for your Overseer. Examples: + +1. **Field Commander:** Focuses on battlefield control and advanced maneuvers. +2. **Mechanist:** Enhances allies with superior upgrades and experimental tech. +3. **Dominion Controller:** Combines magic with constructs, granting spellcasting abilities. + +--- + +#### **Efficient Directives (5th Level)** + +You can issue commands more fluidly. You can use a bonus action instead of an action to issue a command. + +--- + +#### **Unit Upgrades (6th Level)** + +Your allies gain a significant upgrade. Choose one upgrade per ally from the list below: + +- **Flight Systems:** Your ally gains a flying speed of 30 feet. +- **Heavy Armor Plating:** Increase your ally’s AC by 2. +- **Enhanced Offense:** Your ally’s weapon attacks deal an additional 1d8 damage. + +--- + +### **Archetype Details** + +Each archetype provides unique abilities for the Overseer and their units. For example: + +#### **Field Commander** + +- **Tactical Mastery (3rd Level):** Gain additional Command Points and increase your command range to 60 feet. +- **Phalanx Formation (10th Level):** When two or more allies are within 10 feet of each other, they gain +1 AC. + +#### **Mechanist** + +- **Experimental Protocols (3rd Level):** Add a special module to your ally, such as a grappling hook or flamethrower. +- **Advanced Upgrades (10th Level):** Allies can equip two upgrades instead of one. + +#### **Dominion Controller** + +- **Arcane Infusion (3rd Level):** Gain limited spellcasting. Your allies can cast cantrips from your spell list. +- **Empowered Constructs (10th Level):** Allies add your Intelligence modifier to their attack and damage rolls. diff --git a/DND/.Brew/Race/Endurian/Varient/Energized.md b/DND/.Brew/Race/Endurian/Varient/Energized.md new file mode 100644 index 0000000..f582b8d --- /dev/null +++ b/DND/.Brew/Race/Endurian/Varient/Energized.md @@ -0,0 +1,13 @@ +# Energized Endurian + +> Inherits all Traits from [Core Endurian](../Readme.md). + +**Ability Score Increase:** + +- Your Constitution score increases by 1. + +Storm Affinity: You can cast the thunderwave spell once per long rest without using a spell slot. Constitution is your spellcasting ability for this spell. + +Electrified Reflexes: When you use your teleportation ability, you can choose to emit a burst of static energy. Each creature within 5 feet of your destination must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or take lightning damage equal to your proficiency bonus. + +Weathered Endurance: You have resistance to lightning damage and advantage on saving throws against environmental effects caused by storms or extreme weather conditions. \ No newline at end of file diff --git a/DND/.Template/Class.md b/DND/.Template/Class.md new file mode 100644 index 0000000..20b3c0d --- /dev/null +++ b/DND/.Template/Class.md @@ -0,0 +1,9 @@ +# [Class Name] + +## Class Features + +### **Hit Points** + +- **Hit Dice**: 1d8 per Level +- **Hit Points**: 8 + [STAT] Modifier +- **Hit Points Per Level**: 1d8 \ No newline at end of file diff --git a/DND/Bones Malone/Character.md b/DND/Characters/Bones Malone/Character.md similarity index 100% rename from DND/Bones Malone/Character.md rename to DND/Characters/Bones Malone/Character.md diff --git a/DND/Bones Malone/Character.png b/DND/Characters/Bones Malone/Character.png similarity index 100% rename from DND/Bones Malone/Character.png rename to DND/Characters/Bones Malone/Character.png diff --git a/DND/Gale Shadowvale/Inventory.md b/DND/Characters/Gale Shadowvale/Inventory.md similarity index 100% rename from DND/Gale Shadowvale/Inventory.md rename to DND/Characters/Gale Shadowvale/Inventory.md diff --git a/DND/Legion/Brew/Equipment/Nightfalls Judgement.jpeg b/DND/Characters/Legion/Brew/Equipment/Nightfalls Judgement.jpeg similarity index 100% rename from DND/Legion/Brew/Equipment/Nightfalls Judgement.jpeg rename to DND/Characters/Legion/Brew/Equipment/Nightfalls Judgement.jpeg diff --git a/DND/Legion/Brew/Equipment/Nightfalls Judgement.md b/DND/Characters/Legion/Brew/Equipment/Nightfalls Judgement.md similarity index 100% rename from DND/Legion/Brew/Equipment/Nightfalls Judgement.md rename to DND/Characters/Legion/Brew/Equipment/Nightfalls Judgement.md diff --git a/DND/Legion/Character.md b/DND/Characters/Legion/Character.md similarity index 100% rename from DND/Legion/Character.md rename to DND/Characters/Legion/Character.md diff --git a/DND/Legion/Character.png b/DND/Characters/Legion/Character.png similarity index 100% rename from DND/Legion/Character.png rename to DND/Characters/Legion/Character.png diff --git a/DND/Legion/Equipment.md b/DND/Characters/Legion/Equipment.md similarity index 100% rename from DND/Legion/Equipment.md rename to DND/Characters/Legion/Equipment.md diff --git a/DND/Legion/Notes/Character Background.md b/DND/Characters/Legion/Notes/Character Background.md similarity index 100% rename from DND/Legion/Notes/Character Background.md rename to DND/Characters/Legion/Notes/Character Background.md diff --git a/DND/Legion/Notes/TheForgottenLord.md b/DND/Characters/Legion/Notes/TheForgottenLord.md similarity index 100% rename from DND/Legion/Notes/TheForgottenLord.md rename to DND/Characters/Legion/Notes/TheForgottenLord.md diff --git a/DND/Vaults/Readme.md b/DND/Vaults/Readme.md new file mode 100644 index 0000000..3bd0af5 --- /dev/null +++ b/DND/Vaults/Readme.md @@ -0,0 +1,26 @@ +# Vaults of Resonance + +Welcome to the **Vaults of Resonance**, an ever-shifting repository of homebrew content for your tabletop adventures. This content is experimental in nature and is provided to inspire creativity, exploration, and discovery in your games. However, please be aware of the following: + +## Disclaimer: Playtest Content + +The material found within the Vaults of Resonance is considered **playtest content**. While every effort has been made to ensure its functionality and thematic coherence, the following points apply: + +- **Balance**: These mechanics, spells, classes, items, and rules may not be fully balanced. They are subject to testing and refinement based on feedback from players and Dungeon Masters. +- **Compatibility**: Some content may not integrate seamlessly with official rules or other homebrew materials. Adjustments may be necessary to maintain harmony in your game. +- **Flexibility**: Dungeon Masters are encouraged to modify or veto any content from the Vaults of Resonance to suit the needs of their campaigns. + +## Feedback and Adjustments + +Feedback from players and Dungeon Masters is invaluable for refining this content. If you test material from the Vaults of Resonance, consider sharing your experiences: + +- What worked well? +- What felt unbalanced or awkward? +- What could be improved? + +Your insights help shape future iterations and ensure that the Vaults continue to resonate with the spirit of adventure. + +--- + +**Enter at your own risk, and let the echoes of the Vaults guide you to new realms of possibility.** +