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Classes, Prestige Classes

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1Classes, Prestige Classes Empty Classes, Prestige Classes Tue May 07 2019, 13:42

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you can ONLY take a prestige if you have the proper prerequisites for said class


Classes, Prestige Classes White_10

Prerequisites
- Must be sorcerer or wizard over level 6
- Must have been to your sparks plane or existence or found a being to spark from in game
- Must have an Item on one's person from there being or plane of there spark, example, phoenix feather, elementals flame in a small vile, rock from one of the levels of hell.

[hideedit]
Pyromancer
A flash of light! A loud crash! And then an undeniable heat! — Signs of a Pyromancer

A pyromancer is a general term generally given to those that study or wield fire magic. However, in reality, a true pyromancer is one who has ignited the kindling within themselves through innate talent, dedicated studies, unfaltering worship or by means of contacting an otherworldly entity. However, this doesn't mean all can become one, the kindling within oneself if not enough or unworthy will instead ignite the soul of the would-be pyromancer reducing them to ash.

Optional Rule: Planar Attunement

Planar Attunement: Pyromancers, as living embodiments of their spark, find a natural attunement to certain planes of existence.
Elemental sparks feel whole within the Plane of Fire.
Infernal sparks feel they have a deeper purpose within the Nine Hells.
Phoenix sparks feel a peace and serenity within the Feywilds.
Solar sparks while in the good-aligned positive planes feel the warmth of the sun fill them.

While within a plane you're attuned to, you gain the following benefits:
You are considered a native to that plane for that planes optional rule such as Shadowfell Despair or Elysium's Overwhelming Joy.
You do not require sleep and are immune to the exhaustion condition.
You have advantage on all initiative rolls.

Creating A Pyromancer
The most important question to consider when creating your pyromancer is the nature of your flame and as such, the nature of your spark. As a starting character, you'll choose a spark that is tied to the influence of the nine hells, the celestial realm, a bird of flame or the elemental plane of fire, but the exact source of your flame is up to you to decide. Is it a birthright, passed down to you from distant ancestors or close relative? Or did some extraordinary event ignite your flame but perhaps scar you as well? How do you feel about the flame burning within you? Do you embrace it, try to master it, or revel in its otherworldly nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend to do with it? Perhaps you feel like you've been given this flame for some lofty purpose. Or you might decide that your flame gives you the power and right to do what you want, to take what you want from those who lack such power. Perhaps your flame links you to a powerful individual in the world — the phoenix whose feather you returned, the elemental that blessed you at birth, the archdevil who you made a pact with for power, or the solar deity who chose you to carry their radiance.

Quick Build
You can make a pyromancer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by either Constitution or Dexterity. Second, choose the hermit background. Third, choose the fire bolt, produce flame, create a bonfire, and control flames cantrips, along with the 1st-level spells burning hands and hellish rebuke.

Classes, Prestige Classes D85b2e257799bb58f2fb84b2a2d36ba9-d8eobu3

Class Features
As a Pyromancer you gain the following class features.

Hit Points
Hit Dice: 1d8 per Pyromancer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Pyromancer level after 1st

Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose two of the following: Arcana, Deception, Intimidation, Persuasion, Investigation, and Religion.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

(a) two daggers or (b) a martial weapon of your choice
(a) a explorer's pack or (b) a scholar's pack
(a) a light crossbow and 20 bolts or (b) any simple weapon
Leather armor, an arcane focus, and a trinket that attests to the nature of your spark such as an piece of brimstone, an ever glowing coal, a phoenix feather or a shard of hard light

Table: The Pyromancer
Classes, Prestige Classes 1ad5fa10

Pyromancer Spark
Every pyromancer has a moment when the flame is first ignited within them. A spark that becomes a flame. Sometimes that spark is naturally ignited by blood or talent, other times in moments of emotionally strain, searing pain, burning rage or fuming loss and yet again it may not come from within at all, coming as a gift from powerful otherworldly beings, a great phoenix, a deity of the sun, or an infernal lord. Regardless of how you ignited this spark you have the following features:

Spellcasting
Your spellcasting revolves around your ability to focus and manifest your now ignited flame. You choose cantrips and spells from the sorcerer spell list, as well as any spell or cantrip that deals fire damage or handles flame or heat. These spells are considered pyromancer spells when cast by you.

Cantrips
At first level, you know four cantrips of your choice from your pyromancer spell list. You learn additional pyromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the pyromancer table.

Spell Slots
The pyromancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher
At first level, you know two 1st-level spells of your choice from the pyromancer spell list.

Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell, which also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your spells, since the power of your magic relies on your ability to regulate and manifest your inner flame. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your pyromancer spells.

Sorcerer Spell List:

Spark
Choose a Spark, it describes the source of your magical power: Elemental, Infernal, Phoenix, or Solar, all detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Spark Spells
Each spark has a list of spells — its spark spells — that you gain at the pyromancer levels noted in the spark description. If you have a spark spell that doesn't appear on the pyromancer spell list, the spell is nonetheless a pyromancer spell for you.

Growing Flame
As you grow your flame, your affinity for fire grants you several benefits as you nurture your flame. Starting at 2nd level, when you would deal fire damage using a pyromancer spell, you can add your Charisma modifier to the damage rolls. Then at 6th level, you gain resistance to fire damage and at 10th level, you gain resistance to cold damage, your body forever warm. Finally, at 16th level, your resistance to fire damage becomes immunity to fire damage.

Spark's Manifestation
While the nature of your spark is decided the moment your flame is ignited within you, how you manifest that flame is ultimately up to you. At 3rd level, you've learned to manifest your spark in one of the following ways. Choose one of the following options from one of the two sparks.

Spark of the Forge
Your spark is reminiscent of those created within a forge. When metal is skillfully beaten against metal under an enormous heat. You gain one of the following benefits:

Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Spark of the Mind
Your spark cannot be found in the physical world but within the minds of artists and those creative folk who in a moment of brilliance create a masterpiece or define an era. You gain one of the following benefits:

Sculptor. When you cast a spell that affects other creatures that you can see, you can choose one of them. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Calligraph. When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
Carver. Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged spell attack rolls. You gain a +2 to spell damage rolls made within 5 feet of the targetted creature.
Artist. When you roll a 1 on a damage die for an attack you make with a pyromancer spell that targets one creature, you can reroll the die and must use the new roll, even if the new roll is a 1.
Ability Score Increase
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, ar you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Immortal Flame
Finally, at 20th level, you've begrudgingly listened to the plea of your allies and at the end of a long rest, you can grant allies within 30 feet, that have rested in the light of your eternal flame the entire duration, resistance to fire damage and temporary hit points. The number of temporary hit points you grant and the number of allies you can affect are equal to your level and the effect lasts for 8 hours. In addition, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Pyromancer Sparks
Every pyromancer has a moment when the flame is first ignited within them. A spark that becomes a flame. Sometimes that spark is naturally ignited by blood or talent, other times in moments of emotionally strain, searing pain, burning rage or fuming loss and yet again it may not come from within at all, coming as a gift from powerful otherworldly beings, a great phoenix, a deity of the sun, or an infernal lord. Regardless of how you attained this spark you have the following features:

Spark: Elemental Origins
Classes, Prestige Classes Sorceress_by_tentaclesandteeth-d675zo1

Elemental flames represent vibrancy, passion, and change. At their worst, they are cruel and wantonly destructive, as the efreet often are, but at its best, this flame reflects the light of inspiration, the warmth of compassion, and the flame of desire. Of all the forms a pyromancers spark can take, those who have been ignited by the elemental plane of fire, are said to be the truest of pyromancers, their flame not temper or some would say corrupted by the light of the divine, the darkness of the hells, or the mystic of the fey. Detractors of this spark, say it is the most fierce and cruel of flames to bare, pushing its wielder to turn the material world to ash and unleash capricious devastation wherever they go.

Those who possess within them an elemental flame may have had their spark ignited by the plane itself prehaps upon birth or during a great conflagration in an area where the boarder between the material and the inner plane is thin. Maybe it was done by a powerful efreeti as a gift for completing a quest or for your families generations of loyalty. Then again, you may find yourself a descendant of one of the elemental planes natives and unknowingly unleashed a torrent of flame at a young age, to your parents amazement or horror. Regardless of how your elemental flame was brought to life, you gain the following benefits:

Elemental Spark Spells
Pyromancer
Level Spells
1st chaos bolt
3rd heat metal
5th elemental weapon
7th conjure minor elementals
9th conjure elemental

Elemental Nature
At 1st level, you've taken on integral aspects of the creatures of the inner plane. You don't require air, food, drink, or sleep. In addition, you can speak, read and write Ignan.

Fierce Flame
You flame burns with a focused intensity that no other flame can match. Whenever you reduce an enemy to 0 hit points with fire damage, you may detonate the target causing them to explode dealing fire damage equal to your Charisma modifier to all adjacent creatures, reducing their bodies to ash and igniting flammable objects within range if they aren't being worn or carried.

Purity of Flame
Starting at 6th level, your flames pureness protects you from harm. At the start of your turn, you can burn away impurities to end one effect on yourself that is causing you to be blinded, defended, diseased, paralyzed, petrified or poisoned. You regain use of this feature when you complete a short or long rest. In addition, you are resistant to poison damage.

The Element of Fire
At 14th level, you build up heat as you continually deal fire damage to creatures, losing all built up heat points if you don't deal fire damage to a creature each round. Eventually, you can become an avatar of the plane of fire transforming into the flame you've nurtured within yourself. You can gain a maximum of 1 heat points each round and by spending them you can manifest a number of powerful effects.


Cost Name Effect
Rebuke. As a reaction, whenever a creature within 5 feet of you hits you with a melee attack, you can erupt with flame. The attacker takes 2d8 fire damage. You can increase this amount by 1d8 for every heat point you spend beyond the initial one.

Meteorite. On your turn, you can shoot through the air to a point you can see with 60 feet on a trail of fire. You don't provoke opportunity attacks when you move this way. You can spend additional heat points to increase this distance by 30 feet for every heat point you spend beyond the initial two.

Superheated. When you cast a spell that deals fire damage and forces a creature to make a saving throw to resist its effects, you can give one target of the spell disadvantage on its first saving throw made against the spell.

Extreme Heat. As an action, you produce the effects of Extreme Heat, as described in chapter 5 of the Dungeon Master's Guide, within a 30-foot radius, raising the temperature above 100 degrees Fahrenheit until the end of your next turn. A creature that ends its turn while exposed to the heat must succeed on a Constitution saving throw at the end of each of your turns or gain one level of exhaustion. Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Creatures with resistance or immunity to fire damage automatically succeed on the saving throw, as do creatures naturally adapted to hot climates. You can continue to manifest this effect by using a bonus action each round, without paying the heat point cost.

Elemental Transformation. As a reaction to reaching 5 heat points or greater, you transform into something similar to a fire elemental. When you do so flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for 1 minute, doing no harm to you and granting you the following benefits:
You float a few feet above the ground. This allows you to ignore most forms of difficult terrain and makes you immune to being knocked prone. However, you can float no higher than 5 feet and when you are reduced to 0 hit points you stop hovering.
You gain a number of temporary hit points equal to twice your level.
You gain an additional heat point each time you consecutively deal fire damage to a creature.

All Consuming Flame
Starting at 18th level, you can add twice your Charisma modifier to all damage rolls that deal fire damage. In addition, when you deal fire damage you ignore fire resistance and treat fire immunity as fire resistance.

Spark: Infernal Origins
Classes, Prestige Classes Tumblr_oyc1c0xgn51si9ssqo1_1280

Those whose flame has been ignited by an Infernal spark naturally manifest an Infernal flame that snuffs out life and drives one towards evil. Yet, this drive is accompanied by a respect and adherence to the principles of law, and no law holds truer to these pyromancers than the laws of the Nine Hells. These pyromancers, often called hell knights, combine the devastating strength of fire with cruel martial prowess in a brutal combination to be used in the great war the fiends of the Nine Hells wage against the demons of the Abyss. The Blood War[5]. While these pyromancers aim to conceal their true nature and goals while in the Material Plane, those familiar with their kind may find the sinister nature of their flame and their unmerciful combat practice a dead giveaway. Hell knights sent to the Material Plane seek to destroy any demons they come across and further the goals of devils there while maintaining a non-fiendish profile. Regardless of their goals, given or otherwise, a hell knight's spark is often ignited when a mortal with martial talent makes a pact with a devilish entity or a talented mortal with infernal blood within them ignites their spark. However your Infernal flame was ignited, you gain the following benefits:

Infernal Spark Spells
Pyromancer
Level Spells
1st cause fear[6]
3rd ray of enfeeblement
5th summon lesser demons[7]
7th summon greater demon[8]
9th infernal calling[9]
Infernal Proficiency
You gain proficiency with martial weapons, medium and heavy armor. In addition, you can speak, read and write Infernal.

Hell Knight
Those whose spark has been ignited by those of the Nine Hells are expected to serve in the Blood War[10], the eternal war between the Hells and the Abyss. As a bonus action, while unarmored, you can cause flames to flare up around you and form a set of crimson plate armor. When you do this your Armor Class is equal to 13 + your Charisma modifier and all weapon attack and damage rolls can use your Charisma modifier, instead of your Strength or Dexterity modifier. In addition, when you would deal fire damage you can instead deal necrotic damage.

Burning Strike
Starting at 6th level, you gain the ability to infuse your weapon strikes with infernal energy. Once on each of your turns when you hit a creature with a melee attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 12th level, the extra damage increases to 2d8.

Seamless Combatant
At 14th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Infernal Surge
Starting at 18th level, as a bonus action, you can draw power directly from the Nine Hells into yourself, giving your flame a temporary flair in its intensity and ferocity. For 1 minute you gain the following benefits:

You become resistant to bludgeoning, piercing and slashing damage.
As part of your movement, you can move an additional distance equal to twice your movement speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
Your Burning Strike feature deals twice as much damage.
After you use your Infernal Surge feature, you can’t use it again until you complete a long rest.

Spark: Phoenix Origins
Classes, Prestige Classes 4a27b513e3884c9fafb67ac5bf2fb281-d48i4wn
Your affinity with fire originates from a connection with one of the rare and mysterous immortal birds of fire, a phoenix. Its generosity and knowledge have allowed you to learn how to channel your fire to burn but also heal those around you. As these beings are so rare, they only ignite a flame and form a bond with a mortal through often exceptional circumstances. Regardless of the how they ignited your flame, you gain the following benefits:

Phoenix Spark Spells
Pyromancer
Level Spells
1st cure wounds
3rd calm emotions
5th beacon of hope
7th death ward
9th reincarnate
If a Phoenix spark pyromancer made a burger patty it would be cooked perfectly, Infernal sparks would be burnt to a crisp, while a Solar sparks would be practically raw and finally Elemental sparks if you can get them to focus a little would a little overcooked. Which is why you always capture a Phoenix spark pyromancer if you can help it. A good meatomancer for the next few years with a bit of training.  — Xanathar, Xanathar's Guide to Cookoffs
Measured Flame
When you choose this spark at 1st level, you've learned of the warmth of the phoenix. Whenever you make a roll to determine the amount of fire damage dealt or hit points recovered from a pyromancer spell, you can treat a dice roll lower than your Charisma modifier as being equal to your Charisma modifier. For example, if you have a Charisma score of 18, and you cast the spell cure wounds on an ally but you roll a 1, you can treat that 1 as a 4, healing them for 8 hit points instead of 5. In addition, you can also, speak, read and write, Sylvan.

Tempered
You flame burns with a tempered wisdom and control that others can't seem to resemble. When you cast a spell that deals fire damage and affects other creatures that you can see, you can choose a number of them equal to 1 + you Charisma modifier. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. If you took the spark of minds, sculptor feature this increases to 2 + your Charisma modifier.

Midas Touch
Starting at 6th level, when you deal fire damage to a creature you can instead deal no damage, and heal them for half the damage you would have dealt. You can do this a number of times equal to your Charisma modifier before you must complete a long rest.

Bird of Fire
At 14th level, you gain the ability to manifest a pair of flaming wings from your back, gaining a flying speed equal to twice your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

Phoenix
Starting at 18th level, as an action or when you are reduced to 0 hit points, you can explode into a torrent of fire as you're overwhelmed by your once tempered flames. The area in a 30-foot radius from you is engulfed in flame and a high pitched screech is audible out to 300 feet. All creatures in the affected area must make a Dexterity saving throw or take 12d6 fire damage + your pyromancer level and be pushed to the edge of the 30-foot area. On a successful save, affected creatures only take half damage and are pushed up to 15 feet away from you.

The fire spreads around corners. If this damage reduces a creature to 0 hit points, it is disintegrated as per the disintegrate spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. This feature disintegrates a 15-foot-cube portion of Huge or larger objects or creations of force. A magic item is unaffected by this feature.

At the start of your next turn, you reconstitute and are restored to life with a quarter of your hit points and one level of exhaustion. Once used, you can’t use this feature again until you complete a long rest.

Spark: Solar Origins
Classes, Prestige Classes Jason-nguyen-sunknightv2-jasonnguyen

Since the dawn of the concept of a higher power, the worship of the sun as a divine object is prevalent among cultures all over the Material Plane. Yet the name they call this celestial object will often differ, to some he is Lathander, the Morninglord, to others, he is Belenus, the Fair Shining One, Apollo, son of Zeus, and so on. Comparatively a sun god generally possesses large influence in their home pantheons and all represent, the light and hope the sun brings to the hearts of mortals. Pyromancers of the sun often called solars or sun lords, are enlightened souls infused with its radiance and the power of their god's discerning vision, charges with chasing away deceptions and burning away the darkness. Unlike clerics, who receive power directly from their gods, solars are not conduits for that power but are instead born with ample kindling for manifesting their miraculous flame which is then ignited by the diety through the would-be solars preyers. It is a destined solars faith, strength of will and unique soul that grants them their righteous flame, meaning that while a god may ignite the flame within a solar it is that solars faith that sustains it and without it, they are without power and must beg the deity of the sun to ignite the bonfire within them once more. Regardless of your higher calling and who the divine being of the sun that ignited your spark is, you gain the following benefits:

Solar Spark Spells
Pyromancer
Level Spells
1st shield of faith
3rd branding smite
5th daylight[11]
7th find greater steed[12]
9th dawn[13]
Radiance
You can speak, read and write Celestial. When you would deal fire damage you can instead deal radiant damage. In addition, your eyes take on a golden shimmer, allowing you to see in normally in darkness, both magical and non-magical to a distance of 120 feet.

Solar Flare
When you strike your flame ejects powerful bursts of light from your still fledging corona, empowering your strikes. Starting at 6th level, whenever you deal either fire or radiant damage, any light produced by the effect is considered sunlight and the affected creature or area is illuminated in bright sunlight until the end of your next turn. The affected area is no smaller than a 5-foot cube. In addition, as a bonus action, you can cause the next attack roll against one of the affected creatures to have advantage until the end of your next turn.

Corona
The crown or corona is an aura of plasma that surrounds the sun and as an extension of the sun, your flame has a similar property. If a creature with truesight was to gaze upon you, they would see a crown of light that surrounds you, much like a halo. At 14th level, creatures of your choice that end their turn within 30 feet of you take fire damage equal to your Charisma modifier.

Nova
From a spark, to a flame, to a blinding sun, your flame has grown in strength, as has your ability to master it. Starting at 18th level, as an action, you can begin a Nova, becoming a humanoid manifestation of the sun as your flame gives off a powerful radiance. For 1 minute, bright sunlight shines from you in a 60-foot radius, and dim sunlight shines for an additional 60 feet beyond that, dispelling magical darkness. Your Corona expands with it, affected any creature within 60 feet of you and dealing twice as much damage. In addition, for the duration, creatures that rely on sight have disadvantage on all attack rolls against you. Once you use this feature, you can't use it again until you finish a long rest.

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2Classes, Prestige Classes Empty Re: Classes, Prestige Classes Tue May 07 2019, 13:51

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Shade
Prerequisites
- Must be a rouge or assassin
- Must have found a shade trainer in game to learn from
- For learning more advanced shade arc types one must find a trainer in that arc type on top of finding a normal shade trainer.

Classes, Prestige Classes 41668b10

Shade
Two very different characters briefly crossed paths on a fateful day. One was a monk, who wanted to teach others about being righteous and forgiving, while the other was a shade who only cared for himself. One walked the path of the light, while the other snuck his way into other people's hearts. Both had their places in society, but they means of obtaining their goals and their goals themselves were vastly different. So when they both met each other with each trying to recruit a prospective monk to their side, a fight was inevitable.

One With Darkness
Shades are martial artist who draws their power from their dark inner strength and Shadowfell. They use these powers to sap the strength of others, control shadows, and protect themselves. They can be greedy, cold-hearted, secretive, or practical, but regardless of how a shade acts, they all embrace darkness and misfortune as natural things in people's lives.

Creating a Shade
How did you obtain you shadow powers and martial arts? Were you taught by a master of shadows, did you become a monk but were eventually rejected because of your cold/dark heart or did you grow up embracing the shadows and training yourself? Why do you become a shade? Was it for power, revenge, a goal, or something else? Also think about how open about your powers and abilities you wish to be.

Quick Build
You can make a shade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Constitution is a good stat as well. Second, choose the hermit background.

Class Features
As a Shade you gain the following class features.

Hit Points
Hit Dice: 1d10 per Shade level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Shade level after 1st

Proficiencies
Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan's tools or one musical instrument
Saving Throws: Wisdom, Intelligence
Skills: Choose three from Acrobatics, Deception, Insight, Investigation, Perception, Religion, Sleight of Hand, and Stealth

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

one artisan's tools or musical instrument
(a) a dungeoneer's pack or (b) an explorer's pack
If you are using starting wealth, you have 2d4 x 10 gp in funds.

Table: The Shade
Classes, Prestige Classes 1ad5fa11

Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Dark Arts
At 1st level, your martial arts has started to become brutal, as you will do anything to gain an advantage in battle.

You gain the following benefits while you are unarmed and you aren't wearing armor or wielding a shield:

You gain proficiency with unarmed strikes.
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
You can roll a d10 in place of the normal damage of your unarmed strike. Your unarmed attacks are unusually heavy and damaging, if an effect allows you to make an unarmored strike as a bonus action, you may not use this damage die for that unarmored strike.
You can use a bonus action to make your unarmed strike deal 4 additional damage. This bonus damage increases as you gain levels as a shade, as shown in the Dark Arts column of the Shade table.

Dusk Points
Starting at 2nd level, your training allows you to harness the darkness inside of you. Your access to this energy is represented by a number of dusk points. Your shade level determines the number of points you have, as shown in the Dusk Points column of the Shade table.

When you spend a dusk point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended dusk points back into yourself. You must spend at least 30 minutes of the rest meditating to regain your dusk points.

Some of your dusk point features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Dusk save DC = 8 + your proficiency bonus + your Wisdom modifier

False Stamina
You can spend 1 or more dusk points as a bonus action to gain 4 times the dusk points spent temporary hit points for 1 minute.

Shadow Fist
When you hit with an unarmored strike, as a bonus action, you can spend 1 dusk point to make it deal an additional 3d6 necrotic damage. This die improves as you gain shade levels, as shown in the Shadow Fist Damage Die column of the Shade table.

Enfeeble
You can spend 1 dusk point when you hit with an unarmored strike to inflict a temporary status ailment upon the creature as a bonus action. On a failed Constitution saving throw versus your dusk save DC, the creature gains disadvantage on their next saving throw against magic until the start of your next turn.

Eclipse
At 2nd level, as a bonus action, you can spend 1 dusk point to make a 10ft sphere of magical darkness around you that only you may see through. It lasts until the start of your next turn, and you regain use this feature after you finish a short or long rest.

Shadow Strike
At 3rd level, you may use a bonus action to cover your fists in thin black smoke-like aura. Your unarmed strikes gain the ranged property of 40/120 feet and deal necrotic damage instead of bludgeoning damage until the start of the next turn.

Shadow Arts
At 3rd level, you pick an shadow art to specialize in out of Shadow Fiend, Harmonic Shade, or Shadow Fragment. You gain abilities based on your choice at 3rd level as well as levels 7, 13, and 17.

Ability Score Increase
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 can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Shadow-Empowered Strikes
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Blink
At 6th level, you may spend 1 dusk point to move from a place that is currently in darkness to another place in darkness within 60 feet of you as a bonus action.

Tainted Body
At 9th level, you gain resistance to necrotic damage and are now immune to disease.

Gilded Eyes
At 10th level, you gain darkvision for 60 feet, and if you already have darkvision, the range is increased by an additional 30 feet.

Energy Shield
At 11th level, whenever you are damaged, you can spend 2 dusk points and use your reaction to gain resistance to one of the damage types that damaged you until the start of your next turn.

Hardened Mind
At 14th level, you gain advantage on Intelligence, Wisdom, Charisma saving throws against magic.

Nullifier
At 15th level, you may spend 2 dusk points when you hit with an unarmored strike to empower your strike as a bonus action. On a failed Constitution saving throw versus you dusk save DC, the creature loses all their damage resistances and has their damage immunities turned into resistances until the start of your next turn.

Veil of Shadow
Starting at 17th level, you have unlocked a secret art, allowing you to draw on the powers of the Shadowfell to grant you a variety of boons for a short period of time. As a bonus action, you may spend 1 dusk point to activate this feature, granting you the following benefits for 1 minute or until you are knocked unconscious.

Your AC increases by 1.
Your unarmed strikes always act as if they have the benefits of the Shadow Strike feature.
You ignore difficult terrain and your movement speed can not be reduced.
Once you use this feature, you can not use it again until after you finish a long rest.

Coalesced Power
At 20th level, when you roll for initiative and have no dusk points remaining, you regain 4 dusk points.

Shadow Fiend
Shadow fiends are those who have tried to emulate the power and ferocity of devils and demons. Many shades enter into pacts for this power, while others gain it naturally by intentionally or unintentionally having their shade powers warped by their personality or goals.

Flame Rebuke
Beginning at 3rd level, your attacks have taken on a fiery nature allowing you to burn your foes with your strikes even at a distance. Your attacks that necrotic damage may instead deal fire damage. Also, when you are damaged by a creature that you can see, you may spend 1 dusk point and use your reaction to make a flame infused unarmed strike with the ranged property of 30 feet. You deal fire damage with this attack instead of any other damage type.

Fiendish Nature
Beginning at 7th level, you have fully embraced your fiendish nature. You are now considered to be of fiend type, can now speak Abyssal and Infernal, and when you gain resistance to fire damage instead of necrotic damage when you gain your Tainted Body feature.

Protection Pact
Beginning at 13th level, you have signed a pact with a fiendish entity to grant you protection. You are now considered to be under the effects of nondetection at all times and may not be moved or teleported by a magical effect without your consent.

Soul Burn
Beginning at 18th level, you may empower an attack with black fire that burns your enemies very soul. As a bonus action when you hit with an unarmed strike, you may spend 3 dusk points to cover your attack in black flames. On a failed Constitution saving throw versus your dusk save DC, the creature takes half of the additional 3d10 necrotic and 3d10 fire damage, and does not take 1d10 fire and 1d10 necrotic damage at the start of their turn for 1 minute.

Arc Types Shade

Harmonic Shade
The power of the harmonic shades is not for the faint of heart. They harbor both great darkness and great light within them, often struggling to keep the two powerful forces in check. Numerous shades have tried and failed to become harmonic shades, as one side, often dark, dwarfs the other in power. This often leads to harmonic shades' own power rebelling against them; if you are evil, your light power rebels against you and vice versa.

Balance Swap
Beginning at 3rd level, your attacks very nature can swap between light and dark. Your attacks that deal necrotic damage may instead deal radiant damage. If you are within range of a friendly creature, you may make an attack action against the friendly creature. When you target this friendly creature, all your attacks hit it and your attacks heal the creature instead of dealing damage. Once you use this feature, you can not use it again until you finish a long rest.

True Path
By 7th level, you have truly learned to follow the ways of the harmonic shade by allowing your inner light to guide you. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 dusk points to cancel the disadvantage for that roll.

Hardened Body
Beginning at 13th level, your body has obtained protective light magic's. You have advantage on saving throws against being poisoned, petrified, and blinded and you gain advantage on your next unarmed attack against a creature that attempts to poison, petrify, or blind you.

Equalizer
Beginning at 18th level, you may make an extremely powerful attack covered in swirling black and white mist. As a bonus action, when you hit with an unarmed strike, you may spend 4 dusk points to empower the strike with radiant and necrotic energy. On a failed Constitution saving throw versus your dusk save DC, the creature takes half of the additional 3d10 necrotic and 3d10 radiant damage and is not stunned until the start of your next turn.

Shadow Incarnate
Shadow incarnates are those who can not be seen and whose power and influence and power spreads far and wide. With unknown goals, power, and origin, next to nothing is truly known about them. These individuals rely on their secrecy, stealth, and powerful shadow powers to get them out of any bind.

Fragmented
Beginning at 3rd level, you can now leave shadow fragments of yourself scattered around. Whenever you use a bonus action in dim-light or darkness and move from the position you started your turn in, you may create a shadow replica in the place where you started your turn until the start of your next turn. This replica does not move, but when attacked, moved through, or moved with 5 feet of, it will make an unarmed attack against the target if you wish, dealing damage equal to your unarmed strike.

One With Darkness
Beginning at 7th level, you may cover a creature in darkness. As an action, you may spend 1 dusk point to give a creature you touch advantage on Stealth checks and give other creature's disadvantage on Perception checks to see them in dim-light or darkness for 1 hour.

Consuming Shadows
Beginning at 13th level, you have learned to use the darkness inside you to infect others. As a bonus action, you may spend 1 dusk point to attempt to blind a creature within 30 feet of you. On a failed Constitution saving throw versus your dusk save DC, the creature becomes blinded for 1 minute. The creature may remake this saving throw at the end of every one of its turns.

Nightfall
Beginning at 18th level, you can create dark orbs using the power inside of you. As a action, you may create a floating orb of darkness within 60 feet of you for 3 dusk points. This orb lasts for 1 minute and effects creatures who start their turn with 5 feet of the orb. If a creature starts their turn within the orbs range, they must make a Constitution saving throw versus your dusk save DC to take half of the 5d10 necrotic damage and to not gain disadvantage on their attack rolls until the start of your next turn.

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3Classes, Prestige Classes Empty Re: Classes, Prestige Classes Wed May 15 2019, 10:30

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