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ThirteenthArk

The Prestige

Oct 24th, 2018
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  1. Dread Fighter- Dread Scroll
  2. Even Keel Your ambient magic forms a protective barrier around you, shielding you from magic. When you make a saving throw against a spell or other magical effect, you may roll a d4 and add the number rolled to your saving throw.
  3. Know Thine Enemy If you spend at least 1 minute observing or interacting with another creature outside of combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
  4. Strength score
  5. Dexterity score
  6. Constitution score
  7. Armor Class
  8. Current hit points
  9. Total class levels (if any)
  10. Apotrope: Starting at 2nd level, your protective shield of ambient magic strengthens, granting you resistance to damage from spells.
  11. Armsthrift At 3rd level, you have gained the ability to craft items more efficiently, producing less waste product. The cost for you to craft nonmagical items is reduced by 15%, and it reduces by a further 5% (additive) every time you gain a level in this class, capping at a 50% reduction at 10th level.
  12. Aggressor Also starting at 3rd level, you gain the ability to strike more forcefully with your weapon. On your turn, when you hit a creature with a weapon attack, you can cause the attack to deal an additional 1d8 damage of the same type dealt by the weapon to the target. You can do this only once per turn. Starting at 9th level, you can deal this extra damage twice per turn, instead of once, but only once per attack.
  13. Ability Score Improvement When you reach 4th level, 6th level, and again at 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Unlike normal, you can increase an ability score above 20 using this feature.
  14. Evasion: At fifth level you gain evasion.
  15. Extra Attack Starting at 6th level, you can attack twice, instead of once, when you take the Attack action on your turn. If you already have the Extra Attack feature from another class, you can attack three times, instead of twice, when you take the Attack action on your turn. This ability stacks with the fighter class extra attacks.
  16. Iron Will Starting at 7th level, regular mental training has made it easier for you to resist the effects of spells. You have advantage on saving throws against spells and other magical effects.
  17. Limit Break At 10th level, as a bonus action, you can flood your body with ambient magic, allowing you to surpass your normal physical limitations, but at a cost. While under the effect of Limit Break, you gain the following benefits:
  18. You have advantage on Strength, Dexterity, and Constitution ability checks and saving throws.
  19. Your movement speed and jump distance are doubled.
  20. You have resistance to bludgeoning, piercing, and slashing damage.
  21. You can't be charmed or frightened. If you are charmed or frightened when you activate Limit Break, the effect is suspended for the duration of Limit Break.
  22. Your Aggressor class feature has no limit on the number of times it can be used in one turn.
  23. As a bonus action, you may make one melee attack on each of your turns.
  24. Limit break lasts for 1 minute, when it ends, you lose the effects of limit break and access to limit break until at least one day passes.
  25. Faerie Fencer- Faerie Foil
  26. LV 1. Stance of Flames: The Fencer harnesses the fires of the feywilds. Grants 1d8 of fire damage per levels in Faerie Fencer on all melee attacks made with the Faerie Foil and increases strength by 4.
  27. LV 2. Parry and Riposte: Rather than attacking, the Fencer may assume a defensive posture, and make an attack roll against their opponents attack roll. If they succeed they land a melee attack against their opponent that deals double damage. If they fail however, the damage they receive from their opponent is doubled.
  28. LV 3. Stance of Frost: The Fencer harnesses the frost of the feywilds. Grants 1d8 of cold damage per levels in Faerie Fencer on all melee attacks made with the Faerie Foil and increases AC by 4
  29. LV 4. Fancy Footwork: A Fencer is light on their feet, when rolling a reflex saving throw, if the Fencer succeeds and would take half damage, take none instead.
  30. LV 5. Stance of Sparks: The Fencer harnesses the sparks of the feywilds. Grants 1d8 of lightning damage per levels in Faerie Fencer on all melee attacks made with the Faerie Foil and doubles movement speed.
  31. LV 6. Weirding Way: The Fencer’s Faerie Foil sharpens the mind as well as the body, gain advantage on intelligence, wisdom, and charisma saving throws.
  32. LV 7. Bonfire Stance: The Fencer’s foil contains a raging inferno. Gain immunity to fire while in the Stance of Flames, and advantage on strength saving throws.
  33. LV 8. Blizzard Stance: The Fencer’s foil contains a blistering blizzard. Gain immunity to cold damage while in the Stance of Frost, and roll 1d6 to reduce damage from physical attacks when damaged.
  34. LV 9. Lightning Stance: The Fencer’s foil contains deadly bolts of lightning. Gain immunity to lightning damage while in the Stance of Sparks, and ignore difficult terrain.
  35. LV 10. Psionic Stance: The Faerie Foil unlocks the mind of the wielder. Improve your intelligence, charisma and wisdom score by 2, and Gain Immunity to Psychic Damage. While in the Psionic Stance, your attacks with the Faerie Foil do 1d8 of psychic damage per level in Faerie Fencer.
  36. LV 11. Throw Down the Gauntlet: The Faerie Fencer can compel an opponent to face them in single combat, they must make a wisdom saving throw equal to the fencer’s Proficiency bonus + Their Charisma Modifier + 10. Should they fail the save, they must engage the fencer in honorable single combat. The faerie fencer may make a number of challenges equal to his or her charisma modifier.
  37. Tirailleur:
  38. Conversion: At first level the Tirailleur may convert a magic item into a fire arm, granting the bullets fired from the weapon a special effect. The weapon requires the same amount of time to be crafted as a standard fire arm.
  39. Sharpshooter: At second level, the Tirailleur has advantage on all ranged attacks.
  40. Waste Not: At third level, the Tirailleur requires no additional materials to convert a magic item into a firearm.
  41. Aim for the Soft Bits: At fourth level the Tirailleur knows how to exploit a target’s weak spots, and their critical hits do triple damage.
  42. Trusted Companion: At fifth level, the Tirailleur’s handcrafted firearms are made for their own specifications, when wielding a firearm that they have created, treat the firearm as a +2 weapon.
  43. Mix and Match: At sixth level, a Tirailleur may combine up to three magic items to produce a firearm, however, with each item, the firearm increases in size, going from requiring a single hand, to two, to being unable to use without taking at least one term to set the firearm properly.
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