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3 changed files with 206 additions and 7 deletions
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@ -13,28 +13,29 @@
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- **Dormant Form**:
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- **Energy Absorption**: As a Reaction when the wielder is hit by an attack that deals force, lightning, or radiant damage, the shield absorbs part of the energy, granting the wielder the option to gain either **temporary hit points** or **shield energy** equal to half the damage taken (rounded down).
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- **Force Repulsion**: As a reaction, when the wielder is hit by an attack that deals force, lightning, or radiant damage, the wielder can release the stored energy, dealing force damage equal to the amount of damage absorbed. The target must make a Strength saving throw (DC 15) or take the full damage, or half damage on a successful save.
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- **Force Repulsion**: As a reaction, when the wielder is hit by an attack that deals force, lightning, or radiant damage, the wielder can release the stored energy, dealing force damage equal to half the amount of damage absorbed. The target must make a Strength saving throw (DC 15) or take the full damage, or half damage on a successful save.
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- **Awakened Form**:
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- **Energy Absorption Improved**: The shield now absorbs up to 40 points of force, lightning, or radiant damage per long rest. The temporary hit points granted by energy absorption are now equal to the full amount of damage absorbed.
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- **Force Repulsion Enhanced**: When the wielder uses the Force Repulsion ability, the damage increases to the total amount of energy absorbed rather than just half. The target must now make a Strength saving throw (DC 17) to avoid the damage, or take full damage on a failed save.
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- **Cover Creation**: As a bonus action, the wielder can expend an amount of absorbed energy (up to 20 points) to create a line of force energy extending 10 feet in a direction of their choice. This line of energy creates a barrier that grants total cover to any creature behind it for 1 minute. The barrier dissipates early if it takes damage equal to the energy spent to create it. Creatures within 10 feet of the line must make a Strength saving throw (DC 17) or be pushed back 5 feet.
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- **Cover Creation**: As a bonus action, the wielder can expend any amount of energy up to 40 points to create a barrier of force energy, extending up to 15 feet out, and 10 feet up. The Barrier has an AC of Zero, and an HP equal to the points used to create it. This energy creates a barrier that grants total cover to any creature behind it for 1 minute. The barrier dissipates early if it takes damage equal to the energy spent to create it. Any creature that comes in contact with the barrier must make a Strength saving throw (DC 17) or be pushed back 5 feet. Creatures cannot move through the barrier.
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- **Shared Protection**: As a reaction, when an ally within 30 feet of the wielder takes damage, the wielder can choose to absorb half of that damage. The shield grants the wielder temporary hit points equal to half of the damage the ally would take, reducing the damage dealt to the ally by the same amount. This ability can be used once per long rest.
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Additionally, the wielder can adjust the size of the barrier, reducing its dimensions down to a minimum of 5 feet in either direction. To determine the adjusted size, the wielder makes a Perception check (DC 15). On a success, the barrier can be resized to the desired dimensions within the allowed range, without compromising its integrity.
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- **Shared Protection**: As a reaction, when an ally within 30 feet of the wielder takes damage, the wielder can choose to absorb half of that damage. The shield grants the wielder temporary hit points equal of the damage absorbed, reducing the damage dealt to the ally by the same amount. This ability can be used three times per long rest.
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- **Exalted Form**:
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- **Energy Absorption Mastery**: The shield can absorb up to 100 points of force, lightning, or radiant damage per long rest. It can also absorb other types of energy, such as necrotic or acid, if the wielder chooses, though this damage is absorbed at half its value.
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- **Force Repulsion Unleashed**: The damage dealt by Force Repulsion now increases to 3 times the amount of absorbed energy (instead of the full amount). Targets must make a Strength saving throw (DC 19) to avoid taking the full damage, or half on a success.
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- **Cover Creation Enhanced**: As a bonus action, the wielder can create a 10-foot line of force energy (spending up to 30 points of absorbed energy). This line now creates a wall of force 10 feet tall and 10 feet wide that grants full cover. The wall lasts for 1 minute, or until it takes damage equal to the energy expended to create it. Once per day, the wielder can create an impenetrable dome of force (20-foot radius) for 10 minutes by expending 50 points of absorbed energy. Creatures within the dome must make a Strength saving throw (DC 19) or be knocked prone if they attempt to move through it.
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- **Shared Protection Mastery**: The wielder can now use the **Shared Protection** ability an additional time per long rest. Furthermore, when absorbing damage for an ally, the wielder can now absorb up to the full amount of damage that the ally would take, reducing the damage dealt to the ally by the same amount. This enhanced ability can be used once per short rest.
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- **Aegis Cannon**: When the wielder has at least absorbed 50 points of damage, it can be released in a 20-foot cone. Targets must make a saving throw (SpellDC + 3) or take full damage, with those who succeed taking half damage and being forcefully disarmed.
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- **Aegis Cannon**: When the wielder has at least absorbed 50 points of damage, it can be released in a 20-foot cone. Targets within the cone must make a Strength saving throw (SpellDC + 3) or take full damage, with those who succeed taking half damage, those who fail take full damage and are forcefully disarmed.
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- Replaces Force Repulsion
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- **Attunement**: Yes
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This item requires attunement to unlock its full powers.
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@ -43,6 +44,8 @@
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- While in its dormant form, the shield only provides limited energy absorption and force repulsion abilities.
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- The shield’s energy absorption and force repulsion powers scale with attunement to its awakened and exalted forms.
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- The Shield Barrier cannot harm the weilder, if it is in a position in which it can, it immediately dissapates
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- Energy Points Stack and can only be used by the shield's ability.
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- Energy Points Reset when the weilder takes a long rest.
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- The **Aegis Cannon** requires the wielder to have absorbed at least 50 points of damage before it can be used.
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188
DND/Characters/Obsidian/Character.md
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DND/Characters/Obsidian/Character.md
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# Obsidian
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## Basic Information
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- **Name**: Obsidian
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- **Level**: [Artificer](https://dnd5e.wikidot.com/artificer) 3
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- **Race**: [Nightwing](../../TheVault/Race/WingsOfFire/Nightwing.md)
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- **Alignment**: Neutral
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- **Background**: Undefined
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## Appearance
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<!--
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Describe the character’s appearance. Include details on specific armor,
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physical traits, or distinguishing features. This section should paint
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a vivid picture of the character's look and feel.
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-->
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[Brief description of character’s appearance]
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<!--
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Optional: Add an image by replacing 'image.jpg' with your file path.
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Example:
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-->
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## Personality Traits
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- **Trait 1**: [Description of personality trait]
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- **Trait 2**: [Description of personality trait]
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## Brewed Traits
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- **[Trait Name](URL to trait)**: [Trait description, if applicable]
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## Racial Traits
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**Ability Score Increase:**
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- Your Strength score decreases by 3.
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- Your Constitution scores each decrease by 3.
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- Your Intelligence score increases by 4.
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- Your Wisdom score increases by 3.
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- Your Charisma score increases by 3.
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- **Size**: Large
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**Speed:**
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- Walking speed: 30 feet.
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- Flying speed: 60 feet.
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<!--
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List racial abilities here. Provide brief descriptions for each ability
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(e.g., resistances, immunities, unique actions, etc.).
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-->
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- **Racial Abilities**:
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- **Claws:**
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Your claws deal 2d6 + your Strength modifier slashing damage. You are proficient with your claws.
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- **Diseased Bite:**
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Your bite deals 2d8 + your Strength modifier piercing damage. You are proficient with your bite. Once per turn, your bite can infect a creature with sewer plague. NightWings are immune to this disease.
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- **Darkvision and Blindsight:**
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You have darkvision out to 30 feet and blindsight out to 15 feet.
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- **Fire Resistance:**
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You have resistance to fire damage.
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- **Breath Weapon (Recharge 6):**
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You can exhale fire in a 40-by-10-foot line. Creatures in the area must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Intelligence or Constitution modifier). On a failed save, they take 2d4 fire damage, or half as much on a success. This damage increases at levels 5 (4d4), 11 (6d4), and 20 (8d4).
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- **Scholarly Research:**
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You are proficient in Arcana and History, and your proficiency bonus is doubled for both.
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- **Languages:**
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You can speak, read, and write Draconic and Scholar.
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- Scholar uses complex technical jargon, making it incomprehensible to those unfamiliar with academic terminology. Conveying complex ideas takes half the time, but casual conversation takes four times as long.
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## Ability Scores
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| Ability | Base | Total | Bonus |
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|------------------|------|-------|--------------------|
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| **Strength** | 15 | **12** | `-3 (racial)` |
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| **Dexterity** | 15 | **15** | `+0 (racial)` |
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| **Constitution** | 20 | **17** | `-3 (racial)` |
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| **Intelligence** | 20 | **24** | `+4 (racial)` |
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| **Wisdom** | 10 | **13** | `+3 (racial)` |
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| **Charisma** | 10 | **13** | `+3 (racial)` |
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<!--
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Fill out each row with the character’s base stats, total (after racial
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and class bonuses), and any bonuses from items or features.
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-->
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### Hit Points
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<!--
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Fill out hit points gained per level. Include initial HP calculation
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at Level 1 and add the average or rolled values for each subsequent level.
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-->
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- **Hit Points by Level**:
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- Level 1: 8
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- Level 2: 13
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- Level 3: 18
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- Level 4: 23
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- **Total Hit Points**: 23
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- **Hit Dice**: 4d8
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## Features
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### Class-Specific Features
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#### 1st-level
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- [**Magical Tinkering**](https://dnd5e.wikidot.com/artificer): Allows you to imbue small objects with magical properties.
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#### 3rd-level Alchemist
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- [**Alchemist Spells**](https://dnd5e.wikidot.com/artificer:alchemist): You always have certain spells prepared:
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| Level | Spell |
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|:-------:|-------|
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| 3rd | [Healing Word](https://dnd5e.wikidot.com/spell:healing-word), [Ray of Sickness](https://dnd5e.wikidot.com/spell:ray-of-sickness) |
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| 5th | [Flaming Sphere](https://dnd5e.wikidot.com/spell:flaming-sphere), [Melf’s Acid Arrow](https://dnd5e.wikidot.com/spell:melfs-acid-arrow) |
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| 9th | [Gaseous Form](https://dnd5e.wikidot.com/spell:gaseous-form), [Mass Healing Word](https://dnd5e.wikidot.com/spell:mass-healing-word) |
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| 13th | [Blight](https://dnd5e.wikidot.com/spell:blight), [Death Ward](https://dnd5e.wikidot.com/spell:death-ward) |
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| 17th | [Cloudkill](https://dnd5e.wikidot.com/spell:cloudkill), [Raise Dead](https://dnd5e.wikidot.com/spell:raise-dead) |
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- [**Experimental Elixir**](https://dnd5e.wikidot.com/artificer:alchemist):
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At the end of a long rest, you can create a magical elixir in an empty flask you touch. Roll on the table below to determine its effect. The elixir is consumed as an action and lasts until drunk or until your next long rest.
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You can also create additional elixirs by expending a 1st-level or higher spell slot, choosing the effect instead of rolling. At 6th level, you create two elixirs per long rest, and at 15th level, you create three. Each elixir requires a separate flask.
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| d6 | Effect | |
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|:--:|-------------------:|------|
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| 1 | **Healing** | Restores 2d4 + your Intelligence modifier HP. |
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| 2 | **Swiftness** | Increases walking speed by 10 ft. for 1 hour. |
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| 3 | **Resilience** | Grants +1 AC for 10 minutes. |
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| 4 | **Boldness** | Adds 1d4 to all attack rolls and saving throws for 1 minute. |
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| 5 | **Flight** | Grants a additional 10 ft. flying speed for 10 minutes. |
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| 6 | **Transformation** | Functions as *Alter Self* for 10 minutes. |
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<!--
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List key class-specific features here. Be concise but cover the main
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mechanics and effects.
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-->
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## Proficiencies & Skills
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- **Proficiencies**:
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- **Skills**: Investigation, Sleight of Hand
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- **Armor**: Light armor, medium armor, shields
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- **Weapons**: Simple weapons
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- **Tools**: Thieves' tools, Tinker’s tools, Alchemist Supplies
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- **Saving Throws**: Constitution, Intelligence
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<!--
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||||
Describe the character’s fighting style and proficiencies in skills,
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tools, armor, and weapons. Only list skills they're proficient in.
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-->
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---
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## Level Progression
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### Level 1
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- **Proficiencies**: Investigation, Sleight of Hand, Alchemist Supplies
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### Level 2
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- **Infusions**:
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- Returning Weapon
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- To Be Decided
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- To Be Decided
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- To Be Decided
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### Level 3
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- **Artificer Specialist**:
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- [Alchemist](https://dnd5e.wikidot.com/artificer:alchemist)
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- **Tool Proficiency**
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- Brewer's Supplies
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### Level 4
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- **Ability Score Improvement:**
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- **Chosen Increase:** Dexterity +1, Constitution +1
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@ -8,6 +8,14 @@ Enhanced Augmentations represent the pinnacle of Kybr’s ingenuity and resource
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> Note: Artificers may either have **1 Greater Augment** OR **2 Lesser Augments** for balancing purposes until a proper crafting system can be implemented for these augments
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## Crafting Rules
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- Quality is determined by a Dexterity Check
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- Critical Failure: Augmentation Fails to craft. If perfroming maintence the item is destroyed.
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- Standard Roll: DC determined by the DM based off the bond between the Crafter and the creature the augment is intended for.
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- Base DC of 15, however can be altered at DM Discression
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- Critical Success: Augmentation is at its strongest state and persists indefinately, not requiring recreation or maintnence.
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## **Basic Augmentations**
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Basic Augmentations are simple yet essential creations, designed to act as flexible tools or stepping stones for more advanced augmentations. They are quick to assemble, requiring minimal resources and effort, and can serve as placeholders or fulfill specific minor functions.
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@ -99,4 +107,4 @@ Basic Augmentations are simple yet essential creations, designed to act as flexi
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- **Mechanics**:
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- **Effect**: The artificer stores a cantrip they know into this device. Any creature can activate it as an action, casting the cantrip as though the artificer cast it.
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- **Limitations**: The Spell Capacitor can only hold one cantrip and is destroyed when used.
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- **Extra**: If the artificer has the Spell Storing Item feature, they may expend a use to forgo the short rest requirement when creating this item
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- **Extra**: If the artificer has the Spell Storing Item feature, they may expend a use to forgo the short rest requirement when creating this item.
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