Shay2014

[FL] Path of the Titans. [Rework In Progress]

Jan 3rd, 2018
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  1. Spirit of the Guardian
  2.  
  3. 1. Unlocks the power locked away in you, granting the power to control your Spirit in the form of a Guardian. The spirit will soak one attack for you or your allies. This ability can only be used once per day.
  4.  
  5. [WIP] 2. If you are 5ft from an ally, you can choose to take an attack for them. Damage that is spread from area of effect spells and attacks will allow you to soak half the damage your allies take, so long as you are both hit by the same attack.
  6.  
  7. 3. You may create a shield from your spirit whenever you like. (For those moments when you're disarmed or when your shield breaks down.)
  8.  
  9. [WIP] 4. Your sense of protecting others grows along with your connection to your spirit. You now count as an obstruct whenever standing between an ally and an enemy. If an attack such as a cone or beam spell is fired at your ally, you would block it just as a tree would and take damage for it instead.
  10.  
  11. 5. Your shield can now expand to protect two targets from danger, increasing your AC by 5 and taking the attacks yourself. This can be used again after a long rest.
  12.  
  13. 6. You gain 20 bonus Hit Points at the start of every day. (This does not increase your max health, thus these cannot be healed)
  14.  
  15. 7. If an ally were to fall, you may take an action to cushion their landing and take their fall damage. This requires no roll. Must take up your movement action.
  16.  
  17. 8. Negate all damage you take for one round of combat. This can only be used once every short or long rest.
  18.  
  19. 9. You've nearly mastered your Spirit's hidden potential. You now gain 2 health for every level you currently have as well as 2 extra health for future levels. gain +2 constitution.
  20.  
  21. 10. Noble Sacrifice: You may sacrifice yourself in place of an ally, struggling against the enemy for 5 rounds to allow other allies a chance at escape or counter attack the enemy. Each round the enemy will attack you, you will never go lower than 0 HP, however in the end you will drop down to 0 health regardless of your current health. You will then go unconscious until a short or long rest is initiated.
  22.  
  23. Spirit of the Healer
  24.  
  25. 1. Unlocks the power locked away in you, granting the power to control your Spirit in the form of a Healer. The spirit will heal an ally for their class base hit die. Constitution modifiers may increase healing, using the highest modifier of you or your target as the bonus. This action can only be used after a long rest.
  26.  
  27. [WIP] 2. When out of combat, you can infuse healing properties into the food and drinks you prepare. You can make up to 3 servings a day which produce a 1d4 healing effect when consumed.
  28.  
  29. [WIP] 3. Diamond is unbreakable and so is your spirit. Casting a healing spell on a broken object will fully restore it, however this may not work on large structures or something that has been completely worn down by time.
  30.  
  31. [WIP] 4. Your heart is filled with hope as your spirit comforts your inner turmoil. You can now cast Calm Emotions on yourself passively, however you must keep up your concentration on it to keep your immunity to charm and fear.
  32.  
  33. 5. You may cast your healing spells on two allies at once.
  34.  
  35. 6. You may instantly consume a spell slot to cast a heal on an ally that has gone down to 0 HP. This action will always succeed regardless of roll, but you may roll with a crit range of 15-20 to restore extra health. This ability can only be used once per day.
  36.  
  37. 7. You may channel your own life force into your healing, sacrificing your health to mend another.
  38.  
  39. 8. You are a beacon of light and hope, your allies gain advantage on resisting mind control effects and curses while near you.
  40.  
  41. 9. You've nearly mastered your Spirit's hidden potential. You now gain 10 bonus health as well as 2 more points to your wisdom.
  42.  
  43. 10. Guardian Angel: For 5 rounds you become a living Angel of healing, in this form you are cannot take damage yet cannot deal any damage yourself (You may not abuse Life Channel as well, you will still be hurt). Healing effects are doubled.
  44.  
  45. Spirit of the Hunter
  46.  
  47. 1. Unlocks the power locked away in you, granting the power to control your Spirit in the form of a Hunter. The spirit can fly up high to gain a vantage point, allowing you to see what it sees, making navigation and scouting easier.
  48.  
  49. 2. Whether you have a sword or a bow, you still have enough of incredible accuracy to take a weapon and apply it to a range attack of 20-60 ft. You may throw your weapon for an attack on the enemy, although you'll lose your weapon you threw until retrieved.
  50.  
  51. 3. Your avoidance skills are incredible, your dex saving throws are increased further by +1.
  52.  
  53. [WIP] 4. Your thrill for the hunt grows as you defeat more colossi. You can now conjure a magical bow at will, all bolts fired out will count as a magic weapon. Holding an enhancement gem will allow you to apply it's property to the bow you conjure with it.
  54.  
  55. 5. If an enemy captures you in bindings, your spirit will break your bonds. However if a colossus grasps you, you will roll will advantage instead.
  56.  
  57. 6. Climbing is no longer a problem for you, you now automatically succeed athletics checks when scaling something. Be careful, for colossi may still shake you off when climbing and will still take some time to climb up.
  58.  
  59. 7. Being one to get around more than the others, you've learned how to make a more graceful landing. The fall damage you receive is halved.
  60.  
  61. 8. Your accuracy has become better over time, you now ignore 2 AC when attacking an enemy.
  62.  
  63. 9. You've nearly mastered your Spirit's hidden potential. You now gain 10 bonus health as well as 2 more points to your dexterity.
  64.  
  65. 10. Hunter's Insticts: The blood and spirit of a true hunter now courses through your veins, you gain advantage to athletics checks made when climbing colossi. You can now even shoot spectral ropes attached to arrows onto Colossi in order to climb up onto the top of them without fear of them shaking you off until you have reached the end of the line. Other players cannot climb this rope.
  66.  
  67. Spirit of the Beast
  68.  
  69. 1. Unlocks the power locked away in you, granting the power to control your Spirit in the form of a Beast. The spirit will attack alongside with you for 1d6 (Your strength or dex modifiers will increase damage). Be careful for the spirit can be seen and hurt by others, harm cause to it will reflect the same harm onto your body.
  70.  
  71. 2. You may cleave at targets for 1d8 damage with an increased critfail range of 2 for each target. At 10th level, this attack gains another 1d8.
  72.  
  73. 3. Unarmed attacks will now leave gashes on targets that will apply the deep bleeding status effect. Bleeding doesn't affect Colossi.
  74.  
  75. [WIP] 4. Your savage thirst for blood grows and so does your spirit. Your companion spirit now counts as a large creature instead of medium, intimidating others with it gives you advantage and you can ride your spirit now as well.
  76.  
  77. [WIP] 5. This beast will not be tamed! Being charmed just throws you into a frenzied rage instead, causing you to attack at random rather than be fully controlled.
  78.  
  79. [WIP] 6. Even a beast goes out for a good hunt. During a short or long rest while outdoors, you can go out with your beast to hunt for some game to eat. Depending on the strength of your character and spirit, you might just bring back something larger than a deer.
  80.  
  81. 7. Your skin has become tougher, able to take hits easier than others. You are resistant to bludgeoning, slashing, and piercing damage from non-magical attacks.
  82.  
  83. 8. Your bloodlust grows stronger with your deeper connection to your bestial side. Every time you kill a target you may restore 1d10 HP.
  84.  
  85. [WIP] 9. You've nearly mastered your Spirit's hidden potential. If an enemy attempts to run away from you, you can make a bonus action to dash at the enemy. Gain +2 strength.
  86.  
  87. 10 Primal Instincts: You deal double damage when your health is at 25% or lower. Upon losing half your health you will be thrown into a Primal Rage. In this state, you will deal +5 damage against a target for 5 rounds. If you are healed above half your health, the rage will end and cannot be used again until after being healed above 75% of your maximum health.
  88.  
  89. Spirit of the Wanderer
  90.  
  91. 1. Unlocks the power locked away in you, granting the power to control your Spirit in the form of a Wanderer. The spirit can move ahead of areas without being seen, allowing you to share senses with it. While most spirits take time to regain their power, this one does not require rest to use this ability again.
  92.  
  93. 2. You are better able to speak to the locals of these lands, gaining a +2 to all social rolls involving the Tribes.
  94.  
  95. 3. You may sacrifice your own turn in order to help reroll an ally's roll in the case they fail.
  96.  
  97. [WIP] 4. You have a deeper understanding of others with the help of your spirit. You can now understand and speak all languages you have heard.
  98.  
  99. 5. You can swap places with your spirit and body. This cannot be used again until after a short or long rest.
  100.  
  101. 6. Strangely, the colossi have begun to ignore you as a threat. So long as you do not attack or cause harm to a colossus directly, you are free to assist your allies. Once you have shown to be a threat however, the colossus will remember to see you as such.
  102.  
  103. 7. Roaming these lands and your deeper connection to the Wanderer's Path has allowed you to gain more connection to the lands. You may now commune with the land in order to seek out Colossi or even Tribal Villages.
  104.  
  105. 8. Your eyes do not deceive you. You can now spot objects in the distance much greater than your allies could, this also means you may be able to spot a way to finding a weak point on the Colossi. You can see up to a mile away and can now roll perception to spot Colossi Weaknesses (May not always succeed).
  106.  
  107. 9. You've nearly mastered your Spirit's hidden potential. Increase your movement by 15ft and gain 2 points in charisma.
  108.  
  109. 10. Wanderer's Blessing: Double bonuses granted by supporting spells for five rounds. While Wanderer's Blessing is in effect, anyone knocked prone will get back up without taking an action and people knocked unconscious will wake back up. Those who were knocked unconscious and left at 0 health cannot get up until after being healed or succeeding their death saving throws.
  110.  
  111. Spirit of the Mystic
  112.  
  113. 1. Unlocks the power locked away in you, granting the power to control your Spirit in the form of a Mystic. Your spirit can cast spells in place of yourself or prepare ritual spells which take a minute or longer to cast/prepare without taking up your actions.
  114.  
  115. 2. Tattoos are gifted to you for following this path, when rolling to keep up concentration spells apply a +2 bonus.
  116.  
  117. [WIP] 3. Defeating Shadow Beings with your spells will cause them to drop extra Dark Shards. Dark Shards can now be consumed to fuel your spells in place of materials.
  118.  
  119. [WIP] 4. A dark power is growing within you, with it comes a few benefits. You can now cast dissonant whispers, but be careful... something is now whispering back to you.
  120.  
  121. 5. Meditating with your spirit allows you to replace spells you currently know with the list of spells available for Sorcerer, if you do not know any spells then you will learn spellcasting features from Sorcerer. If you are already a sorcerer, then you will gain access to Wizard spells.
  122.  
  123. 6. The ancient texts you find across the land become much more clear to you, understanding them as if you had read the language all your life. While you do not know how to repeat the words in their dialect, you may be able to read it back to your allies in your own words.
  124.  
  125. 7. Magic courses through your veins, your tattoos glowing with arcane power and allowing you a better handle of it. You can now double cast spells at the cost of using both spell slots.
  126.  
  127. 8. You no longer need to return to the temple for enchantments. You can now convert dark shards into upgrades for you and your allies anytime you wish. This talent may not be used inside combat.
  128.  
  129. 9. You've nearly mastered your Spirit's hidden potential. You can now see through illusions and vision impairing magical effects up to 60ft and gain +2 to intelligence.
  130.  
  131. 10. Unlimited Power: At the cost of your own health, you may super charge one of your spells to deal damage equal to the health you sacrifice. Be careful, for you can still fail and may still miss with this if the spell requires succeeding an AC check. After using Unlimited power, you cannot cast it again for 5 Rounds. While on a 5 round cooldown, targets have 1 AC reduced when being attacked by your spells.
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