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Ultimga

Class Traits

Feb 27th, 2019
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  1. CLASS
  2. Alchemist
  3.  
  4. Barbarian
  5. Crit in rage on 19-20
  6. +1 rage damage
  7. +1 rage attack
  8. Extra rage
  9. +1 unarmored defense when raging
  10. Gain d10+con temp hp during rage
  11. Battlecry on rage
  12. intimidation advantage during rage
  13. Adv on all str saves
  14. Adv on athletics to climb and jump
  15. Drink alcohol to end blinded, deafened, poisoned, confused, charmed, or frightened and 1/rest
  16. You are acclimated to high elevation, cold weather, or hot weather
  17. While sleeping you remain aware of surroundings
  18.  
  19. Bard
  20. Discordant voice: after gaining bardic inspiration a target deals 1d4 thunder on their next weapon attack
  21. improved discordant voice: add your cha mod to the damage dealt
  22. Extra expertise
  23. Learn one spell from any class
  24. +2 bardic inspiration uses
  25. Adv on inspiration dice
  26. Add cha to song of rest
  27. Use reaction for inspiration
  28. Inspiring strike
  29. Flourish: reaction attack a creature that missed you and add a inspiration to damage
  30. Target extra with cutting words
  31. Target extra with inspiration
  32. Use performance for concentration
  33. Use cha for animal handling
  34. When ally fails persuasion make a performance check. On success, the persuasion is treated as a success.
  35. Adv on recalling nobility, heraldry, legends, and gossip
  36. Adv on recalling relics, tombs, ruins, artifacts
  37. Adv to lie to anyone you have never met before
  38. (glamour) when using mantle of inspiration each target gains an additional number of temporary hit points equal to your Charisma modifier.
  39. (glamour) You can use Mantle of Majesty one additional time between long rests.
  40. (glamour) You learn the spell Dominate Person. You always have this spell prepared, it does not count against the number of spells you have prepared, and you can cast it once at its standard level without expending a spell slot. When you do so, you can not do so again until you finish a short or long rest.
  41.  
  42. Cleric
  43. Increase channel divinity DC by 1
  44. 1/long rest gain adv on self or give disadv to other
  45. On short rest regain total spell slots equal to half level (round down)
  46. Extra channel divinity Gain 1 exhaustion and next turn cant move or take actions
  47. Turn undead deals radiant damage equal to 1d10 per spell slot lvl spent
  48. On short rests spent praying, accepting creatures that spend HD gain extra hp equal to your wisdom
  49. Adv to recall information about your faith's enemies
  50. You dont suffer the penalties of old age and cant be magically aged
  51. Successive divinations do not suffer a cumulative penalty
  52. Prayer book: perform rituals without material components and in half the time
  53. Attune to 1 extra divine item
  54. Detect evil and good at will
  55.  
  56. Druid
  57. Extra wildshape Gain 1 exhaustion and on end cant move or take actions
  58. Bonus action during wildshape to expend 2nd lvl spell for +1 attack and damage, 4th for +2, and 6th for +3
  59. Regain 2/3 of lvl in spell slots instead of half
  60. Reaction wildshape 1/long rest
  61. Adv on nature based skills
  62. On short rests spent tending to wounds with herbs, accepting creatures that spend HD gain extra hp equal to your wisdom
  63. Healing spell 1/rest heal an additional amount equal to spell level at end of targets turn for rounds equal to wisdom mod
  64. Beasts do not attack you unless provoked or commanded
  65. Add wis mod to death saves
  66. You are acclimated to high elevation, cold weather, or hot weather
  67. Detect evil and good at will
  68. Detect if cursed at will
  69. Use insight to gain a sense of forboding, unease, or calm about a path or area
  70. 1/long rest cast teleport. Can only be used on points between ley lines. Adv to recall info about ley lines
  71.  
  72. Fighter
  73. 1/long rest extra action surge. Gain 1 exhaustion and next turn cant move or take actions
  74. Extra combat maneuver
  75. Extra fighting style
  76. Extra superiority die
  77. Improved critical 18-20
  78. Second wind adds extra d10
  79. Critical hits double str on hit
  80. Weapon focus gains 1d4 damage
  81. Adv to on intelligence related to war, legends, armies, tactics
  82. When showing your banner creatures in 30 ft have adv vs frightened
  83. Adv on intimidate vs humanoids
  84. You dont suffer the penalties of old age
  85. While sleeping you remain aware of surroundings
  86. You have adv on checks to build, maintain, and repair siege weapons and defenses. You have prof in using siege weapons.
  87. You have resistance to non-magic unarmed attacks
  88.  
  89. Inquisitor
  90.  
  91. Monk
  92. +2 ki
  93. Spend ki to gain + to atk and dmg of unarmed strikes until end of turn
  94. +1 unarmored defense
  95. +1 DC to ki abilities
  96. Deflect missiles adds extra d10
  97. Increase wholeness of body healing by wisdom mod
  98. When blinded you gain blindsight out to a distance equal to passive perception
  99. Use wisdom for persuasion
  100. Resistance to non-magic unarmed attacks
  101. Adv on intimidation when you make a dramatic martial stance
  102. You can meditate instead of sleeping, remaining aware
  103.  
  104. Paladin
  105. Add cha to smite
  106. Rolls of 1s on smite are 2
  107. Extra fighting style
  108. 1/long rest extra channel divinity Gain 1 exhaustion and next turn cant move or take actions
  109. +10 ft to range of auras
  110. Add 2x cha mod to lay on hands pool
  111. Turn unholy/turn faithless deals radiant damage equal to 1d8 per spell slot lvl spent
  112. Add cha to dmg of sacred weapon
  113. Add d10 to hold the line
  114. Abjure enemy adds cha mod to dmg
  115. When showing your banner creatures in 30 ft have adv vs frightened
  116. Attune to 1 extra divine item
  117. You have adv on checks to build, maintain, and repair siege weapons and defenses. You have prof in using siege weapons.
  118. When you or an ally within 30 feet that you can see makes an attack, saving throw, or ability check roll but before the outcome is determined, you can use a reaction and expend a spell slot. If you expend a first level spell slot, roll a d4 and add the result to the previous roll. If you expend a second level spell slot, you can roll two d4s. If you expend a third or higher level spell slot, you can roll three d4s. Once you use this feature, you cannot use it again until you finish a short or long rest.
  119.  
  120. Ranger
  121. Extra maneuver
  122. Extra superiority die
  123. +2 herbal remedies
  124. +1 favored enemy
  125. Extra fighting style
  126. Crit on favored enemy of 19-20
  127. Extra 1d4 against favored enemy
  128. Primeval awareness as action Gain 1 exhaustion and next turn cant move or take actions
  129. Beasts dont attack you unless provoked or commanded
  130. You are acclimated to high elevation, cold weather, or hot weather
  131. While sleeping you remain aware of surroundings
  132. On short rests spent tending to wounds with herbs, accepting creatures that spend HD gain extra hp equal to your wisdom
  133. Adv saves vs traps
  134.  
  135. Rogue
  136. Treat sneak attack rolls of 1 as 2
  137. 1/long rest do a sneak attack
  138. Extra expertise
  139. 1/long rest with pierce weapon sneak attack target saves vs blinded until end of your next turn. simple pierce are finesse for you.
  140. 1/long rest with slash weapon sneak attack target saves vs half speed until end of your next turn. simple slash are finesse for you.
  141. 1/long rest with bludgeoning weapon sneak attack target saves vs stunned until end of your next turn. simple bludgeoning are finesse for you.
  142. 1/rest uncanny dodge reduce dmg to 0
  143. 1/rest gain adv on save vs effect (ala evasion)
  144. use acrobatics when climbing and gain adv on jumps
  145. Cunning action to do acrobatics vs insight. Success allows sneak attack and moves you through creatures space. Failure and you fall prone, speed becomes 0, and gain disadv on attacks until end of turn.
  146. 1/rest add cha to a str/dex check or save
  147. Adv to access or fence black market
  148. Adv to avoid being caught cheating and to convince you werent cheating
  149. Adv to conceal weapons
  150. Adv to blend into a crowd
  151.  
  152. Warlock
  153. 1/long rest gain +1 spell slot Gain 1 exhaustion and next turn cant move or take actions
  154. +1 invocation
  155. Checks to counter or dispell your magic use your prof as a penalty
  156. Familiar adds cha to damage, familiar uses your prof
  157. Adv vs curses
  158. Adv to blend into a crowd
  159. Can locate innocents like children, virgins, and pets with perception
  160.  
  161. Witch
  162.  
  163. Wizard
  164. +1 to DC of spells for tradition
  165. Gain sorcery points equal to half level (round down)
  166. Gain 2 metamagic options
  167. Recovery up to 6th lvl spells
  168. Recovery up to 2/3 of lvl
  169. Copy spells for half cost and time
  170. Adv on recalling nobility, heraldry, legends, and gossip
  171. Adv on recalling relics, tombs, ruins, artifacts
  172. Adv vs charmed
  173. Adv to solve mysteries and riddles
  174. Increase DC to decipher your spells by int mod
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