1 CLASSES: THE CHARISMATIC HERO Hit Die: 8+1d8 Action Points: 5 + ½ level Armor: light armor Weapons: simple weapons, single shot firearms Tools: artisans, disguise, forgery or musical instrument Saves: intelligence and charisma Class Skills: choose any three; deception, insight, intimidation, investigation, performance or persuasion TALENTS Politician 1. Lie: advantage on deception checks 2. Negotiate: advantage on persuasion checks 3. Threaten: intimidate as move action 4. Insult: choose a target within 30’ as recipient for your taunts. Using your move action you can make your target roll wisdom save DC 8 + your charisma modifier + you PB or gain a level of exhaustion. You can repeat this up to three times per opponent. Inspiration 1. Coordinate: as an action you can grant up to you PB number of allies within 30´a +1 bonus on attack, damage and skill checks 2. Efficient coordination: recipients gain the same bonus on defense 3. Inspire greatness: spend a move action to grant one ally within 30’ +2 HD in temporary HP. You can use this once per short rest 4. Inspire courage: you can use coordinate using only a move action, if you choose. 5. Inspire haste: spend a move action to grant an ally within 30’ the ability to use his reaction to make a free move action. 6. Inspire heroics: spend a move action to grant one ally within 30’ a +4 to defense Charm 1. Charm: advantage on all charisma based skill checks towards specific race and gender. This ability can be selected again for different combination of race and gender. 2. Favor: when in a large town or city you can call in favors by making a persuasion check against DC set by GM. You can use this once per long rest Level Feature Defense Proficiency 1 st Talent, Bonus Feat 0 +2 2 nd Bonus Feat +1 +2 3 rd Talent +1 +2 4 th Bonus Feat +1 +2 5 th Talent +2 +3 6 th Bonus Feat +2 +3 7 th Talent +2 +3 8 th Bonus Feat +3 +3 9 th Talent +3 +4 10 th Bonus Feat +3 +4
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CLASSES: THE CHARISMATIC HERO Hit Die: 8+1d8 Action Points: 5 + ½ level Armor: light armor Weapons: simple weapons, single shot firearms Tools: artisans, disguise, forgery or musical instrument Saves: intelligence and charisma Class Skills: choose any three; deception, insight, intimidation, investigation, performance or persuasion
TALENTS Politician
1. Lie: advantage on deception checks 2. Negotiate: advantage on persuasion checks 3. Threaten: intimidate as move action 4. Insult: choose a target within 30’ as recipient for your taunts. Using your move action you can
make your target roll wisdom save DC 8 + your charisma modifier + you PB or gain a level of exhaustion. You can repeat this up to three times per opponent.
Inspiration 1. Coordinate: as an action you can grant up to you PB number of allies within 30´a +1 bonus on
attack, damage and skill checks 2. Efficient coordination: recipients gain the same bonus on defense 3. Inspire greatness: spend a move action to grant one ally within 30’ +2 HD in temporary HP. You
can use this once per short rest 4. Inspire courage: you can use coordinate using only a move action, if you choose. 5. Inspire haste: spend a move action to grant an ally within 30’ the ability to use his reaction to
make a free move action. 6. Inspire heroics: spend a move action to grant one ally within 30’ a +4 to defense
Charm 1. Charm: advantage on all charisma based skill checks towards specific race and gender. This ability
can be selected again for different combination of race and gender. 2. Favor: when in a large town or city you can call in favors by making a persuasion check against DC
3. Captivate: select a target within 30’ that is not being attacked. Target must make a will save vs DC 8 + proficiency bonus + charisma bonus or be transfixed. Attacking or threatening causes this effect to end. The target has disadvantage on checks involving all other characters and NPCs but the you
4. Men at arms: in 2d4 days you can raise a group of men equal to you character level + charisma bonus in level
Fast-‐Talk 1. Fast-‐Talk: advantage on all deception checks towards specific race and gender. This ability can be
selected again for different combination of race and gender. 2. Dazzle: select a target within 30’. Target must make a will save vs DC 8 + proficiency bonus +
charisma bonus or be confused. The target has disadvantage on attack rolls. Target repeats save each turn. This can only be used once per opponent per long rest and the effect end if the target is threatened or attacked
3. Taunt: select a target within 30’. Target must make a will save vs DC 8 + proficiency bonus+ charisma bonus or be stunned for 1 round. This can only be used once per opponent.
Synchronize 1. Coordinate: gain the bardic inspiration ability (see PHB p.52). The inspiration die does not
automatically change when you reach higher levels, instead you can select this talent again and have the dice change to the next higher one (max d12).
2. Jack of all trades: gain the bardic jack of all trades ability (see PHB p.53) 3. Rigorous flank: if you and an ally is flanking a target you both gain a +1d6 damage
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THE DEDICATED HERO Hit Die: 8+1d8 Action Points: 5 + ½ level Armor: light armor Weapons: simple weapons, single shot firearms Tools: choose one of musical instrument, artisans tools or herbalism kit Saves: wisdom and constitution Class Skills: choose any two; athletics, insight, medicine or nature
TALENTS Blessed
1. Inspired defense: you gain +1 on defense 2. Inspired blessing: you are trained in one save of choice
Healing 1. Healing knack: you gain advantage on medicine 2. Healing touch: you heal 1HD when stabilizing 3. Revive: you can revive target who has failed its third death save as long as you spend an action
and do it within 1 round of the target failing the last save.
Zen 1. Deflect arrows: as monk ability 2. Living weapon: unarmed strikes deals 1 higher damage die 3. Mystical ki strike: your unarmed attacks are treated as magical 4. Enlightened precision: you gain bonus to ranged attacks equal to wisdom modifier 5. Zen defense: you can replace any dexterity saving throw with wisdom saving throw
Empathic 1. Empathy: if the dedicated hero has at least 1 minute to study his target he gains advantage in all
charisma based ability checks and skill checks towards the target 2. Aid Another: you are able to encourage your allies, a number of times per day equal to your class
level you are able to grant your wisdom modifier to any ally within 60´when they make a skill or ability check
3. Intuition: you can take a move action during your turn, even if surprised. You act on your initiative as usual.
Soothing 1. Healing Knack: you can spend your action to automatically stabilize an adjacent creature 2. Healing Touch 1: you can spend your action to allow an adjacent creature to roll one of their
healing dice 3. Healing Touch 2: you can spend your action to have an adjacent creature reroll any failed save
1. Skill Emphasis: you can choose one skill in which you are already trained, double your PB when using this skill.
2. Aware: if you can spend a full turn studying a target within 30´, roll a perception check DC 8 + targets level + charisma modifier of target. If you succeed you are able to discern the targets surface thoughts and intentions.
3. Faith: a number of times per long rest equal to your proficiency bonus you can grant yourself advantage on any d20 roll.
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THE SMART HERO Hit Die: 8+1d8 Action Points: 5 + ½ level Armor: light armor Weapons: simple weapons, single shot firearms Tools: any one tool Saves: intelligence and wisdom Class Skills: choose any three
TALENTS Skilled
1. Improved skill focus: gain advantage with one selected skill 2. Virtuoso: you gain advantage on perform checks 3. Education: you gain half your PB rounded down to any skill in which you are not already trained 4. Master craftsman: you gain half your PB rounded down when using any tools in which you are not
already proficient
Sage lore 1. Improved skill focus: you gain advantage in one skill 2. Educated: when using you intelligence bonus for any skill in which you are not already trained you
are able to apply a bonus equal to you PB. 3. Intellectual: you have obscure information on most areas, once per short rest you gain advantage
on any single skill check 4. Obnoxious: you are able to throw people off with your intellect and knowledge, you gain a bonus
equal to half your intelligence bonus rounded down to any charisma based skill check.
Tactics 1. Exploit weakness: you gain intelligence bonus to attack versus one opponent. You can only use
this once per short rest 2. Plan: if given at least 1 minute to prepare you can grant a number allies equal to twice your PB a
bonus to their attack rolls equal to your intelligence bonus on their first attack action. 3. Trick: as a move action you can bluff your opponent granting advantage on next attack and +1d6
sneak attack damage. Roll deception versus perception
Research 1. Savant: Select one skill that you are trained in, you double your PB when using this skill 2. Linguist: whenever you encounter a new language you can roll an intelligence check to get a
rudimentary understanding of what is communicated 3. Skilled: you can select three new skills in which you become trained
Strategy 1. Exploit Weakness: at the start of combat you can designate an opponent. Against this opponent
you are able to use your intelligence bonus on attack rolls. If the opponent is defeated or flees you can designate a new opponent
2. Plan: if you are able to spend at least a minute planning an encounter you are granted 1d4 inspiration dice. These can be used freely by anyone previously designated during the planning phase. They do not have to be given, but can freely be drawn from a shared pool
3. Trick: you are able to baffle an opponent with a simple trick, and expending your action. The target rolls a wisdom save versus 8 + proficiency bonus + intelligence modifier, failure means the target is stunned for 1 round. This can only be used once per opponent per long rest.
Studious 1. Adaptable: after a long rest choose any skill in which you are not already trained, until your next
long rest you are considered trained in this skill. 2. Artisanal: Choose a set of tools which you are proficient with. Any rolls involving this tool are done
with double PB 3. Inner workings: after a long rest, choose any race or creature type, until your next long rest
against your chosen type, you deal an extra amount of damage equal to proficiency bonus.
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THE TOUGH HERO Hit Die: 12+1d12 Action Points: 5 + ½ level Armor: light armor Weapons: simple weapons, single shot and martial firearms Tools: artisans tools, gaming set, or navigator tools Saves: constitution and strength Class Skills: choose two from acrobatics, animal handling, athletics, and nature
TALENTS Survivalist
1. Swift tracker: you track at normal speed and remain alert when doing so 2. Camouflage: you can hide whenever you are in dense forest, even while being watched 3. Trackless step: you cannot be tracked 4. Wild empathy: you gain advantage on animal handling 5. Woodland stride: you gain +10´move in forests
Damage Reduction 1. Damage Reduction 1/-‐: The Tough hero ignores 1 point of damage from melee and ranged
weapons. You can select this feat 3 times, each time you select this feat DR increase by 1
Energy Resistance 1. Acid Resistance: gain advantage on save and resistance on damage vs. acid 2. Cold Resistance: gain advantage on save and resistance on damage vs. cold 3. Electricity Resistance: gain advantage on save and resistance on damage vs. electricity 4. Fire Resistance: gain advantage on save and resistance on damage vs. fire 5. Concussion Resistance: gain advantage on save and resistance on damage vs. concussion
Unbreakable 1. Remain Conscious: when dropped to 0 HP you can instead elect to drop to 1 HP, you can use this
ability once every long rest 2. Resilient: You can hold your breath twice as long as others, and you gain resistance to all gas and
smoke based attacks 3. Robust: you gain +1 HP per level and you always ignore the first level of exhaustion 4. Stamina: you gain bonus healing dice equal to your PB
Grit 1. You are stronger under pressure. If reduced to less than ½ HP you gain advantage on any ability
checks, you are also considered trained in wisdom saving throws. You also have advantage on all saving throws made when moving beyond 8 hours a day.
2. If reduced to less than ½ HP you gain a temporary bonus of +2 to your strength and wisdom scores. Finishing a long rest reduces exhaustion by 2.
3. You are able to fight through exhaustion. You can choose to ignore the negative effect of exhaustion for a number of minutes equal to your constitution modifier. You cannot die from exhaustion, effectively making you immune to exhaustion level 6.
4. A desperate survival instinct kicks in whenever you are reduced to ½ HP during combat. You gain a +2 bonus to strength and advantage on strength saving throws and ability checks. The effect last for 1 minute during which time you will attack the nearest living enemy with melee weapons or thrown weapons only. You cannot choose to withdraw, unless you succeed on a wisdom saving throw DC 12.
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THE FAST HERO Hit Die: 8+1d8 Action Points: 5 + ½ level Armor: light armor Weapons: simple weapons, single shot and martial firearms Tools: artisan tools, disguise kit, forgery kit, poisoners kit or thieves tools Saves: dexterity and charisma Class Skills: choose three from acrobatics, performance, sleight of hand or stealth
TALENTS Sneak attack
1. When attacking with advantage you impose 1 level of exhaustion, this can only be used once per opponent per long rest
2. Sneak attack: gain +1d6 damage 3. Death attack: you study the victim for 3 rounds and make a sneak attack, opponent must make
constitution saving throw vs damage taken or gain 3 levels of exhaustion. You can only use this ability nonce per opponent per long rest
Weapon mastery 1. Focus: you gain +1 attack with one type of weapon 2. Sneak attack: gain +1d6 damage 3. Attack specialization: you gain +2 damage with 1 type of weapon 4. Slashing: you deal +1 damage with all slashing weapons
Defensive 1. Cunning action: you can use your bonus action to dash, hide or disengage 2. Evasion: When you are subjected to an effect that allows you to make a Dexterity saving throw to
take only half damage, you instead take no damage if you succeed 3. Uncanny Dodge: opponents do not gain flanking bonus 4. Defensive roll: once per short rest you can reduce one damage source by half. 5. Opportunist: once per short rest you can gain a free attack against an adjacent enemy that has just
been struck by one of your allies
Increased Speed 1. Increased Speed: The Fast hero’s base speed increases by 5 feet. You can select this talent up to 3
Swift and deadly 1. Inconspicuous: people have a tendency to forget you exist and ignore your presence. Once per
short rest you can use a stealth check to become hidden even while being observed. This cannot be used if you are in direct confrontation, either verbal or physical.
2. Sneak attack: gain +1d6 damage 3. Hide in plain sight: you can hide in any crowded urban environment, even while being watched 4. Fake: with a small gesture you are able to throw opponents of balance. Using a bonus action you
roll and opposed bluff versus perception, if you succeed any melee attack you make deals +1d6 damage
5. Assassinate: if you are able to strike an opponent with a melee attack from hiding you deal and extra d6 damage equal to your proficiency bonus
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THE STRONG HERO Hit Die: 1d10 Action Points: 5 + ½ level Armor: light armor Weapons: simple weapons, single shot and martial firearms Tools: artisans tools or gaming set Saves: strength and constitution Class Skills: choose two from acrobatics, animal handling, athletics, intimidation and nature TALENTS Warrior
1. Armor focus: you gain +1 DR with one type of armor 2. Armor fit: you no longer gain disadvantage with one type of armor 3. Armor specialization: you gain +1 defense with 1 type of armor 4. Armored movement: you are no longer slowed when using 1 type of armor
Protective 1. Harms way: you can place yourself in harms way as a reaction, whenever an
opponent hits an ally adjacent to you, you can have him deal damage towards you instead
2. Protective defense: when using harms way you gain advantage on your next attack versus that opponent as long as you attack in the following round
3. Protective strike: when attacking you can forego you move action and grant your opponent disadvantage on attacks versus everyone but you
4. Melee stab: you receive +1 damage with piercing weapons
Puissance 1. Extreme effort: you gain a bonus equal to PB whenever making strength checks 2. Improved carry: you can carry twice the amount you usually can 3. Melee smash: you receive a +1 damage bonus with bludgeoning weapons and when
unarmed.
Extreme effort 1. Extreme effort: when using a strength or constitution based ability or skill check you
can spend the full round completing it and double your PB when rolling 2. Improved Extreme Effort: you can shake off the effects of exhaustion for a number of
rounds equal to your PB. You can use this ability once per long rest
3. Advanced Extreme Effort: when hit by a mind affecting effect and allowed a save, you can use either strength or constitution to replace the normal saving throw. You can use this ability once per short rest
Ignore Hardness
1. Smash: you ignore an objects resistance 2. Ignore Hardness: you double any damage bonus from strength when attacking
objects. 3. Melee Smash: The Strong hero receives a +1 bonus on melee damage. You can take
this talent more than once, every time gaining +1 to damage, up to +3
Deception History Insight Intimidation Investigation Medicine Nature Perception Performance Persuasion Religion Sleight of Hand Stealth Survival
BACKGROUNDS (OCCUPATIONS) Choose two skills and a set of tools, you are considered proficient with these and add your PB on all checks. Choose two personality traits that might grant inspiration under certain conditions, one trait should be considered negative or undesirable. ACTION POINTS You can spend action points to grant yourself advantage on a single d20 roll. If any effect already gives you advantage, and you spend an action point, you are able to roll 3 d20 an pick the highest number. Action points are replenished as you level up and in all aspects they treated as inspiration points granted by your GM. DEFENSE Defense is added as a bonus to any armor or other effect that grants Armor Class.
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Armor Armor Class DR Strength Stealth Weight Cost Light Armor Padded 1 0
Disadvantage 8 lb 5 gp
Leather 2 1
10 lb 10 gp Studded Leather 3 2
13 lb 45 gp
Medium Armor Hide 3 2
12 lb 10 gp
Chain Shirt 4 3
20 lb 50 gp Scale Mail 3 2
Disadvantage 45 lb 50 gp
Breastplate 3 5
20 lb 400 gp Half Plate 4 5
Disadvantage 40 lb 750 gp
Heavy Armor Ring Mail 3 3
Disadvantage 40 lb 30 gp
Chain Mail 3 4 12 Disadvantage 55 lb 75 gp Splint Mail 3 5 14 Disadvantage 60 lb 200 gp Plate 3 7 13 Disadvantage 65 lb 1,500 gp
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TALENTS AND FEATS: TALENTS
Talents are available to all classes and can be chosen whenever they reach a new level. Unlike class based talent you do not need to choose these talents in a predetermined order. Talents marked with a * can be chosen in any order, while talents marked with a number must be chosen in a set order.
FAVORED ENEMY:
• Know your enemy: you choose a creature type, against which you gain advantage on all checks to track or recall information. You can choose this talent more than once, each time it applies to a new creature type.
HOLY WARRIOR
• Turn undead: once per short rest you are able to turn undead within 30’. All undead within range must roll wisdom save versus DC 8 + wisdom modifier + proficiency bonus or flee
• Destroy undead: whenever an undead creature fails its save versus turn undead you can instead choose to have it destroyed
• Purity of soul: you become immune to any disease • Purity of mind: you gain your charisma bonus to all saves • Presence: allies within 10’ cannot be frightened while you are conscious
MARTIAL ARTS
• Flurry of blows: you gain 3 ki points. You can spend a Ki point to make to extra unarmed attacks as a bonus action.
• Patient: you gain 3 ki points. You can spend a Ki point to use dodge as a bonus action on your turn.
• Step of the Wind: you gain 3 ki points. You can spend a ki point to use disengage or dash as a bonus action
• Deflect missiles. You gain 3 ki points. You can spend a ki point as a reaction to deflect damage from a ranged attack, reduce damage by 1d10+dexterity modifier + proficiency bonus
• Stunning strike: you gain 3 ki points. You can spend a ki point to make an opponent hit by your unarmed attack roll a Con save (DC 8 + dexterity modifier + proficiency bonus) or be stunned for 1 round.
• Stillness of mind: you gain 3 ki points. You can spend a ki point to reroll a failed save versus charmed or frightened
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• Wholeness of boy: you gain 3 ki points. You can spend a ki point to remove the poisoned or diseased condition
RAGE
• You can rage as bonus action. Each time you rage it lasts 1 minute and you gain a +1 bonus to damage, advantage on strength and dexterity saves as well as resistance to bludgeoning, slashing and piercing damage. You cant cast spells while raging and you cant wear heavy armor. You can rage once per long rest. After you have raged for 1 minute or freely choose to end your rage, you suffer a level of exhaustion. You can take this talent up to three times after the first, each time it grants you one more use of rage per long rest and a +1 bonus to damage.
• Tireless rage: you no longer suffer a level of exhaustion after ending rage • Reckless: when making an attack you can choose to give yourself advantage on the
attack rolls. Until the beginning of your next turn all melee attack rolls against you are done with advantage.
NATURE
• Danger sense: you gain advantage on dexterity saves versus any threat that you are aware of, and you can act even when surprised
• Feral instinct: you gain advantage on initiative roll. You can use this once per short rest
• Sense: once per short rest you are able to sense the presence of any creature belonging to a specific creature type within 100’
• Pass without trace: you are able to move through difficult terrain using your normal movement.
UNHOLY ALLIANCE
• Familiar: you gain a familiar. You choose either a pseudodragon, imp, quasit or sprite. You can, as an action, have the familiar perform an attack as a reaction.
• Pact weapon: you can summon a blade in your hand. You choose the type of weapob summoned and you become proficient in using it. You are able to perform a ritual, taking 1 hour, and have a magical weapon turn into your pact weapon
• Unholy tome: you gain a tome containing simple spells. You are able to choose a single talent, which you can use at will
• Darksight: you are able to see 30’ in total darkness
WILD SHAPE
• Wild shape: using a full turn you are able to turn into an animal with a challenge rating of ¼ or less. If you choose this talent a second time you are able to turn into creatures with a challenge rating of ½, CR 1 for third and CR 2 if chosen for a fourth time. You cannot select this talent more than 4 times
• Attuned form: when using your wild shape you can change form as an action
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COMBAT FOCUS
• Defense Focus: While you are wearing armor, you gain a +1 bonus to defense. • Archery: You gain a +2 damage on all ranged attacks • Long Arm Focus: You gain a +2 bonus to attack rolls made with ranged weapons. • Protection: when wielding a shield you can impose disadvantage on an attack roll
using your reaction • Side Arm Focus: While wielding a one handed ranged weapon and no weapon in your
off hand, you deal an additional 2 damage. • Two-‐Weapon Focus: When you engage in two-‐weapon fighting, you can add your
ability modifier to the damage of the second attack. • Unarmed Focus: When you make an unarmed strike, add +2 damage • Great weapon fighting: when you roll a 1 or 2 on a damage die with a two handed
melee weapon you can reroll the dice. You must accept the new roll ARCANE FOCUS
1. Arcane aptitude: you lessen the spell point cost to cast one spell, minimum cost is always 1. You can choose this talent more than once, each time it applies to a new spell
2. Sense magic: as a move action you sense the presence of spell points on a single target within 60’, you can also detect how many remain (though not the targets maximum number of spell point).
3. Improved arcane focus: you can cast a spell requiring 1 spell point for free as long as this is a spell which you have already chosen for your arcane aptitude talent. You can choose this talent more than once, each time It applies to a new spell.
SPELLCASTING All spells are chosen as talents. Whenever you choose a spellcasting talent you gain a cumulative 3 spell points per spellcasting feat. For instance, if when you chose your second spellcasting feat you gain 6 spell points (3+3), for the third you gain 9 (3+3+3). That means that if you as your sixth talent choose a spellcasting talent you will have 63 spell points ( 3+6+9+12+15+18). In addition, for every spellcasting feat you possess you are able to spend 1 spell point per spell you cast. Chose your wisdom, charisma or Intelligence as your spellcasting ability. You can spend a number of spell points each round equal to number of spells known +2. Unless otherwise noted, you have to spend an action to cast a spell and spellcasting involves somatic and verbal components. See last chapter for info on spells. Spell save DC = 8 + proficiency modifier + ability modifier Spell attack modifier: proficiency bonus + ability modifier
FEATS
EXTRA ATTACK
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Prerequisite: proficiency bonus +3 or higher
When you use the attack action, you are able to attack twice
HEROIC SURGE
Benefit: The character may take an extra move action or attack (as if you had the extra attack feat) in a round, either before or after the character’s regular actions. The character may use Heroic Surge a number of times per day depending on his or her character level (as shown below), but never more than once per round. Level # day 01 – 04 1 05 – 08 2 09 – 10 3 TALENT Choose a talent as though you had reached a level where you gain a new talent
WILD TALENT
Benefit: you gain access to two psionic talents. Save DC is 8 + charisma modifier + character level. You can use every talent once every long rest, alternatively you gain a free usage by expending an action point. Every time you choose this feat you can select up to two new powers or gain the ability to use up to two powers one more time every long rest. Unless otherwise noted each power takes a bonus action to use
• Beacon: emanate light from your body in a 20’ radius. The light last 1 hour and can be extinguished with a bonus action
• Meld: you cause a single item up to the size of a simple weapon or hand held firearm to disappear. You can have only one item hidden like this. The item can be summoned as a bonus action
• Light step: your speed increase by 10’, the effect last for 1 hour • Mind Meld: you can telepathically communicate with any one creature within 120’.
The creature understands you even though it lacks language, but you don’t understand them if you lack their language. This effect last for 1 hour
• Mind thrust: blast a target within 5’ with energy, inflicting 1d6 damage per PB. If target is medium sized or less it is pushed 10’ away from you
• Thought spear: blast a target up to 120’ of you with energy, inflicting 1d8 damage per PB. Target can save for half.
• Night eyes: you gain the ability to see in darkness up to 60’. The effect last 1 hour
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SPELLCASTING: All spells are chosen as talents. Whenever you choose a spellcasting talent you gain a cumulative 3 spell points per spellcasting feat. For instance, if when you chose your second spellcasting feat you gain 6 spell points (3+3), for the third you gain 9 (3+3+3). That means that if you as your sixth talent choose a spellcasting talent you will have 63 spell points (3+6+9+12+15+18). In addition, for every spellcasting feat you possess you are able to spend 1 spell point per spell you cast. Chose your wisdom, charisma or Intelligence as your spellcasting ability. You can spend a number of spell points each round equal to number of spellcasting talents known +2. Unless otherwise noted, you have to spend an action to cast a spell and spellcasting involves somatic and verbal components. Spell save DC = 8 + proficiency modifier + ability modifier Spell attack modifier: proficiency bonus + ability modifier ANIMATE
1 An object sprouts legs and arms and follows your command. The smaller the object the more personality the object will have. For every spell point spent you animate an object with sides up to 10cm (2 points 20cm etc.). The object will have the following statistics as base; 1HD, AC16, +1 attack, +1d4-‐1 damage, str 8, dex 16, con 10, int 14, wis 10, cha 14. For every 2 spell points the object wil have +1 HD, +1 attack, +1 higher damage die (13=2d12), +2 str, -‐1 dex, -‐1 int and cha. The spell lasts for as long as you spend an action concentrating, up to 1 minute. You can only have one version of this spell active at the same time
3 You animate several small items. These are mindless and follow your whim. They cannot attack but can be made to perform simple tasks, like cleaning etc. They remain animated for 1 hour.
5 You animate several small items that form into a swarm with the same statistics as a swarm of insects. The spell lasts for as long as you spend an action concentrating, up to 1 minute. You can only have one version of this spell active at the same time. If you spend 10 spell points you can create 2 swarms
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AIR
1 You conjure up a light breeze capable of extinguishing small candles, brush off insects or sooth during high temperatures. The effect lasts as long as you maintain concentration.
3 You create a strong wind that can affect one target. Targets must make a strength save or be pushed back 10´. For every spell point you spend you can affect one more target
5 You create a strong gale within a 30´radius surrounding you. Those within and those firing into, have disadvantage on ranged attacks and flying creatures have their movement halved. The spell lasts for 1 minute.
7 You are able to command the winds to lift you up, effectively giving you a fly speed of 30´. For every 2 spell points spent you can grant one more creature a fly movement or increase movement by 10´. The effect lasts as long as you maintain concentration, up to 1 minute
11 You conjure up a storm within a 30´radius. You deal 11d4 damage to all targets within range. Targets can roll dexterity save for half damage, flying creatures have disadvantage on their saving throws.
13 You manipulate the weather within one-‐mile radius, allowing you to conjure a strong breeze and causing all creatures of small size or less to have their movement halved. Temperature in the area drops by 15 degrees, leaves are blown up, small items scattered etc. The effect lasts for as long as you maintain concentration, up to 1 hour.
EARTH
1 You are capable of digging a small hole in the ground so long as the ground is earth, softer than rock. For every spell point spent you dig 1 cubic foot of earth. You have to have free access to the earth, which means it cannot be earth located underneath objects or buildings.
3 You can shape and form 1 cubic foot of rock 7 Your skin turns rock hard, giving you resistance to all non-‐magical slashing,
bludgeoning and piercing damage. This effect lasts for as long as you maintain concentration, up to 1 hour.
11 You cause piercing rocks to sprout from the earth in a 10´ radius within 100´ feet of you. Everyone within the area of effect take 11d4 points of damage, and must roll dexterity save versus DC 15 or fall prone, success means they take half damage.
13 You cause slight tremors within one-‐mile radius. The tremor is not enough to raze sturdy buildings, but it can move small rocks, make dead trees fall over and will stir all animals within range to life; birds will fly, wolves howl, insects surface etc.
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FIRE
1 You manipulate flames or create flames, you can cause candlelight to extinguish or increase in intensity, fireplace to roar etc. You are not able to cause damage using this spell but you can start small fires
3 You create smoke in a 20´radius, within 100´of you. The area becomes heavily obscured, decreasing visibility and making everything within the area of effect heavily obscured
5 You become resistant to fire damage, magical or mundane. The effect last for 1 minute
7 You create a fireball within 100´. The fireball affects an area with a 20´radius. Targets within range take 5d6 damage, dexterity save for half. For every two points you spend above the base cost the damage increase by 1d6
11 You create a wall of fire up to 110´long. Targets within 10´of the wall take 2d4 damage, those within the wall or passing through take 2d6 points for damage. You can designate on side of the wall that will not cause damage
13 You create a 30´radius cloud of hot air within 250´. Targets within the area of effect must roll constitution save or take 2d4 damage each round they spend within its radius. The cloud will blow away after 1 minute, leaving the ground scorched and damaged by the heat.
WATER
1 You spend one minute casting this spell. It allows you to draw water from the ground, for every minute that you maintain concentration you are able to provide enough water to supply the needs of one person for a day.
3 You cause mist and rain to appear in a 20´radius within 100´of you. All non-‐magical fire smaller than that of a fireplace or campfire is extinguished. If people actively collect the water in containers you are able to supply the daily needs of 20 people
5 You can breathe under water. The effect lasts for 1 hour. For every two points you spend above the base cost you can grant this ability to one more target
7 You can drain water into the ground, causing 7´ cubic feet of water per round to disappear. The spell lasts for as long as you maintain concentration, up to 1 minute
7 You drain water from a target within 100´. The target must roll constitution saving throw or suffer 7d6 damage and a level of exhaustion. If you spend +5 points casting this spell you can have it affect one more target
11 You can walk on water. The effect lasts for 24 hours
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CREATE UNDEAD
1 You animate the remains of a corpse. For every spell point you are able to animate 1 skeleton or zombie, your choice (see monster manual p. 272 and 315). You can at no point control more HD of undead than you can spend spell points in one round (i.e. number of spellcasting talents known +2). You can opt to animate skeletons or zombies with higher HD as long as you have corpses available.
DISPEL
1 You are able to attempt to dispel any ongoing magical effect. You spend a number of spell points equal to the cost of the spell and roll a spellcasting check using your spell attack modifier. The DC is 8 + proficiency modifier + ability modifier of the caster
3 You are able to counter any spell being cast by using your reaction. You have to spend +2 spell points of whatever spell is being cast, this spell otherwise works exactly as if trying to dispel an ongoing effect.
ENHANCE
1 When you cast this spell you gain advantage on any ability checks when using a chosen ability score. Alternatively you can grant this ability to any one target within 10´. The effect lasts for 1 minute
3 You grant a +2 bonus to a single ability score. You can cast this on yourself or anyone within 10´. By spending +2 spell points you can increase another ability score by +2 or grant one more target a +2 bonus to a single score. This effect lasts for as long as you maintain concentration, up to 10 minutes
5 You can heighten a person’s physical or mental ability, granting him advantage on any skill checks when using one specific ability score. You can cast this on anyone within 100´, and the effect lasts for 10 minutes. For every 2 points you spend, you can affect another ability score or one more target
13 You increase all physical or mental stats by +4 (strength, dexterity and constitution or intelligence, wisdom and charisma. You also grant advantage on any ability checks and proficiency in saves using these ability scores. The effect lasts as long as you maintain concentration, up to 1 minute
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CURSE
1 You can have one target within range have disadvantage on all ability checks. If the target makes a wisdom saving throw it ignores this effect. For every spell points above base cost you can affect one more target. The effect lasts for 1 minute.
3 You grant a -‐2 penalty to a single ability score. You can cast this on anyone within 60´. By spending +2 spell points you can decrease one more ability score or have the spell effect one more target within range. This effect lasts for as long as you maintain concentration, up to 1 minute
5 The area within 15´radius of you become cursed. For every turn anyone remains within the radius they must roll a constitution saving throw or suffer a level of exhaustion. The effect lasts for as long as you maintain concentration up to 1 minute
7 You make a spell attack roll against a target. If you hit the target deals only half damage on strength based attacks
7 You make a spell attack roll against a target. If you hit the target deals only half damage on strength based attacks
13 You cause everyone within 60´radius to make a constitution saving throw. Targets receive 8d6 damage, or half that if they succeed on their saving throw’s.
TELEPORT
1 You shift slightly, back and forth, causing all attacks to be made with a disadvantage. The effect lasts for as long as you maintain concentration, up to one minute
3 You can teleport a short distance. You can move 15´to anywhere within sight. You can move +15´ for every 2 points you spend above base cost. If you spend 4 more spell points casting this spell, you can cast this spell as a move action. If you spend 8 more points you can cast it as a bonus action.
5 You can turn ethereal, giving you a fly movement of 30´ and resistance to all non magical attacks.
7 You blink back and forth from an ethereal plane to the true plane. At the end of each of your turns you have a 50% chance of teleporting to the ethereal plane. When you return you can choose to move up to 10´. This effect last for 1 minute
11 You can teleport your ethereal self to any known location. A shadow version of you appears at the chosen location, it can communicate in ghostly whispers. The spell lasts as long as you maintain concentration, up to 1 minute. You are oblivious to your true self’s surrounding, even to the extent of not feeling any pain inflicted upon it.
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CHARM
1 You make a touch attack against a target, which rolls a wisdom saving throw. If it fails it becomes confused and has disadvantage on its next action
3 You charm one humanoid target within 30´. The target rolls wisdom saving throw. If you are currently threatening the target it has advantage on the roll. If you spend 2 more points you can charm an animal, if you spend 4 more points you can charm a beasts, fey, monstrosities and plant. If you spend 8 more points you can charm giants and elementals. The spell lasts for 1 hour. If you spend 2 more points you can affect one more creature. A charmed creature generally performs actions that is beneficial to you, but can reroll the save if asked to perform actions that go against its alignment or harm other allies
5 You compel one humanoid target to follow a specific course of action. The target rolls wisdom save, success means the spell has been prevented. The command the target is to perform can take up to 24 hours. For every 2 points you spend the duration is increased by 24 hours. The spell has no effect if you are currently threatening the target.
11 You turn one humanoid target into a puppet. The target must roll wisdom save or fall under your complete control. Using a bonus action you can have the target move in a general direction. Using your action you can have the target perform any action you desire. The spell lasts for as long as you concentrate up to one minute
13 You confuse targets within 100´in an area 15´ radius. Targets become confused and have disadvantage on any checks. If threatened they are allowed a wisdom saving throw to break the enchantment.
BEAST
1 You locate animals of a specific kind within 1 mile and can detect in which general direction you can find them. You can maintain this spell for up to 1 hour allowing you to hunt down or track your targets.
3 You can control up to 3 HD of animals. Animals can roll wisdom save to prevent control. You can command animals telepathically using you action. The effect lasts for 1 hour. For every 2 points you spend above the base cost you can control 1 more HD.
5 You take on the properties of an animal. You can give yourself a natural attack causing 1d6 damage, +10 movement, advantage on athletics and acrobatics checks, wings allowing you to glide 45´ downwards, gills giving you the ability to breathe underwater for up you 10 minutes, or camouflage giving you advantage on stealth checks. For every 2 points you spend above base cost you can take on one more quality. The effect lasts for 1 hour, if you spend +6 points the duration is changed to 24 hours.
7 You shapechange into an animal up to your PB in HD adopting all its qualities
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13 You shapechange into a beast up to your PB in HD adopting all its qualities PROTECTION
1 You are able to protect yourself from light rain, wind and moderate temperatures. You gain advantage on any saves relating to weather and can survive comfortably while others are drenched or cold. This spell lasts for 24 hours.
3 As a reaction you create a shield, granting you a +4 bonus to defense lasting until the beginning of your next turn.
3 You create an invisible barrier around yourself, granting you a +1 bonus to defense and saving throws. This spell lasts for 1 minute
5 You can grant allies within 10´ a +1 bonus to defense and saving throws. If you spend +4 spell points above base cost the bonus is increased to +2. This spell lasts as long as you maintain concentration, up to 1 minute.
5 You grant yourself resistance and advantage on saves against one damage type. The spell last 1 hour
7 You spend one minute drawing a circle, 10´ in radius, creating a barrier. Any outsider or undead with less HD than your PB cannot cross the circle. Those with higher HD must roll wisdom save to force themselves through. The spell lasts for as long as you maintain concentration, up to 24 hours
11 You create a wall of force up to a 20´radius dome, or up to 11 10x10x10´ panels. Nothing, save dispelling magic, can damage the wall and even ethereal creatures are prevented from entering. The wall last for as long as you maintain concentration, up to 10 minutes.
13 You create a 10´ radius magical barrier that prevents all spells costing less than 7 spell points from breaking through.
ILLUSION
1 You create an illusion up to the size of a medium sized creature. The illusion is motionless, without sound and smell and if interacted with it breaks. For every +2 points you spend above base cost you can make the illusion one size category larger, have it move or have it create sound. You could for instance create a gargantuan (+6), moving (+2) and roaring (+2) dragon, for 11 spell points. If you spend more than 1 spell point casting this spell anyone interacting with the illusion or attempting to disbelieve it must make a wisdom saving throw.
3 You or any willing target within 30´ turn invisible. If you spend 4 more points casting this spell you can have it affect one more target. If you spend 6 more points casting this spell you can attack while staying invisible.
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FORESIGHT
1 You become more attuned to your surroundings, you pick up sounds better, see colors clearer and smell and taste more intensely. Though this does not have any major impact, it makes you appreciate life more, which in turn inspires you. You gain a +1 bonus to performance. This effect last 24 hours.
1 You detect thoughts within a 30´ radius. If you spend 2 more spell points you are able to detect intense thoughts patterns, such as love and anger.
3 You are able to read the surface thoughts of one individual within 60´. You only learn intense thoughts such as hate and fear. If you spend 2 more spell points you can detect simple intentions. If you spend 4 more spell points you are able to read thoughts. Targets can make a wisdom save to prevent you reading them, but they do not necessarily know what is going on. If they fail they are oblivious to your reading. The effect lasts for as long as you maintain concentration, up to 10 minutes.
3 You cannot be surprised and have advantage on initiative rolls. The effect lasts for 10 minutes.
5 You are able to detect invisible, hidden and concealed creatures within a 30´ cone. The effect lasts for as long as you maintain concentration, up to 10 minutes
11 You are able to scry on a specific location. You have to have visited the location yourself, intimately know anyone in the area or have touched an object in the area. There is no limitations on range. You can see and hear clearly through the scrying. If you spend 2 more spell points than the base cost you can cast foresight spells through your scrying spell. Doing so may alert anyone within visual range of the scrying, allowing them a wisdom saving throw to detect your presence. Anyone alert to the scry spell can immediately discern your identity and location, as long as they themselves have the foresight spell.
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LIFE
1 You are able to touch a dying creature and give it an immediate success on its death saves
3 You are able to cure 1d8 + spellcasting modifier HP to one target within 30´. For every 2 points you spend you cure +1d8 HP
3 You are able to drain the life out of a target within 30´. You make a spell attack and if you hit, cause 1d8 + spellcasting modifier damage. For every 2 points you spend this way the target takes +1d8 damage
3 You are able to cure any disease afflicting a target you touch. If you spend +2 points you can cure poison, if you spend +4 points you can cure blindness and deafness, if you spend +6 points you can cure any other condition, including exhaustion
11 You are able to bring a creature that has died within the last minute, back to life. If you spend 13 points you can bring back a creature that died within the last 10 minutes
11 You make a spell attack against a target within 60´. The target rolls a constitution save or take 11d6 necrotic damage. If you spend 2 more spell points you can spread the 11d6 freely on targets within a 10´radius.
13 You restore a target you touch to 75% of its maximum HP, rounded down. NATURE
1 You are able to move freely in forest, and are never slowed down by terrain. The effect lasts for 24 hours.
3 You can communicate with plant life. You will only get rudimentary and basic replies, such as "things have passed, 3 moons ago" and "danger ahead".
3 Plants entangle medium targets within a 20´radius. Targets have their movement halved and have to roll dexterity save or become entangled. Entangled creatures must roll strength DC15 to escape.
5 You cause plants within 100´ to grow. Harvest from cropland is doubled, while woods become impassable terrain.
7 You cause thorns to sprout from the ground in a 30´radius area within 250´. Targets within the area must roll dexterity saves or take 7d6 damage. Movement within the are is halved fore the next minute.