Cogger

Monster Trainer Essence Assimilator

Aug 7th, 2024
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  1. ## https://homebrewery.naturalcrit.com/
  2.  
  3. # The Homebrewery *V3*
  4. Welcome traveler from an antique land. Please sit and tell us of what you have seen. The unheard of monsters, who slither and bite. Tell us of the wondrous items and and artifacts you have found, their mysteries yet to be unlocked. Of the vexing vocations and surprising skills you have seen.
  5.  
  6. ### Homebrew D&D made easy
  7. The Homebrewery makes the creation and sharing of authentic looking Fifth-Edition homebrews easy. It uses [Markdown](https://help.github.com/articles/markdown-basics/) with a little CSS magic to make your brews come to life.
  8.  
  9. **Try it!** Simply edit the text on the left and watch it *update live* on the right. Note that not every button is visible on this demo page. Click New {{fas,fa-plus-square}} in the navbar above to start brewing with all the features!
  10.  
  11. ### Editing and Sharing
  12. When you create a new homebrew document ("brew"), your document will be given a *edit link* and a *share link*.
  13.  
  14. The *edit link* is where you write your brew. If you edit a brew while logged in, you are added as one of the brew's authors, and no one else can edit that brew until you add them as a new author via the {{fa,fa-info-circle}} **Properties** tab. Brews without any author can still be edited by anyone with the *edit link*, so be careful about who you share it with if you prefer to work without an account.
  15.  
  16. Anyone with the *share url* will be able to access a read-only version of your homebrew.
  17.  
  18. {{note
  19. ##### PDF Creation
  20. PDF Printing works best in Google Chrome. If you are having quality/consistency issues, try using Chrome to print instead.
  21.  
  22. After clicking the "Print" item in the navbar a new page will open and a print dialog will pop-up.
  23. * Set the **Destination** to "Save as PDF"
  24. * Set **Paper Size** to "Letter"
  25. * If you are printing on A4 paper, make sure to have the **PRINT → {{far,fa-file}} A4 Pagesize** snippet in your brew
  26. * In **Options** make sure "Background Images" is selected.
  27. * Hit print and enjoy! You're done!
  28.  
  29. If you want to save ink or have a monochrome printer, add the **PRINT → {{fas,fa-tint}} Ink Friendly** snippet to your brew!
  30. }}
  31.  
  32. ![homebrew mug](https://i.imgur.com/hMna6G0.png) {position:absolute,bottom:20px,left:130px,width:220px}
  33.  
  34. {{artist,bottom:160px,left:100px
  35. ##### Homebrew Mug
  36. [naturalcrit](https://homebrew.naturalcrit.com)
  37. }}
  38.  
  39. {{pageNumber 1}}
  40. {{footnote PART 1 | FANCINESS}}
  41.  
  42. \column
  43.  
  44. ## V3 vs Legacy
  45. The Homebrewery has two renderers: Legacy and V3. The V3 renderer is recommended for all users because it is more powerful, more customizable, and continues to receive new feature updates while Legacy does not. However Legacy mode will remain available for older brews and veteran users.
  46.  
  47. At any time, any individual brew can be changed to your renderer of choice via the {{fa,fa-info-circle}} **Properties** tab on your brew. However, converting between Legacy and V3 may require heavily tweaking the document; while both renderers can use raw HTML, V3 prefers a streamlined curly bracket syntax that avoids the complex HTML structures required by Legacy.
  48.  
  49.  
  50. Scroll down to the next page for a brief summary of the changes and features available in V3!
  51. #### New Things All The Time!
  52. Check out the latest updates in the full changelog [here](/changelog).
  53.  
  54. ### Helping out
  55. Like this tool? Head over to our [Patreon](https://www.patreon.com/Naturalcrit) to help us keep the servers running.
  56.  
  57.  
  58. This tool will **always** be free, never have ads, and we will never offer any "premium" features or whatever.
  59.  
  60. ### Bugs, Issues, Suggestions?
  61. - Check the [Frequently Asked Questions](/faq) page first for quick answers.
  62. - Get help or the right look for your brew by posting on [r/Homebrewery](https://www.reddit.com/r/homebrewery/submit?selftext=true&title=%5BIssue%5D%20Describe%20Your%20Issue%20Here) or joining the [Discord Of Many Things](https://discord.gg/by3deKx).
  63. - Report technical issues or provide feedback on the [GitHub Repo](https://github.com/naturalcrit/homebrewery/).
  64.  
  65. ### Legal Junk
  66. The Homebrewery is licensed using the [MIT License](https://github.com/naturalcrit/homebrewery/blob/master/license). Which means you are free to use The Homebrewery codebase any way that you want, except for claiming that you made it yourself.
  67.  
  68. If you wish to sell or in some way gain profit for what's created on this site, it's your responsibility to ensure you have the proper licenses/rights for any images or resources used.
  69. #### Crediting Us
  70. If you'd like to credit us in your brew, we'd be flattered! Just reference that you made it with The Homebrewery.
  71.  
  72. ### More Homebrew Resources
  73. [![Discord](/assets/discordOfManyThings.svg){width:50px,float:right,padding-left:10px}](https://discord.gg/by3deKx)
  74.  
  75. If you are looking for more 5e Homebrew resources check out [r/UnearthedArcana](https://www.reddit.com/r/UnearthedArcana/) and their list of useful resources [here](https://www.reddit.com/r/UnearthedArcana/wiki/resources). The [Discord Of Many Things](https://discord.gg/by3deKx) is another great resource to connect with fellow homebrewers for help and feedback.
  76.  
  77.  
  78. {{position:absolute;top:20px;right:20px;width:auto
  79. [![Discord](/assets/discord.png){height:30px}](https://discord.gg/by3deKx)
  80. [![Github](/assets/github.png){height:30px}](https://github.com/naturalcrit/homebrewery)
  81. [![Patreon](/assets/patreon.png){height:30px}](https://patreon.com/NaturalCrit)
  82. [![Reddit](/assets/reddit.png){height:30px}](https://www.reddit.com/r/homebrewery/)
  83. }}
  84.  
  85. \page
  86.  
  87.  
  88.  
  89.  
  90.  
  91.  
  92.  
  93.  
  94. ## Markdown+
  95. The Homebrewery aims to make homebrewing as simple as possible, providing a live editor with Markdown syntax that is more human-readable and faster to write with than raw HTML.
  96.  
  97. From version 3.0.0, with a goal of adding maximum flexibility without users resorting to complex HTML to accomplish simple tasks, Homebrewery provides an extended verision of Markdown with additional syntax.
  98.  
  99. ### Curly Brackets
  100. Standard Markdown lacks several equivalences to HTML. Hence, we have introduced `{{ }}` as a replacement for `<span></span>` and `<div></div>` for a cleaner custom formatting. Inline spans and block elements can be created and given ID's and Classes, as well as CSS properties, each of which are comma separated with no spaces. Use double quotes if a value requires spaces. Spans and Blocks start the same:
  101.  
  102. #### Span
  103. My favorite author is {{pen,#author,color:orange,font-family:"trebuchet ms" Brandon Sanderson}}. The orange text has a class of `pen`, an id of `author`, is colored orange, and given a new font. The first space outside of quotes marks the beginning of the content.
  104.  
  105.  
  106. #### Block
  107. {{purple,#book,text-align:center,background:#aa88aa55
  108. My favorite book is Wheel of Time. This block has a class of `purple`, an id of `book`, and centered text with a colored background. The opening and closing brackets are on lines separate from the block contents.
  109. }}
  110.  
  111. #### Injection
  112. For any element not inside a span or block, you can *inject* attributes using the same syntax but with single brackets in a single line immediately after the element.
  113.  
  114. Inline elements like *italics* {color:#D35400} or images require the injection on the same line.
  115.  
  116. Block elements like headers require the injection to start on the line immediately following.
  117.  
  118. ##### A Purple Header
  119. {color:purple,text-align:center}
  120.  
  121. \* *this does not currently work for tables yet*
  122.  
  123. ### Vertical Spacing
  124. A blank line can be achieved with a run of one or more `:` alone on a line. More `:`'s will create more space.
  125.  
  126. ::
  127.  
  128.  
  129. Much nicer than `<br><br><br><br><br>`
  130.  
  131. ### Definition Lists
  132. **Example** :: V3 uses HTML *definition lists* to create "lists" with hanging indents.
  133.  
  134.  
  135.  
  136. ### Column Breaks
  137. Column and page breaks with `\column` and `\page`.
  138.  
  139. \column
  140. ### Tables
  141. Tables now allow column & row spanning between cells. This is included in some updated snippets, but a simplified example is given below.
  142.  
  143. A cell can be spanned across columns by grouping multiple pipe `|` characters at the end of a cell.
  144.  
  145. Row spanning is achieved by adding a `^` at the end of a cell just before the `|`.
  146.  
  147. These can be combined to span a cell across both columns and rows. Cells must have the same colspan if they are to be rowspan'd.
  148.  
  149. ##### Example
  150. | Head A | Spanned Header ||
  151. | Head B | Head C | Head D |
  152. |:-------|:------:|:------:|
  153. | 1A | 1B | 1C |
  154. | 2A ^| 2B | 2C |
  155. | 3A ^| 3B 3C ||
  156. | 4A | 4B 4C^||
  157. | 5A ^| 5B | 5C |
  158. | 6A | 6B ^| 6C |
  159.  
  160. ## Images
  161. Images must be hosted online somewhere, like [Imgur](https://www.imgur.com). You use the address to that image to reference it in your brew\*.
  162.  
  163. Using *Curly Injection* you can assign an id, classes, or inline CSS properties to the Markdown image syntax.
  164.  
  165. ![alt-text](https://s-media-cache-ak0.pinimg.com/736x/4a/81/79/4a8179462cfdf39054a418efd4cb743e.jpg) {width:100px,border:"2px solid",border-radius:10px}
  166.  
  167. \* *When using Imgur-hosted images, use the "direct link", which can be found when you click into your image in the Imgur interface.*
  168.  
  169. ## Snippets
  170. Homebrewery comes with a series of *code snippets* found at the top of the editor pane that make it easy to create brews as quickly as possible. Just set your cursor where you want the code to appear in the editor pane, choose a snippet, and make the adjustments you need.
  171.  
  172. ## Style Editor Panel
  173. {{fa,fa-paint-brush}} Usually overlooked or unused by some users, the **Style Editor** tab is located on the right side of the Snippet bar. This editor accepts CSS for styling without requiring `<style>` tags-- anything that would have gone inside style tags before can now be placed here, and snippets that insert CSS styles are now located on that tab.
  174.  
  175. {{pageNumber 2}}
  176. {{footnote PART 2 | BORING STUFF}}
  177.  
  178.  
  179.  
  180.  
  181. \page
  182.  
  183.  
  184.  
  185. ## Monsters Trainer
  186.  
  187. A young human and her imp sneak through the brush of a dense forest, avoiding the detection of a gang of goblins. After a silent agreement is made between the two, the human leaps out from the brush as she directs the imp to bite out the throat of one of the goblins.
  188. :
  189. A battle-worn dwarf faces off with an adult black dragon, a whip gripped in one hand and a monster orb clutched in the other. After a hearty battle cry, the dwarf sprints forward and leaps at the dragon as it begins to exhale its corrosive acid breath.
  190. :
  191. Masters of controlling the beasts of the wild, monster trainers harness the powers given to monsters to protect and explore worlds.
  192.  
  193. ::
  194. ### One with their Monsters
  195.  
  196. Monster trainers may harness their monster’s powers to strengthen themselves, but they do so through a shared personal connection. This connection could range from a mutual agreement, begrudging respect, or a true partnership between friends.
  197.  
  198. ::
  199. ### Journeys Of Exploration
  200.  
  201. Although their reasons may be varied, all monster trainers travel across worlds to fulfill whatever their goals may be. Some wish to catch monsters of legend, many wish to learn the secrets of the world through their monsters, others simply want to be the strongest monster trainer.
  202.  
  203. ::
  204.  
  205. ### Creating A Monster Trainer
  206. When creating your trainer, consider what your reasons for becoming a monster trainer are. Do you want to make a name for yourself? Were you inspired to take up monster training from a family member or mentor? Or are you trying to out-compete a long time rival that insists on Smellin’ you later?
  207.  
  208.  
  209. #### Quick Build
  210. :
  211. You can make a monster trainer quickly using these suggestions. First, make Wisdom your highest ability score, followed by Charisma. Second, choose the folk hero background.
  212.  
  213.  
  214. {{pageNumber 1}}
  215. {{footnote PART 1 | Starting Class}}
  216.  
  217.  
  218.  
  219. \column
  220.  
  221.  
  222. ### The Monster Trainer
  223. | Level | Proficiency Bonus | Features |
  224. |:-------:|:----------:|:---------------------|
  225. | 1st | +2 | Beginning Monster, Monster Fighting, Monster Encyclopedia |
  226. | 2nd | +2 | Monster Trapping |
  227. | 3rd | +2 | Trainer Archetype |
  228. | 4th | +2 | Ability Score Improvement |
  229. | 5th | +3 | Extra Attack, Monster Trapping Improvement |
  230.  
  231.  
  232. ### Class Features
  233.  
  234. As a monster trainer, you have the following class features.
  235.  
  236. #### Hit Points
  237.  
  238. **Hit Dice** :1d6 per monster trainer level
  239. **Hit Points at 1st Level**: 6 + your Constitution modifier
  240. **Hit Points at Higher Levels**: 1d6 (or 4) + your Constitution modifier per monster trainer level after 1st up to 5th
  241.  
  242. #### Proficiencies
  243. **Armor**: Light Armor
  244. **Weapons**: Simple Weapons, Whips
  245. **Tools**: Monster Orbs
  246. :
  247. **Saving Throws**: Wisdom, Charisma
  248. **Skills**: Choose two from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
  249.  
  250. ### Equipment
  251. You start with the following equipment, in addition to the equipment granted by your background:
  252. - (a) a whip or (b) and simple melee weapon
  253. - (a) a dungeoneer’s pack or (b) an explorer’s pack
  254. - Leather armor, a short bow, and a quiver of 20 arrows
  255. - The monster orb of your starting monster and a monster encyclopedia
  256.  
  257.  
  258. ### Monster Orb
  259. :
  260. A monster orb is a stone sphere, with runes etched into it, meant for the capture of non-humanoid monsters. The monster orb acts as a pocket dimension that consists of all that the captured monster’s needs.
  261. When the monster orb is thrown at a monster the trainer must make an attack roll on the monster, and if the roll exceeds the monster’s AC it becomes entrapped in the orb. After the initial entrapment, the monster must make a Wisdom saving throw against the trainer’s capture save DC, if the saving throw fails then the monster is captured. On a successful saving throw, the monster breaks free, and the orb is destroyed.
  262.  
  263. {{pageNumber 2}}
  264. {{footnote PART 1 | Starting Class}}
  265.  
  266.  
  267. \page
  268.  
  269.  
  270.  
  271. ### Beginning Monster
  272. To kick off your journey, you start with one monster to be your adventuring ally. Beginning at 1st level, you gain a companion from the following choices: homunculus, imp, pseudodragon, quasit, or spirit.
  273. :
  274. All of your monsters have the statistics given to them in the Player’s Handbook and Monster Manual, with a few exceptions. Add your proficiency bonus to your monsters’ AC, attack rolls, damage rolls, as well as to any saving throws and any skills they are proficient in. Your monsters’ hit point maximum equals five times your monster trainer level or the maximum given to them in the Monster Manual, whichever is higher.
  275.  
  276. ### Monster Fighting
  277. You have been trained in the art of using the monsters you capture as weapons of battle. Beginning at 1st level, you can command one of your captured monsters to make an attack with your bonus action. Your monsters can take damage from enemies, and should your monsters’ hit points reach zero they will return to their monster orbs. They cannot be brought out of their monster orbs until a short or long rest has been completed.
  278. You can have one captured monster out of its monster orb at a time, this increases to two captured monsters at a time at 5th level; unleashing these monsters is a reaction.
  279.  
  280. :
  281. ### Monster Encyclopedia
  282. At the beginning of your journey, you were given a magical tome of monsters that updates whenever you encounter a new monster. At 1st level, whenever you encounter a monster that you have encountered before, you can add your Wisdom modifier to attack rolls made on the monster. If your monster encyclopedia gets lost or destroyed, you do not gain the attack roll benefit. You can spend 1 day and 50 gold to replace it.
  283. :
  284. ### Monster Trapping
  285. At 2nd level, you gain the ability to bind a monster to a monster orb. Your monster trainer level determines the number of monsters you can bind to a monster orb and the challenge rating of the monster you can bind, and these limits increase at 5th, 10th, 14th, and 18th level. You use your Charisma modifier when setting the capture throw DC for when you attempt to catch a monster.
  286.  
  287. **Capture save DC** = 8 + your proficiency bonus + your Charisma modifier
  288.  
  289.  
  290.  
  291. | Level | Max CR | Max Number |
  292. |:-------:|:----------:|:---------------------|
  293. | 2nd | 1/2 | 2 |
  294. | 5th | 2 | 4 |
  295. | 10th | 5 | 8 |
  296. | 14th | 10 | 16 |
  297. | 18th | 15 | Unlimited |
  298.  
  299. \column
  300.  
  301. ### Trainer Archetype
  302. At 3rd level, you choose an archetype that you strive to emulate in your trainer style and techniques. Choose Elitist, Hex Maniac, or Monster Fanatic, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level.
  303. :
  304. ### Ability Score Improvement
  305. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you could increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
  306. :
  307.  
  308. ### Extra Attack
  309. Beginning at 5th level, you can attack twice instead of once, whenever you take the Attack action on your turn. You can also now command two of your captured monsters to make an attack with your bonus action.
  310. :
  311.  
  312. ### Deep Pockets
  313. On your journey, you have become supernaturally talented at carrying all that you need. Beginning at 6th level, your bag acts similar to a bag of holding.
  314. :
  315. Your bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
  316. :
  317.  
  318. If the bag is overloaded, pierced, stolen, or torn, it ruptures and is destroyed, stops acting like a bag of holding and its contents are spilled out in front of you. Simply acquiring a new bag allows you to have access to a new bag of holding.
  319. :
  320. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
  321.  
  322.  
  323. {{pageNumber 3}}
  324. {{footnote PART 1 | Starting Class}}
  325.  
  326.  
  327.  
  328. \page
  329.  
  330.  
  331. ### Trainer Archetypes
  332. Different monster trainers choose different approaches to how they use their monsters. The trainer archetype you choose to emulate reflects your approach.
  333. :
  334. #### Elitist
  335. Those who emulate the archetypical Elitist are very much that, elite. They have honed their own abilities, as well as their monster’s raw natural talent, into a perfectly deadly display of art.
  336. ##### Martial Weapon Proficiency
  337. Beginning when you choose the archetype at 3rd level, you gain proficiency in all martial weapons.
  338. ##### Improved Critical
  339. Starting at 7th level, your weapon attacks and attacks made by your monsters scores a critical hit on a roll of 19 or 20.
  340. ##### Fighting Style
  341. At 11th level, you adopt an option from the Fighting Style class feature of the fighter class.
  342. ##### Monster Expert
  343. At 15th level, your fighting with your monsters has become a whirlwind of death. You can have all of your captured monsters unleash a barrage of attacks on an opponent within 30 ft, your target must make a Dexterity saving throw against your Wisdom ability score. On a failed saving throw the target takes 5d8 slashing damage on a successful save the target takes half as much damage. You must finish a short or long rest before you can use this feature again.
  344. :
  345. #### Hex Maniac
  346. The archetypical Hex Maniac is as mysterious as it is arcane. Hex Maniacs incorporate the use of magic to expand their techniques with their monsters.
  347.  
  348.  
  349. ##### **Spellcasting**
  350. When you reach 3rd level, you expand your training prowess with the ability to cast spells. See chapter 10 in the Player’s Handbook for the general rules of spellcasting, and at the end of this class for the monster trainer spell list.
  351. :
  352. **Cantrips.** You learn two cantrips of your choice from the monster trainer spell list. You learn an additional monster trainer cantrip of your choice at 10th level.
  353. :
  354. **Spell Slots.** The Hex Maniac Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. You regain all expanded spell slots when you finish a long rest. For example, if you know the 1st- level spell cure wounds and have a 1st-level and 2nd-level spell slot available, you can cast cure wounds using either slot.
  355. :
  356. **Spells Known of 1st-Level and Higher.** You know three 1st-level monster trainer spells of your choice.
  357. :
  358.  
  359. The Spells Known column of the Hex Maniac Spellcasting table shows when you learn more monster trainer spells of 1st level or higher.
  360. :
  361.  
  362. Whenever you gain a level in this class, you can replace one of the monster trainer spells you know with another spell of your choice from the monster trainer spell list. The new spell must be of a level for which you have spell slots.
  363. :
  364.  
  365. **Spellcasting Ability.** Wisdom is your spellcasting ability for your monster trainer spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a monster trainer spell you cast and when making an attack roll with one.
  366. :
  367.  
  368. **Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier
  369. :
  370.  
  371. **Spell attack modifier** = your proficiency bonus + your Wisdom modifier
  372.  
  373.  
  374. -Spell Slots per Spell Level-
  375.  
  376. | Monster Trainer Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
  377.  
  378. ### Hex Maniac Spellcasing
  379. | | | | -Spell Slots per Spell Level- ||||
  380. | Monster Trainer Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
  381. |:-------:|:----------:|:---------------------|:---:|:---:|:---:|:---:|
  382. | 3rd | 2 | 3 |2|-|-|-|
  383. | 4th | 2 | 4 |3|-|-|-|
  384. | 5th | 2 | 4 |3|-|-|-|
  385. | 6th | 2 | 4 |3|-|-|-|
  386. | 7th | 2 | 5 |4|2|-|-|
  387. | 8th | 2 | 6 |4|3|-|-|
  388. | 9th | 2 | 6 |4|3|-|-|
  389. | 10th | 3 | 7 |4|3|-|-|
  390. | 11th | 3 | 8 |4|3|-|-|
  391. | 12th | 3 | 8 |4|3|-|-|
  392. | 13th | 3 | 9 |4|3|2|-|
  393. | 14th | 3 | 10 |4|3|2|-|
  394. | 15th | 3 | 10 |4|3|3|-|
  395. | 16th | 3 | 11 |4|3|3|-|
  396. | 17th | 3 | 11 |4|3|3|-|
  397. | 18th | 3 | 11 |4|3|3|-|
  398. | 19th | 3 | 12 |4|3|3|1|
  399. | 20th | 3 | 13 |4|4|3|1|
  400.  
  401.  
  402.  
  403. {{pageNumber 4}}
  404. {{footnote PART 1 | Starting Class - Archetypes}}
  405.  
  406.  
  407. \page
  408.  
  409. ### Trainer Spells
  410.  
  411. **Cantrips (0 Level)**
  412. :
  413. Chill Touch
  414. Friends
  415. Mending
  416. Message
  417. Prestidigitation
  418. Resistance
  419. Shocking Grasp
  420. Thaumaturgy
  421. :
  422. **1st Level**
  423. :
  424. Alarm
  425. Animal Friendship
  426. Burning Hands
  427. Charm Person
  428. Command
  429. Compelled Duel
  430. Cure Wounds
  431. Detect Magic
  432. Inflict Wounds
  433. Jump
  434. Longstrider
  435. Shield
  436. Speak with Animals
  437. :
  438.  
  439. **2nd Level**
  440. :
  441. Animal Messenger
  442. Beast Sense
  443. Darkness
  444. Dark Vision
  445. Enhance Ability
  446. Lesser Restoration
  447. Mirror Image
  448. Misty Step
  449. Silence
  450. Spider Climb
  451. Suggestion
  452. :
  453.  
  454. **3rd Level**
  455. :
  456. Conjure Animals
  457. Counterspell
  458. Fireball
  459. Fly
  460. Nondetection
  461. Phantom Steed
  462. Tongues
  463. :
  464.  
  465. \column
  466.  
  467. :
  468. :
  469. :
  470. :
  471.  
  472. **4th Level**
  473. :
  474. Blights
  475. Control Water
  476. Stone Skin
  477. Wall of Fire
  478.  
  479.  
  480.  
  481. {{pageNumber 4}}
  482. {{footnote PART 1 | Starting Class - Spells}}
  483.  
  484.  
  485. \page
  486.  
  487. ## The Essence Assimilator
  488. :
  489. One who has gained control of their own essence by peaking behind the thin veil of life. Through multiple methods, one who has gained mastery of monsters can and will be bound forever with life essence itself.
  490.  
  491. The masters of blue can touch the very bounty of life and seize what they wish within the veil. They can warp their flesh to forever be easily and harmonously bind or extricate their essence with that with they control, create, or take.
  492.  
  493. :
  494.  
  495.  
  496. ### One Of Life
  497. :
  498.  
  499. Through touching the very engine that warps space by calling forth your abilities to control essence. You have unlocked the bounty on all life. Beginning at level 6, you call forth the very essence of life in many manners: Rending, Captured Monsters control, and Essence Tearing.
  500.  
  501. :
  502. You can utilize captured monsters, by fusing them with you and utilizing their abilities, gaining temporary health, and their physical attacks.
  503. :
  504. You can utilize a killed monsters essence by attempting to drain their traits, abilities, spells, and special abilities.
  505. :
  506. You can utilize a killed monsters essence by severing a piece to attempt to condense this trait, ability or spell, into an Essence Shards. These shards are single use unless copied.
  507. :
  508.  
  509. ### Class Features
  510. :
  511. As a The Essence Assimilator, you have the following class features.
  512. ****
  513.  
  514. #### Hit Points
  515.  
  516. **Hit Dice** :1d8 per essence assimilator level
  517. **Hit Points at 1st Level**: 6 + your Constitution modifier
  518. **Hit Points at Higher Levels**: 1d8 (or 4) + your Constitution modifier per the essence assimilator level after 5th up to 20th.
  519.  
  520. #### Proficiencies
  521. **Armor**: Light Armor, shields
  522. **Weapons**: Simple Weapons, Whips, Scimitars, Short Swords
  523. **Tools**: Monster Orbs, Essence Shards
  524. :
  525. **Saving Throws**: Wisdom, Dexterity
  526. **Skills**: Add and Choose two Arcana, Investigation, Nature, Perception, Performance, Acrobatics, or Persuasion.
  527.  
  528. \column
  529.  
  530. ### The The Essence Assimilator
  531. | Level | Proficiency Bonus | Features |
  532. |:-------:|:----------:|:---------------------|
  533. | 6th | +3 | Rending & Reaving, Captured Affixiation, Essence Tearing |
  534. | 7th | +3 | Dual Wielding |
  535. | 8th | +3 | |
  536. | 9th | +4 | - |
  537. | 10th | +4 | |
  538. | 11th | +4 | |
  539. | 12th | +4 | |
  540. | 13th | +5 | |
  541. | 14th | +5 | |
  542. | 15th | +5 | |
  543. | 16th | +5 | Reave Mastery |
  544. | 17th | +6 | Continued Tampering |
  545. | 18th | +6 | |
  546. | 19th | +6 | |
  547. | 20th | +6 | |
  548.  
  549.  
  550.  
  551. ### Rending & Reaving
  552.  
  553. You can rend flesh and from it reave the rewards.
  554.  
  555. Until you gain a complete mastery of the Reave at level 16, there is a good chance that you might damage an essential piece of a monster or creature in an attempt to create a Gleam Shard. For more sensitive or internal organs the chance of success is dramatically decreased.
  556.  
  557. ##### Rending & Reaving Roll Table
  558. | Success - Failure | Feature Rended |
  559. |:-------|:-------------------|
  560. | 80 - 20 | Extremities (talons, wings, flippers, horns) |
  561. | 20 - 80 | Organs |
  562.  
  563.  
  564.  
  565. After removal of the Feature that was Rended, there is a 10% chance that the Gleam Shard will break from volitively of life will break the stone.
  566.  
  567. For organs this chance increases to 15%.
  568.  
  569. ::
  570.  
  571. ### Captured Affixiation
  572.  
  573. You can utilize your captured monsters or creatures to use them once again in and out of combat.
  574.  
  575. Using your contained monsters, you gain the benefit of their utlization on and off the battlefield. Your essence and their essence meld and your flesh is transformed into a new form. One that has benefits and flaws from the transformation from your flesh and the flesh of the monster that is now only essence.
  576.  
  577. - You gain temporary hitpoints equal to the Hit Points of the contained creature or monster.
  578.  
  579. - You replace your attacks and movement speed with that of the contained creature or monster.
  580.  
  581. - You gain use and benefit or resistances, and abilities.
  582.  
  583. - If your health is reduced past the point of the temporary hitpoints that you gain from the creature or monster, then this affect ends.
  584.  
  585. {{pageNumber 5}}
  586. {{footnote PART 2 | Advanced Class}}
  587.  
  588.  
  589.  
  590. \page
  591.  
  592.  
  593. - Your health while in this form cannot be healed in any manner.
  594.  
  595. - If the creature or monster has
  596.  
  597. ### Essence Tearing
  598.  
  599.  
  600. For monsters and creatures that are at or below Challenge Rating 2, you can only attempt the following once. For anything above Challenge Rating 2, multiply the number by 1/4.
  601. For each new whole number, you can begin to increase your chance obtaining a new ability from the chart below. For each new whole number, you can roll a die of that whole number. That is the total number of times that you can roll on the chart below. Roll a 1d100.
  602.  
  603. ##### Essence Tearing Roll Table
  604. | Roll | Feature Torn |
  605. |:-------|:-------------------|
  606. | 0 - 40 | Melee Attack ·1 |
  607. | 41 - 50 | Ranged Attack ·2 |
  608. | 51 - 70 | Non-Specific ability ·3 |
  609. | 71 - 90 | Physical Traits ·4 |
  610. | 91 - 100 | Special Ability·5 |
  611. | 80 - 100 | Spells ·6 |
  612.  
  613.  
  614. ·1 - You can gain the melee or weapon attack of monster. If this requires a specific weapon or implement then it is not absorbed.
  615.  
  616. ·2 - You can gain the ranged attack of monster. If this requires a specific weapon or implement then it is not absorbed.
  617.  
  618. ·3 - If observed in use, then you can gain the non-specific ability of a monster, or creature. An exmaple of this is, Pack Tactics.
  619.  
  620. ·4 - If observed, and its use is warranted, you can gain the traits of a monster or creature.
  621. An exmaple of this would be Keen Hearing and Smell, or the flight of a flying creature. When in use this ability will last 1-3 minutes on a 1d6/2.
  622.  
  623. ·5 - If observed and the essence assimilator has been or would have been affected then, the assimilator gains the special ability.
  624.  
  625. ·6 - If observed and the essence assimilator has been or would have been affected then the assimilator gains access to this spell. The requirements of the spell as far as level and spell casting modifiers must be met. Example, you cannot cast 9th level spells at 6th level. The minimum level casting requirements must still be met. Casting spells in this manner limits is the same as using an ability and uses a Beryl Point.
  626.  
  627. ::
  628. You can use your bonus action to try to absorb the essence of a creature that has been downed that you can see within 60 feet of you. The target automatically fails the saving throw if it is incapacitated. If the target is distracted such as under a debilitating condition, or you are flanking the creature, that creature has disadvantage on the saving throw.
  629.  
  630.  
  631. {{note
  632. ##### Essence Usage and Limitations
  633.  
  634. You can only use one of these abilities on a fallen enemy or creature. You cannot use Rending & Reaving with Captured Affixiation, or Essence Tearing. These are limited due to the nature of essence and its limited tampering. This is adjusted at level 17.
  635.  
  636. }}
  637.  
  638. ::
  639.  
  640. ### Dual Wielding
  641.  
  642. You master fighting with two weapons, gaining the following benefits:
  643.  
  644. - You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  645. :
  646. - You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
  647. :
  648. - You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
  649.  
  650.  
  651.  
  652. ### Gleam Shard(s)
  653.  
  654.  
  655. ### Continued Tampering
  656.  
  657.  
  658.  
  659. ### Reave Mastery
  660.  
  661.  
  662. {{pageNumber 6}}
  663. {{footnote PART 2 | Advanced Class}}
  664.  
  665.  
  666.  
  667.  
  668. Essence Cores
  669.  
  670.  
  671. \page
  672.  
  673.  
  674. \column
  675.  
  676.  
  677.  
  678. #### Quick Build
  679.  
  680.  
  681. {{pageNumber 7}}
  682. {{footnote PART 2 | Advanced Class}}
  683.  
  684.  
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